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_get from \"/home/jenkins/workspace/workspace/cloudbest.com/node_modules/@babel/runtime/helpers/esm/get\";\nimport _defineProperty from \"/home/jenkins/workspace/workspace/cloudbest.com/node_modules/@babel/runtime/helpers/esm/defineProperty\";\nimport _assertThisInitialized from \"/home/jenkins/workspace/workspace/cloudbest.com/node_modules/@babel/runtime/helpers/esm/assertThisInitialized\";\nimport _inherits from \"/home/jenkins/workspace/workspace/cloudbest.com/node_modules/@babel/runtime/helpers/esm/inherits\";\nimport _possibleConstructorReturn from \"/home/jenkins/workspace/workspace/cloudbest.com/node_modules/@babel/runtime/helpers/esm/possibleConstructorReturn\";\nimport _getPrototypeOf from \"/home/jenkins/workspace/workspace/cloudbest.com/node_modules/@babel/runtime/helpers/esm/getPrototypeOf\";\nimport _classCallCheck from \"/home/jenkins/workspace/workspace/cloudbest.com/node_modules/@babel/runtime/helpers/esm/classCallCheck\";\nimport _createClass from \"/home/jenkins/workspace/workspace/cloudbest.com/node_modules/@babel/runtime/helpers/esm/createClass\";\n\nvar _ENCODINGS;\n\nfunction _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }\n\nfunction _isNativeReflectConstruct() { if (typeof Reflect === \"undefined\" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === \"function\") return true; try { Date.prototype.toString.call(Reflect.construct(Date, [], function () {})); return true; } catch (e) { return false; } }\n\n// threejs.org/license\nvar REVISION = '122';\nvar MOUSE = {\n LEFT: 0,\n MIDDLE: 1,\n RIGHT: 2,\n ROTATE: 0,\n DOLLY: 1,\n PAN: 2\n};\nvar TOUCH = {\n ROTATE: 0,\n PAN: 1,\n DOLLY_PAN: 2,\n DOLLY_ROTATE: 3\n};\nvar CullFaceNone = 0;\nvar CullFaceBack = 1;\nvar CullFaceFront = 2;\nvar CullFaceFrontBack = 3;\nvar BasicShadowMap = 0;\nvar PCFShadowMap = 1;\nvar PCFSoftShadowMap = 2;\nvar VSMShadowMap = 3;\nvar FrontSide = 0;\nvar BackSide = 1;\nvar DoubleSide = 2;\nvar FlatShading = 1;\nvar SmoothShading = 2;\nvar NoBlending = 0;\nvar NormalBlending = 1;\nvar AdditiveBlending = 2;\nvar SubtractiveBlending = 3;\nvar MultiplyBlending = 4;\nvar CustomBlending = 5;\nvar AddEquation = 100;\nvar SubtractEquation = 101;\nvar ReverseSubtractEquation = 102;\nvar MinEquation = 103;\nvar MaxEquation = 104;\nvar ZeroFactor = 200;\nvar OneFactor = 201;\nvar SrcColorFactor = 202;\nvar OneMinusSrcColorFactor = 203;\nvar SrcAlphaFactor = 204;\nvar OneMinusSrcAlphaFactor = 205;\nvar DstAlphaFactor = 206;\nvar OneMinusDstAlphaFactor = 207;\nvar DstColorFactor = 208;\nvar OneMinusDstColorFactor = 209;\nvar SrcAlphaSaturateFactor = 210;\nvar NeverDepth = 0;\nvar AlwaysDepth = 1;\nvar LessDepth = 2;\nvar LessEqualDepth = 3;\nvar EqualDepth = 4;\nvar GreaterEqualDepth = 5;\nvar GreaterDepth = 6;\nvar NotEqualDepth = 7;\nvar MultiplyOperation = 0;\nvar MixOperation = 1;\nvar AddOperation = 2;\nvar NoToneMapping = 0;\nvar LinearToneMapping = 1;\nvar ReinhardToneMapping = 2;\nvar CineonToneMapping = 3;\nvar ACESFilmicToneMapping = 4;\nvar CustomToneMapping = 5;\nvar UVMapping = 300;\nvar CubeReflectionMapping = 301;\nvar CubeRefractionMapping = 302;\nvar EquirectangularReflectionMapping = 303;\nvar EquirectangularRefractionMapping = 304;\nvar CubeUVReflectionMapping = 306;\nvar CubeUVRefractionMapping = 307;\nvar RepeatWrapping = 1000;\nvar ClampToEdgeWrapping = 1001;\nvar MirroredRepeatWrapping = 1002;\nvar NearestFilter = 1003;\nvar NearestMipmapNearestFilter = 1004;\nvar NearestMipMapNearestFilter = 1004;\nvar NearestMipmapLinearFilter = 1005;\nvar NearestMipMapLinearFilter = 1005;\nvar LinearFilter = 1006;\nvar LinearMipmapNearestFilter = 1007;\nvar LinearMipMapNearestFilter = 1007;\nvar LinearMipmapLinearFilter = 1008;\nvar LinearMipMapLinearFilter = 1008;\nvar UnsignedByteType = 1009;\nvar ByteType = 1010;\nvar ShortType = 1011;\nvar UnsignedShortType = 1012;\nvar IntType = 1013;\nvar UnsignedIntType = 1014;\nvar FloatType = 1015;\nvar HalfFloatType = 1016;\nvar UnsignedShort4444Type = 1017;\nvar UnsignedShort5551Type = 1018;\nvar UnsignedShort565Type = 1019;\nvar UnsignedInt248Type = 1020;\nvar AlphaFormat = 1021;\nvar RGBFormat = 1022;\nvar RGBAFormat = 1023;\nvar LuminanceFormat = 1024;\nvar LuminanceAlphaFormat = 1025;\nvar RGBEFormat = RGBAFormat;\nvar DepthFormat = 1026;\nvar DepthStencilFormat = 1027;\nvar RedFormat = 1028;\nvar RedIntegerFormat = 1029;\nvar RGFormat = 1030;\nvar RGIntegerFormat = 1031;\nvar RGBIntegerFormat = 1032;\nvar RGBAIntegerFormat = 1033;\nvar RGB_S3TC_DXT1_Format = 33776;\nvar RGBA_S3TC_DXT1_Format = 33777;\nvar RGBA_S3TC_DXT3_Format = 33778;\nvar RGBA_S3TC_DXT5_Format = 33779;\nvar RGB_PVRTC_4BPPV1_Format = 35840;\nvar RGB_PVRTC_2BPPV1_Format = 35841;\nvar RGBA_PVRTC_4BPPV1_Format = 35842;\nvar RGBA_PVRTC_2BPPV1_Format = 35843;\nvar RGB_ETC1_Format = 36196;\nvar RGB_ETC2_Format = 37492;\nvar RGBA_ETC2_EAC_Format = 37496;\nvar RGBA_ASTC_4x4_Format = 37808;\nvar RGBA_ASTC_5x4_Format = 37809;\nvar RGBA_ASTC_5x5_Format = 37810;\nvar RGBA_ASTC_6x5_Format = 37811;\nvar RGBA_ASTC_6x6_Format = 37812;\nvar RGBA_ASTC_8x5_Format = 37813;\nvar RGBA_ASTC_8x6_Format = 37814;\nvar RGBA_ASTC_8x8_Format = 37815;\nvar RGBA_ASTC_10x5_Format = 37816;\nvar RGBA_ASTC_10x6_Format = 37817;\nvar RGBA_ASTC_10x8_Format = 37818;\nvar RGBA_ASTC_10x10_Format = 37819;\nvar RGBA_ASTC_12x10_Format = 37820;\nvar RGBA_ASTC_12x12_Format = 37821;\nvar RGBA_BPTC_Format = 36492;\nvar SRGB8_ALPHA8_ASTC_4x4_Format = 37840;\nvar SRGB8_ALPHA8_ASTC_5x4_Format = 37841;\nvar SRGB8_ALPHA8_ASTC_5x5_Format = 37842;\nvar SRGB8_ALPHA8_ASTC_6x5_Format = 37843;\nvar SRGB8_ALPHA8_ASTC_6x6_Format = 37844;\nvar SRGB8_ALPHA8_ASTC_8x5_Format = 37845;\nvar SRGB8_ALPHA8_ASTC_8x6_Format = 37846;\nvar SRGB8_ALPHA8_ASTC_8x8_Format = 37847;\nvar SRGB8_ALPHA8_ASTC_10x5_Format = 37848;\nvar SRGB8_ALPHA8_ASTC_10x6_Format = 37849;\nvar SRGB8_ALPHA8_ASTC_10x8_Format = 37850;\nvar SRGB8_ALPHA8_ASTC_10x10_Format = 37851;\nvar SRGB8_ALPHA8_ASTC_12x10_Format = 37852;\nvar SRGB8_ALPHA8_ASTC_12x12_Format = 37853;\nvar LoopOnce = 2200;\nvar LoopRepeat = 2201;\nvar LoopPingPong = 2202;\nvar InterpolateDiscrete = 2300;\nvar InterpolateLinear = 2301;\nvar InterpolateSmooth = 2302;\nvar ZeroCurvatureEnding = 2400;\nvar ZeroSlopeEnding = 2401;\nvar WrapAroundEnding = 2402;\nvar NormalAnimationBlendMode = 2500;\nvar AdditiveAnimationBlendMode = 2501;\nvar TrianglesDrawMode = 0;\nvar TriangleStripDrawMode = 1;\nvar TriangleFanDrawMode = 2;\nvar LinearEncoding = 3000;\nvar sRGBEncoding = 3001;\nvar GammaEncoding = 3007;\nvar RGBEEncoding = 3002;\nvar LogLuvEncoding = 3003;\nvar RGBM7Encoding = 3004;\nvar RGBM16Encoding = 3005;\nvar RGBDEncoding = 3006;\nvar BasicDepthPacking = 3200;\nvar RGBADepthPacking = 3201;\nvar TangentSpaceNormalMap = 0;\nvar ObjectSpaceNormalMap = 1;\nvar ZeroStencilOp = 0;\nvar KeepStencilOp = 7680;\nvar ReplaceStencilOp = 7681;\nvar IncrementStencilOp = 7682;\nvar DecrementStencilOp = 7683;\nvar IncrementWrapStencilOp = 34055;\nvar DecrementWrapStencilOp = 34056;\nvar InvertStencilOp = 5386;\nvar NeverStencilFunc = 512;\nvar LessStencilFunc = 513;\nvar EqualStencilFunc = 514;\nvar LessEqualStencilFunc = 515;\nvar GreaterStencilFunc = 516;\nvar NotEqualStencilFunc = 517;\nvar GreaterEqualStencilFunc = 518;\nvar AlwaysStencilFunc = 519;\nvar StaticDrawUsage = 35044;\nvar DynamicDrawUsage = 35048;\nvar StreamDrawUsage = 35040;\nvar StaticReadUsage = 35045;\nvar DynamicReadUsage = 35049;\nvar StreamReadUsage = 35041;\nvar StaticCopyUsage = 35046;\nvar DynamicCopyUsage = 35050;\nvar StreamCopyUsage = 35042;\nvar GLSL1 = \"100\";\nvar GLSL3 = \"300 es\";\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nfunction EventDispatcher() {}\n\nObject.assign(EventDispatcher.prototype, {\n addEventListener: function addEventListener(type, listener) {\n if (this._listeners === undefined) this._listeners = {};\n var listeners = this._listeners;\n\n if (listeners[type] === undefined) {\n listeners[type] = [];\n }\n\n if (listeners[type].indexOf(listener) === -1) {\n listeners[type].push(listener);\n }\n },\n hasEventListener: function hasEventListener(type, listener) {\n if (this._listeners === undefined) return false;\n var listeners = this._listeners;\n return listeners[type] !== undefined && listeners[type].indexOf(listener) !== -1;\n },\n removeEventListener: function removeEventListener(type, listener) {\n if (this._listeners === undefined) return;\n var listeners = this._listeners;\n var listenerArray = listeners[type];\n\n if (listenerArray !== undefined) {\n var index = listenerArray.indexOf(listener);\n\n if (index !== -1) {\n listenerArray.splice(index, 1);\n }\n }\n },\n dispatchEvent: function dispatchEvent(event) {\n if (this._listeners === undefined) return;\n var listeners = this._listeners;\n var listenerArray = listeners[event.type];\n\n if (listenerArray !== undefined) {\n event.target = this; // Make a copy, in case listeners are removed while iterating.\n\n var array = listenerArray.slice(0);\n\n for (var i = 0, l = array.length; i < l; i++) {\n array[i].call(this, event);\n }\n }\n }\n});\nvar _lut = [];\n\nfor (var i = 0; i < 256; i++) {\n _lut[i] = (i < 16 ? '0' : '') + i.toString(16);\n}\n\nvar _seed = 1234567;\nvar MathUtils = {\n DEG2RAD: Math.PI / 180,\n RAD2DEG: 180 / Math.PI,\n generateUUID: function generateUUID() {\n // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\n var d0 = Math.random() * 0xffffffff | 0;\n var d1 = Math.random() * 0xffffffff | 0;\n var d2 = Math.random() * 0xffffffff | 0;\n var d3 = Math.random() * 0xffffffff | 0;\n var uuid = _lut[d0 & 0xff] + _lut[d0 >> 8 & 0xff] + _lut[d0 >> 16 & 0xff] + _lut[d0 >> 24 & 0xff] + '-' + _lut[d1 & 0xff] + _lut[d1 >> 8 & 0xff] + '-' + _lut[d1 >> 16 & 0x0f | 0x40] + _lut[d1 >> 24 & 0xff] + '-' + _lut[d2 & 0x3f | 0x80] + _lut[d2 >> 8 & 0xff] + '-' + _lut[d2 >> 16 & 0xff] + _lut[d2 >> 24 & 0xff] + _lut[d3 & 0xff] + _lut[d3 >> 8 & 0xff] + _lut[d3 >> 16 & 0xff] + _lut[d3 >> 24 & 0xff]; // .toUpperCase() here flattens concatenated strings to save heap memory space.\n\n return uuid.toUpperCase();\n },\n clamp: function clamp(value, min, max) {\n return Math.max(min, Math.min(max, value));\n },\n // compute euclidian modulo of m % n\n // https://en.wikipedia.org/wiki/Modulo_operation\n euclideanModulo: function euclideanModulo(n, m) {\n return (n % m + m) % m;\n },\n // Linear mapping from range to range \n mapLinear: function mapLinear(x, a1, a2, b1, b2) {\n return b1 + (x - a1) * (b2 - b1) / (a2 - a1);\n },\n // https://en.wikipedia.org/wiki/Linear_interpolation\n lerp: function lerp(x, y, t) {\n return (1 - t) * x + t * y;\n },\n // http://en.wikipedia.org/wiki/Smoothstep\n smoothstep: function smoothstep(x, min, max) {\n if (x <= min) return 0;\n if (x >= max) return 1;\n x = (x - min) / (max - min);\n return x * x * (3 - 2 * x);\n },\n smootherstep: function smootherstep(x, min, max) {\n if (x <= min) return 0;\n if (x >= max) return 1;\n x = (x - min) / (max - min);\n return x * x * x * (x * (x * 6 - 15) + 10);\n },\n // Random integer from interval\n randInt: function randInt(low, high) {\n return low + Math.floor(Math.random() * (high - low + 1));\n },\n // Random float from interval\n randFloat: function randFloat(low, high) {\n return low + Math.random() * (high - low);\n },\n // Random float from <-range/2, range/2> interval\n randFloatSpread: function randFloatSpread(range) {\n return range * (0.5 - Math.random());\n },\n // Deterministic pseudo-random float in the interval [ 0, 1 ]\n seededRandom: function seededRandom(s) {\n if (s !== undefined) _seed = s % 2147483647; // Park-Miller algorithm\n\n _seed = _seed * 16807 % 2147483647;\n return (_seed - 1) / 2147483646;\n },\n degToRad: function degToRad(degrees) {\n return degrees * MathUtils.DEG2RAD;\n },\n radToDeg: function radToDeg(radians) {\n return radians * MathUtils.RAD2DEG;\n },\n isPowerOfTwo: function isPowerOfTwo(value) {\n return (value & value - 1) === 0 && value !== 0;\n },\n ceilPowerOfTwo: function ceilPowerOfTwo(value) {\n return Math.pow(2, Math.ceil(Math.log(value) / Math.LN2));\n },\n floorPowerOfTwo: function floorPowerOfTwo(value) {\n return Math.pow(2, Math.floor(Math.log(value) / Math.LN2));\n },\n setQuaternionFromProperEuler: function setQuaternionFromProperEuler(q, a, b, c, order) {\n // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\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 // angles are in radians\n var cos = Math.cos;\n var sin = Math.sin;\n var c2 = cos(b / 2);\n var s2 = sin(b / 2);\n var c13 = cos((a + c) / 2);\n var s13 = sin((a + c) / 2);\n var c1_3 = cos((a - c) / 2);\n var s1_3 = sin((a - c) / 2);\n var c3_1 = cos((c - a) / 2);\n var s3_1 = sin((c - a) / 2);\n\n switch (order) {\n case 'XYX':\n q.set(c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13);\n break;\n\n case 'YZY':\n q.set(s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13);\n break;\n\n case 'ZXZ':\n q.set(s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13);\n break;\n\n case 'XZX':\n q.set(c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13);\n break;\n\n case 'YXY':\n q.set(s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13);\n break;\n\n case 'ZYZ':\n q.set(s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13);\n break;\n\n default:\n console.warn('THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order);\n }\n }\n};\n\nvar Vector2 = /*#__PURE__*/function () {\n function Vector2() {\n var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n\n _classCallCheck(this, Vector2);\n\n Object.defineProperty(this, 'isVector2', {\n value: true\n });\n this.x = x;\n this.y = y;\n }\n\n _createClass(Vector2, [{\n key: \"set\",\n value: function set(x, y) {\n this.x = x;\n this.y = y;\n return this;\n }\n }, {\n key: \"setScalar\",\n value: function setScalar(scalar) {\n this.x = scalar;\n this.y = scalar;\n return this;\n }\n }, {\n key: \"setX\",\n value: function setX(x) {\n this.x = x;\n return this;\n }\n }, {\n key: \"setY\",\n value: function setY(y) {\n this.y = y;\n return this;\n }\n }, {\n key: \"setComponent\",\n value: function setComponent(index, value) {\n switch (index) {\n case 0:\n this.x = value;\n break;\n\n case 1:\n this.y = value;\n break;\n\n default:\n throw new Error('index is out of range: ' + index);\n }\n\n return this;\n }\n }, {\n key: \"getComponent\",\n value: function getComponent(index) {\n switch (index) {\n case 0:\n return this.x;\n\n case 1:\n return this.y;\n\n default:\n throw new Error('index is out of range: ' + index);\n }\n }\n }, {\n key: \"clone\",\n value: function clone() {\n return new this.constructor(this.x, this.y);\n }\n }, {\n key: \"copy\",\n value: function copy(v) {\n this.x = v.x;\n this.y = v.y;\n return this;\n }\n }, {\n key: \"add\",\n value: function add(v, w) {\n if (w !== undefined) {\n console.warn('THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');\n return this.addVectors(v, w);\n }\n\n this.x += v.x;\n this.y += v.y;\n return this;\n }\n }, {\n key: \"addScalar\",\n value: function addScalar(s) {\n this.x += s;\n this.y += s;\n return this;\n }\n }, {\n key: \"addVectors\",\n value: function addVectors(a, b) {\n this.x = a.x + b.x;\n this.y = a.y + b.y;\n return this;\n }\n }, {\n key: \"addScaledVector\",\n value: function addScaledVector(v, s) {\n this.x += v.x * s;\n this.y += v.y * s;\n return this;\n }\n }, {\n key: \"sub\",\n value: function sub(v, w) {\n if (w !== undefined) {\n console.warn('THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');\n return this.subVectors(v, w);\n }\n\n this.x -= v.x;\n this.y -= v.y;\n return this;\n }\n }, {\n key: \"subScalar\",\n value: function subScalar(s) {\n this.x -= s;\n this.y -= s;\n return this;\n }\n }, {\n key: \"subVectors\",\n value: function subVectors(a, b) {\n this.x = a.x - b.x;\n this.y = a.y - b.y;\n return this;\n }\n }, {\n key: \"multiply\",\n value: function multiply(v) {\n this.x *= v.x;\n this.y *= v.y;\n return this;\n }\n }, {\n key: \"multiplyScalar\",\n value: function multiplyScalar(scalar) {\n this.x *= scalar;\n this.y *= scalar;\n return this;\n }\n }, {\n key: \"divide\",\n value: function divide(v) {\n this.x /= v.x;\n this.y /= v.y;\n return this;\n }\n }, {\n key: \"divideScalar\",\n value: function divideScalar(scalar) {\n return this.multiplyScalar(1 / scalar);\n }\n }, {\n key: \"applyMatrix3\",\n value: function applyMatrix3(m) {\n var x = this.x,\n y = this.y;\n var e = m.elements;\n this.x = e[0] * x + e[3] * y + e[6];\n this.y = e[1] * x + e[4] * y + e[7];\n return this;\n }\n }, {\n key: \"min\",\n value: function min(v) {\n this.x = Math.min(this.x, v.x);\n this.y = Math.min(this.y, v.y);\n return this;\n }\n }, {\n key: \"max\",\n value: function max(v) {\n this.x = Math.max(this.x, v.x);\n this.y = Math.max(this.y, v.y);\n return this;\n }\n }, {\n key: \"clamp\",\n value: function clamp(min, max) {\n // assumes min < max, componentwise\n this.x = Math.max(min.x, Math.min(max.x, this.x));\n this.y = Math.max(min.y, Math.min(max.y, this.y));\n return this;\n }\n }, {\n key: \"clampScalar\",\n value: function clampScalar(minVal, maxVal) {\n this.x = Math.max(minVal, Math.min(maxVal, this.x));\n this.y = Math.max(minVal, Math.min(maxVal, this.y));\n return this;\n }\n }, {\n key: \"clampLength\",\n value: function clampLength(min, max) {\n var length = this.length();\n return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));\n }\n }, {\n key: \"floor\",\n value: function floor() {\n this.x = Math.floor(this.x);\n this.y = Math.floor(this.y);\n return this;\n }\n }, {\n key: \"ceil\",\n value: function ceil() {\n this.x = Math.ceil(this.x);\n this.y = Math.ceil(this.y);\n return this;\n }\n }, {\n key: \"round\",\n value: function round() {\n this.x = Math.round(this.x);\n this.y = Math.round(this.y);\n return this;\n }\n }, {\n key: \"roundToZero\",\n value: function roundToZero() {\n this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);\n this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);\n return this;\n }\n }, {\n key: \"negate\",\n value: function negate() {\n this.x = -this.x;\n this.y = -this.y;\n return this;\n }\n }, {\n key: \"dot\",\n value: function dot(v) {\n return this.x * v.x + this.y * v.y;\n }\n }, {\n key: \"cross\",\n value: function cross(v) {\n return this.x * v.y - this.y * v.x;\n }\n }, {\n key: \"lengthSq\",\n value: function lengthSq() {\n return this.x * this.x + this.y * this.y;\n }\n }, {\n key: \"length\",\n value: function length() {\n return Math.sqrt(this.x * this.x + this.y * this.y);\n }\n }, {\n key: \"manhattanLength\",\n value: function manhattanLength() {\n return Math.abs(this.x) + Math.abs(this.y);\n }\n }, {\n key: \"normalize\",\n value: function normalize() {\n return this.divideScalar(this.length() || 1);\n }\n }, {\n key: \"angle\",\n value: function angle() {\n // computes the angle in radians with respect to the positive x-axis\n var angle = Math.atan2(-this.y, -this.x) + Math.PI;\n return angle;\n }\n }, {\n key: \"distanceTo\",\n value: function distanceTo(v) {\n return Math.sqrt(this.distanceToSquared(v));\n }\n }, {\n key: \"distanceToSquared\",\n value: function distanceToSquared(v) {\n var dx = this.x - v.x,\n dy = this.y - v.y;\n return dx * dx + dy * dy;\n }\n }, {\n key: \"manhattanDistanceTo\",\n value: function manhattanDistanceTo(v) {\n return Math.abs(this.x - v.x) + Math.abs(this.y - v.y);\n }\n }, {\n key: \"setLength\",\n value: function setLength(length) {\n return this.normalize().multiplyScalar(length);\n }\n }, {\n key: \"lerp\",\n value: function lerp(v, alpha) {\n this.x += (v.x - this.x) * alpha;\n this.y += (v.y - this.y) * alpha;\n return this;\n }\n }, {\n key: \"lerpVectors\",\n value: function lerpVectors(v1, v2, alpha) {\n this.x = v1.x + (v2.x - v1.x) * alpha;\n this.y = v1.y + (v2.y - v1.y) * alpha;\n return this;\n }\n }, {\n key: \"equals\",\n value: function equals(v) {\n return v.x === this.x && v.y === this.y;\n }\n }, {\n key: \"fromArray\",\n value: function fromArray(array) {\n var offset = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n this.x = array[offset];\n this.y = array[offset + 1];\n return this;\n }\n }, {\n key: \"toArray\",\n value: function toArray() {\n var array = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];\n var offset = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n array[offset] = this.x;\n array[offset + 1] = this.y;\n return array;\n }\n }, {\n key: \"fromBufferAttribute\",\n value: function fromBufferAttribute(attribute, index, offset) {\n if (offset !== undefined) {\n console.warn('THREE.Vector2: offset has been removed from .fromBufferAttribute().');\n }\n\n this.x = attribute.getX(index);\n this.y = attribute.getY(index);\n return this;\n }\n }, {\n key: \"rotateAround\",\n value: function rotateAround(center, angle) {\n var c = Math.cos(angle),\n s = Math.sin(angle);\n var x = this.x - center.x;\n var y = this.y - center.y;\n this.x = x * c - y * s + center.x;\n this.y = x * s + y * c + center.y;\n return this;\n }\n }, {\n key: \"random\",\n value: function random() {\n this.x = Math.random();\n this.y = Math.random();\n return this;\n }\n }, {\n key: \"width\",\n get: function get() {\n return this.x;\n },\n set: function set(value) {\n this.x = value;\n }\n }, {\n key: \"height\",\n get: function get() {\n return this.y;\n },\n set: function set(value) {\n this.y = value;\n }\n }]);\n\n return Vector2;\n}();\n\nvar Matrix3 = /*#__PURE__*/function () {\n function Matrix3() {\n _classCallCheck(this, Matrix3);\n\n Object.defineProperty(this, 'isMatrix3', {\n value: true\n });\n this.elements = [1, 0, 0, 0, 1, 0, 0, 0, 1];\n\n if (arguments.length > 0) {\n console.error('THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.');\n }\n }\n\n _createClass(Matrix3, [{\n key: \"set\",\n value: function set(n11, n12, n13, n21, n22, n23, n31, n32, n33) {\n var te = this.elements;\n te[0] = n11;\n te[1] = n21;\n te[2] = n31;\n te[3] = n12;\n te[4] = n22;\n te[5] = n32;\n te[6] = n13;\n te[7] = n23;\n te[8] = n33;\n return this;\n }\n }, {\n key: \"identity\",\n value: function identity() {\n this.set(1, 0, 0, 0, 1, 0, 0, 0, 1);\n return this;\n }\n }, {\n key: \"clone\",\n value: function clone() {\n return new this.constructor().fromArray(this.elements);\n }\n }, {\n key: \"copy\",\n value: function copy(m) {\n var te = this.elements;\n var me = m.elements;\n te[0] = me[0];\n te[1] = me[1];\n te[2] = me[2];\n te[3] = me[3];\n te[4] = me[4];\n te[5] = me[5];\n te[6] = me[6];\n te[7] = me[7];\n te[8] = me[8];\n return this;\n }\n }, {\n key: \"extractBasis\",\n value: function extractBasis(xAxis, yAxis, zAxis) {\n xAxis.setFromMatrix3Column(this, 0);\n yAxis.setFromMatrix3Column(this, 1);\n zAxis.setFromMatrix3Column(this, 2);\n return this;\n }\n }, {\n key: \"setFromMatrix4\",\n value: function setFromMatrix4(m) {\n var me = m.elements;\n this.set(me[0], me[4], me[8], me[1], me[5], me[9], me[2], me[6], me[10]);\n return this;\n }\n }, {\n key: \"multiply\",\n value: function multiply(m) {\n return this.multiplyMatrices(this, m);\n }\n }, {\n key: \"premultiply\",\n value: function premultiply(m) {\n return this.multiplyMatrices(m, this);\n }\n }, {\n key: \"multiplyMatrices\",\n value: function multiplyMatrices(a, b) {\n var ae = a.elements;\n var be = b.elements;\n var te = this.elements;\n var a11 = ae[0],\n a12 = ae[3],\n a13 = ae[6];\n var a21 = ae[1],\n a22 = ae[4],\n a23 = ae[7];\n var a31 = ae[2],\n a32 = ae[5],\n a33 = ae[8];\n var b11 = be[0],\n b12 = be[3],\n b13 = be[6];\n var b21 = be[1],\n b22 = be[4],\n b23 = be[7];\n var b31 = be[2],\n b32 = be[5],\n b33 = be[8];\n te[0] = a11 * b11 + a12 * b21 + a13 * b31;\n te[3] = a11 * b12 + a12 * b22 + a13 * b32;\n te[6] = a11 * b13 + a12 * b23 + a13 * b33;\n te[1] = a21 * b11 + a22 * b21 + a23 * b31;\n te[4] = a21 * b12 + a22 * b22 + a23 * b32;\n te[7] = a21 * b13 + a22 * b23 + a23 * b33;\n te[2] = a31 * b11 + a32 * b21 + a33 * b31;\n te[5] = a31 * b12 + a32 * b22 + a33 * b32;\n te[8] = a31 * b13 + a32 * b23 + a33 * b33;\n return this;\n }\n }, {\n key: \"multiplyScalar\",\n value: function multiplyScalar(s) {\n var te = this.elements;\n te[0] *= s;\n te[3] *= s;\n te[6] *= s;\n te[1] *= s;\n te[4] *= s;\n te[7] *= s;\n te[2] *= s;\n te[5] *= s;\n te[8] *= s;\n return this;\n }\n }, {\n key: \"determinant\",\n value: function determinant() {\n var te = this.elements;\n var a = te[0],\n b = te[1],\n c = te[2],\n d = te[3],\n e = te[4],\n f = te[5],\n g = te[6],\n h = te[7],\n i = te[8];\n return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n }\n }, {\n key: \"getInverse\",\n value: function getInverse(matrix, throwOnDegenerate) {\n if (throwOnDegenerate !== undefined) {\n console.warn(\"THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate.\");\n }\n\n var me = matrix.elements,\n te = this.elements,\n n11 = me[0],\n n21 = me[1],\n n31 = me[2],\n n12 = me[3],\n n22 = me[4],\n n32 = me[5],\n n13 = me[6],\n n23 = me[7],\n n33 = me[8],\n t11 = n33 * n22 - n32 * n23,\n t12 = n32 * n13 - n33 * n12,\n t13 = n23 * n12 - n22 * n13,\n det = n11 * t11 + n21 * t12 + n31 * t13;\n if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0);\n var detInv = 1 / det;\n te[0] = t11 * detInv;\n te[1] = (n31 * n23 - n33 * n21) * detInv;\n te[2] = (n32 * n21 - n31 * n22) * detInv;\n te[3] = t12 * detInv;\n te[4] = (n33 * n11 - n31 * n13) * detInv;\n te[5] = (n31 * n12 - n32 * n11) * detInv;\n te[6] = t13 * detInv;\n te[7] = (n21 * n13 - n23 * n11) * detInv;\n te[8] = (n22 * n11 - n21 * n12) * detInv;\n return this;\n }\n }, {\n key: \"transpose\",\n value: function transpose() {\n var tmp;\n var m = this.elements;\n tmp = m[1];\n m[1] = m[3];\n m[3] = tmp;\n tmp = m[2];\n m[2] = m[6];\n m[6] = tmp;\n tmp = m[5];\n m[5] = m[7];\n m[7] = tmp;\n return this;\n }\n }, {\n key: \"getNormalMatrix\",\n value: function getNormalMatrix(matrix4) {\n return this.setFromMatrix4(matrix4).getInverse(this).transpose();\n }\n }, {\n key: \"transposeIntoArray\",\n value: function transposeIntoArray(r) {\n var m = this.elements;\n r[0] = m[0];\n r[1] = m[3];\n r[2] = m[6];\n r[3] = m[1];\n r[4] = m[4];\n r[5] = m[7];\n r[6] = m[2];\n r[7] = m[5];\n r[8] = m[8];\n return this;\n }\n }, {\n key: \"setUvTransform\",\n value: function setUvTransform(tx, ty, sx, sy, rotation, cx, cy) {\n var c = Math.cos(rotation);\n var s = Math.sin(rotation);\n this.set(sx * c, sx * s, -sx * (c * cx + s * cy) + cx + tx, -sy * s, sy * c, -sy * (-s * cx + c * cy) + cy + ty, 0, 0, 1);\n }\n }, {\n key: \"scale\",\n value: function scale(sx, sy) {\n var te = this.elements;\n te[0] *= sx;\n te[3] *= sx;\n te[6] *= sx;\n te[1] *= sy;\n te[4] *= sy;\n te[7] *= sy;\n return this;\n }\n }, {\n key: \"rotate\",\n value: function rotate(theta) {\n var c = Math.cos(theta);\n var s = Math.sin(theta);\n var te = this.elements;\n var a11 = te[0],\n a12 = te[3],\n a13 = te[6];\n var a21 = te[1],\n a22 = te[4],\n a23 = te[7];\n te[0] = c * a11 + s * a21;\n te[3] = c * a12 + s * a22;\n te[6] = c * a13 + s * a23;\n te[1] = -s * a11 + c * a21;\n te[4] = -s * a12 + c * a22;\n te[7] = -s * a13 + c * a23;\n return this;\n }\n }, {\n key: \"translate\",\n value: function translate(tx, ty) {\n var te = this.elements;\n te[0] += tx * te[2];\n te[3] += tx * te[5];\n te[6] += tx * te[8];\n te[1] += ty * te[2];\n te[4] += ty * te[5];\n te[7] += ty * te[8];\n return this;\n }\n }, {\n key: \"equals\",\n value: function equals(matrix) {\n var te = this.elements;\n var me = matrix.elements;\n\n for (var _i = 0; _i < 9; _i++) {\n if (te[_i] !== me[_i]) return false;\n }\n\n return true;\n }\n }, {\n key: \"fromArray\",\n value: function fromArray(array) {\n var offset = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n\n for (var _i2 = 0; _i2 < 9; _i2++) {\n this.elements[_i2] = array[_i2 + offset];\n }\n\n return this;\n }\n }, {\n key: \"toArray\",\n value: function toArray() {\n var array = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];\n var offset = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var te = this.elements;\n array[offset] = te[0];\n array[offset + 1] = te[1];\n array[offset + 2] = te[2];\n array[offset + 3] = te[3];\n array[offset + 4] = te[4];\n array[offset + 5] = te[5];\n array[offset + 6] = te[6];\n array[offset + 7] = te[7];\n array[offset + 8] = te[8];\n return array;\n }\n }]);\n\n return Matrix3;\n}();\n\nvar _canvas;\n\nvar ImageUtils = {\n getDataURL: function getDataURL(image) {\n if (/^data:/i.test(image.src)) {\n return image.src;\n }\n\n if (typeof HTMLCanvasElement == 'undefined') {\n return image.src;\n }\n\n var canvas;\n\n if (image instanceof HTMLCanvasElement) {\n canvas = image;\n } else {\n if (_canvas === undefined) _canvas = document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');\n _canvas.width = image.width;\n _canvas.height = image.height;\n\n var context = _canvas.getContext('2d');\n\n if (image instanceof ImageData) {\n context.putImageData(image, 0, 0);\n } else {\n context.drawImage(image, 0, 0, image.width, image.height);\n }\n\n canvas = _canvas;\n }\n\n if (canvas.width > 2048 || canvas.height > 2048) {\n return canvas.toDataURL('image/jpeg', 0.6);\n } else {\n return canvas.toDataURL('image/png');\n }\n }\n};\nvar textureId = 0;\n\nfunction Texture(image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding) {\n Object.defineProperty(this, 'id', {\n value: textureId++\n });\n this.uuid = MathUtils.generateUUID();\n this.name = '';\n this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;\n this.mipmaps = [];\n this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;\n this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;\n this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;\n this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;\n this.anisotropy = anisotropy !== undefined ? anisotropy : 1;\n this.format = format !== undefined ? format : RGBAFormat;\n this.internalFormat = null;\n this.type = type !== undefined ? type : UnsignedByteType;\n this.offset = new Vector2(0, 0);\n this.repeat = new Vector2(1, 1);\n this.center = new Vector2(0, 0);\n this.rotation = 0;\n this.matrixAutoUpdate = true;\n this.matrix = new Matrix3();\n this.generateMipmaps = true;\n this.premultiplyAlpha = false;\n this.flipY = true;\n this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.\n //\n // Also changing the encoding after already used by a Material will not automatically make the Material\n // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.\n\n this.encoding = encoding !== undefined ? encoding : LinearEncoding;\n this.version = 0;\n this.onUpdate = null;\n}\n\nTexture.DEFAULT_IMAGE = undefined;\nTexture.DEFAULT_MAPPING = UVMapping;\nTexture.prototype = Object.assign(Object.create(EventDispatcher.prototype), {\n constructor: Texture,\n isTexture: true,\n updateMatrix: function updateMatrix() {\n this.matrix.setUvTransform(this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y);\n },\n clone: function clone() {\n return new this.constructor().copy(this);\n },\n copy: function copy(source) {\n this.name = source.name;\n this.image = source.image;\n this.mipmaps = source.mipmaps.slice(0);\n this.mapping = source.mapping;\n this.wrapS = source.wrapS;\n this.wrapT = source.wrapT;\n this.magFilter = source.magFilter;\n this.minFilter = source.minFilter;\n this.anisotropy = source.anisotropy;\n this.format = source.format;\n this.internalFormat = source.internalFormat;\n this.type = source.type;\n this.offset.copy(source.offset);\n this.repeat.copy(source.repeat);\n this.center.copy(source.center);\n this.rotation = source.rotation;\n this.matrixAutoUpdate = source.matrixAutoUpdate;\n this.matrix.copy(source.matrix);\n this.generateMipmaps = source.generateMipmaps;\n this.premultiplyAlpha = source.premultiplyAlpha;\n this.flipY = source.flipY;\n this.unpackAlignment = source.unpackAlignment;\n this.encoding = source.encoding;\n return this;\n },\n toJSON: function toJSON(meta) {\n var isRootObject = meta === undefined || typeof meta === 'string';\n\n if (!isRootObject && meta.textures[this.uuid] !== undefined) {\n return meta.textures[this.uuid];\n }\n\n var output = {\n metadata: {\n version: 4.5,\n type: 'Texture',\n generator: 'Texture.toJSON'\n },\n uuid: this.uuid,\n name: this.name,\n mapping: this.mapping,\n repeat: [this.repeat.x, this.repeat.y],\n offset: [this.offset.x, this.offset.y],\n center: [this.center.x, this.center.y],\n rotation: this.rotation,\n wrap: [this.wrapS, this.wrapT],\n format: this.format,\n type: this.type,\n encoding: this.encoding,\n minFilter: this.minFilter,\n magFilter: this.magFilter,\n anisotropy: this.anisotropy,\n flipY: this.flipY,\n premultiplyAlpha: this.premultiplyAlpha,\n unpackAlignment: this.unpackAlignment\n };\n\n if (this.image !== undefined) {\n // TODO: Move to THREE.Image\n var image = this.image;\n\n if (image.uuid === undefined) {\n image.uuid = MathUtils.generateUUID(); // UGH\n }\n\n if (!isRootObject && meta.images[image.uuid] === undefined) {\n var url;\n\n if (Array.isArray(image)) {\n // process array of images e.g. CubeTexture\n url = [];\n\n for (var _i3 = 0, l = image.length; _i3 < l; _i3++) {\n url.push(ImageUtils.getDataURL(image[_i3]));\n }\n } else {\n // process single image\n url = ImageUtils.getDataURL(image);\n }\n\n meta.images[image.uuid] = {\n uuid: image.uuid,\n url: url\n };\n }\n\n output.image = image.uuid;\n }\n\n if (!isRootObject) {\n meta.textures[this.uuid] = output;\n }\n\n return output;\n },\n dispose: function dispose() {\n this.dispatchEvent({\n type: 'dispose'\n });\n },\n transformUv: function transformUv(uv) {\n if (this.mapping !== UVMapping) return uv;\n uv.applyMatrix3(this.matrix);\n\n if (uv.x < 0 || uv.x > 1) {\n switch (this.wrapS) {\n case RepeatWrapping:\n uv.x = uv.x - Math.floor(uv.x);\n break;\n\n case ClampToEdgeWrapping:\n uv.x = uv.x < 0 ? 0 : 1;\n break;\n\n case MirroredRepeatWrapping:\n if (Math.abs(Math.floor(uv.x) % 2) === 1) {\n uv.x = Math.ceil(uv.x) - uv.x;\n } else {\n uv.x = uv.x - Math.floor(uv.x);\n }\n\n break;\n }\n }\n\n if (uv.y < 0 || uv.y > 1) {\n switch (this.wrapT) {\n case RepeatWrapping:\n uv.y = uv.y - Math.floor(uv.y);\n break;\n\n case ClampToEdgeWrapping:\n uv.y = uv.y < 0 ? 0 : 1;\n break;\n\n case MirroredRepeatWrapping:\n if (Math.abs(Math.floor(uv.y) % 2) === 1) {\n uv.y = Math.ceil(uv.y) - uv.y;\n } else {\n uv.y = uv.y - Math.floor(uv.y);\n }\n\n break;\n }\n }\n\n if (this.flipY) {\n uv.y = 1 - uv.y;\n }\n\n return uv;\n }\n});\nObject.defineProperty(Texture.prototype, \"needsUpdate\", {\n set: function set(value) {\n if (value === true) this.version++;\n }\n});\n\nvar Vector4 = /*#__PURE__*/function () {\n function Vector4() {\n var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var z = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var w = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1;\n\n _classCallCheck(this, Vector4);\n\n Object.defineProperty(this, 'isVector4', {\n value: true\n });\n this.x = x;\n this.y = y;\n this.z = z;\n this.w = w;\n }\n\n _createClass(Vector4, [{\n key: \"set\",\n value: function set(x, y, z, w) {\n this.x = x;\n this.y = y;\n this.z = z;\n this.w = w;\n return this;\n }\n }, {\n key: \"setScalar\",\n value: function setScalar(scalar) {\n this.x = scalar;\n this.y = scalar;\n this.z = scalar;\n this.w = scalar;\n return this;\n }\n }, {\n key: \"setX\",\n value: function setX(x) {\n this.x = x;\n return this;\n }\n }, {\n key: \"setY\",\n value: function setY(y) {\n this.y = y;\n return this;\n }\n }, {\n key: \"setZ\",\n value: function setZ(z) {\n this.z = z;\n return this;\n }\n }, {\n key: \"setW\",\n value: function setW(w) {\n this.w = w;\n return this;\n }\n }, {\n key: \"setComponent\",\n value: function setComponent(index, value) {\n switch (index) {\n case 0:\n this.x = value;\n break;\n\n case 1:\n this.y = value;\n break;\n\n case 2:\n this.z = value;\n break;\n\n case 3:\n this.w = value;\n break;\n\n default:\n throw new Error('index is out of range: ' + index);\n }\n\n return this;\n }\n }, {\n key: \"getComponent\",\n value: function getComponent(index) {\n switch (index) {\n case 0:\n return this.x;\n\n case 1:\n return this.y;\n\n case 2:\n return this.z;\n\n case 3:\n return this.w;\n\n default:\n throw new Error('index is out of range: ' + index);\n }\n }\n }, {\n key: \"clone\",\n value: function clone() {\n return new this.constructor(this.x, this.y, this.z, this.w);\n }\n }, {\n key: \"copy\",\n value: function copy(v) {\n this.x = v.x;\n this.y = v.y;\n this.z = v.z;\n this.w = v.w !== undefined ? v.w : 1;\n return this;\n }\n }, {\n key: \"add\",\n value: function add(v, w) {\n if (w !== undefined) {\n console.warn('THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');\n return this.addVectors(v, w);\n }\n\n this.x += v.x;\n this.y += v.y;\n this.z += v.z;\n this.w += v.w;\n return this;\n }\n }, {\n key: \"addScalar\",\n value: function addScalar(s) {\n this.x += s;\n this.y += s;\n this.z += s;\n this.w += s;\n return this;\n }\n }, {\n key: \"addVectors\",\n value: function addVectors(a, b) {\n this.x = a.x + b.x;\n this.y = a.y + b.y;\n this.z = a.z + b.z;\n this.w = a.w + b.w;\n return this;\n }\n }, {\n key: \"addScaledVector\",\n value: function addScaledVector(v, s) {\n this.x += v.x * s;\n this.y += v.y * s;\n this.z += v.z * s;\n this.w += v.w * s;\n return this;\n }\n }, {\n key: \"sub\",\n value: function sub(v, w) {\n if (w !== undefined) {\n console.warn('THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');\n return this.subVectors(v, w);\n }\n\n this.x -= v.x;\n this.y -= v.y;\n this.z -= v.z;\n this.w -= v.w;\n return this;\n }\n }, {\n key: \"subScalar\",\n value: function subScalar(s) {\n this.x -= s;\n this.y -= s;\n this.z -= s;\n this.w -= s;\n return this;\n }\n }, {\n key: \"subVectors\",\n value: function subVectors(a, b) {\n this.x = a.x - b.x;\n this.y = a.y - b.y;\n this.z = a.z - b.z;\n this.w = a.w - b.w;\n return this;\n }\n }, {\n key: \"multiplyScalar\",\n value: function multiplyScalar(scalar) {\n this.x *= scalar;\n this.y *= scalar;\n this.z *= scalar;\n this.w *= scalar;\n return this;\n }\n }, {\n key: \"applyMatrix4\",\n value: function applyMatrix4(m) {\n var x = this.x,\n y = this.y,\n z = this.z,\n w = this.w;\n var e = m.elements;\n this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w;\n this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w;\n this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w;\n this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w;\n return this;\n }\n }, {\n key: \"divideScalar\",\n value: function divideScalar(scalar) {\n return this.multiplyScalar(1 / scalar);\n }\n }, {\n key: \"setAxisAngleFromQuaternion\",\n value: function setAxisAngleFromQuaternion(q) {\n // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n // q is assumed to be normalized\n this.w = 2 * Math.acos(q.w);\n var s = Math.sqrt(1 - q.w * q.w);\n\n if (s < 0.0001) {\n this.x = 1;\n this.y = 0;\n this.z = 0;\n } else {\n this.x = q.x / s;\n this.y = q.y / s;\n this.z = q.z / s;\n }\n\n return this;\n }\n }, {\n key: \"setAxisAngleFromRotationMatrix\",\n value: function setAxisAngleFromRotationMatrix(m) {\n // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n var angle, x, y, z; // variables for result\n\n var epsilon = 0.01,\n // margin to allow for rounding errors\n epsilon2 = 0.1,\n // margin to distinguish between 0 and 180 degrees\n te = m.elements,\n m11 = te[0],\n m12 = te[4],\n m13 = te[8],\n m21 = te[1],\n m22 = te[5],\n m23 = te[9],\n m31 = te[2],\n m32 = te[6],\n m33 = te[10];\n\n if (Math.abs(m12 - m21) < epsilon && Math.abs(m13 - m31) < epsilon && Math.abs(m23 - m32) < epsilon) {\n // singularity found\n // first check for identity matrix which must have +1 for all terms\n // in leading diagonal and zero in other terms\n if (Math.abs(m12 + m21) < epsilon2 && Math.abs(m13 + m31) < epsilon2 && Math.abs(m23 + m32) < epsilon2 && Math.abs(m11 + m22 + m33 - 3) < epsilon2) {\n // this singularity is identity matrix so angle = 0\n this.set(1, 0, 0, 0);\n return this; // zero angle, arbitrary axis\n } // otherwise this singularity is angle = 180\n\n\n angle = Math.PI;\n var xx = (m11 + 1) / 2;\n var yy = (m22 + 1) / 2;\n var zz = (m33 + 1) / 2;\n var xy = (m12 + m21) / 4;\n var xz = (m13 + m31) / 4;\n var yz = (m23 + m32) / 4;\n\n if (xx > yy && xx > zz) {\n // m11 is the largest diagonal term\n if (xx < epsilon) {\n x = 0;\n y = 0.707106781;\n z = 0.707106781;\n } else {\n x = Math.sqrt(xx);\n y = xy / x;\n z = xz / x;\n }\n } else if (yy > zz) {\n // m22 is the largest diagonal term\n if (yy < epsilon) {\n x = 0.707106781;\n y = 0;\n z = 0.707106781;\n } else {\n y = Math.sqrt(yy);\n x = xy / y;\n z = yz / y;\n }\n } else {\n // m33 is the largest diagonal term so base result on this\n if (zz < epsilon) {\n x = 0.707106781;\n y = 0.707106781;\n z = 0;\n } else {\n z = Math.sqrt(zz);\n x = xz / z;\n y = yz / z;\n }\n }\n\n this.set(x, y, z, angle);\n return this; // return 180 deg rotation\n } // as we have reached here there are no singularities so we can handle normally\n\n\n var s = Math.sqrt((m32 - m23) * (m32 - m23) + (m13 - m31) * (m13 - m31) + (m21 - m12) * (m21 - m12)); // used to normalize\n\n if (Math.abs(s) < 0.001) s = 1; // prevent divide by zero, should not happen if matrix is orthogonal and should be\n // caught by singularity test above, but I've left it in just in case\n\n this.x = (m32 - m23) / s;\n this.y = (m13 - m31) / s;\n this.z = (m21 - m12) / s;\n this.w = Math.acos((m11 + m22 + m33 - 1) / 2);\n return this;\n }\n }, {\n key: \"min\",\n value: function min(v) {\n this.x = Math.min(this.x, v.x);\n this.y = Math.min(this.y, v.y);\n this.z = Math.min(this.z, v.z);\n this.w = Math.min(this.w, v.w);\n return this;\n }\n }, {\n key: \"max\",\n value: function max(v) {\n this.x = Math.max(this.x, v.x);\n this.y = Math.max(this.y, v.y);\n this.z = Math.max(this.z, v.z);\n this.w = Math.max(this.w, v.w);\n return this;\n }\n }, {\n key: \"clamp\",\n value: function clamp(min, max) {\n // assumes min < max, componentwise\n this.x = Math.max(min.x, Math.min(max.x, this.x));\n this.y = Math.max(min.y, Math.min(max.y, this.y));\n this.z = Math.max(min.z, Math.min(max.z, this.z));\n this.w = Math.max(min.w, Math.min(max.w, this.w));\n return this;\n }\n }, {\n key: \"clampScalar\",\n value: function clampScalar(minVal, maxVal) {\n this.x = Math.max(minVal, Math.min(maxVal, this.x));\n this.y = Math.max(minVal, Math.min(maxVal, this.y));\n this.z = Math.max(minVal, Math.min(maxVal, this.z));\n this.w = Math.max(minVal, Math.min(maxVal, this.w));\n return this;\n }\n }, {\n key: \"clampLength\",\n value: function clampLength(min, max) {\n var length = this.length();\n return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));\n }\n }, {\n key: \"floor\",\n value: function floor() {\n this.x = Math.floor(this.x);\n this.y = Math.floor(this.y);\n this.z = Math.floor(this.z);\n this.w = Math.floor(this.w);\n return this;\n }\n }, {\n key: \"ceil\",\n value: function ceil() {\n this.x = Math.ceil(this.x);\n this.y = Math.ceil(this.y);\n this.z = Math.ceil(this.z);\n this.w = Math.ceil(this.w);\n return this;\n }\n }, {\n key: \"round\",\n value: function round() {\n this.x = Math.round(this.x);\n this.y = Math.round(this.y);\n this.z = Math.round(this.z);\n this.w = Math.round(this.w);\n return this;\n }\n }, {\n key: \"roundToZero\",\n value: function roundToZero() {\n this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);\n this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);\n this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z);\n this.w = this.w < 0 ? Math.ceil(this.w) : Math.floor(this.w);\n return this;\n }\n }, {\n key: \"negate\",\n value: function negate() {\n this.x = -this.x;\n this.y = -this.y;\n this.z = -this.z;\n this.w = -this.w;\n return this;\n }\n }, {\n key: \"dot\",\n value: function dot(v) {\n return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n }\n }, {\n key: \"lengthSq\",\n value: function lengthSq() {\n return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n }\n }, {\n key: \"length\",\n value: function length() {\n return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);\n }\n }, {\n key: \"manhattanLength\",\n value: function manhattanLength() {\n return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w);\n }\n }, {\n key: \"normalize\",\n value: function normalize() {\n return this.divideScalar(this.length() || 1);\n }\n }, {\n key: \"setLength\",\n value: function setLength(length) {\n return this.normalize().multiplyScalar(length);\n }\n }, {\n key: \"lerp\",\n value: function lerp(v, alpha) {\n this.x += (v.x - this.x) * alpha;\n this.y += (v.y - this.y) * alpha;\n this.z += (v.z - this.z) * alpha;\n this.w += (v.w - this.w) * alpha;\n return this;\n }\n }, {\n key: \"lerpVectors\",\n value: function lerpVectors(v1, v2, alpha) {\n this.x = v1.x + (v2.x - v1.x) * alpha;\n this.y = v1.y + (v2.y - v1.y) * alpha;\n this.z = v1.z + (v2.z - v1.z) * alpha;\n this.w = v1.w + (v2.w - v1.w) * alpha;\n return this;\n }\n }, {\n key: \"equals\",\n value: function equals(v) {\n return v.x === this.x && v.y === this.y && v.z === this.z && v.w === this.w;\n }\n }, {\n key: \"fromArray\",\n value: function fromArray(array) {\n var offset = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n this.x = array[offset];\n this.y = array[offset + 1];\n this.z = array[offset + 2];\n this.w = array[offset + 3];\n return this;\n }\n }, {\n key: \"toArray\",\n value: function toArray() {\n var array = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];\n var offset = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n array[offset] = this.x;\n array[offset + 1] = this.y;\n array[offset + 2] = this.z;\n array[offset + 3] = this.w;\n return array;\n }\n }, {\n key: \"fromBufferAttribute\",\n value: function fromBufferAttribute(attribute, index, offset) {\n if (offset !== undefined) {\n console.warn('THREE.Vector4: offset has been removed from .fromBufferAttribute().');\n }\n\n this.x = attribute.getX(index);\n this.y = attribute.getY(index);\n this.z = attribute.getZ(index);\n this.w = attribute.getW(index);\n return this;\n }\n }, {\n key: \"random\",\n value: function random() {\n this.x = Math.random();\n this.y = Math.random();\n this.z = Math.random();\n this.w = Math.random();\n return this;\n }\n }, {\n key: \"width\",\n get: function get() {\n return this.z;\n },\n set: function set(value) {\n this.z = value;\n }\n }, {\n key: \"height\",\n get: function get() {\n return this.w;\n },\n set: function set(value) {\n this.w = value;\n }\n }]);\n\n return Vector4;\n}();\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\n\n\nfunction WebGLRenderTarget(width, height, options) {\n this.width = width;\n this.height = height;\n this.scissor = new Vector4(0, 0, width, height);\n this.scissorTest = false;\n this.viewport = new Vector4(0, 0, width, height);\n options = options || {};\n this.texture = new Texture(undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding);\n this.texture.image = {};\n this.texture.image.width = width;\n this.texture.image.height = height;\n this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;\n this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;\n this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;\n}\n\nWebGLRenderTarget.prototype = Object.assign(Object.create(EventDispatcher.prototype), {\n constructor: WebGLRenderTarget,\n isWebGLRenderTarget: true,\n setSize: function setSize(width, height) {\n if (this.width !== width || this.height !== height) {\n this.width = width;\n this.height = height;\n this.texture.image.width = width;\n this.texture.image.height = height;\n this.dispose();\n }\n\n this.viewport.set(0, 0, width, height);\n this.scissor.set(0, 0, width, height);\n },\n clone: function clone() {\n return new this.constructor().copy(this);\n },\n copy: function copy(source) {\n this.width = source.width;\n this.height = source.height;\n this.viewport.copy(source.viewport);\n this.texture = source.texture.clone();\n this.depthBuffer = source.depthBuffer;\n this.stencilBuffer = source.stencilBuffer;\n this.depthTexture = source.depthTexture;\n return this;\n },\n dispose: function dispose() {\n this.dispatchEvent({\n type: 'dispose'\n });\n }\n});\n\nfunction WebGLMultisampleRenderTarget(width, height, options) {\n WebGLRenderTarget.call(this, width, height, options);\n this.samples = 4;\n}\n\nWebGLMultisampleRenderTarget.prototype = Object.assign(Object.create(WebGLRenderTarget.prototype), {\n constructor: WebGLMultisampleRenderTarget,\n isWebGLMultisampleRenderTarget: true,\n copy: function copy(source) {\n WebGLRenderTarget.prototype.copy.call(this, source);\n this.samples = source.samples;\n return this;\n }\n});\n\nvar Quaternion = /*#__PURE__*/function () {\n function Quaternion() {\n var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var z = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var w = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1;\n\n _classCallCheck(this, Quaternion);\n\n Object.defineProperty(this, 'isQuaternion', {\n value: true\n });\n this._x = x;\n this._y = y;\n this._z = z;\n this._w = w;\n }\n\n _createClass(Quaternion, [{\n key: \"set\",\n value: function set(x, y, z, w) {\n this._x = x;\n this._y = y;\n this._z = z;\n this._w = w;\n\n this._onChangeCallback();\n\n return this;\n }\n }, {\n key: \"clone\",\n value: function clone() {\n return new this.constructor(this._x, this._y, this._z, this._w);\n }\n }, {\n key: \"copy\",\n value: function copy(quaternion) {\n this._x = quaternion.x;\n this._y = quaternion.y;\n this._z = quaternion.z;\n this._w = quaternion.w;\n\n this._onChangeCallback();\n\n return this;\n }\n }, {\n key: \"setFromEuler\",\n value: function setFromEuler(euler, update) {\n if (!(euler && euler.isEuler)) {\n throw new Error('THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.');\n }\n\n var x = euler._x,\n y = euler._y,\n z = euler._z,\n order = euler._order; // http://www.mathworks.com/matlabcentral/fileexchange/\n // \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n //\tcontent/SpinCalc.m\n\n var cos = Math.cos;\n var sin = Math.sin;\n var c1 = cos(x / 2);\n var c2 = cos(y / 2);\n var c3 = cos(z / 2);\n var s1 = sin(x / 2);\n var s2 = sin(y / 2);\n var s3 = sin(z / 2);\n\n switch (order) {\n case 'XYZ':\n this._x = s1 * c2 * c3 + c1 * s2 * s3;\n this._y = c1 * s2 * c3 - s1 * c2 * s3;\n this._z = c1 * c2 * s3 + s1 * s2 * c3;\n this._w = c1 * c2 * c3 - s1 * s2 * s3;\n break;\n\n case 'YXZ':\n this._x = s1 * c2 * c3 + c1 * s2 * s3;\n this._y = c1 * s2 * c3 - s1 * c2 * s3;\n this._z = c1 * c2 * s3 - s1 * s2 * c3;\n this._w = c1 * c2 * c3 + s1 * s2 * s3;\n break;\n\n case 'ZXY':\n this._x = s1 * c2 * c3 - c1 * s2 * s3;\n this._y = c1 * s2 * c3 + s1 * c2 * s3;\n this._z = c1 * c2 * s3 + s1 * s2 * c3;\n this._w = c1 * c2 * c3 - s1 * s2 * s3;\n break;\n\n case 'ZYX':\n this._x = s1 * c2 * c3 - c1 * s2 * s3;\n this._y = c1 * s2 * c3 + s1 * c2 * s3;\n this._z = c1 * c2 * s3 - s1 * s2 * c3;\n this._w = c1 * c2 * c3 + s1 * s2 * s3;\n break;\n\n case 'YZX':\n this._x = s1 * c2 * c3 + c1 * s2 * s3;\n this._y = c1 * s2 * c3 + s1 * c2 * s3;\n this._z = c1 * c2 * s3 - s1 * s2 * c3;\n this._w = c1 * c2 * c3 - s1 * s2 * s3;\n break;\n\n case 'XZY':\n this._x = s1 * c2 * c3 - c1 * s2 * s3;\n this._y = c1 * s2 * c3 - s1 * c2 * s3;\n this._z = c1 * c2 * s3 + s1 * s2 * c3;\n this._w = c1 * c2 * c3 + s1 * s2 * s3;\n break;\n\n default:\n console.warn('THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order);\n }\n\n if (update !== false) this._onChangeCallback();\n return this;\n }\n }, {\n key: \"setFromAxisAngle\",\n value: function setFromAxisAngle(axis, angle) {\n // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n // assumes axis is normalized\n var halfAngle = angle / 2,\n s = Math.sin(halfAngle);\n this._x = axis.x * s;\n this._y = axis.y * s;\n this._z = axis.z * s;\n this._w = Math.cos(halfAngle);\n\n this._onChangeCallback();\n\n return this;\n }\n }, {\n key: \"setFromRotationMatrix\",\n value: function setFromRotationMatrix(m) {\n // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n var te = m.elements,\n m11 = te[0],\n m12 = te[4],\n m13 = te[8],\n m21 = te[1],\n m22 = te[5],\n m23 = te[9],\n m31 = te[2],\n m32 = te[6],\n m33 = te[10],\n trace = m11 + m22 + m33;\n\n if (trace > 0) {\n var s = 0.5 / Math.sqrt(trace + 1.0);\n this._w = 0.25 / s;\n this._x = (m32 - m23) * s;\n this._y = (m13 - m31) * s;\n this._z = (m21 - m12) * s;\n } else if (m11 > m22 && m11 > m33) {\n var _s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);\n\n this._w = (m32 - m23) / _s;\n this._x = 0.25 * _s;\n this._y = (m12 + m21) / _s;\n this._z = (m13 + m31) / _s;\n } else if (m22 > m33) {\n var _s2 = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);\n\n this._w = (m13 - m31) / _s2;\n this._x = (m12 + m21) / _s2;\n this._y = 0.25 * _s2;\n this._z = (m23 + m32) / _s2;\n } else {\n var _s3 = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);\n\n this._w = (m21 - m12) / _s3;\n this._x = (m13 + m31) / _s3;\n this._y = (m23 + m32) / _s3;\n this._z = 0.25 * _s3;\n }\n\n this._onChangeCallback();\n\n return this;\n }\n }, {\n key: \"setFromUnitVectors\",\n value: function setFromUnitVectors(vFrom, vTo) {\n // assumes direction vectors vFrom and vTo are normalized\n var EPS = 0.000001;\n var r = vFrom.dot(vTo) + 1;\n\n if (r < EPS) {\n r = 0;\n\n if (Math.abs(vFrom.x) > Math.abs(vFrom.z)) {\n this._x = -vFrom.y;\n this._y = vFrom.x;\n this._z = 0;\n this._w = r;\n } else {\n this._x = 0;\n this._y = -vFrom.z;\n this._z = vFrom.y;\n this._w = r;\n }\n } else {\n // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n this._w = r;\n }\n\n return this.normalize();\n }\n }, {\n key: \"angleTo\",\n value: function angleTo(q) {\n return 2 * Math.acos(Math.abs(MathUtils.clamp(this.dot(q), -1, 1)));\n }\n }, {\n key: \"rotateTowards\",\n value: function rotateTowards(q, step) {\n var angle = this.angleTo(q);\n if (angle === 0) return this;\n var t = Math.min(1, step / angle);\n this.slerp(q, t);\n return this;\n }\n }, {\n key: \"identity\",\n value: function identity() {\n return this.set(0, 0, 0, 1);\n }\n }, {\n key: \"inverse\",\n value: function inverse() {\n // quaternion is assumed to have unit length\n return this.conjugate();\n }\n }, {\n key: \"conjugate\",\n value: function conjugate() {\n this._x *= -1;\n this._y *= -1;\n this._z *= -1;\n\n this._onChangeCallback();\n\n return this;\n }\n }, {\n key: \"dot\",\n value: function dot(v) {\n return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n }\n }, {\n key: \"lengthSq\",\n value: function lengthSq() {\n return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n }\n }, {\n key: \"length\",\n value: function length() {\n return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w);\n }\n }, {\n key: \"normalize\",\n value: function normalize() {\n var l = this.length();\n\n if (l === 0) {\n this._x = 0;\n this._y = 0;\n this._z = 0;\n this._w = 1;\n } else {\n l = 1 / l;\n this._x = this._x * l;\n this._y = this._y * l;\n this._z = this._z * l;\n this._w = this._w * l;\n }\n\n this._onChangeCallback();\n\n return this;\n }\n }, {\n key: \"multiply\",\n value: function multiply(q, p) {\n if (p !== undefined) {\n console.warn('THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.');\n return this.multiplyQuaternions(q, p);\n }\n\n return this.multiplyQuaternions(this, q);\n }\n }, {\n key: \"premultiply\",\n value: function premultiply(q) {\n return this.multiplyQuaternions(q, this);\n }\n }, {\n key: \"multiplyQuaternions\",\n value: function multiplyQuaternions(a, b) {\n // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n var qax = a._x,\n qay = a._y,\n qaz = a._z,\n qaw = a._w;\n var qbx = b._x,\n qby = b._y,\n qbz = b._z,\n qbw = b._w;\n this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n this._onChangeCallback();\n\n return this;\n }\n }, {\n key: \"slerp\",\n value: function slerp(qb, t) {\n if (t === 0) return this;\n if (t === 1) return this.copy(qb);\n var x = this._x,\n y = this._y,\n z = this._z,\n w = this._w; // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n if (cosHalfTheta < 0) {\n this._w = -qb._w;\n this._x = -qb._x;\n this._y = -qb._y;\n this._z = -qb._z;\n cosHalfTheta = -cosHalfTheta;\n } else {\n this.copy(qb);\n }\n\n if (cosHalfTheta >= 1.0) {\n this._w = w;\n this._x = x;\n this._y = y;\n this._z = z;\n return this;\n }\n\n var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n if (sqrSinHalfTheta <= Number.EPSILON) {\n var s = 1 - t;\n this._w = s * w + t * this._w;\n this._x = s * x + t * this._x;\n this._y = s * y + t * this._y;\n this._z = s * z + t * this._z;\n this.normalize();\n\n this._onChangeCallback();\n\n return this;\n }\n\n var sinHalfTheta = Math.sqrt(sqrSinHalfTheta);\n var halfTheta = Math.atan2(sinHalfTheta, cosHalfTheta);\n var ratioA = Math.sin((1 - t) * halfTheta) / sinHalfTheta,\n ratioB = Math.sin(t * halfTheta) / sinHalfTheta;\n this._w = w * ratioA + this._w * ratioB;\n this._x = x * ratioA + this._x * ratioB;\n this._y = y * ratioA + this._y * ratioB;\n this._z = z * ratioA + this._z * ratioB;\n\n this._onChangeCallback();\n\n return this;\n }\n }, {\n key: \"equals\",\n value: function equals(quaternion) {\n return quaternion._x === this._x && quaternion._y === this._y && quaternion._z === this._z && quaternion._w === this._w;\n }\n }, {\n key: \"fromArray\",\n value: function fromArray(array) {\n var offset = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n this._x = array[offset];\n this._y = array[offset + 1];\n this._z = array[offset + 2];\n this._w = array[offset + 3];\n\n this._onChangeCallback();\n\n return this;\n }\n }, {\n key: \"toArray\",\n value: function toArray() {\n var array = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];\n var offset = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n array[offset] = this._x;\n array[offset + 1] = this._y;\n array[offset + 2] = this._z;\n array[offset + 3] = this._w;\n return array;\n }\n }, {\n key: \"fromBufferAttribute\",\n value: function fromBufferAttribute(attribute, index) {\n this._x = attribute.getX(index);\n this._y = attribute.getY(index);\n this._z = attribute.getZ(index);\n this._w = attribute.getW(index);\n return this;\n }\n }, {\n key: \"_onChange\",\n value: function _onChange(callback) {\n this._onChangeCallback = callback;\n return this;\n }\n }, {\n key: \"_onChangeCallback\",\n value: function _onChangeCallback() {}\n }, {\n key: \"x\",\n get: function get() {\n return this._x;\n },\n set: function set(value) {\n this._x = value;\n\n this._onChangeCallback();\n }\n }, {\n key: \"y\",\n get: function get() {\n return this._y;\n },\n set: function set(value) {\n this._y = value;\n\n this._onChangeCallback();\n }\n }, {\n key: \"z\",\n get: function get() {\n return this._z;\n },\n set: function set(value) {\n this._z = value;\n\n this._onChangeCallback();\n }\n }, {\n key: \"w\",\n get: function get() {\n return this._w;\n },\n set: function set(value) {\n this._w = value;\n\n this._onChangeCallback();\n }\n }], [{\n key: \"slerp\",\n value: function slerp(qa, qb, qm, t) {\n return qm.copy(qa).slerp(qb, t);\n }\n }, {\n key: \"slerpFlat\",\n value: function slerpFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t) {\n // fuzz-free, array-based Quaternion SLERP operation\n var x0 = src0[srcOffset0 + 0],\n y0 = src0[srcOffset0 + 1],\n z0 = src0[srcOffset0 + 2],\n w0 = src0[srcOffset0 + 3];\n var x1 = src1[srcOffset1 + 0],\n y1 = src1[srcOffset1 + 1],\n z1 = src1[srcOffset1 + 2],\n w1 = src1[srcOffset1 + 3];\n\n if (w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1) {\n var s = 1 - t;\n var cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n dir = cos >= 0 ? 1 : -1,\n sqrSin = 1 - cos * cos; // Skip the Slerp for tiny steps to avoid numeric problems:\n\n if (sqrSin > Number.EPSILON) {\n var sin = Math.sqrt(sqrSin),\n len = Math.atan2(sin, cos * dir);\n s = Math.sin(s * len) / sin;\n t = Math.sin(t * len) / sin;\n }\n\n var tDir = t * dir;\n x0 = x0 * s + x1 * tDir;\n y0 = y0 * s + y1 * tDir;\n z0 = z0 * s + z1 * tDir;\n w0 = w0 * s + w1 * tDir; // Normalize in case we just did a lerp:\n\n if (s === 1 - t) {\n var f = 1 / Math.sqrt(x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0);\n x0 *= f;\n y0 *= f;\n z0 *= f;\n w0 *= f;\n }\n }\n\n dst[dstOffset] = x0;\n dst[dstOffset + 1] = y0;\n dst[dstOffset + 2] = z0;\n dst[dstOffset + 3] = w0;\n }\n }, {\n key: \"multiplyQuaternionsFlat\",\n value: function multiplyQuaternionsFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1) {\n var x0 = src0[srcOffset0];\n var y0 = src0[srcOffset0 + 1];\n var z0 = src0[srcOffset0 + 2];\n var w0 = src0[srcOffset0 + 3];\n var x1 = src1[srcOffset1];\n var y1 = src1[srcOffset1 + 1];\n var z1 = src1[srcOffset1 + 2];\n var w1 = src1[srcOffset1 + 3];\n dst[dstOffset] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n dst[dstOffset + 1] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n dst[dstOffset + 2] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n dst[dstOffset + 3] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n return dst;\n }\n }]);\n\n return Quaternion;\n}();\n\nvar Vector3 = /*#__PURE__*/function () {\n function Vector3() {\n var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var z = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n\n _classCallCheck(this, Vector3);\n\n Object.defineProperty(this, 'isVector3', {\n value: true\n });\n this.x = x;\n this.y = y;\n this.z = z;\n }\n\n _createClass(Vector3, [{\n key: \"set\",\n value: function set(x, y, z) {\n if (z === undefined) z = this.z; // sprite.scale.set(x,y)\n\n this.x = x;\n this.y = y;\n this.z = z;\n return this;\n }\n }, {\n key: \"setScalar\",\n value: function setScalar(scalar) {\n this.x = scalar;\n this.y = scalar;\n this.z = scalar;\n return this;\n }\n }, {\n key: \"setX\",\n value: function setX(x) {\n this.x = x;\n return this;\n }\n }, {\n key: \"setY\",\n value: function setY(y) {\n this.y = y;\n return this;\n }\n }, {\n key: \"setZ\",\n value: function setZ(z) {\n this.z = z;\n return this;\n }\n }, {\n key: \"setComponent\",\n value: function setComponent(index, value) {\n switch (index) {\n case 0:\n this.x = value;\n break;\n\n case 1:\n this.y = value;\n break;\n\n case 2:\n this.z = value;\n break;\n\n default:\n throw new Error('index is out of range: ' + index);\n }\n\n return this;\n }\n }, {\n key: \"getComponent\",\n value: function getComponent(index) {\n switch (index) {\n case 0:\n return this.x;\n\n case 1:\n return this.y;\n\n case 2:\n return this.z;\n\n default:\n throw new Error('index is out of range: ' + index);\n }\n }\n }, {\n key: \"clone\",\n value: function clone() {\n return new this.constructor(this.x, this.y, this.z);\n }\n }, {\n key: \"copy\",\n value: function copy(v) {\n this.x = v.x;\n this.y = v.y;\n this.z = v.z;\n return this;\n }\n }, {\n key: \"add\",\n value: function add(v, w) {\n if (w !== undefined) {\n console.warn('THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');\n return this.addVectors(v, w);\n }\n\n this.x += v.x;\n this.y += v.y;\n this.z += v.z;\n return this;\n }\n }, {\n key: \"addScalar\",\n value: function addScalar(s) {\n this.x += s;\n this.y += s;\n this.z += s;\n return this;\n }\n }, {\n key: \"addVectors\",\n value: function addVectors(a, b) {\n this.x = a.x + b.x;\n this.y = a.y + b.y;\n this.z = a.z + b.z;\n return this;\n }\n }, {\n key: \"addScaledVector\",\n value: function addScaledVector(v, s) {\n this.x += v.x * s;\n this.y += v.y * s;\n this.z += v.z * s;\n return this;\n }\n }, {\n key: \"sub\",\n value: function sub(v, w) {\n if (w !== undefined) {\n console.warn('THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');\n return this.subVectors(v, w);\n }\n\n this.x -= v.x;\n this.y -= v.y;\n this.z -= v.z;\n return this;\n }\n }, {\n key: \"subScalar\",\n value: function subScalar(s) {\n this.x -= s;\n this.y -= s;\n this.z -= s;\n return this;\n }\n }, {\n key: \"subVectors\",\n value: function subVectors(a, b) {\n this.x = a.x - b.x;\n this.y = a.y - b.y;\n this.z = a.z - b.z;\n return this;\n }\n }, {\n key: \"multiply\",\n value: function multiply(v, w) {\n if (w !== undefined) {\n console.warn('THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.');\n return this.multiplyVectors(v, w);\n }\n\n this.x *= v.x;\n this.y *= v.y;\n this.z *= v.z;\n return this;\n }\n }, {\n key: \"multiplyScalar\",\n value: function multiplyScalar(scalar) {\n this.x *= scalar;\n this.y *= scalar;\n this.z *= scalar;\n return this;\n }\n }, {\n key: \"multiplyVectors\",\n value: function multiplyVectors(a, b) {\n this.x = a.x * b.x;\n this.y = a.y * b.y;\n this.z = a.z * b.z;\n return this;\n }\n }, {\n key: \"applyEuler\",\n value: function applyEuler(euler) {\n if (!(euler && euler.isEuler)) {\n console.error('THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.');\n }\n\n return this.applyQuaternion(_quaternion.setFromEuler(euler));\n }\n }, {\n key: \"applyAxisAngle\",\n value: function applyAxisAngle(axis, angle) {\n return this.applyQuaternion(_quaternion.setFromAxisAngle(axis, angle));\n }\n }, {\n key: \"applyMatrix3\",\n value: function applyMatrix3(m) {\n var x = this.x,\n y = this.y,\n z = this.z;\n var e = m.elements;\n this.x = e[0] * x + e[3] * y + e[6] * z;\n this.y = e[1] * x + e[4] * y + e[7] * z;\n this.z = e[2] * x + e[5] * y + e[8] * z;\n return this;\n }\n }, {\n key: \"applyNormalMatrix\",\n value: function applyNormalMatrix(m) {\n return this.applyMatrix3(m).normalize();\n }\n }, {\n key: \"applyMatrix4\",\n value: function applyMatrix4(m) {\n var x = this.x,\n y = this.y,\n z = this.z;\n var e = m.elements;\n var w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]);\n this.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * w;\n this.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * w;\n this.z = (e[2] * x + e[6] * y + e[10] * z + e[14]) * w;\n return this;\n }\n }, {\n key: \"applyQuaternion\",\n value: function applyQuaternion(q) {\n var x = this.x,\n y = this.y,\n z = this.z;\n var qx = q.x,\n qy = q.y,\n qz = q.z,\n qw = q.w; // calculate quat * vector\n\n var ix = qw * x + qy * z - qz * y;\n var iy = qw * y + qz * x - qx * z;\n var iz = qw * z + qx * y - qy * x;\n var iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat\n\n this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;\n this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;\n this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;\n return this;\n }\n }, {\n key: \"project\",\n value: function project(camera) {\n return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix);\n }\n }, {\n key: \"unproject\",\n value: function unproject(camera) {\n return this.applyMatrix4(camera.projectionMatrixInverse).applyMatrix4(camera.matrixWorld);\n }\n }, {\n key: \"transformDirection\",\n value: function transformDirection(m) {\n // input: THREE.Matrix4 affine matrix\n // vector interpreted as a direction\n var x = this.x,\n y = this.y,\n z = this.z;\n var e = m.elements;\n this.x = e[0] * x + e[4] * y + e[8] * z;\n this.y = e[1] * x + e[5] * y + e[9] * z;\n this.z = e[2] * x + e[6] * y + e[10] * z;\n return this.normalize();\n }\n }, {\n key: \"divide\",\n value: function divide(v) {\n this.x /= v.x;\n this.y /= v.y;\n this.z /= v.z;\n return this;\n }\n }, {\n key: \"divideScalar\",\n value: function divideScalar(scalar) {\n return this.multiplyScalar(1 / scalar);\n }\n }, {\n key: \"min\",\n value: function min(v) {\n this.x = Math.min(this.x, v.x);\n this.y = Math.min(this.y, v.y);\n this.z = Math.min(this.z, v.z);\n return this;\n }\n }, {\n key: \"max\",\n value: function max(v) {\n this.x = Math.max(this.x, v.x);\n this.y = Math.max(this.y, v.y);\n this.z = Math.max(this.z, v.z);\n return this;\n }\n }, {\n key: \"clamp\",\n value: function clamp(min, max) {\n // assumes min < max, componentwise\n this.x = Math.max(min.x, Math.min(max.x, this.x));\n this.y = Math.max(min.y, Math.min(max.y, this.y));\n this.z = Math.max(min.z, Math.min(max.z, this.z));\n return this;\n }\n }, {\n key: \"clampScalar\",\n value: function clampScalar(minVal, maxVal) {\n this.x = Math.max(minVal, Math.min(maxVal, this.x));\n this.y = Math.max(minVal, Math.min(maxVal, this.y));\n this.z = Math.max(minVal, Math.min(maxVal, this.z));\n return this;\n }\n }, {\n key: \"clampLength\",\n value: function clampLength(min, max) {\n var length = this.length();\n return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));\n }\n }, {\n key: \"floor\",\n value: function floor() {\n this.x = Math.floor(this.x);\n this.y = Math.floor(this.y);\n this.z = Math.floor(this.z);\n return this;\n }\n }, {\n key: \"ceil\",\n value: function ceil() {\n this.x = Math.ceil(this.x);\n this.y = Math.ceil(this.y);\n this.z = Math.ceil(this.z);\n return this;\n }\n }, {\n key: \"round\",\n value: function round() {\n this.x = Math.round(this.x);\n this.y = Math.round(this.y);\n this.z = Math.round(this.z);\n return this;\n }\n }, {\n key: \"roundToZero\",\n value: function roundToZero() {\n this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);\n this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);\n this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z);\n return this;\n }\n }, {\n key: \"negate\",\n value: function negate() {\n this.x = -this.x;\n this.y = -this.y;\n this.z = -this.z;\n return this;\n }\n }, {\n key: \"dot\",\n value: function dot(v) {\n return this.x * v.x + this.y * v.y + this.z * v.z;\n } // TODO lengthSquared?\n\n }, {\n key: \"lengthSq\",\n value: function lengthSq() {\n return this.x * this.x + this.y * this.y + this.z * this.z;\n }\n }, {\n key: \"length\",\n value: function length() {\n return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);\n }\n }, {\n key: \"manhattanLength\",\n value: function manhattanLength() {\n return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);\n }\n }, {\n key: \"normalize\",\n value: function normalize() {\n return this.divideScalar(this.length() || 1);\n }\n }, {\n key: \"setLength\",\n value: function setLength(length) {\n return this.normalize().multiplyScalar(length);\n }\n }, {\n key: \"lerp\",\n value: function lerp(v, alpha) {\n this.x += (v.x - this.x) * alpha;\n this.y += (v.y - this.y) * alpha;\n this.z += (v.z - this.z) * alpha;\n return this;\n }\n }, {\n key: \"lerpVectors\",\n value: function lerpVectors(v1, v2, alpha) {\n this.x = v1.x + (v2.x - v1.x) * alpha;\n this.y = v1.y + (v2.y - v1.y) * alpha;\n this.z = v1.z + (v2.z - v1.z) * alpha;\n return this;\n }\n }, {\n key: \"cross\",\n value: function cross(v, w) {\n if (w !== undefined) {\n console.warn('THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.');\n return this.crossVectors(v, w);\n }\n\n return this.crossVectors(this, v);\n }\n }, {\n key: \"crossVectors\",\n value: function crossVectors(a, b) {\n var ax = a.x,\n ay = a.y,\n az = a.z;\n var bx = b.x,\n by = b.y,\n bz = b.z;\n this.x = ay * bz - az * by;\n this.y = az * bx - ax * bz;\n this.z = ax * by - ay * bx;\n return this;\n }\n }, {\n key: \"projectOnVector\",\n value: function projectOnVector(v) {\n var denominator = v.lengthSq();\n if (denominator === 0) return this.set(0, 0, 0);\n var scalar = v.dot(this) / denominator;\n return this.copy(v).multiplyScalar(scalar);\n }\n }, {\n key: \"projectOnPlane\",\n value: function projectOnPlane(planeNormal) {\n _vector.copy(this).projectOnVector(planeNormal);\n\n return this.sub(_vector);\n }\n }, {\n key: \"reflect\",\n value: function reflect(normal) {\n // reflect incident vector off plane orthogonal to normal\n // normal is assumed to have unit length\n return this.sub(_vector.copy(normal).multiplyScalar(2 * this.dot(normal)));\n }\n }, {\n key: \"angleTo\",\n value: function angleTo(v) {\n var denominator = Math.sqrt(this.lengthSq() * v.lengthSq());\n if (denominator === 0) return Math.PI / 2;\n var theta = this.dot(v) / denominator; // clamp, to handle numerical problems\n\n return Math.acos(MathUtils.clamp(theta, -1, 1));\n }\n }, {\n key: \"distanceTo\",\n value: function distanceTo(v) {\n return Math.sqrt(this.distanceToSquared(v));\n }\n }, {\n key: \"distanceToSquared\",\n value: function distanceToSquared(v) {\n var dx = this.x - v.x,\n dy = this.y - v.y,\n dz = this.z - v.z;\n return dx * dx + dy * dy + dz * dz;\n }\n }, {\n key: \"manhattanDistanceTo\",\n value: function manhattanDistanceTo(v) {\n return Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z);\n }\n }, {\n key: \"setFromSpherical\",\n value: function setFromSpherical(s) {\n return this.setFromSphericalCoords(s.radius, s.phi, s.theta);\n }\n }, {\n key: \"setFromSphericalCoords\",\n value: function setFromSphericalCoords(radius, phi, theta) {\n var sinPhiRadius = Math.sin(phi) * radius;\n this.x = sinPhiRadius * Math.sin(theta);\n this.y = Math.cos(phi) * radius;\n this.z = sinPhiRadius * Math.cos(theta);\n return this;\n }\n }, {\n key: \"setFromCylindrical\",\n value: function setFromCylindrical(c) {\n return this.setFromCylindricalCoords(c.radius, c.theta, c.y);\n }\n }, {\n key: \"setFromCylindricalCoords\",\n value: function setFromCylindricalCoords(radius, theta, y) {\n this.x = radius * Math.sin(theta);\n this.y = y;\n this.z = radius * Math.cos(theta);\n return this;\n }\n }, {\n key: \"setFromMatrixPosition\",\n value: function setFromMatrixPosition(m) {\n var e = m.elements;\n this.x = e[12];\n this.y = e[13];\n this.z = e[14];\n return this;\n }\n }, {\n key: \"setFromMatrixScale\",\n value: function setFromMatrixScale(m) {\n var sx = this.setFromMatrixColumn(m, 0).length();\n var sy = this.setFromMatrixColumn(m, 1).length();\n var sz = this.setFromMatrixColumn(m, 2).length();\n this.x = sx;\n this.y = sy;\n this.z = sz;\n return this;\n }\n }, {\n key: \"setFromMatrixColumn\",\n value: function setFromMatrixColumn(m, index) {\n return this.fromArray(m.elements, index * 4);\n }\n }, {\n key: \"setFromMatrix3Column\",\n value: function setFromMatrix3Column(m, index) {\n return this.fromArray(m.elements, index * 3);\n }\n }, {\n key: \"equals\",\n value: function equals(v) {\n return v.x === this.x && v.y === this.y && v.z === this.z;\n }\n }, {\n key: \"fromArray\",\n value: function fromArray(array) {\n var offset = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n this.x = array[offset];\n this.y = array[offset + 1];\n this.z = array[offset + 2];\n return this;\n }\n }, {\n key: \"toArray\",\n value: function toArray() {\n var array = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];\n var offset = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n array[offset] = this.x;\n array[offset + 1] = this.y;\n array[offset + 2] = this.z;\n return array;\n }\n }, {\n key: \"fromBufferAttribute\",\n value: function fromBufferAttribute(attribute, index, offset) {\n if (offset !== undefined) {\n console.warn('THREE.Vector3: offset has been removed from .fromBufferAttribute().');\n }\n\n this.x = attribute.getX(index);\n this.y = attribute.getY(index);\n this.z = attribute.getZ(index);\n return this;\n }\n }, {\n key: \"random\",\n value: function random() {\n this.x = Math.random();\n this.y = Math.random();\n this.z = Math.random();\n return this;\n }\n }]);\n\n return Vector3;\n}();\n\nvar _vector = /*@__PURE__*/new Vector3();\n\nvar _quaternion = /*@__PURE__*/new Quaternion();\n\nvar Box3 = /*#__PURE__*/function () {\n function Box3(min, max) {\n _classCallCheck(this, Box3);\n\n Object.defineProperty(this, 'isBox3', {\n value: true\n });\n this.min = min !== undefined ? min : new Vector3(+Infinity, +Infinity, +Infinity);\n this.max = max !== undefined ? max : new Vector3(-Infinity, -Infinity, -Infinity);\n }\n\n _createClass(Box3, [{\n key: \"set\",\n value: function set(min, max) {\n this.min.copy(min);\n this.max.copy(max);\n return this;\n }\n }, {\n key: \"setFromArray\",\n value: function setFromArray(array) {\n var minX = +Infinity;\n var minY = +Infinity;\n var minZ = +Infinity;\n var maxX = -Infinity;\n var maxY = -Infinity;\n var maxZ = -Infinity;\n\n for (var _i4 = 0, l = array.length; _i4 < l; _i4 += 3) {\n var x = array[_i4];\n var y = array[_i4 + 1];\n var z = array[_i4 + 2];\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (z < minZ) minZ = z;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n if (z > maxZ) maxZ = z;\n }\n\n this.min.set(minX, minY, minZ);\n this.max.set(maxX, maxY, maxZ);\n return this;\n }\n }, {\n key: \"setFromBufferAttribute\",\n value: function setFromBufferAttribute(attribute) {\n var minX = +Infinity;\n var minY = +Infinity;\n var minZ = +Infinity;\n var maxX = -Infinity;\n var maxY = -Infinity;\n var maxZ = -Infinity;\n\n for (var _i5 = 0, l = attribute.count; _i5 < l; _i5++) {\n var x = attribute.getX(_i5);\n var y = attribute.getY(_i5);\n var z = attribute.getZ(_i5);\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (z < minZ) minZ = z;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n if (z > maxZ) maxZ = z;\n }\n\n this.min.set(minX, minY, minZ);\n this.max.set(maxX, maxY, maxZ);\n return this;\n }\n }, {\n key: \"setFromPoints\",\n value: function setFromPoints(points) {\n this.makeEmpty();\n\n for (var _i6 = 0, il = points.length; _i6 < il; _i6++) {\n this.expandByPoint(points[_i6]);\n }\n\n return this;\n }\n }, {\n key: \"setFromCenterAndSize\",\n value: function setFromCenterAndSize(center, size) {\n var halfSize = _vector$1.copy(size).multiplyScalar(0.5);\n\n this.min.copy(center).sub(halfSize);\n this.max.copy(center).add(halfSize);\n return this;\n }\n }, {\n key: \"setFromObject\",\n value: function setFromObject(object) {\n this.makeEmpty();\n return this.expandByObject(object);\n }\n }, {\n key: \"clone\",\n value: function clone() {\n return new this.constructor().copy(this);\n }\n }, {\n key: \"copy\",\n value: function copy(box) {\n this.min.copy(box.min);\n this.max.copy(box.max);\n return this;\n }\n }, {\n key: \"makeEmpty\",\n value: function makeEmpty() {\n this.min.x = this.min.y = this.min.z = +Infinity;\n this.max.x = this.max.y = this.max.z = -Infinity;\n return this;\n }\n }, {\n key: \"isEmpty\",\n value: function isEmpty() {\n // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n return this.max.x < this.min.x || this.max.y < this.min.y || this.max.z < this.min.z;\n }\n }, {\n key: \"getCenter\",\n value: function getCenter(target) {\n if (target === undefined) {\n console.warn('THREE.Box3: .getCenter() target is now required');\n target = new Vector3();\n }\n\n return this.isEmpty() ? target.set(0, 0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);\n }\n }, {\n key: \"getSize\",\n value: function getSize(target) {\n if (target === undefined) {\n console.warn('THREE.Box3: .getSize() target is now required');\n target = new Vector3();\n }\n\n return this.isEmpty() ? target.set(0, 0, 0) : target.subVectors(this.max, this.min);\n }\n }, {\n key: \"expandByPoint\",\n value: function expandByPoint(point) {\n this.min.min(point);\n this.max.max(point);\n return this;\n }\n }, {\n key: \"expandByVector\",\n value: function expandByVector(vector) {\n this.min.sub(vector);\n this.max.add(vector);\n return this;\n }\n }, {\n key: \"expandByScalar\",\n value: function expandByScalar(scalar) {\n this.min.addScalar(-scalar);\n this.max.addScalar(scalar);\n return this;\n }\n }, {\n key: \"expandByObject\",\n value: function expandByObject(object) {\n // Computes the world-axis-aligned bounding box of an object (including its children),\n // accounting for both the object's, and children's, world transforms\n object.updateWorldMatrix(false, false);\n var geometry = object.geometry;\n\n if (geometry !== undefined) {\n if (geometry.boundingBox === null) {\n geometry.computeBoundingBox();\n }\n\n _box.copy(geometry.boundingBox);\n\n _box.applyMatrix4(object.matrixWorld);\n\n this.union(_box);\n }\n\n var children = object.children;\n\n for (var _i7 = 0, l = children.length; _i7 < l; _i7++) {\n this.expandByObject(children[_i7]);\n }\n\n return this;\n }\n }, {\n key: \"containsPoint\",\n value: function containsPoint(point) {\n return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y || point.z < this.min.z || point.z > this.max.z ? false : true;\n }\n }, {\n key: \"containsBox\",\n value: function containsBox(box) {\n return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y && this.min.z <= box.min.z && box.max.z <= this.max.z;\n }\n }, {\n key: \"getParameter\",\n value: function getParameter(point, target) {\n // This can potentially have a divide by zero if the box\n // has a size dimension of 0.\n if (target === undefined) {\n console.warn('THREE.Box3: .getParameter() target is now required');\n target = new Vector3();\n }\n\n return target.set((point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y), (point.z - this.min.z) / (this.max.z - this.min.z));\n }\n }, {\n key: \"intersectsBox\",\n value: function intersectsBox(box) {\n // using 6 splitting planes to rule out intersections.\n return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y || box.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n }\n }, {\n key: \"intersectsSphere\",\n value: function intersectsSphere(sphere) {\n // Find the point on the AABB closest to the sphere center.\n this.clampPoint(sphere.center, _vector$1); // If that point is inside the sphere, the AABB and sphere intersect.\n\n return _vector$1.distanceToSquared(sphere.center) <= sphere.radius * sphere.radius;\n }\n }, {\n key: \"intersectsPlane\",\n value: function intersectsPlane(plane) {\n // We compute the minimum and maximum dot product values. If those values\n // are on the same side (back or front) of the plane, then there is no intersection.\n var min, max;\n\n if (plane.normal.x > 0) {\n min = plane.normal.x * this.min.x;\n max = plane.normal.x * this.max.x;\n } else {\n min = plane.normal.x * this.max.x;\n max = plane.normal.x * this.min.x;\n }\n\n if (plane.normal.y > 0) {\n min += plane.normal.y * this.min.y;\n max += plane.normal.y * this.max.y;\n } else {\n min += plane.normal.y * this.max.y;\n max += plane.normal.y * this.min.y;\n }\n\n if (plane.normal.z > 0) {\n min += plane.normal.z * this.min.z;\n max += plane.normal.z * this.max.z;\n } else {\n min += plane.normal.z * this.max.z;\n max += plane.normal.z * this.min.z;\n }\n\n return min <= -plane.constant && max >= -plane.constant;\n }\n }, {\n key: \"intersectsTriangle\",\n value: function intersectsTriangle(triangle) {\n if (this.isEmpty()) {\n return false;\n } // compute box center and extents\n\n\n this.getCenter(_center);\n\n _extents.subVectors(this.max, _center); // translate triangle to aabb origin\n\n\n _v0.subVectors(triangle.a, _center);\n\n _v1.subVectors(triangle.b, _center);\n\n _v2.subVectors(triangle.c, _center); // compute edge vectors for triangle\n\n\n _f0.subVectors(_v1, _v0);\n\n _f1.subVectors(_v2, _v1);\n\n _f2.subVectors(_v0, _v2); // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation\n // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\n\n var axes = [0, -_f0.z, _f0.y, 0, -_f1.z, _f1.y, 0, -_f2.z, _f2.y, _f0.z, 0, -_f0.x, _f1.z, 0, -_f1.x, _f2.z, 0, -_f2.x, -_f0.y, _f0.x, 0, -_f1.y, _f1.x, 0, -_f2.y, _f2.x, 0];\n\n if (!satForAxes(axes, _v0, _v1, _v2, _extents)) {\n return false;\n } // test 3 face normals from the aabb\n\n\n axes = [1, 0, 0, 0, 1, 0, 0, 0, 1];\n\n if (!satForAxes(axes, _v0, _v1, _v2, _extents)) {\n return false;\n } // finally testing the face normal of the triangle\n // use already existing triangle edge vectors here\n\n\n _triangleNormal.crossVectors(_f0, _f1);\n\n axes = [_triangleNormal.x, _triangleNormal.y, _triangleNormal.z];\n return satForAxes(axes, _v0, _v1, _v2, _extents);\n }\n }, {\n key: \"clampPoint\",\n value: function clampPoint(point, target) {\n if (target === undefined) {\n console.warn('THREE.Box3: .clampPoint() target is now required');\n target = new Vector3();\n }\n\n return target.copy(point).clamp(this.min, this.max);\n }\n }, {\n key: \"distanceToPoint\",\n value: function distanceToPoint(point) {\n var clampedPoint = _vector$1.copy(point).clamp(this.min, this.max);\n\n return clampedPoint.sub(point).length();\n }\n }, {\n key: \"getBoundingSphere\",\n value: function getBoundingSphere(target) {\n if (target === undefined) {\n console.error('THREE.Box3: .getBoundingSphere() target is now required'); //target = new Sphere(); // removed to avoid cyclic dependency\n }\n\n this.getCenter(target.center);\n target.radius = this.getSize(_vector$1).length() * 0.5;\n return target;\n }\n }, {\n key: \"intersect\",\n value: function intersect(box) {\n this.min.max(box.min);\n this.max.min(box.max); // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\n\n if (this.isEmpty()) this.makeEmpty();\n return this;\n }\n }, {\n key: \"union\",\n value: function union(box) {\n this.min.min(box.min);\n this.max.max(box.max);\n return this;\n }\n }, {\n key: \"applyMatrix4\",\n value: function applyMatrix4(matrix) {\n // transform of empty box is an empty box.\n if (this.isEmpty()) return this; // NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\n _points[0].set(this.min.x, this.min.y, this.min.z).applyMatrix4(matrix); // 000\n\n\n _points[1].set(this.min.x, this.min.y, this.max.z).applyMatrix4(matrix); // 001\n\n\n _points[2].set(this.min.x, this.max.y, this.min.z).applyMatrix4(matrix); // 010\n\n\n _points[3].set(this.min.x, this.max.y, this.max.z).applyMatrix4(matrix); // 011\n\n\n _points[4].set(this.max.x, this.min.y, this.min.z).applyMatrix4(matrix); // 100\n\n\n _points[5].set(this.max.x, this.min.y, this.max.z).applyMatrix4(matrix); // 101\n\n\n _points[6].set(this.max.x, this.max.y, this.min.z).applyMatrix4(matrix); // 110\n\n\n _points[7].set(this.max.x, this.max.y, this.max.z).applyMatrix4(matrix); // 111\n\n\n this.setFromPoints(_points);\n return this;\n }\n }, {\n key: \"translate\",\n value: function translate(offset) {\n this.min.add(offset);\n this.max.add(offset);\n return this;\n }\n }, {\n key: \"equals\",\n value: function equals(box) {\n return box.min.equals(this.min) && box.max.equals(this.max);\n }\n }]);\n\n return Box3;\n}();\n\nfunction satForAxes(axes, v0, v1, v2, extents) {\n for (var _i8 = 0, j = axes.length - 3; _i8 <= j; _i8 += 3) {\n _testAxis.fromArray(axes, _i8); // project the aabb onto the seperating axis\n\n\n var r = extents.x * Math.abs(_testAxis.x) + extents.y * Math.abs(_testAxis.y) + extents.z * Math.abs(_testAxis.z); // project all 3 vertices of the triangle onto the seperating axis\n\n var p0 = v0.dot(_testAxis);\n var p1 = v1.dot(_testAxis);\n var p2 = v2.dot(_testAxis); // actual test, basically see if either of the most extreme of the triangle points intersects r\n\n if (Math.max(-Math.max(p0, p1, p2), Math.min(p0, p1, p2)) > r) {\n // points of the projected triangle are outside the projected half-length of the aabb\n // the axis is seperating and we can exit\n return false;\n }\n }\n\n return true;\n}\n\nvar _points = [/*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3()];\n\nvar _vector$1 = /*@__PURE__*/new Vector3();\n\nvar _box = /*@__PURE__*/new Box3(); // triangle centered vertices\n\n\nvar _v0 = /*@__PURE__*/new Vector3();\n\nvar _v1 = /*@__PURE__*/new Vector3();\n\nvar _v2 = /*@__PURE__*/new Vector3(); // triangle edge vectors\n\n\nvar _f0 = /*@__PURE__*/new Vector3();\n\nvar _f1 = /*@__PURE__*/new Vector3();\n\nvar _f2 = /*@__PURE__*/new Vector3();\n\nvar _center = /*@__PURE__*/new Vector3();\n\nvar _extents = /*@__PURE__*/new Vector3();\n\nvar _triangleNormal = /*@__PURE__*/new Vector3();\n\nvar _testAxis = /*@__PURE__*/new Vector3();\n\nvar _box$1 = /*@__PURE__*/new Box3();\n\nvar Sphere = /*#__PURE__*/function () {\n function Sphere(center, radius) {\n _classCallCheck(this, Sphere);\n\n this.center = center !== undefined ? center : new Vector3();\n this.radius = radius !== undefined ? radius : -1;\n }\n\n _createClass(Sphere, [{\n key: \"set\",\n value: function set(center, radius) {\n this.center.copy(center);\n this.radius = radius;\n return this;\n }\n }, {\n key: \"setFromPoints\",\n value: function setFromPoints(points, optionalCenter) {\n var center = this.center;\n\n if (optionalCenter !== undefined) {\n center.copy(optionalCenter);\n } else {\n _box$1.setFromPoints(points).getCenter(center);\n }\n\n var maxRadiusSq = 0;\n\n for (var _i9 = 0, il = points.length; _i9 < il; _i9++) {\n maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(points[_i9]));\n }\n\n this.radius = Math.sqrt(maxRadiusSq);\n return this;\n }\n }, {\n key: \"clone\",\n value: function clone() {\n return new this.constructor().copy(this);\n }\n }, {\n key: \"copy\",\n value: function copy(sphere) {\n this.center.copy(sphere.center);\n this.radius = sphere.radius;\n return this;\n }\n }, {\n key: \"isEmpty\",\n value: function isEmpty() {\n return this.radius < 0;\n }\n }, {\n key: \"makeEmpty\",\n value: function makeEmpty() {\n this.center.set(0, 0, 0);\n this.radius = -1;\n return this;\n }\n }, {\n key: \"containsPoint\",\n value: function containsPoint(point) {\n return point.distanceToSquared(this.center) <= this.radius * this.radius;\n }\n }, {\n key: \"distanceToPoint\",\n value: function distanceToPoint(point) {\n return point.distanceTo(this.center) - this.radius;\n }\n }, {\n key: \"intersectsSphere\",\n value: function intersectsSphere(sphere) {\n var radiusSum = this.radius + sphere.radius;\n return sphere.center.distanceToSquared(this.center) <= radiusSum * radiusSum;\n }\n }, {\n key: \"intersectsBox\",\n value: function intersectsBox(box) {\n return box.intersectsSphere(this);\n }\n }, {\n key: \"intersectsPlane\",\n value: function intersectsPlane(plane) {\n return Math.abs(plane.distanceToPoint(this.center)) <= this.radius;\n }\n }, {\n key: \"clampPoint\",\n value: function clampPoint(point, target) {\n var deltaLengthSq = this.center.distanceToSquared(point);\n\n if (target === undefined) {\n console.warn('THREE.Sphere: .clampPoint() target is now required');\n target = new Vector3();\n }\n\n target.copy(point);\n\n if (deltaLengthSq > this.radius * this.radius) {\n target.sub(this.center).normalize();\n target.multiplyScalar(this.radius).add(this.center);\n }\n\n return target;\n }\n }, {\n key: \"getBoundingBox\",\n value: function getBoundingBox(target) {\n if (target === undefined) {\n console.warn('THREE.Sphere: .getBoundingBox() target is now required');\n target = new Box3();\n }\n\n if (this.isEmpty()) {\n // Empty sphere produces empty bounding box\n target.makeEmpty();\n return target;\n }\n\n target.set(this.center, this.center);\n target.expandByScalar(this.radius);\n return target;\n }\n }, {\n key: \"applyMatrix4\",\n value: function applyMatrix4(matrix) {\n this.center.applyMatrix4(matrix);\n this.radius = this.radius * matrix.getMaxScaleOnAxis();\n return this;\n }\n }, {\n key: \"translate\",\n value: function translate(offset) {\n this.center.add(offset);\n return this;\n }\n }, {\n key: \"equals\",\n value: function equals(sphere) {\n return sphere.center.equals(this.center) && sphere.radius === this.radius;\n }\n }]);\n\n return Sphere;\n}();\n\nvar _vector$2 = /*@__PURE__*/new Vector3();\n\nvar _segCenter = /*@__PURE__*/new Vector3();\n\nvar _segDir = /*@__PURE__*/new Vector3();\n\nvar _diff = /*@__PURE__*/new Vector3();\n\nvar _edge1 = /*@__PURE__*/new Vector3();\n\nvar _edge2 = /*@__PURE__*/new Vector3();\n\nvar _normal = /*@__PURE__*/new Vector3();\n\nvar Ray = /*#__PURE__*/function () {\n function Ray(origin, direction) {\n _classCallCheck(this, Ray);\n\n this.origin = origin !== undefined ? origin : new Vector3();\n this.direction = direction !== undefined ? direction : new Vector3(0, 0, -1);\n }\n\n _createClass(Ray, [{\n key: \"set\",\n value: function set(origin, direction) {\n this.origin.copy(origin);\n this.direction.copy(direction);\n return this;\n }\n }, {\n key: \"clone\",\n value: function clone() {\n return new this.constructor().copy(this);\n }\n }, {\n key: \"copy\",\n value: function copy(ray) {\n this.origin.copy(ray.origin);\n this.direction.copy(ray.direction);\n return this;\n }\n }, {\n key: \"at\",\n value: function at(t, target) {\n if (target === undefined) {\n console.warn('THREE.Ray: .at() target is now required');\n target = new Vector3();\n }\n\n return target.copy(this.direction).multiplyScalar(t).add(this.origin);\n }\n }, {\n key: \"lookAt\",\n value: function lookAt(v) {\n this.direction.copy(v).sub(this.origin).normalize();\n return this;\n }\n }, {\n key: \"recast\",\n value: function recast(t) {\n this.origin.copy(this.at(t, _vector$2));\n return this;\n }\n }, {\n key: \"closestPointToPoint\",\n value: function closestPointToPoint(point, target) {\n if (target === undefined) {\n console.warn('THREE.Ray: .closestPointToPoint() target is now required');\n target = new Vector3();\n }\n\n target.subVectors(point, this.origin);\n var directionDistance = target.dot(this.direction);\n\n if (directionDistance < 0) {\n return target.copy(this.origin);\n }\n\n return target.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);\n }\n }, {\n key: \"distanceToPoint\",\n value: function distanceToPoint(point) {\n return Math.sqrt(this.distanceSqToPoint(point));\n }\n }, {\n key: \"distanceSqToPoint\",\n value: function distanceSqToPoint(point) {\n var directionDistance = _vector$2.subVectors(point, this.origin).dot(this.direction); // point behind the ray\n\n\n if (directionDistance < 0) {\n return this.origin.distanceToSquared(point);\n }\n\n _vector$2.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);\n\n return _vector$2.distanceToSquared(point);\n }\n }, {\n key: \"distanceSqToSegment\",\n value: function distanceSqToSegment(v0, v1, optionalPointOnRay, optionalPointOnSegment) {\n // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h\n // It returns the min distance between the ray and the segment\n // defined by v0 and v1\n // It can also set two optional targets :\n // - The closest point on the ray\n // - The closest point on the segment\n _segCenter.copy(v0).add(v1).multiplyScalar(0.5);\n\n _segDir.copy(v1).sub(v0).normalize();\n\n _diff.copy(this.origin).sub(_segCenter);\n\n var segExtent = v0.distanceTo(v1) * 0.5;\n var a01 = -this.direction.dot(_segDir);\n\n var b0 = _diff.dot(this.direction);\n\n var b1 = -_diff.dot(_segDir);\n\n var c = _diff.lengthSq();\n\n var det = Math.abs(1 - a01 * a01);\n var s0, s1, sqrDist, extDet;\n\n if (det > 0) {\n // The ray and segment are not parallel.\n s0 = a01 * b1 - b0;\n s1 = a01 * b0 - b1;\n extDet = segExtent * det;\n\n if (s0 >= 0) {\n if (s1 >= -extDet) {\n if (s1 <= extDet) {\n // region 0\n // Minimum at interior points of ray and segment.\n var invDet = 1 / det;\n s0 *= invDet;\n s1 *= invDet;\n sqrDist = s0 * (s0 + a01 * s1 + 2 * b0) + s1 * (a01 * s0 + s1 + 2 * b1) + c;\n } else {\n // region 1\n s1 = segExtent;\n s0 = Math.max(0, -(a01 * s1 + b0));\n sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;\n }\n } else {\n // region 5\n s1 = -segExtent;\n s0 = Math.max(0, -(a01 * s1 + b0));\n sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;\n }\n } else {\n if (s1 <= -extDet) {\n // region 4\n s0 = Math.max(0, -(-a01 * segExtent + b0));\n s1 = s0 > 0 ? -segExtent : Math.min(Math.max(-segExtent, -b1), segExtent);\n sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;\n } else if (s1 <= extDet) {\n // region 3\n s0 = 0;\n s1 = Math.min(Math.max(-segExtent, -b1), segExtent);\n sqrDist = s1 * (s1 + 2 * b1) + c;\n } else {\n // region 2\n s0 = Math.max(0, -(a01 * segExtent + b0));\n s1 = s0 > 0 ? segExtent : Math.min(Math.max(-segExtent, -b1), segExtent);\n sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;\n }\n }\n } else {\n // Ray and segment are parallel.\n s1 = a01 > 0 ? -segExtent : segExtent;\n s0 = Math.max(0, -(a01 * s1 + b0));\n sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;\n }\n\n if (optionalPointOnRay) {\n optionalPointOnRay.copy(this.direction).multiplyScalar(s0).add(this.origin);\n }\n\n if (optionalPointOnSegment) {\n optionalPointOnSegment.copy(_segDir).multiplyScalar(s1).add(_segCenter);\n }\n\n return sqrDist;\n }\n }, {\n key: \"intersectSphere\",\n value: function intersectSphere(sphere, target) {\n _vector$2.subVectors(sphere.center, this.origin);\n\n var tca = _vector$2.dot(this.direction);\n\n var d2 = _vector$2.dot(_vector$2) - tca * tca;\n var radius2 = sphere.radius * sphere.radius;\n if (d2 > radius2) return null;\n var thc = Math.sqrt(radius2 - d2); // t0 = first intersect point - entrance on front of sphere\n\n var t0 = tca - thc; // t1 = second intersect point - exit point on back of sphere\n\n var t1 = tca + thc; // test to see if both t0 and t1 are behind the ray - if so, return null\n\n if (t0 < 0 && t1 < 0) return null; // test to see if t0 is behind the ray:\n // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n // in order to always return an intersect point that is in front of the ray.\n\n if (t0 < 0) return this.at(t1, target); // else t0 is in front of the ray, so return the first collision point scaled by t0\n\n return this.at(t0, target);\n }\n }, {\n key: \"intersectsSphere\",\n value: function intersectsSphere(sphere) {\n return this.distanceSqToPoint(sphere.center) <= sphere.radius * sphere.radius;\n }\n }, {\n key: \"distanceToPlane\",\n value: function distanceToPlane(plane) {\n var denominator = plane.normal.dot(this.direction);\n\n if (denominator === 0) {\n // line is coplanar, return origin\n if (plane.distanceToPoint(this.origin) === 0) {\n return 0;\n } // Null is preferable to undefined since undefined means.... it is undefined\n\n\n return null;\n }\n\n var t = -(this.origin.dot(plane.normal) + plane.constant) / denominator; // Return if the ray never intersects the plane\n\n return t >= 0 ? t : null;\n }\n }, {\n key: \"intersectPlane\",\n value: function intersectPlane(plane, target) {\n var t = this.distanceToPlane(plane);\n\n if (t === null) {\n return null;\n }\n\n return this.at(t, target);\n }\n }, {\n key: \"intersectsPlane\",\n value: function intersectsPlane(plane) {\n // check if the ray lies on the plane first\n var distToPoint = plane.distanceToPoint(this.origin);\n\n if (distToPoint === 0) {\n return true;\n }\n\n var denominator = plane.normal.dot(this.direction);\n\n if (denominator * distToPoint < 0) {\n return true;\n } // ray origin is behind the plane (and is pointing behind it)\n\n\n return false;\n }\n }, {\n key: \"intersectBox\",\n value: function intersectBox(box, target) {\n var tmin, tmax, tymin, tymax, tzmin, tzmax;\n var invdirx = 1 / this.direction.x,\n invdiry = 1 / this.direction.y,\n invdirz = 1 / this.direction.z;\n var origin = this.origin;\n\n if (invdirx >= 0) {\n tmin = (box.min.x - origin.x) * invdirx;\n tmax = (box.max.x - origin.x) * invdirx;\n } else {\n tmin = (box.max.x - origin.x) * invdirx;\n tmax = (box.min.x - origin.x) * invdirx;\n }\n\n if (invdiry >= 0) {\n tymin = (box.min.y - origin.y) * invdiry;\n tymax = (box.max.y - origin.y) * invdiry;\n } else {\n tymin = (box.max.y - origin.y) * invdiry;\n tymax = (box.min.y - origin.y) * invdiry;\n }\n\n if (tmin > tymax || tymin > tmax) return null; // These lines also handle the case where tmin or tmax is NaN\n // (result of 0 * Infinity). x !== x returns true if x is NaN\n\n if (tymin > tmin || tmin !== tmin) tmin = tymin;\n if (tymax < tmax || tmax !== tmax) tmax = tymax;\n\n if (invdirz >= 0) {\n tzmin = (box.min.z - origin.z) * invdirz;\n tzmax = (box.max.z - origin.z) * invdirz;\n } else {\n tzmin = (box.max.z - origin.z) * invdirz;\n tzmax = (box.min.z - origin.z) * invdirz;\n }\n\n if (tmin > tzmax || tzmin > tmax) return null;\n if (tzmin > tmin || tmin !== tmin) tmin = tzmin;\n if (tzmax < tmax || tmax !== tmax) tmax = tzmax; //return point closest to the ray (positive side)\n\n if (tmax < 0) return null;\n return this.at(tmin >= 0 ? tmin : tmax, target);\n }\n }, {\n key: \"intersectsBox\",\n value: function intersectsBox(box) {\n return this.intersectBox(box, _vector$2) !== null;\n }\n }, {\n key: \"intersectTriangle\",\n value: function intersectTriangle(a, b, c, backfaceCulling, target) {\n // Compute the offset origin, edges, and normal.\n // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n _edge1.subVectors(b, a);\n\n _edge2.subVectors(c, a);\n\n _normal.crossVectors(_edge1, _edge2); // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\n\n var DdN = this.direction.dot(_normal);\n var sign;\n\n if (DdN > 0) {\n if (backfaceCulling) return null;\n sign = 1;\n } else if (DdN < 0) {\n sign = -1;\n DdN = -DdN;\n } else {\n return null;\n }\n\n _diff.subVectors(this.origin, a);\n\n var DdQxE2 = sign * this.direction.dot(_edge2.crossVectors(_diff, _edge2)); // b1 < 0, no intersection\n\n if (DdQxE2 < 0) {\n return null;\n }\n\n var DdE1xQ = sign * this.direction.dot(_edge1.cross(_diff)); // b2 < 0, no intersection\n\n if (DdE1xQ < 0) {\n return null;\n } // b1+b2 > 1, no intersection\n\n\n if (DdQxE2 + DdE1xQ > DdN) {\n return null;\n } // Line intersects triangle, check if ray does.\n\n\n var QdN = -sign * _diff.dot(_normal); // t < 0, no intersection\n\n\n if (QdN < 0) {\n return null;\n } // Ray intersects triangle.\n\n\n return this.at(QdN / DdN, target);\n }\n }, {\n key: \"applyMatrix4\",\n value: function applyMatrix4(matrix4) {\n this.origin.applyMatrix4(matrix4);\n this.direction.transformDirection(matrix4);\n return this;\n }\n }, {\n key: \"equals\",\n value: function equals(ray) {\n return ray.origin.equals(this.origin) && ray.direction.equals(this.direction);\n }\n }]);\n\n return Ray;\n}();\n\nvar Matrix4 = /*#__PURE__*/function () {\n function Matrix4() {\n _classCallCheck(this, Matrix4);\n\n Object.defineProperty(this, 'isMatrix4', {\n value: true\n });\n this.elements = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];\n\n if (arguments.length > 0) {\n console.error('THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.');\n }\n }\n\n _createClass(Matrix4, [{\n key: \"set\",\n value: function set(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) {\n var te = this.elements;\n te[0] = n11;\n te[4] = n12;\n te[8] = n13;\n te[12] = n14;\n te[1] = n21;\n te[5] = n22;\n te[9] = n23;\n te[13] = n24;\n te[2] = n31;\n te[6] = n32;\n te[10] = n33;\n te[14] = n34;\n te[3] = n41;\n te[7] = n42;\n te[11] = n43;\n te[15] = n44;\n return this;\n }\n }, {\n key: \"identity\",\n value: function identity() {\n this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);\n return this;\n }\n }, {\n key: \"clone\",\n value: function clone() {\n return new Matrix4().fromArray(this.elements);\n }\n }, {\n key: \"copy\",\n value: function copy(m) {\n var te = this.elements;\n var me = m.elements;\n te[0] = me[0];\n te[1] = me[1];\n te[2] = me[2];\n te[3] = me[3];\n te[4] = me[4];\n te[5] = me[5];\n te[6] = me[6];\n te[7] = me[7];\n te[8] = me[8];\n te[9] = me[9];\n te[10] = me[10];\n te[11] = me[11];\n te[12] = me[12];\n te[13] = me[13];\n te[14] = me[14];\n te[15] = me[15];\n return this;\n }\n }, {\n key: \"copyPosition\",\n value: function copyPosition(m) {\n var te = this.elements,\n me = m.elements;\n te[12] = me[12];\n te[13] = me[13];\n te[14] = me[14];\n return this;\n }\n }, {\n key: \"extractBasis\",\n value: function extractBasis(xAxis, yAxis, zAxis) {\n xAxis.setFromMatrixColumn(this, 0);\n yAxis.setFromMatrixColumn(this, 1);\n zAxis.setFromMatrixColumn(this, 2);\n return this;\n }\n }, {\n key: \"makeBasis\",\n value: function makeBasis(xAxis, yAxis, zAxis) {\n this.set(xAxis.x, yAxis.x, zAxis.x, 0, xAxis.y, yAxis.y, zAxis.y, 0, xAxis.z, yAxis.z, zAxis.z, 0, 0, 0, 0, 1);\n return this;\n }\n }, {\n key: \"extractRotation\",\n value: function extractRotation(m) {\n // this method does not support reflection matrices\n var te = this.elements;\n var me = m.elements;\n\n var scaleX = 1 / _v1$1.setFromMatrixColumn(m, 0).length();\n\n var scaleY = 1 / _v1$1.setFromMatrixColumn(m, 1).length();\n\n var scaleZ = 1 / _v1$1.setFromMatrixColumn(m, 2).length();\n\n te[0] = me[0] * scaleX;\n te[1] = me[1] * scaleX;\n te[2] = me[2] * scaleX;\n te[3] = 0;\n te[4] = me[4] * scaleY;\n te[5] = me[5] * scaleY;\n te[6] = me[6] * scaleY;\n te[7] = 0;\n te[8] = me[8] * scaleZ;\n te[9] = me[9] * scaleZ;\n te[10] = me[10] * scaleZ;\n te[11] = 0;\n te[12] = 0;\n te[13] = 0;\n te[14] = 0;\n te[15] = 1;\n return this;\n }\n }, {\n key: \"makeRotationFromEuler\",\n value: function makeRotationFromEuler(euler) {\n if (!(euler && euler.isEuler)) {\n console.error('THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.');\n }\n\n var te = this.elements;\n var x = euler.x,\n y = euler.y,\n z = euler.z;\n var a = Math.cos(x),\n b = Math.sin(x);\n var c = Math.cos(y),\n d = Math.sin(y);\n var e = Math.cos(z),\n f = Math.sin(z);\n\n if (euler.order === 'XYZ') {\n var ae = a * e,\n af = a * f,\n be = b * e,\n bf = b * f;\n te[0] = c * e;\n te[4] = -c * f;\n te[8] = d;\n te[1] = af + be * d;\n te[5] = ae - bf * d;\n te[9] = -b * c;\n te[2] = bf - ae * d;\n te[6] = be + af * d;\n te[10] = a * c;\n } else if (euler.order === 'YXZ') {\n var ce = c * e,\n cf = c * f,\n de = d * e,\n df = d * f;\n te[0] = ce + df * b;\n te[4] = de * b - cf;\n te[8] = a * d;\n te[1] = a * f;\n te[5] = a * e;\n te[9] = -b;\n te[2] = cf * b - de;\n te[6] = df + ce * b;\n te[10] = a * c;\n } else if (euler.order === 'ZXY') {\n var _ce = c * e,\n _cf = c * f,\n _de = d * e,\n _df = d * f;\n\n te[0] = _ce - _df * b;\n te[4] = -a * f;\n te[8] = _de + _cf * b;\n te[1] = _cf + _de * b;\n te[5] = a * e;\n te[9] = _df - _ce * b;\n te[2] = -a * d;\n te[6] = b;\n te[10] = a * c;\n } else if (euler.order === 'ZYX') {\n var _ae = a * e,\n _af = a * f,\n _be = b * e,\n _bf = b * f;\n\n te[0] = c * e;\n te[4] = _be * d - _af;\n te[8] = _ae * d + _bf;\n te[1] = c * f;\n te[5] = _bf * d + _ae;\n te[9] = _af * d - _be;\n te[2] = -d;\n te[6] = b * c;\n te[10] = a * c;\n } else if (euler.order === 'YZX') {\n var ac = a * c,\n ad = a * d,\n bc = b * c,\n bd = b * d;\n te[0] = c * e;\n te[4] = bd - ac * f;\n te[8] = bc * f + ad;\n te[1] = f;\n te[5] = a * e;\n te[9] = -b * e;\n te[2] = -d * e;\n te[6] = ad * f + bc;\n te[10] = ac - bd * f;\n } else if (euler.order === 'XZY') {\n var _ac = a * c,\n _ad = a * d,\n _bc = b * c,\n _bd = b * d;\n\n te[0] = c * e;\n te[4] = -f;\n te[8] = d * e;\n te[1] = _ac * f + _bd;\n te[5] = a * e;\n te[9] = _ad * f - _bc;\n te[2] = _bc * f - _ad;\n te[6] = b * e;\n te[10] = _bd * f + _ac;\n } // bottom row\n\n\n te[3] = 0;\n te[7] = 0;\n te[11] = 0; // last column\n\n te[12] = 0;\n te[13] = 0;\n te[14] = 0;\n te[15] = 1;\n return this;\n }\n }, {\n key: \"makeRotationFromQuaternion\",\n value: function makeRotationFromQuaternion(q) {\n return this.compose(_zero, q, _one);\n }\n }, {\n key: \"lookAt\",\n value: function lookAt(eye, target, up) {\n var te = this.elements;\n\n _z.subVectors(eye, target);\n\n if (_z.lengthSq() === 0) {\n // eye and target are in the same position\n _z.z = 1;\n }\n\n _z.normalize();\n\n _x.crossVectors(up, _z);\n\n if (_x.lengthSq() === 0) {\n // up and z are parallel\n if (Math.abs(up.z) === 1) {\n _z.x += 0.0001;\n } else {\n _z.z += 0.0001;\n }\n\n _z.normalize();\n\n _x.crossVectors(up, _z);\n }\n\n _x.normalize();\n\n _y.crossVectors(_z, _x);\n\n te[0] = _x.x;\n te[4] = _y.x;\n te[8] = _z.x;\n te[1] = _x.y;\n te[5] = _y.y;\n te[9] = _z.y;\n te[2] = _x.z;\n te[6] = _y.z;\n te[10] = _z.z;\n return this;\n }\n }, {\n key: \"multiply\",\n value: function multiply(m, n) {\n if (n !== undefined) {\n console.warn('THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.');\n return this.multiplyMatrices(m, n);\n }\n\n return this.multiplyMatrices(this, m);\n }\n }, {\n key: \"premultiply\",\n value: function premultiply(m) {\n return this.multiplyMatrices(m, this);\n }\n }, {\n key: \"multiplyMatrices\",\n value: function multiplyMatrices(a, b) {\n var ae = a.elements;\n var be = b.elements;\n var te = this.elements;\n var a11 = ae[0],\n a12 = ae[4],\n a13 = ae[8],\n a14 = ae[12];\n var a21 = ae[1],\n a22 = ae[5],\n a23 = ae[9],\n a24 = ae[13];\n var a31 = ae[2],\n a32 = ae[6],\n a33 = ae[10],\n a34 = ae[14];\n var a41 = ae[3],\n a42 = ae[7],\n a43 = ae[11],\n a44 = ae[15];\n var b11 = be[0],\n b12 = be[4],\n b13 = be[8],\n b14 = be[12];\n var b21 = be[1],\n b22 = be[5],\n b23 = be[9],\n b24 = be[13];\n var b31 = be[2],\n b32 = be[6],\n b33 = be[10],\n b34 = be[14];\n var b41 = be[3],\n b42 = be[7],\n b43 = be[11],\n b44 = be[15];\n te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n return this;\n }\n }, {\n key: \"multiplyScalar\",\n value: function multiplyScalar(s) {\n var te = this.elements;\n te[0] *= s;\n te[4] *= s;\n te[8] *= s;\n te[12] *= s;\n te[1] *= s;\n te[5] *= s;\n te[9] *= s;\n te[13] *= s;\n te[2] *= s;\n te[6] *= s;\n te[10] *= s;\n te[14] *= s;\n te[3] *= s;\n te[7] *= s;\n te[11] *= s;\n te[15] *= s;\n return this;\n }\n }, {\n key: \"determinant\",\n value: function determinant() {\n var te = this.elements;\n var n11 = te[0],\n n12 = te[4],\n n13 = te[8],\n n14 = te[12];\n var n21 = te[1],\n n22 = te[5],\n n23 = te[9],\n n24 = te[13];\n var n31 = te[2],\n n32 = te[6],\n n33 = te[10],\n n34 = te[14];\n var n41 = te[3],\n n42 = te[7],\n n43 = te[11],\n n44 = te[15]; //TODO: make this more efficient\n //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n return n41 * (+n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34) + n42 * (+n11 * n23 * n34 - n11 * n24 * n33 + n14 * n21 * n33 - n13 * n21 * n34 + n13 * n24 * n31 - n14 * n23 * n31) + n43 * (+n11 * n24 * n32 - n11 * n22 * n34 - n14 * n21 * n32 + n12 * n21 * n34 + n14 * n22 * n31 - n12 * n24 * n31) + n44 * (-n13 * n22 * n31 - n11 * n23 * n32 + n11 * n22 * n33 + n13 * n21 * n32 - n12 * n21 * n33 + n12 * n23 * n31);\n }\n }, {\n key: \"transpose\",\n value: function transpose() {\n var te = this.elements;\n var tmp;\n tmp = te[1];\n te[1] = te[4];\n te[4] = tmp;\n tmp = te[2];\n te[2] = te[8];\n te[8] = tmp;\n tmp = te[6];\n te[6] = te[9];\n te[9] = tmp;\n tmp = te[3];\n te[3] = te[12];\n te[12] = tmp;\n tmp = te[7];\n te[7] = te[13];\n te[13] = tmp;\n tmp = te[11];\n te[11] = te[14];\n te[14] = tmp;\n return this;\n }\n }, {\n key: \"setPosition\",\n value: function setPosition(x, y, z) {\n var te = this.elements;\n\n if (x.isVector3) {\n te[12] = x.x;\n te[13] = x.y;\n te[14] = x.z;\n } else {\n te[12] = x;\n te[13] = y;\n te[14] = z;\n }\n\n return this;\n }\n }, {\n key: \"getInverse\",\n value: function getInverse(m, throwOnDegenerate) {\n if (throwOnDegenerate !== undefined) {\n console.warn(\"THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate.\");\n } // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\n\n var te = this.elements,\n me = m.elements,\n n11 = me[0],\n n21 = me[1],\n n31 = me[2],\n n41 = me[3],\n n12 = me[4],\n n22 = me[5],\n n32 = me[6],\n n42 = me[7],\n n13 = me[8],\n n23 = me[9],\n n33 = me[10],\n n43 = me[11],\n n14 = me[12],\n n24 = me[13],\n n34 = me[14],\n n44 = me[15],\n t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);\n var detInv = 1 / det;\n te[0] = t11 * detInv;\n te[1] = (n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44) * detInv;\n te[2] = (n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44) * detInv;\n te[3] = (n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43) * detInv;\n te[4] = t12 * detInv;\n te[5] = (n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44) * detInv;\n te[6] = (n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44) * detInv;\n te[7] = (n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43) * detInv;\n te[8] = t13 * detInv;\n te[9] = (n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44) * detInv;\n te[10] = (n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44) * detInv;\n te[11] = (n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43) * detInv;\n te[12] = t14 * detInv;\n te[13] = (n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34) * detInv;\n te[14] = (n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34) * detInv;\n te[15] = (n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33) * detInv;\n return this;\n }\n }, {\n key: \"scale\",\n value: function scale(v) {\n var te = this.elements;\n var x = v.x,\n y = v.y,\n z = v.z;\n te[0] *= x;\n te[4] *= y;\n te[8] *= z;\n te[1] *= x;\n te[5] *= y;\n te[9] *= z;\n te[2] *= x;\n te[6] *= y;\n te[10] *= z;\n te[3] *= x;\n te[7] *= y;\n te[11] *= z;\n return this;\n }\n }, {\n key: \"getMaxScaleOnAxis\",\n value: function getMaxScaleOnAxis() {\n var te = this.elements;\n var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];\n var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];\n var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];\n return Math.sqrt(Math.max(scaleXSq, scaleYSq, scaleZSq));\n }\n }, {\n key: \"makeTranslation\",\n value: function makeTranslation(x, y, z) {\n this.set(1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1);\n return this;\n }\n }, {\n key: \"makeRotationX\",\n value: function makeRotationX(theta) {\n var c = Math.cos(theta),\n s = Math.sin(theta);\n this.set(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1);\n return this;\n }\n }, {\n key: \"makeRotationY\",\n value: function makeRotationY(theta) {\n var c = Math.cos(theta),\n s = Math.sin(theta);\n this.set(c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1);\n return this;\n }\n }, {\n key: \"makeRotationZ\",\n value: function makeRotationZ(theta) {\n var c = Math.cos(theta),\n s = Math.sin(theta);\n this.set(c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);\n return this;\n }\n }, {\n key: \"makeRotationAxis\",\n value: function makeRotationAxis(axis, angle) {\n // Based on http://www.gamedev.net/reference/articles/article1199.asp\n var c = Math.cos(angle);\n var s = Math.sin(angle);\n var t = 1 - c;\n var x = axis.x,\n y = axis.y,\n z = axis.z;\n var tx = t * x,\n ty = t * y;\n this.set(tx * x + c, tx * y - s * z, tx * z + s * y, 0, tx * y + s * z, ty * y + c, ty * z - s * x, 0, tx * z - s * y, ty * z + s * x, t * z * z + c, 0, 0, 0, 0, 1);\n return this;\n }\n }, {\n key: \"makeScale\",\n value: function makeScale(x, y, z) {\n this.set(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1);\n return this;\n }\n }, {\n key: \"makeShear\",\n value: function makeShear(x, y, z) {\n this.set(1, y, z, 0, x, 1, z, 0, x, y, 1, 0, 0, 0, 0, 1);\n return this;\n }\n }, {\n key: \"compose\",\n value: function compose(position, quaternion, scale) {\n var te = this.elements;\n var x = quaternion._x,\n y = quaternion._y,\n z = quaternion._z,\n w = quaternion._w;\n var x2 = x + x,\n y2 = y + y,\n z2 = z + z;\n var xx = x * x2,\n xy = x * y2,\n xz = x * z2;\n var yy = y * y2,\n yz = y * z2,\n zz = z * z2;\n var wx = w * x2,\n wy = w * y2,\n wz = w * z2;\n var sx = scale.x,\n sy = scale.y,\n sz = scale.z;\n te[0] = (1 - (yy + zz)) * sx;\n te[1] = (xy + wz) * sx;\n te[2] = (xz - wy) * sx;\n te[3] = 0;\n te[4] = (xy - wz) * sy;\n te[5] = (1 - (xx + zz)) * sy;\n te[6] = (yz + wx) * sy;\n te[7] = 0;\n te[8] = (xz + wy) * sz;\n te[9] = (yz - wx) * sz;\n te[10] = (1 - (xx + yy)) * sz;\n te[11] = 0;\n te[12] = position.x;\n te[13] = position.y;\n te[14] = position.z;\n te[15] = 1;\n return this;\n }\n }, {\n key: \"decompose\",\n value: function decompose(position, quaternion, scale) {\n var te = this.elements;\n\n var sx = _v1$1.set(te[0], te[1], te[2]).length();\n\n var sy = _v1$1.set(te[4], te[5], te[6]).length();\n\n var sz = _v1$1.set(te[8], te[9], te[10]).length(); // if determine is negative, we need to invert one scale\n\n\n var det = this.determinant();\n if (det < 0) sx = -sx;\n position.x = te[12];\n position.y = te[13];\n position.z = te[14]; // scale the rotation part\n\n _m1.copy(this);\n\n var invSX = 1 / sx;\n var invSY = 1 / sy;\n var invSZ = 1 / sz;\n _m1.elements[0] *= invSX;\n _m1.elements[1] *= invSX;\n _m1.elements[2] *= invSX;\n _m1.elements[4] *= invSY;\n _m1.elements[5] *= invSY;\n _m1.elements[6] *= invSY;\n _m1.elements[8] *= invSZ;\n _m1.elements[9] *= invSZ;\n _m1.elements[10] *= invSZ;\n quaternion.setFromRotationMatrix(_m1);\n scale.x = sx;\n scale.y = sy;\n scale.z = sz;\n return this;\n }\n }, {\n key: \"makePerspective\",\n value: function makePerspective(left, right, top, bottom, near, far) {\n if (far === undefined) {\n console.warn('THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.');\n }\n\n var te = this.elements;\n var x = 2 * near / (right - left);\n var y = 2 * near / (top - bottom);\n var a = (right + left) / (right - left);\n var b = (top + bottom) / (top - bottom);\n var c = -(far + near) / (far - near);\n var d = -2 * far * near / (far - near);\n te[0] = x;\n te[4] = 0;\n te[8] = a;\n te[12] = 0;\n te[1] = 0;\n te[5] = y;\n te[9] = b;\n te[13] = 0;\n te[2] = 0;\n te[6] = 0;\n te[10] = c;\n te[14] = d;\n te[3] = 0;\n te[7] = 0;\n te[11] = -1;\n te[15] = 0;\n return this;\n }\n }, {\n key: \"makeOrthographic\",\n value: function makeOrthographic(left, right, top, bottom, near, far) {\n var te = this.elements;\n var w = 1.0 / (right - left);\n var h = 1.0 / (top - bottom);\n var p = 1.0 / (far - near);\n var x = (right + left) * w;\n var y = (top + bottom) * h;\n var z = (far + near) * p;\n te[0] = 2 * w;\n te[4] = 0;\n te[8] = 0;\n te[12] = -x;\n te[1] = 0;\n te[5] = 2 * h;\n te[9] = 0;\n te[13] = -y;\n te[2] = 0;\n te[6] = 0;\n te[10] = -2 * p;\n te[14] = -z;\n te[3] = 0;\n te[7] = 0;\n te[11] = 0;\n te[15] = 1;\n return this;\n }\n }, {\n key: \"equals\",\n value: function equals(matrix) {\n var te = this.elements;\n var me = matrix.elements;\n\n for (var _i10 = 0; _i10 < 16; _i10++) {\n if (te[_i10] !== me[_i10]) return false;\n }\n\n return true;\n }\n }, {\n key: \"fromArray\",\n value: function fromArray(array) {\n var offset = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n\n for (var _i11 = 0; _i11 < 16; _i11++) {\n this.elements[_i11] = array[_i11 + offset];\n }\n\n return this;\n }\n }, {\n key: \"toArray\",\n value: function toArray() {\n var array = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];\n var offset = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var te = this.elements;\n array[offset] = te[0];\n array[offset + 1] = te[1];\n array[offset + 2] = te[2];\n array[offset + 3] = te[3];\n array[offset + 4] = te[4];\n array[offset + 5] = te[5];\n array[offset + 6] = te[6];\n array[offset + 7] = te[7];\n array[offset + 8] = te[8];\n array[offset + 9] = te[9];\n array[offset + 10] = te[10];\n array[offset + 11] = te[11];\n array[offset + 12] = te[12];\n array[offset + 13] = te[13];\n array[offset + 14] = te[14];\n array[offset + 15] = te[15];\n return array;\n }\n }]);\n\n return Matrix4;\n}();\n\nvar _v1$1 = /*@__PURE__*/new Vector3();\n\nvar _m1 = /*@__PURE__*/new Matrix4();\n\nvar _zero = /*@__PURE__*/new Vector3(0, 0, 0);\n\nvar _one = /*@__PURE__*/new Vector3(1, 1, 1);\n\nvar _x = /*@__PURE__*/new Vector3();\n\nvar _y = /*@__PURE__*/new Vector3();\n\nvar _z = /*@__PURE__*/new Vector3();\n\nvar Euler = /*#__PURE__*/function () {\n function Euler() {\n var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var z = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var order = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : Euler.DefaultOrder;\n\n _classCallCheck(this, Euler);\n\n Object.defineProperty(this, 'isEuler', {\n value: true\n });\n this._x = x;\n this._y = y;\n this._z = z;\n this._order = order;\n }\n\n _createClass(Euler, [{\n key: \"set\",\n value: function set(x, y, z, order) {\n this._x = x;\n this._y = y;\n this._z = z;\n this._order = order || this._order;\n\n this._onChangeCallback();\n\n return this;\n }\n }, {\n key: \"clone\",\n value: function clone() {\n return new this.constructor(this._x, this._y, this._z, this._order);\n }\n }, {\n key: \"copy\",\n value: function copy(euler) {\n this._x = euler._x;\n this._y = euler._y;\n this._z = euler._z;\n this._order = euler._order;\n\n this._onChangeCallback();\n\n return this;\n }\n }, {\n key: \"setFromRotationMatrix\",\n value: function setFromRotationMatrix(m, order, update) {\n var clamp = MathUtils.clamp; // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n var te = m.elements;\n var m11 = te[0],\n m12 = te[4],\n m13 = te[8];\n var m21 = te[1],\n m22 = te[5],\n m23 = te[9];\n var m31 = te[2],\n m32 = te[6],\n m33 = te[10];\n order = order || this._order;\n\n switch (order) {\n case 'XYZ':\n this._y = Math.asin(clamp(m13, -1, 1));\n\n if (Math.abs(m13) < 0.9999999) {\n this._x = Math.atan2(-m23, m33);\n this._z = Math.atan2(-m12, m11);\n } else {\n this._x = Math.atan2(m32, m22);\n this._z = 0;\n }\n\n break;\n\n case 'YXZ':\n this._x = Math.asin(-clamp(m23, -1, 1));\n\n if (Math.abs(m23) < 0.9999999) {\n this._y = Math.atan2(m13, m33);\n this._z = Math.atan2(m21, m22);\n } else {\n this._y = Math.atan2(-m31, m11);\n this._z = 0;\n }\n\n break;\n\n case 'ZXY':\n this._x = Math.asin(clamp(m32, -1, 1));\n\n if (Math.abs(m32) < 0.9999999) {\n this._y = Math.atan2(-m31, m33);\n this._z = Math.atan2(-m12, m22);\n } else {\n this._y = 0;\n this._z = Math.atan2(m21, m11);\n }\n\n break;\n\n case 'ZYX':\n this._y = Math.asin(-clamp(m31, -1, 1));\n\n if (Math.abs(m31) < 0.9999999) {\n this._x = Math.atan2(m32, m33);\n this._z = Math.atan2(m21, m11);\n } else {\n this._x = 0;\n this._z = Math.atan2(-m12, m22);\n }\n\n break;\n\n case 'YZX':\n this._z = Math.asin(clamp(m21, -1, 1));\n\n if (Math.abs(m21) < 0.9999999) {\n this._x = Math.atan2(-m23, m22);\n this._y = Math.atan2(-m31, m11);\n } else {\n this._x = 0;\n this._y = Math.atan2(m13, m33);\n }\n\n break;\n\n case 'XZY':\n this._z = Math.asin(-clamp(m12, -1, 1));\n\n if (Math.abs(m12) < 0.9999999) {\n this._x = Math.atan2(m32, m22);\n this._y = Math.atan2(m13, m11);\n } else {\n this._x = Math.atan2(-m23, m33);\n this._y = 0;\n }\n\n break;\n\n default:\n console.warn('THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order);\n }\n\n this._order = order;\n if (update !== false) this._onChangeCallback();\n return this;\n }\n }, {\n key: \"setFromQuaternion\",\n value: function setFromQuaternion(q, order, update) {\n _matrix.makeRotationFromQuaternion(q);\n\n return this.setFromRotationMatrix(_matrix, order, update);\n }\n }, {\n key: \"setFromVector3\",\n value: function setFromVector3(v, order) {\n return this.set(v.x, v.y, v.z, order || this._order);\n }\n }, {\n key: \"reorder\",\n value: function reorder(newOrder) {\n // WARNING: this discards revolution information -bhouston\n _quaternion$1.setFromEuler(this);\n\n return this.setFromQuaternion(_quaternion$1, newOrder);\n }\n }, {\n key: \"equals\",\n value: function equals(euler) {\n return euler._x === this._x && euler._y === this._y && euler._z === this._z && euler._order === this._order;\n }\n }, {\n key: \"fromArray\",\n value: function fromArray(array) {\n this._x = array[0];\n this._y = array[1];\n this._z = array[2];\n if (array[3] !== undefined) this._order = array[3];\n\n this._onChangeCallback();\n\n return this;\n }\n }, {\n key: \"toArray\",\n value: function toArray() {\n var array = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];\n var offset = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n array[offset] = this._x;\n array[offset + 1] = this._y;\n array[offset + 2] = this._z;\n array[offset + 3] = this._order;\n return array;\n }\n }, {\n key: \"toVector3\",\n value: function toVector3(optionalResult) {\n if (optionalResult) {\n return optionalResult.set(this._x, this._y, this._z);\n } else {\n return new Vector3(this._x, this._y, this._z);\n }\n }\n }, {\n key: \"_onChange\",\n value: function _onChange(callback) {\n this._onChangeCallback = callback;\n return this;\n }\n }, {\n key: \"_onChangeCallback\",\n value: function _onChangeCallback() {}\n }, {\n key: \"x\",\n get: function get() {\n return this._x;\n },\n set: function set(value) {\n this._x = value;\n\n this._onChangeCallback();\n }\n }, {\n key: \"y\",\n get: function get() {\n return this._y;\n },\n set: function set(value) {\n this._y = value;\n\n this._onChangeCallback();\n }\n }, {\n key: \"z\",\n get: function get() {\n return this._z;\n },\n set: function set(value) {\n this._z = value;\n\n this._onChangeCallback();\n }\n }, {\n key: \"order\",\n get: function get() {\n return this._order;\n },\n set: function set(value) {\n this._order = value;\n\n this._onChangeCallback();\n }\n }]);\n\n return Euler;\n}();\n\nEuler.DefaultOrder = 'XYZ';\nEuler.RotationOrders = ['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX'];\n\nvar _matrix = /*@__PURE__*/new Matrix4();\n\nvar _quaternion$1 = /*@__PURE__*/new Quaternion();\n\nvar Layers = /*#__PURE__*/function () {\n function Layers() {\n _classCallCheck(this, Layers);\n\n this.mask = 1 | 0;\n }\n\n _createClass(Layers, [{\n key: \"set\",\n value: function set(channel) {\n this.mask = 1 << channel | 0;\n }\n }, {\n key: \"enable\",\n value: function enable(channel) {\n this.mask |= 1 << channel | 0;\n }\n }, {\n key: \"enableAll\",\n value: function enableAll() {\n this.mask = 0xffffffff | 0;\n }\n }, {\n key: \"toggle\",\n value: function toggle(channel) {\n this.mask ^= 1 << channel | 0;\n }\n }, {\n key: \"disable\",\n value: function disable(channel) {\n this.mask &= ~(1 << channel | 0);\n }\n }, {\n key: \"disableAll\",\n value: function disableAll() {\n this.mask = 0;\n }\n }, {\n key: \"test\",\n value: function test(layers) {\n return (this.mask & layers.mask) !== 0;\n }\n }]);\n\n return Layers;\n}();\n\nvar _object3DId = 0;\n\nvar _v1$2 = new Vector3();\n\nvar _q1 = new Quaternion();\n\nvar _m1$1 = new Matrix4();\n\nvar _target = new Vector3();\n\nvar _position = new Vector3();\n\nvar _scale = new Vector3();\n\nvar _quaternion$2 = new Quaternion();\n\nvar _xAxis = new Vector3(1, 0, 0);\n\nvar _yAxis = new Vector3(0, 1, 0);\n\nvar _zAxis = new Vector3(0, 0, 1);\n\nvar _addedEvent = {\n type: 'added'\n};\nvar _removedEvent = {\n type: 'removed'\n};\n\nfunction Object3D() {\n Object.defineProperty(this, 'id', {\n value: _object3DId++\n });\n this.uuid = MathUtils.generateUUID();\n this.name = '';\n this.type = 'Object3D';\n this.parent = null;\n this.children = [];\n this.up = Object3D.DefaultUp.clone();\n var position = new Vector3();\n var rotation = new Euler();\n var quaternion = new Quaternion();\n var scale = new Vector3(1, 1, 1);\n\n function onRotationChange() {\n quaternion.setFromEuler(rotation, false);\n }\n\n function onQuaternionChange() {\n rotation.setFromQuaternion(quaternion, undefined, false);\n }\n\n rotation._onChange(onRotationChange);\n\n quaternion._onChange(onQuaternionChange);\n\n Object.defineProperties(this, {\n position: {\n configurable: true,\n enumerable: true,\n value: position\n },\n rotation: {\n configurable: true,\n enumerable: true,\n value: rotation\n },\n quaternion: {\n configurable: true,\n enumerable: true,\n value: quaternion\n },\n scale: {\n configurable: true,\n enumerable: true,\n value: scale\n },\n modelViewMatrix: {\n value: new Matrix4()\n },\n normalMatrix: {\n value: new Matrix3()\n }\n });\n this.matrix = new Matrix4();\n this.matrixWorld = new Matrix4();\n this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;\n this.matrixWorldNeedsUpdate = false;\n this.layers = new Layers();\n this.visible = true;\n this.castShadow = false;\n this.receiveShadow = false;\n this.frustumCulled = true;\n this.renderOrder = 0;\n this.userData = {};\n}\n\nObject3D.DefaultUp = new Vector3(0, 1, 0);\nObject3D.DefaultMatrixAutoUpdate = true;\nObject3D.prototype = Object.assign(Object.create(EventDispatcher.prototype), {\n constructor: Object3D,\n isObject3D: true,\n onBeforeRender: function onBeforeRender() {},\n onAfterRender: function onAfterRender() {},\n applyMatrix4: function applyMatrix4(matrix) {\n if (this.matrixAutoUpdate) this.updateMatrix();\n this.matrix.premultiply(matrix);\n this.matrix.decompose(this.position, this.quaternion, this.scale);\n },\n applyQuaternion: function applyQuaternion(q) {\n this.quaternion.premultiply(q);\n return this;\n },\n setRotationFromAxisAngle: function setRotationFromAxisAngle(axis, angle) {\n // assumes axis is normalized\n this.quaternion.setFromAxisAngle(axis, angle);\n },\n setRotationFromEuler: function setRotationFromEuler(euler) {\n this.quaternion.setFromEuler(euler, true);\n },\n setRotationFromMatrix: function setRotationFromMatrix(m) {\n // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n this.quaternion.setFromRotationMatrix(m);\n },\n setRotationFromQuaternion: function setRotationFromQuaternion(q) {\n // assumes q is normalized\n this.quaternion.copy(q);\n },\n rotateOnAxis: function rotateOnAxis(axis, angle) {\n // rotate object on axis in object space\n // axis is assumed to be normalized\n _q1.setFromAxisAngle(axis, angle);\n\n this.quaternion.multiply(_q1);\n return this;\n },\n rotateOnWorldAxis: function rotateOnWorldAxis(axis, angle) {\n // rotate object on axis in world space\n // axis is assumed to be normalized\n // method assumes no rotated parent\n _q1.setFromAxisAngle(axis, angle);\n\n this.quaternion.premultiply(_q1);\n return this;\n },\n rotateX: function rotateX(angle) {\n return this.rotateOnAxis(_xAxis, angle);\n },\n rotateY: function rotateY(angle) {\n return this.rotateOnAxis(_yAxis, angle);\n },\n rotateZ: function rotateZ(angle) {\n return this.rotateOnAxis(_zAxis, angle);\n },\n translateOnAxis: function translateOnAxis(axis, distance) {\n // translate object by distance along axis in object space\n // axis is assumed to be normalized\n _v1$2.copy(axis).applyQuaternion(this.quaternion);\n\n this.position.add(_v1$2.multiplyScalar(distance));\n return this;\n },\n translateX: function translateX(distance) {\n return this.translateOnAxis(_xAxis, distance);\n },\n translateY: function translateY(distance) {\n return this.translateOnAxis(_yAxis, distance);\n },\n translateZ: function translateZ(distance) {\n return this.translateOnAxis(_zAxis, distance);\n },\n localToWorld: function localToWorld(vector) {\n return vector.applyMatrix4(this.matrixWorld);\n },\n worldToLocal: function worldToLocal(vector) {\n return vector.applyMatrix4(_m1$1.getInverse(this.matrixWorld));\n },\n lookAt: function lookAt(x, y, z) {\n // This method does not support objects having non-uniformly-scaled parent(s)\n if (x.isVector3) {\n _target.copy(x);\n } else {\n _target.set(x, y, z);\n }\n\n var parent = this.parent;\n this.updateWorldMatrix(true, false);\n\n _position.setFromMatrixPosition(this.matrixWorld);\n\n if (this.isCamera || this.isLight) {\n _m1$1.lookAt(_position, _target, this.up);\n } else {\n _m1$1.lookAt(_target, _position, this.up);\n }\n\n this.quaternion.setFromRotationMatrix(_m1$1);\n\n if (parent) {\n _m1$1.extractRotation(parent.matrixWorld);\n\n _q1.setFromRotationMatrix(_m1$1);\n\n this.quaternion.premultiply(_q1.inverse());\n }\n },\n add: function add(object) {\n if (arguments.length > 1) {\n for (var _i12 = 0; _i12 < arguments.length; _i12++) {\n this.add(arguments[_i12]);\n }\n\n return this;\n }\n\n if (object === this) {\n console.error(\"THREE.Object3D.add: object can't be added as a child of itself.\", object);\n return this;\n }\n\n if (object && object.isObject3D) {\n if (object.parent !== null) {\n object.parent.remove(object);\n }\n\n object.parent = this;\n this.children.push(object);\n object.dispatchEvent(_addedEvent);\n } else {\n console.error(\"THREE.Object3D.add: object not an instance of THREE.Object3D.\", object);\n }\n\n return this;\n },\n remove: function remove(object) {\n if (arguments.length > 1) {\n for (var _i13 = 0; _i13 < arguments.length; _i13++) {\n this.remove(arguments[_i13]);\n }\n\n return this;\n }\n\n var index = this.children.indexOf(object);\n\n if (index !== -1) {\n object.parent = null;\n this.children.splice(index, 1);\n object.dispatchEvent(_removedEvent);\n }\n\n return this;\n },\n clear: function clear() {\n for (var _i14 = 0; _i14 < this.children.length; _i14++) {\n var object = this.children[_i14];\n object.parent = null;\n object.dispatchEvent(_removedEvent);\n }\n\n this.children.length = 0;\n return this;\n },\n attach: function attach(object) {\n // adds object as a child of this, while maintaining the object's world transform\n this.updateWorldMatrix(true, false);\n\n _m1$1.getInverse(this.matrixWorld);\n\n if (object.parent !== null) {\n object.parent.updateWorldMatrix(true, false);\n\n _m1$1.multiply(object.parent.matrixWorld);\n }\n\n object.applyMatrix4(_m1$1);\n object.updateWorldMatrix(false, false);\n this.add(object);\n return this;\n },\n getObjectById: function getObjectById(id) {\n return this.getObjectByProperty('id', id);\n },\n getObjectByName: function getObjectByName(name) {\n return this.getObjectByProperty('name', name);\n },\n getObjectByProperty: function getObjectByProperty(name, value) {\n if (this[name] === value) return this;\n\n for (var _i15 = 0, l = this.children.length; _i15 < l; _i15++) {\n var child = this.children[_i15];\n var object = child.getObjectByProperty(name, value);\n\n if (object !== undefined) {\n return object;\n }\n }\n\n return undefined;\n },\n getWorldPosition: function getWorldPosition(target) {\n if (target === undefined) {\n console.warn('THREE.Object3D: .getWorldPosition() target is now required');\n target = new Vector3();\n }\n\n this.updateWorldMatrix(true, false);\n return target.setFromMatrixPosition(this.matrixWorld);\n },\n getWorldQuaternion: function getWorldQuaternion(target) {\n if (target === undefined) {\n console.warn('THREE.Object3D: .getWorldQuaternion() target is now required');\n target = new Quaternion();\n }\n\n this.updateWorldMatrix(true, false);\n this.matrixWorld.decompose(_position, target, _scale);\n return target;\n },\n getWorldScale: function getWorldScale(target) {\n if (target === undefined) {\n console.warn('THREE.Object3D: .getWorldScale() target is now required');\n target = new Vector3();\n }\n\n this.updateWorldMatrix(true, false);\n this.matrixWorld.decompose(_position, _quaternion$2, target);\n return target;\n },\n getWorldDirection: function getWorldDirection(target) {\n if (target === undefined) {\n console.warn('THREE.Object3D: .getWorldDirection() target is now required');\n target = new Vector3();\n }\n\n this.updateWorldMatrix(true, false);\n var e = this.matrixWorld.elements;\n return target.set(e[8], e[9], e[10]).normalize();\n },\n raycast: function raycast() {},\n traverse: function traverse(callback) {\n callback(this);\n var children = this.children;\n\n for (var _i16 = 0, l = children.length; _i16 < l; _i16++) {\n children[_i16].traverse(callback);\n }\n },\n traverseVisible: function traverseVisible(callback) {\n if (this.visible === false) return;\n callback(this);\n var children = this.children;\n\n for (var _i17 = 0, l = children.length; _i17 < l; _i17++) {\n children[_i17].traverseVisible(callback);\n }\n },\n traverseAncestors: function traverseAncestors(callback) {\n var parent = this.parent;\n\n if (parent !== null) {\n callback(parent);\n parent.traverseAncestors(callback);\n }\n },\n updateMatrix: function updateMatrix() {\n this.matrix.compose(this.position, this.quaternion, this.scale);\n this.matrixWorldNeedsUpdate = true;\n },\n updateMatrixWorld: function updateMatrixWorld(force) {\n if (this.matrixAutoUpdate) this.updateMatrix();\n\n if (this.matrixWorldNeedsUpdate || force) {\n if (this.parent === null) {\n this.matrixWorld.copy(this.matrix);\n } else {\n this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);\n }\n\n this.matrixWorldNeedsUpdate = false;\n force = true;\n } // update children\n\n\n var children = this.children;\n\n for (var _i18 = 0, l = children.length; _i18 < l; _i18++) {\n children[_i18].updateMatrixWorld(force);\n }\n },\n updateWorldMatrix: function updateWorldMatrix(updateParents, updateChildren) {\n var parent = this.parent;\n\n if (updateParents === true && parent !== null) {\n parent.updateWorldMatrix(true, false);\n }\n\n if (this.matrixAutoUpdate) this.updateMatrix();\n\n if (this.parent === null) {\n this.matrixWorld.copy(this.matrix);\n } else {\n this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);\n } // update children\n\n\n if (updateChildren === true) {\n var children = this.children;\n\n for (var _i19 = 0, l = children.length; _i19 < l; _i19++) {\n children[_i19].updateWorldMatrix(false, true);\n }\n }\n },\n toJSON: function toJSON(meta) {\n // meta is a string when called from JSON.stringify\n var isRootObject = meta === undefined || typeof meta === 'string';\n var output = {}; // meta is a hash used to collect geometries, materials.\n // not providing it implies that this is the root object\n // being serialized.\n\n if (isRootObject) {\n // initialize meta obj\n meta = {\n geometries: {},\n materials: {},\n textures: {},\n images: {},\n shapes: {}\n };\n output.metadata = {\n version: 4.5,\n type: 'Object',\n generator: 'Object3D.toJSON'\n };\n } // standard Object3D serialization\n\n\n var object = {};\n object.uuid = this.uuid;\n object.type = this.type;\n if (this.name !== '') object.name = this.name;\n if (this.castShadow === true) object.castShadow = true;\n if (this.receiveShadow === true) object.receiveShadow = true;\n if (this.visible === false) object.visible = false;\n if (this.frustumCulled === false) object.frustumCulled = false;\n if (this.renderOrder !== 0) object.renderOrder = this.renderOrder;\n if (JSON.stringify(this.userData) !== '{}') object.userData = this.userData;\n object.layers = this.layers.mask;\n object.matrix = this.matrix.toArray();\n if (this.matrixAutoUpdate === false) object.matrixAutoUpdate = false; // object specific properties\n\n if (this.isInstancedMesh) {\n object.type = 'InstancedMesh';\n object.count = this.count;\n object.instanceMatrix = this.instanceMatrix.toJSON();\n } //\n\n\n function serialize(library, element) {\n if (library[element.uuid] === undefined) {\n library[element.uuid] = element.toJSON(meta);\n }\n\n return element.uuid;\n }\n\n if (this.isMesh || this.isLine || this.isPoints) {\n object.geometry = serialize(meta.geometries, this.geometry);\n var parameters = this.geometry.parameters;\n\n if (parameters !== undefined && parameters.shapes !== undefined) {\n var shapes = parameters.shapes;\n\n if (Array.isArray(shapes)) {\n for (var _i20 = 0, l = shapes.length; _i20 < l; _i20++) {\n var shape = shapes[_i20];\n serialize(meta.shapes, shape);\n }\n } else {\n serialize(meta.shapes, shapes);\n }\n }\n }\n\n if (this.material !== undefined) {\n if (Array.isArray(this.material)) {\n var uuids = [];\n\n for (var _i21 = 0, _l = this.material.length; _i21 < _l; _i21++) {\n uuids.push(serialize(meta.materials, this.material[_i21]));\n }\n\n object.material = uuids;\n } else {\n object.material = serialize(meta.materials, this.material);\n }\n } //\n\n\n if (this.children.length > 0) {\n object.children = [];\n\n for (var _i22 = 0; _i22 < this.children.length; _i22++) {\n object.children.push(this.children[_i22].toJSON(meta).object);\n }\n }\n\n if (isRootObject) {\n var geometries = extractFromCache(meta.geometries);\n var materials = extractFromCache(meta.materials);\n var textures = extractFromCache(meta.textures);\n var images = extractFromCache(meta.images);\n\n var _shapes = extractFromCache(meta.shapes);\n\n if (geometries.length > 0) output.geometries = geometries;\n if (materials.length > 0) output.materials = materials;\n if (textures.length > 0) output.textures = textures;\n if (images.length > 0) output.images = images;\n if (_shapes.length > 0) output.shapes = _shapes;\n }\n\n output.object = object;\n return output; // extract data from the cache hash\n // remove metadata on each item\n // and return as array\n\n function extractFromCache(cache) {\n var values = [];\n\n for (var key in cache) {\n var data = cache[key];\n delete data.metadata;\n values.push(data);\n }\n\n return values;\n }\n },\n clone: function clone(recursive) {\n return new this.constructor().copy(this, recursive);\n },\n copy: function copy(source, recursive) {\n if (recursive === undefined) recursive = true;\n this.name = source.name;\n this.up.copy(source.up);\n this.position.copy(source.position);\n this.rotation.order = source.rotation.order;\n this.quaternion.copy(source.quaternion);\n this.scale.copy(source.scale);\n this.matrix.copy(source.matrix);\n this.matrixWorld.copy(source.matrixWorld);\n this.matrixAutoUpdate = source.matrixAutoUpdate;\n this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n this.layers.mask = source.layers.mask;\n this.visible = source.visible;\n this.castShadow = source.castShadow;\n this.receiveShadow = source.receiveShadow;\n this.frustumCulled = source.frustumCulled;\n this.renderOrder = source.renderOrder;\n this.userData = JSON.parse(JSON.stringify(source.userData));\n\n if (recursive === true) {\n for (var _i23 = 0; _i23 < source.children.length; _i23++) {\n var child = source.children[_i23];\n this.add(child.clone());\n }\n }\n\n return this;\n }\n});\n\nvar _vector1 = /*@__PURE__*/new Vector3();\n\nvar _vector2 = /*@__PURE__*/new Vector3();\n\nvar _normalMatrix = /*@__PURE__*/new Matrix3();\n\nvar Plane = /*#__PURE__*/function () {\n function Plane(normal, constant) {\n _classCallCheck(this, Plane);\n\n Object.defineProperty(this, 'isPlane', {\n value: true\n }); // normal is assumed to be normalized\n\n this.normal = normal !== undefined ? normal : new Vector3(1, 0, 0);\n this.constant = constant !== undefined ? constant : 0;\n }\n\n _createClass(Plane, [{\n key: \"set\",\n value: function set(normal, constant) {\n this.normal.copy(normal);\n this.constant = constant;\n return this;\n }\n }, {\n key: \"setComponents\",\n value: function setComponents(x, y, z, w) {\n this.normal.set(x, y, z);\n this.constant = w;\n return this;\n }\n }, {\n key: \"setFromNormalAndCoplanarPoint\",\n value: function setFromNormalAndCoplanarPoint(normal, point) {\n this.normal.copy(normal);\n this.constant = -point.dot(this.normal);\n return this;\n }\n }, {\n key: \"setFromCoplanarPoints\",\n value: function setFromCoplanarPoints(a, b, c) {\n var normal = _vector1.subVectors(c, b).cross(_vector2.subVectors(a, b)).normalize(); // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\n this.setFromNormalAndCoplanarPoint(normal, a);\n return this;\n }\n }, {\n key: \"clone\",\n value: function clone() {\n return new this.constructor().copy(this);\n }\n }, {\n key: \"copy\",\n value: function copy(plane) {\n this.normal.copy(plane.normal);\n this.constant = plane.constant;\n return this;\n }\n }, {\n key: \"normalize\",\n value: function normalize() {\n // Note: will lead to a divide by zero if the plane is invalid.\n var inverseNormalLength = 1.0 / this.normal.length();\n this.normal.multiplyScalar(inverseNormalLength);\n this.constant *= inverseNormalLength;\n return this;\n }\n }, {\n key: \"negate\",\n value: function negate() {\n this.constant *= -1;\n this.normal.negate();\n return this;\n }\n }, {\n key: \"distanceToPoint\",\n value: function distanceToPoint(point) {\n return this.normal.dot(point) + this.constant;\n }\n }, {\n key: \"distanceToSphere\",\n value: function distanceToSphere(sphere) {\n return this.distanceToPoint(sphere.center) - sphere.radius;\n }\n }, {\n key: \"projectPoint\",\n value: function projectPoint(point, target) {\n if (target === undefined) {\n console.warn('THREE.Plane: .projectPoint() target is now required');\n target = new Vector3();\n }\n\n return target.copy(this.normal).multiplyScalar(-this.distanceToPoint(point)).add(point);\n }\n }, {\n key: \"intersectLine\",\n value: function intersectLine(line, target) {\n if (target === undefined) {\n console.warn('THREE.Plane: .intersectLine() target is now required');\n target = new Vector3();\n }\n\n var direction = line.delta(_vector1);\n var denominator = this.normal.dot(direction);\n\n if (denominator === 0) {\n // line is coplanar, return origin\n if (this.distanceToPoint(line.start) === 0) {\n return target.copy(line.start);\n } // Unsure if this is the correct method to handle this case.\n\n\n return undefined;\n }\n\n var t = -(line.start.dot(this.normal) + this.constant) / denominator;\n\n if (t < 0 || t > 1) {\n return undefined;\n }\n\n return target.copy(direction).multiplyScalar(t).add(line.start);\n }\n }, {\n key: \"intersectsLine\",\n value: function intersectsLine(line) {\n // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n var startSign = this.distanceToPoint(line.start);\n var endSign = this.distanceToPoint(line.end);\n return startSign < 0 && endSign > 0 || endSign < 0 && startSign > 0;\n }\n }, {\n key: \"intersectsBox\",\n value: function intersectsBox(box) {\n return box.intersectsPlane(this);\n }\n }, {\n key: \"intersectsSphere\",\n value: function intersectsSphere(sphere) {\n return sphere.intersectsPlane(this);\n }\n }, {\n key: \"coplanarPoint\",\n value: function coplanarPoint(target) {\n if (target === undefined) {\n console.warn('THREE.Plane: .coplanarPoint() target is now required');\n target = new Vector3();\n }\n\n return target.copy(this.normal).multiplyScalar(-this.constant);\n }\n }, {\n key: \"applyMatrix4\",\n value: function applyMatrix4(matrix, optionalNormalMatrix) {\n var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix(matrix);\n\n var referencePoint = this.coplanarPoint(_vector1).applyMatrix4(matrix);\n var normal = this.normal.applyMatrix3(normalMatrix).normalize();\n this.constant = -referencePoint.dot(normal);\n return this;\n }\n }, {\n key: \"translate\",\n value: function translate(offset) {\n this.constant -= offset.dot(this.normal);\n return this;\n }\n }, {\n key: \"equals\",\n value: function equals(plane) {\n return plane.normal.equals(this.normal) && plane.constant === this.constant;\n }\n }]);\n\n return Plane;\n}();\n\nvar _v0$1 = /*@__PURE__*/new Vector3();\n\nvar _v1$3 = /*@__PURE__*/new Vector3();\n\nvar _v2$1 = /*@__PURE__*/new Vector3();\n\nvar _v3 = /*@__PURE__*/new Vector3();\n\nvar _vab = /*@__PURE__*/new Vector3();\n\nvar _vac = /*@__PURE__*/new Vector3();\n\nvar _vbc = /*@__PURE__*/new Vector3();\n\nvar _vap = /*@__PURE__*/new Vector3();\n\nvar _vbp = /*@__PURE__*/new Vector3();\n\nvar _vcp = /*@__PURE__*/new Vector3();\n\nvar Triangle = /*#__PURE__*/function () {\n function Triangle(a, b, c) {\n _classCallCheck(this, Triangle);\n\n this.a = a !== undefined ? a : new Vector3();\n this.b = b !== undefined ? b : new Vector3();\n this.c = c !== undefined ? c : new Vector3();\n }\n\n _createClass(Triangle, [{\n key: \"set\",\n value: function set(a, b, c) {\n this.a.copy(a);\n this.b.copy(b);\n this.c.copy(c);\n return this;\n }\n }, {\n key: \"setFromPointsAndIndices\",\n value: function setFromPointsAndIndices(points, i0, i1, i2) {\n this.a.copy(points[i0]);\n this.b.copy(points[i1]);\n this.c.copy(points[i2]);\n return this;\n }\n }, {\n key: \"clone\",\n value: function clone() {\n return new this.constructor().copy(this);\n }\n }, {\n key: \"copy\",\n value: function copy(triangle) {\n this.a.copy(triangle.a);\n this.b.copy(triangle.b);\n this.c.copy(triangle.c);\n return this;\n }\n }, {\n key: \"getArea\",\n value: function getArea() {\n _v0$1.subVectors(this.c, this.b);\n\n _v1$3.subVectors(this.a, this.b);\n\n return _v0$1.cross(_v1$3).length() * 0.5;\n }\n }, {\n key: \"getMidpoint\",\n value: function getMidpoint(target) {\n if (target === undefined) {\n console.warn('THREE.Triangle: .getMidpoint() target is now required');\n target = new Vector3();\n }\n\n return target.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3);\n }\n }, {\n key: \"getNormal\",\n value: function getNormal(target) {\n return Triangle.getNormal(this.a, this.b, this.c, target);\n }\n }, {\n key: \"getPlane\",\n value: function getPlane(target) {\n if (target === undefined) {\n console.warn('THREE.Triangle: .getPlane() target is now required');\n target = new Plane();\n }\n\n return target.setFromCoplanarPoints(this.a, this.b, this.c);\n }\n }, {\n key: \"getBarycoord\",\n value: function getBarycoord(point, target) {\n return Triangle.getBarycoord(point, this.a, this.b, this.c, target);\n }\n }, {\n key: \"getUV\",\n value: function getUV(point, uv1, uv2, uv3, target) {\n return Triangle.getUV(point, this.a, this.b, this.c, uv1, uv2, uv3, target);\n }\n }, {\n key: \"containsPoint\",\n value: function containsPoint(point) {\n return Triangle.containsPoint(point, this.a, this.b, this.c);\n }\n }, {\n key: \"isFrontFacing\",\n value: function isFrontFacing(direction) {\n return Triangle.isFrontFacing(this.a, this.b, this.c, direction);\n }\n }, {\n key: \"intersectsBox\",\n value: function intersectsBox(box) {\n return box.intersectsTriangle(this);\n }\n }, {\n key: \"closestPointToPoint\",\n value: function closestPointToPoint(p, target) {\n if (target === undefined) {\n console.warn('THREE.Triangle: .closestPointToPoint() target is now required');\n target = new Vector3();\n }\n\n var a = this.a,\n b = this.b,\n c = this.c;\n var v, w; // algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n // under the accompanying license; see chapter 5.1.5 for detailed explanation.\n // basically, we're distinguishing which of the voronoi regions of the triangle\n // the point lies in with the minimum amount of redundant computation.\n\n _vab.subVectors(b, a);\n\n _vac.subVectors(c, a);\n\n _vap.subVectors(p, a);\n\n var d1 = _vab.dot(_vap);\n\n var d2 = _vac.dot(_vap);\n\n if (d1 <= 0 && d2 <= 0) {\n // vertex region of A; barycentric coords (1, 0, 0)\n return target.copy(a);\n }\n\n _vbp.subVectors(p, b);\n\n var d3 = _vab.dot(_vbp);\n\n var d4 = _vac.dot(_vbp);\n\n if (d3 >= 0 && d4 <= d3) {\n // vertex region of B; barycentric coords (0, 1, 0)\n return target.copy(b);\n }\n\n var vc = d1 * d4 - d3 * d2;\n\n if (vc <= 0 && d1 >= 0 && d3 <= 0) {\n v = d1 / (d1 - d3); // edge region of AB; barycentric coords (1-v, v, 0)\n\n return target.copy(a).addScaledVector(_vab, v);\n }\n\n _vcp.subVectors(p, c);\n\n var d5 = _vab.dot(_vcp);\n\n var d6 = _vac.dot(_vcp);\n\n if (d6 >= 0 && d5 <= d6) {\n // vertex region of C; barycentric coords (0, 0, 1)\n return target.copy(c);\n }\n\n var vb = d5 * d2 - d1 * d6;\n\n if (vb <= 0 && d2 >= 0 && d6 <= 0) {\n w = d2 / (d2 - d6); // edge region of AC; barycentric coords (1-w, 0, w)\n\n return target.copy(a).addScaledVector(_vac, w);\n }\n\n var va = d3 * d6 - d5 * d4;\n\n if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) {\n _vbc.subVectors(c, b);\n\n w = (d4 - d3) / (d4 - d3 + (d5 - d6)); // edge region of BC; barycentric coords (0, 1-w, w)\n\n return target.copy(b).addScaledVector(_vbc, w); // edge region of BC\n } // face region\n\n\n var denom = 1 / (va + vb + vc); // u = va * denom\n\n v = vb * denom;\n w = vc * denom;\n return target.copy(a).addScaledVector(_vab, v).addScaledVector(_vac, w);\n }\n }, {\n key: \"equals\",\n value: function equals(triangle) {\n return triangle.a.equals(this.a) && triangle.b.equals(this.b) && triangle.c.equals(this.c);\n }\n }], [{\n key: \"getNormal\",\n value: function getNormal(a, b, c, target) {\n if (target === undefined) {\n console.warn('THREE.Triangle: .getNormal() target is now required');\n target = new Vector3();\n }\n\n target.subVectors(c, b);\n\n _v0$1.subVectors(a, b);\n\n target.cross(_v0$1);\n var targetLengthSq = target.lengthSq();\n\n if (targetLengthSq > 0) {\n return target.multiplyScalar(1 / Math.sqrt(targetLengthSq));\n }\n\n return target.set(0, 0, 0);\n } // static/instance method to calculate barycentric coordinates\n // based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\n }, {\n key: \"getBarycoord\",\n value: function getBarycoord(point, a, b, c, target) {\n _v0$1.subVectors(c, a);\n\n _v1$3.subVectors(b, a);\n\n _v2$1.subVectors(point, a);\n\n var dot00 = _v0$1.dot(_v0$1);\n\n var dot01 = _v0$1.dot(_v1$3);\n\n var dot02 = _v0$1.dot(_v2$1);\n\n var dot11 = _v1$3.dot(_v1$3);\n\n var dot12 = _v1$3.dot(_v2$1);\n\n var denom = dot00 * dot11 - dot01 * dot01;\n\n if (target === undefined) {\n console.warn('THREE.Triangle: .getBarycoord() target is now required');\n target = new Vector3();\n } // collinear or singular triangle\n\n\n if (denom === 0) {\n // arbitrary location outside of triangle?\n // not sure if this is the best idea, maybe should be returning undefined\n return target.set(-2, -1, -1);\n }\n\n var invDenom = 1 / denom;\n var u = (dot11 * dot02 - dot01 * dot12) * invDenom;\n var v = (dot00 * dot12 - dot01 * dot02) * invDenom; // barycentric coordinates must always sum to 1\n\n return target.set(1 - u - v, v, u);\n }\n }, {\n key: \"containsPoint\",\n value: function containsPoint(point, a, b, c) {\n this.getBarycoord(point, a, b, c, _v3);\n return _v3.x >= 0 && _v3.y >= 0 && _v3.x + _v3.y <= 1;\n }\n }, {\n key: \"getUV\",\n value: function getUV(point, p1, p2, p3, uv1, uv2, uv3, target) {\n this.getBarycoord(point, p1, p2, p3, _v3);\n target.set(0, 0);\n target.addScaledVector(uv1, _v3.x);\n target.addScaledVector(uv2, _v3.y);\n target.addScaledVector(uv3, _v3.z);\n return target;\n }\n }, {\n key: \"isFrontFacing\",\n value: function isFrontFacing(a, b, c, direction) {\n _v0$1.subVectors(c, b);\n\n _v1$3.subVectors(a, b); // strictly front facing\n\n\n return _v0$1.cross(_v1$3).dot(direction) < 0 ? true : false;\n }\n }]);\n\n return Triangle;\n}();\n\nvar _colorKeywords = {\n 'aliceblue': 0xF0F8FF,\n 'antiquewhite': 0xFAEBD7,\n 'aqua': 0x00FFFF,\n 'aquamarine': 0x7FFFD4,\n 'azure': 0xF0FFFF,\n 'beige': 0xF5F5DC,\n 'bisque': 0xFFE4C4,\n 'black': 0x000000,\n 'blanchedalmond': 0xFFEBCD,\n 'blue': 0x0000FF,\n 'blueviolet': 0x8A2BE2,\n 'brown': 0xA52A2A,\n 'burlywood': 0xDEB887,\n 'cadetblue': 0x5F9EA0,\n 'chartreuse': 0x7FFF00,\n 'chocolate': 0xD2691E,\n 'coral': 0xFF7F50,\n 'cornflowerblue': 0x6495ED,\n 'cornsilk': 0xFFF8DC,\n 'crimson': 0xDC143C,\n 'cyan': 0x00FFFF,\n 'darkblue': 0x00008B,\n 'darkcyan': 0x008B8B,\n 'darkgoldenrod': 0xB8860B,\n 'darkgray': 0xA9A9A9,\n 'darkgreen': 0x006400,\n 'darkgrey': 0xA9A9A9,\n 'darkkhaki': 0xBDB76B,\n 'darkmagenta': 0x8B008B,\n 'darkolivegreen': 0x556B2F,\n 'darkorange': 0xFF8C00,\n 'darkorchid': 0x9932CC,\n 'darkred': 0x8B0000,\n 'darksalmon': 0xE9967A,\n 'darkseagreen': 0x8FBC8F,\n 'darkslateblue': 0x483D8B,\n 'darkslategray': 0x2F4F4F,\n 'darkslategrey': 0x2F4F4F,\n 'darkturquoise': 0x00CED1,\n 'darkviolet': 0x9400D3,\n 'deeppink': 0xFF1493,\n 'deepskyblue': 0x00BFFF,\n 'dimgray': 0x696969,\n 'dimgrey': 0x696969,\n 'dodgerblue': 0x1E90FF,\n 'firebrick': 0xB22222,\n 'floralwhite': 0xFFFAF0,\n 'forestgreen': 0x228B22,\n 'fuchsia': 0xFF00FF,\n 'gainsboro': 0xDCDCDC,\n 'ghostwhite': 0xF8F8FF,\n 'gold': 0xFFD700,\n 'goldenrod': 0xDAA520,\n 'gray': 0x808080,\n 'green': 0x008000,\n 'greenyellow': 0xADFF2F,\n 'grey': 0x808080,\n 'honeydew': 0xF0FFF0,\n 'hotpink': 0xFF69B4,\n 'indianred': 0xCD5C5C,\n 'indigo': 0x4B0082,\n 'ivory': 0xFFFFF0,\n 'khaki': 0xF0E68C,\n 'lavender': 0xE6E6FA,\n 'lavenderblush': 0xFFF0F5,\n 'lawngreen': 0x7CFC00,\n 'lemonchiffon': 0xFFFACD,\n 'lightblue': 0xADD8E6,\n 'lightcoral': 0xF08080,\n 'lightcyan': 0xE0FFFF,\n 'lightgoldenrodyellow': 0xFAFAD2,\n 'lightgray': 0xD3D3D3,\n 'lightgreen': 0x90EE90,\n 'lightgrey': 0xD3D3D3,\n 'lightpink': 0xFFB6C1,\n 'lightsalmon': 0xFFA07A,\n 'lightseagreen': 0x20B2AA,\n 'lightskyblue': 0x87CEFA,\n 'lightslategray': 0x778899,\n 'lightslategrey': 0x778899,\n 'lightsteelblue': 0xB0C4DE,\n 'lightyellow': 0xFFFFE0,\n 'lime': 0x00FF00,\n 'limegreen': 0x32CD32,\n 'linen': 0xFAF0E6,\n 'magenta': 0xFF00FF,\n 'maroon': 0x800000,\n 'mediumaquamarine': 0x66CDAA,\n 'mediumblue': 0x0000CD,\n 'mediumorchid': 0xBA55D3,\n 'mediumpurple': 0x9370DB,\n 'mediumseagreen': 0x3CB371,\n 'mediumslateblue': 0x7B68EE,\n 'mediumspringgreen': 0x00FA9A,\n 'mediumturquoise': 0x48D1CC,\n 'mediumvioletred': 0xC71585,\n 'midnightblue': 0x191970,\n 'mintcream': 0xF5FFFA,\n 'mistyrose': 0xFFE4E1,\n 'moccasin': 0xFFE4B5,\n 'navajowhite': 0xFFDEAD,\n 'navy': 0x000080,\n 'oldlace': 0xFDF5E6,\n 'olive': 0x808000,\n 'olivedrab': 0x6B8E23,\n 'orange': 0xFFA500,\n 'orangered': 0xFF4500,\n 'orchid': 0xDA70D6,\n 'palegoldenrod': 0xEEE8AA,\n 'palegreen': 0x98FB98,\n 'paleturquoise': 0xAFEEEE,\n 'palevioletred': 0xDB7093,\n 'papayawhip': 0xFFEFD5,\n 'peachpuff': 0xFFDAB9,\n 'peru': 0xCD853F,\n 'pink': 0xFFC0CB,\n 'plum': 0xDDA0DD,\n 'powderblue': 0xB0E0E6,\n 'purple': 0x800080,\n 'rebeccapurple': 0x663399,\n 'red': 0xFF0000,\n 'rosybrown': 0xBC8F8F,\n 'royalblue': 0x4169E1,\n 'saddlebrown': 0x8B4513,\n 'salmon': 0xFA8072,\n 'sandybrown': 0xF4A460,\n 'seagreen': 0x2E8B57,\n 'seashell': 0xFFF5EE,\n 'sienna': 0xA0522D,\n 'silver': 0xC0C0C0,\n 'skyblue': 0x87CEEB,\n 'slateblue': 0x6A5ACD,\n 'slategray': 0x708090,\n 'slategrey': 0x708090,\n 'snow': 0xFFFAFA,\n 'springgreen': 0x00FF7F,\n 'steelblue': 0x4682B4,\n 'tan': 0xD2B48C,\n 'teal': 0x008080,\n 'thistle': 0xD8BFD8,\n 'tomato': 0xFF6347,\n 'turquoise': 0x40E0D0,\n 'violet': 0xEE82EE,\n 'wheat': 0xF5DEB3,\n 'white': 0xFFFFFF,\n 'whitesmoke': 0xF5F5F5,\n 'yellow': 0xFFFF00,\n 'yellowgreen': 0x9ACD32\n};\nvar _hslA = {\n h: 0,\n s: 0,\n l: 0\n};\nvar _hslB = {\n h: 0,\n s: 0,\n l: 0\n};\n\nfunction hue2rgb(p, q, t) {\n if (t < 0) t += 1;\n if (t > 1) t -= 1;\n if (t < 1 / 6) return p + (q - p) * 6 * t;\n if (t < 1 / 2) return q;\n if (t < 2 / 3) return p + (q - p) * 6 * (2 / 3 - t);\n return p;\n}\n\nfunction SRGBToLinear(c) {\n return c < 0.04045 ? c * 0.0773993808 : Math.pow(c * 0.9478672986 + 0.0521327014, 2.4);\n}\n\nfunction LinearToSRGB(c) {\n return c < 0.0031308 ? c * 12.92 : 1.055 * Math.pow(c, 0.41666) - 0.055;\n}\n\nvar Color = /*#__PURE__*/function () {\n function Color(r, g, b) {\n _classCallCheck(this, Color);\n\n Object.defineProperty(this, 'isColor', {\n value: true\n });\n\n if (g === undefined && b === undefined) {\n // r is THREE.Color, hex or string\n return this.set(r);\n }\n\n return this.setRGB(r, g, b);\n }\n\n _createClass(Color, [{\n key: \"set\",\n value: function set(value) {\n if (value && value.isColor) {\n this.copy(value);\n } else if (typeof value === 'number') {\n this.setHex(value);\n } else if (typeof value === 'string') {\n this.setStyle(value);\n }\n\n return this;\n }\n }, {\n key: \"setScalar\",\n value: function setScalar(scalar) {\n this.r = scalar;\n this.g = scalar;\n this.b = scalar;\n return this;\n }\n }, {\n key: \"setHex\",\n value: function setHex(hex) {\n hex = Math.floor(hex);\n this.r = (hex >> 16 & 255) / 255;\n this.g = (hex >> 8 & 255) / 255;\n this.b = (hex & 255) / 255;\n return this;\n }\n }, {\n key: \"setRGB\",\n value: function setRGB(r, g, b) {\n this.r = r;\n this.g = g;\n this.b = b;\n return this;\n }\n }, {\n key: \"setHSL\",\n value: function setHSL(h, s, l) {\n // h,s,l ranges are in 0.0 - 1.0\n h = MathUtils.euclideanModulo(h, 1);\n s = MathUtils.clamp(s, 0, 1);\n l = MathUtils.clamp(l, 0, 1);\n\n if (s === 0) {\n this.r = this.g = this.b = l;\n } else {\n var p = l <= 0.5 ? l * (1 + s) : l + s - l * s;\n var q = 2 * l - p;\n this.r = hue2rgb(q, p, h + 1 / 3);\n this.g = hue2rgb(q, p, h);\n this.b = hue2rgb(q, p, h - 1 / 3);\n }\n\n return this;\n }\n }, {\n key: \"setStyle\",\n value: function setStyle(style) {\n function handleAlpha(string) {\n if (string === undefined) return;\n\n if (parseFloat(string) < 1) {\n console.warn('THREE.Color: Alpha component of ' + style + ' will be ignored.');\n }\n }\n\n var m;\n\n if (m = /^((?:rgb|hsl)a?)\\(\\s*([^\\)]*)\\)/.exec(style)) {\n // rgb / hsl\n var color;\n var name = m[1];\n var components = m[2];\n\n switch (name) {\n case 'rgb':\n case 'rgba':\n if (color = /^(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec(components)) {\n // rgb(255,0,0) rgba(255,0,0,0.5)\n this.r = Math.min(255, parseInt(color[1], 10)) / 255;\n this.g = Math.min(255, parseInt(color[2], 10)) / 255;\n this.b = Math.min(255, parseInt(color[3], 10)) / 255;\n handleAlpha(color[5]);\n return this;\n }\n\n if (color = /^(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec(components)) {\n // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n this.r = Math.min(100, parseInt(color[1], 10)) / 100;\n this.g = Math.min(100, parseInt(color[2], 10)) / 100;\n this.b = Math.min(100, parseInt(color[3], 10)) / 100;\n handleAlpha(color[5]);\n return this;\n }\n\n break;\n\n case 'hsl':\n case 'hsla':\n if (color = /^([0-9]*\\.?[0-9]+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec(components)) {\n // hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n var h = parseFloat(color[1]) / 360;\n var s = parseInt(color[2], 10) / 100;\n var l = parseInt(color[3], 10) / 100;\n handleAlpha(color[5]);\n return this.setHSL(h, s, l);\n }\n\n break;\n }\n } else if (m = /^\\#([A-Fa-f0-9]+)$/.exec(style)) {\n // hex color\n var hex = m[1];\n var size = hex.length;\n\n if (size === 3) {\n // #ff0\n this.r = parseInt(hex.charAt(0) + hex.charAt(0), 16) / 255;\n this.g = parseInt(hex.charAt(1) + hex.charAt(1), 16) / 255;\n this.b = parseInt(hex.charAt(2) + hex.charAt(2), 16) / 255;\n return this;\n } else if (size === 6) {\n // #ff0000\n this.r = parseInt(hex.charAt(0) + hex.charAt(1), 16) / 255;\n this.g = parseInt(hex.charAt(2) + hex.charAt(3), 16) / 255;\n this.b = parseInt(hex.charAt(4) + hex.charAt(5), 16) / 255;\n return this;\n }\n }\n\n if (style && style.length > 0) {\n return this.setColorName(style);\n }\n\n return this;\n }\n }, {\n key: \"setColorName\",\n value: function setColorName(style) {\n // color keywords\n var hex = _colorKeywords[style];\n\n if (hex !== undefined) {\n // red\n this.setHex(hex);\n } else {\n // unknown color\n console.warn('THREE.Color: Unknown color ' + style);\n }\n\n return this;\n }\n }, {\n key: \"clone\",\n value: function clone() {\n return new this.constructor(this.r, this.g, this.b);\n }\n }, {\n key: \"copy\",\n value: function copy(color) {\n this.r = color.r;\n this.g = color.g;\n this.b = color.b;\n return this;\n }\n }, {\n key: \"copyGammaToLinear\",\n value: function copyGammaToLinear(color, gammaFactor) {\n if (gammaFactor === undefined) gammaFactor = 2.0;\n this.r = Math.pow(color.r, gammaFactor);\n this.g = Math.pow(color.g, gammaFactor);\n this.b = Math.pow(color.b, gammaFactor);\n return this;\n }\n }, {\n key: \"copyLinearToGamma\",\n value: function copyLinearToGamma(color, gammaFactor) {\n if (gammaFactor === undefined) gammaFactor = 2.0;\n var safeInverse = gammaFactor > 0 ? 1.0 / gammaFactor : 1.0;\n this.r = Math.pow(color.r, safeInverse);\n this.g = Math.pow(color.g, safeInverse);\n this.b = Math.pow(color.b, safeInverse);\n return this;\n }\n }, {\n key: \"convertGammaToLinear\",\n value: function convertGammaToLinear(gammaFactor) {\n this.copyGammaToLinear(this, gammaFactor);\n return this;\n }\n }, {\n key: \"convertLinearToGamma\",\n value: function convertLinearToGamma(gammaFactor) {\n this.copyLinearToGamma(this, gammaFactor);\n return this;\n }\n }, {\n key: \"copySRGBToLinear\",\n value: function copySRGBToLinear(color) {\n this.r = SRGBToLinear(color.r);\n this.g = SRGBToLinear(color.g);\n this.b = SRGBToLinear(color.b);\n return this;\n }\n }, {\n key: \"copyLinearToSRGB\",\n value: function copyLinearToSRGB(color) {\n this.r = LinearToSRGB(color.r);\n this.g = LinearToSRGB(color.g);\n this.b = LinearToSRGB(color.b);\n return this;\n }\n }, {\n key: \"convertSRGBToLinear\",\n value: function convertSRGBToLinear() {\n this.copySRGBToLinear(this);\n return this;\n }\n }, {\n key: \"convertLinearToSRGB\",\n value: function convertLinearToSRGB() {\n this.copyLinearToSRGB(this);\n return this;\n }\n }, {\n key: \"getHex\",\n value: function getHex() {\n return this.r * 255 << 16 ^ this.g * 255 << 8 ^ this.b * 255 << 0;\n }\n }, {\n key: \"getHexString\",\n value: function getHexString() {\n return ('000000' + this.getHex().toString(16)).slice(-6);\n }\n }, {\n key: \"getHSL\",\n value: function getHSL(target) {\n // h,s,l ranges are in 0.0 - 1.0\n if (target === undefined) {\n console.warn('THREE.Color: .getHSL() target is now required');\n target = {\n h: 0,\n s: 0,\n l: 0\n };\n }\n\n var r = this.r,\n g = this.g,\n b = this.b;\n var max = Math.max(r, g, b);\n var min = Math.min(r, g, b);\n var hue, saturation;\n var lightness = (min + max) / 2.0;\n\n if (min === max) {\n hue = 0;\n saturation = 0;\n } else {\n var delta = max - min;\n saturation = lightness <= 0.5 ? delta / (max + min) : delta / (2 - max - min);\n\n switch (max) {\n case r:\n hue = (g - b) / delta + (g < b ? 6 : 0);\n break;\n\n case g:\n hue = (b - r) / delta + 2;\n break;\n\n case b:\n hue = (r - g) / delta + 4;\n break;\n }\n\n hue /= 6;\n }\n\n target.h = hue;\n target.s = saturation;\n target.l = lightness;\n return target;\n }\n }, {\n key: \"getStyle\",\n value: function getStyle() {\n return 'rgb(' + (this.r * 255 | 0) + ',' + (this.g * 255 | 0) + ',' + (this.b * 255 | 0) + ')';\n }\n }, {\n key: \"offsetHSL\",\n value: function offsetHSL(h, s, l) {\n this.getHSL(_hslA);\n _hslA.h += h;\n _hslA.s += s;\n _hslA.l += l;\n this.setHSL(_hslA.h, _hslA.s, _hslA.l);\n return this;\n }\n }, {\n key: \"add\",\n value: function add(color) {\n this.r += color.r;\n this.g += color.g;\n this.b += color.b;\n return this;\n }\n }, {\n key: \"addColors\",\n value: function addColors(color1, color2) {\n this.r = color1.r + color2.r;\n this.g = color1.g + color2.g;\n this.b = color1.b + color2.b;\n return this;\n }\n }, {\n key: \"addScalar\",\n value: function addScalar(s) {\n this.r += s;\n this.g += s;\n this.b += s;\n return this;\n }\n }, {\n key: \"sub\",\n value: function sub(color) {\n this.r = Math.max(0, this.r - color.r);\n this.g = Math.max(0, this.g - color.g);\n this.b = Math.max(0, this.b - color.b);\n return this;\n }\n }, {\n key: \"multiply\",\n value: function multiply(color) {\n this.r *= color.r;\n this.g *= color.g;\n this.b *= color.b;\n return this;\n }\n }, {\n key: \"multiplyScalar\",\n value: function multiplyScalar(s) {\n this.r *= s;\n this.g *= s;\n this.b *= s;\n return this;\n }\n }, {\n key: \"lerp\",\n value: function lerp(color, alpha) {\n this.r += (color.r - this.r) * alpha;\n this.g += (color.g - this.g) * alpha;\n this.b += (color.b - this.b) * alpha;\n return this;\n }\n }, {\n key: \"lerpHSL\",\n value: function lerpHSL(color, alpha) {\n this.getHSL(_hslA);\n color.getHSL(_hslB);\n var h = MathUtils.lerp(_hslA.h, _hslB.h, alpha);\n var s = MathUtils.lerp(_hslA.s, _hslB.s, alpha);\n var l = MathUtils.lerp(_hslA.l, _hslB.l, alpha);\n this.setHSL(h, s, l);\n return this;\n }\n }, {\n key: \"equals\",\n value: function equals(c) {\n return c.r === this.r && c.g === this.g && c.b === this.b;\n }\n }, {\n key: \"fromArray\",\n value: function fromArray(array) {\n var offset = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n this.r = array[offset];\n this.g = array[offset + 1];\n this.b = array[offset + 2];\n return this;\n }\n }, {\n key: \"toArray\",\n value: function toArray() {\n var array = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];\n var offset = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n array[offset] = this.r;\n array[offset + 1] = this.g;\n array[offset + 2] = this.b;\n return array;\n }\n }, {\n key: \"fromBufferAttribute\",\n value: function fromBufferAttribute(attribute, index) {\n this.r = attribute.getX(index);\n this.g = attribute.getY(index);\n this.b = attribute.getZ(index);\n\n if (attribute.normalized === true) {\n // assuming Uint8Array\n this.r /= 255;\n this.g /= 255;\n this.b /= 255;\n }\n\n return this;\n }\n }, {\n key: \"toJSON\",\n value: function toJSON() {\n return this.getHex();\n }\n }]);\n\n return Color;\n}();\n\nColor.NAMES = _colorKeywords;\nColor.prototype.r = 1;\nColor.prototype.g = 1;\nColor.prototype.b = 1;\n\nvar Face3 = /*#__PURE__*/function () {\n function Face3(a, b, c, normal, color, materialIndex) {\n _classCallCheck(this, Face3);\n\n this.a = a;\n this.b = b;\n this.c = c;\n this.normal = normal && normal.isVector3 ? normal : new Vector3();\n this.vertexNormals = Array.isArray(normal) ? normal : [];\n this.color = color && color.isColor ? color : new Color();\n this.vertexColors = Array.isArray(color) ? color : [];\n this.materialIndex = materialIndex !== undefined ? materialIndex : 0;\n }\n\n _createClass(Face3, [{\n key: \"clone\",\n value: function clone() {\n return new this.constructor().copy(this);\n }\n }, {\n key: \"copy\",\n value: function copy(source) {\n this.a = source.a;\n this.b = source.b;\n this.c = source.c;\n this.normal.copy(source.normal);\n this.color.copy(source.color);\n this.materialIndex = source.materialIndex;\n\n for (var _i24 = 0, il = source.vertexNormals.length; _i24 < il; _i24++) {\n this.vertexNormals[_i24] = source.vertexNormals[_i24].clone();\n }\n\n for (var _i25 = 0, _il = source.vertexColors.length; _i25 < _il; _i25++) {\n this.vertexColors[_i25] = source.vertexColors[_i25].clone();\n }\n\n return this;\n }\n }]);\n\n return Face3;\n}();\n\nvar materialId = 0;\n\nfunction Material() {\n Object.defineProperty(this, 'id', {\n value: materialId++\n });\n this.uuid = MathUtils.generateUUID();\n this.name = '';\n this.type = 'Material';\n this.fog = true;\n this.blending = NormalBlending;\n this.side = FrontSide;\n this.flatShading = false;\n this.vertexColors = false;\n this.opacity = 1;\n this.transparent = false;\n this.blendSrc = SrcAlphaFactor;\n this.blendDst = OneMinusSrcAlphaFactor;\n this.blendEquation = AddEquation;\n this.blendSrcAlpha = null;\n this.blendDstAlpha = null;\n this.blendEquationAlpha = null;\n this.depthFunc = LessEqualDepth;\n this.depthTest = true;\n this.depthWrite = true;\n this.stencilWriteMask = 0xff;\n this.stencilFunc = AlwaysStencilFunc;\n this.stencilRef = 0;\n this.stencilFuncMask = 0xff;\n this.stencilFail = KeepStencilOp;\n this.stencilZFail = KeepStencilOp;\n this.stencilZPass = KeepStencilOp;\n this.stencilWrite = false;\n this.clippingPlanes = null;\n this.clipIntersection = false;\n this.clipShadows = false;\n this.shadowSide = null;\n this.colorWrite = true;\n this.precision = null; // override the renderer's default precision for this material\n\n this.polygonOffset = false;\n this.polygonOffsetFactor = 0;\n this.polygonOffsetUnits = 0;\n this.dithering = false;\n this.alphaTest = 0;\n this.premultipliedAlpha = false;\n this.visible = true;\n this.toneMapped = true;\n this.userData = {};\n this.version = 0;\n}\n\nMaterial.prototype = Object.assign(Object.create(EventDispatcher.prototype), {\n constructor: Material,\n isMaterial: true,\n onBeforeCompile: function onBeforeCompile()\n /* shaderobject, renderer */\n {},\n customProgramCacheKey: function customProgramCacheKey() {\n return this.onBeforeCompile.toString();\n },\n setValues: function setValues(values) {\n if (values === undefined) return;\n\n for (var key in values) {\n var newValue = values[key];\n\n if (newValue === undefined) {\n console.warn(\"THREE.Material: '\" + key + \"' parameter is undefined.\");\n continue;\n } // for backward compatability if shading is set in the constructor\n\n\n if (key === 'shading') {\n console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');\n this.flatShading = newValue === FlatShading ? true : false;\n continue;\n }\n\n var currentValue = this[key];\n\n if (currentValue === undefined) {\n console.warn(\"THREE.\" + this.type + \": '\" + key + \"' is not a property of this material.\");\n continue;\n }\n\n if (currentValue && currentValue.isColor) {\n currentValue.set(newValue);\n } else if (currentValue && currentValue.isVector3 && newValue && newValue.isVector3) {\n currentValue.copy(newValue);\n } else {\n this[key] = newValue;\n }\n }\n },\n toJSON: function toJSON(meta) {\n var isRoot = meta === undefined || typeof meta === 'string';\n\n if (isRoot) {\n meta = {\n textures: {},\n images: {}\n };\n }\n\n var data = {\n metadata: {\n version: 4.5,\n type: 'Material',\n generator: 'Material.toJSON'\n }\n }; // standard Material serialization\n\n data.uuid = this.uuid;\n data.type = this.type;\n if (this.name !== '') data.name = this.name;\n if (this.color && this.color.isColor) data.color = this.color.getHex();\n if (this.roughness !== undefined) data.roughness = this.roughness;\n if (this.metalness !== undefined) data.metalness = this.metalness;\n if (this.sheen && this.sheen.isColor) data.sheen = this.sheen.getHex();\n if (this.emissive && this.emissive.isColor) data.emissive = this.emissive.getHex();\n if (this.emissiveIntensity && this.emissiveIntensity !== 1) data.emissiveIntensity = this.emissiveIntensity;\n if (this.specular && this.specular.isColor) data.specular = this.specular.getHex();\n if (this.shininess !== undefined) data.shininess = this.shininess;\n if (this.clearcoat !== undefined) data.clearcoat = this.clearcoat;\n if (this.clearcoatRoughness !== undefined) data.clearcoatRoughness = this.clearcoatRoughness;\n\n if (this.clearcoatMap && this.clearcoatMap.isTexture) {\n data.clearcoatMap = this.clearcoatMap.toJSON(meta).uuid;\n }\n\n if (this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture) {\n data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON(meta).uuid;\n }\n\n if (this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture) {\n data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON(meta).uuid;\n data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n }\n\n if (this.map && this.map.isTexture) data.map = this.map.toJSON(meta).uuid;\n if (this.matcap && this.matcap.isTexture) data.matcap = this.matcap.toJSON(meta).uuid;\n if (this.alphaMap && this.alphaMap.isTexture) data.alphaMap = this.alphaMap.toJSON(meta).uuid;\n if (this.lightMap && this.lightMap.isTexture) data.lightMap = this.lightMap.toJSON(meta).uuid;\n\n if (this.aoMap && this.aoMap.isTexture) {\n data.aoMap = this.aoMap.toJSON(meta).uuid;\n data.aoMapIntensity = this.aoMapIntensity;\n }\n\n if (this.bumpMap && this.bumpMap.isTexture) {\n data.bumpMap = this.bumpMap.toJSON(meta).uuid;\n data.bumpScale = this.bumpScale;\n }\n\n if (this.normalMap && this.normalMap.isTexture) {\n data.normalMap = this.normalMap.toJSON(meta).uuid;\n data.normalMapType = this.normalMapType;\n data.normalScale = this.normalScale.toArray();\n }\n\n if (this.displacementMap && this.displacementMap.isTexture) {\n data.displacementMap = this.displacementMap.toJSON(meta).uuid;\n data.displacementScale = this.displacementScale;\n data.displacementBias = this.displacementBias;\n }\n\n if (this.roughnessMap && this.roughnessMap.isTexture) data.roughnessMap = this.roughnessMap.toJSON(meta).uuid;\n if (this.metalnessMap && this.metalnessMap.isTexture) data.metalnessMap = this.metalnessMap.toJSON(meta).uuid;\n if (this.emissiveMap && this.emissiveMap.isTexture) data.emissiveMap = this.emissiveMap.toJSON(meta).uuid;\n if (this.specularMap && this.specularMap.isTexture) data.specularMap = this.specularMap.toJSON(meta).uuid;\n\n if (this.envMap && this.envMap.isTexture) {\n data.envMap = this.envMap.toJSON(meta).uuid;\n data.reflectivity = this.reflectivity; // Scale behind envMap\n\n data.refractionRatio = this.refractionRatio;\n if (this.combine !== undefined) data.combine = this.combine;\n if (this.envMapIntensity !== undefined) data.envMapIntensity = this.envMapIntensity;\n }\n\n if (this.gradientMap && this.gradientMap.isTexture) {\n data.gradientMap = this.gradientMap.toJSON(meta).uuid;\n }\n\n if (this.size !== undefined) data.size = this.size;\n if (this.sizeAttenuation !== undefined) data.sizeAttenuation = this.sizeAttenuation;\n if (this.blending !== NormalBlending) data.blending = this.blending;\n if (this.flatShading === true) data.flatShading = this.flatShading;\n if (this.side !== FrontSide) data.side = this.side;\n if (this.vertexColors) data.vertexColors = true;\n if (this.opacity < 1) data.opacity = this.opacity;\n if (this.transparent === true) data.transparent = this.transparent;\n data.depthFunc = this.depthFunc;\n data.depthTest = this.depthTest;\n data.depthWrite = this.depthWrite;\n data.stencilWrite = this.stencilWrite;\n data.stencilWriteMask = this.stencilWriteMask;\n data.stencilFunc = this.stencilFunc;\n data.stencilRef = this.stencilRef;\n data.stencilFuncMask = this.stencilFuncMask;\n data.stencilFail = this.stencilFail;\n data.stencilZFail = this.stencilZFail;\n data.stencilZPass = this.stencilZPass; // rotation (SpriteMaterial)\n\n if (this.rotation && this.rotation !== 0) data.rotation = this.rotation;\n if (this.polygonOffset === true) data.polygonOffset = true;\n if (this.polygonOffsetFactor !== 0) data.polygonOffsetFactor = this.polygonOffsetFactor;\n if (this.polygonOffsetUnits !== 0) data.polygonOffsetUnits = this.polygonOffsetUnits;\n if (this.linewidth && this.linewidth !== 1) data.linewidth = this.linewidth;\n if (this.dashSize !== undefined) data.dashSize = this.dashSize;\n if (this.gapSize !== undefined) data.gapSize = this.gapSize;\n if (this.scale !== undefined) data.scale = this.scale;\n if (this.dithering === true) data.dithering = true;\n if (this.alphaTest > 0) data.alphaTest = this.alphaTest;\n if (this.premultipliedAlpha === true) data.premultipliedAlpha = this.premultipliedAlpha;\n if (this.wireframe === true) data.wireframe = this.wireframe;\n if (this.wireframeLinewidth > 1) data.wireframeLinewidth = this.wireframeLinewidth;\n if (this.wireframeLinecap !== 'round') data.wireframeLinecap = this.wireframeLinecap;\n if (this.wireframeLinejoin !== 'round') data.wireframeLinejoin = this.wireframeLinejoin;\n if (this.morphTargets === true) data.morphTargets = true;\n if (this.morphNormals === true) data.morphNormals = true;\n if (this.skinning === true) data.skinning = true;\n if (this.visible === false) data.visible = false;\n if (this.toneMapped === false) data.toneMapped = false;\n if (JSON.stringify(this.userData) !== '{}') data.userData = this.userData; // TODO: Copied from Object3D.toJSON\n\n function extractFromCache(cache) {\n var values = [];\n\n for (var key in cache) {\n var _data = cache[key];\n delete _data.metadata;\n values.push(_data);\n }\n\n return values;\n }\n\n if (isRoot) {\n var textures = extractFromCache(meta.textures);\n var images = extractFromCache(meta.images);\n if (textures.length > 0) data.textures = textures;\n if (images.length > 0) data.images = images;\n }\n\n return data;\n },\n clone: function clone() {\n return new this.constructor().copy(this);\n },\n copy: function copy(source) {\n this.name = source.name;\n this.fog = source.fog;\n this.blending = source.blending;\n this.side = source.side;\n this.flatShading = source.flatShading;\n this.vertexColors = source.vertexColors;\n this.opacity = source.opacity;\n this.transparent = source.transparent;\n this.blendSrc = source.blendSrc;\n this.blendDst = source.blendDst;\n this.blendEquation = source.blendEquation;\n this.blendSrcAlpha = source.blendSrcAlpha;\n this.blendDstAlpha = source.blendDstAlpha;\n this.blendEquationAlpha = source.blendEquationAlpha;\n this.depthFunc = source.depthFunc;\n this.depthTest = source.depthTest;\n this.depthWrite = source.depthWrite;\n this.stencilWriteMask = source.stencilWriteMask;\n this.stencilFunc = source.stencilFunc;\n this.stencilRef = source.stencilRef;\n this.stencilFuncMask = source.stencilFuncMask;\n this.stencilFail = source.stencilFail;\n this.stencilZFail = source.stencilZFail;\n this.stencilZPass = source.stencilZPass;\n this.stencilWrite = source.stencilWrite;\n var srcPlanes = source.clippingPlanes;\n var dstPlanes = null;\n\n if (srcPlanes !== null) {\n var n = srcPlanes.length;\n dstPlanes = new Array(n);\n\n for (var _i26 = 0; _i26 !== n; ++_i26) {\n dstPlanes[_i26] = srcPlanes[_i26].clone();\n }\n }\n\n this.clippingPlanes = dstPlanes;\n this.clipIntersection = source.clipIntersection;\n this.clipShadows = source.clipShadows;\n this.shadowSide = source.shadowSide;\n this.colorWrite = source.colorWrite;\n this.precision = source.precision;\n this.polygonOffset = source.polygonOffset;\n this.polygonOffsetFactor = source.polygonOffsetFactor;\n this.polygonOffsetUnits = source.polygonOffsetUnits;\n this.dithering = source.dithering;\n this.alphaTest = source.alphaTest;\n this.premultipliedAlpha = source.premultipliedAlpha;\n this.visible = source.visible;\n this.toneMapped = source.toneMapped;\n this.userData = JSON.parse(JSON.stringify(source.userData));\n return this;\n },\n dispose: function dispose() {\n this.dispatchEvent({\n type: 'dispose'\n });\n }\n});\nObject.defineProperty(Material.prototype, 'needsUpdate', {\n set: function set(value) {\n if (value === true) this.version++;\n }\n});\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * depthTest: ,\n * depthWrite: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: \n * }\n */\n\nfunction MeshBasicMaterial(parameters) {\n Material.call(this);\n this.type = 'MeshBasicMaterial';\n this.color = new Color(0xffffff); // emissive\n\n this.map = null;\n this.lightMap = null;\n this.lightMapIntensity = 1.0;\n this.aoMap = null;\n this.aoMapIntensity = 1.0;\n this.specularMap = null;\n this.alphaMap = null;\n this.envMap = null;\n this.combine = MultiplyOperation;\n this.reflectivity = 1;\n this.refractionRatio = 0.98;\n this.wireframe = false;\n this.wireframeLinewidth = 1;\n this.wireframeLinecap = 'round';\n this.wireframeLinejoin = 'round';\n this.skinning = false;\n this.morphTargets = false;\n this.setValues(parameters);\n}\n\nMeshBasicMaterial.prototype = Object.create(Material.prototype);\nMeshBasicMaterial.prototype.constructor = MeshBasicMaterial;\nMeshBasicMaterial.prototype.isMeshBasicMaterial = true;\n\nMeshBasicMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.color.copy(source.color);\n this.map = source.map;\n this.lightMap = source.lightMap;\n this.lightMapIntensity = source.lightMapIntensity;\n this.aoMap = source.aoMap;\n this.aoMapIntensity = source.aoMapIntensity;\n this.specularMap = source.specularMap;\n this.alphaMap = source.alphaMap;\n this.envMap = source.envMap;\n this.combine = source.combine;\n this.reflectivity = source.reflectivity;\n this.refractionRatio = source.refractionRatio;\n this.wireframe = source.wireframe;\n this.wireframeLinewidth = source.wireframeLinewidth;\n this.wireframeLinecap = source.wireframeLinecap;\n this.wireframeLinejoin = source.wireframeLinejoin;\n this.skinning = source.skinning;\n this.morphTargets = source.morphTargets;\n return this;\n};\n\nvar _vector$3 = new Vector3();\n\nvar _vector2$1 = new Vector2();\n\nfunction BufferAttribute(array, itemSize, normalized) {\n if (Array.isArray(array)) {\n throw new TypeError('THREE.BufferAttribute: array should be a Typed Array.');\n }\n\n this.name = '';\n this.array = array;\n this.itemSize = itemSize;\n this.count = array !== undefined ? array.length / itemSize : 0;\n this.normalized = normalized === true;\n this.usage = StaticDrawUsage;\n this.updateRange = {\n offset: 0,\n count: -1\n };\n this.version = 0;\n}\n\nObject.defineProperty(BufferAttribute.prototype, 'needsUpdate', {\n set: function set(value) {\n if (value === true) this.version++;\n }\n});\nObject.assign(BufferAttribute.prototype, {\n isBufferAttribute: true,\n onUploadCallback: function onUploadCallback() {},\n setUsage: function setUsage(value) {\n this.usage = value;\n return this;\n },\n copy: function copy(source) {\n this.name = source.name;\n this.array = new source.array.constructor(source.array);\n this.itemSize = source.itemSize;\n this.count = source.count;\n this.normalized = source.normalized;\n this.usage = source.usage;\n return this;\n },\n copyAt: function copyAt(index1, attribute, index2) {\n index1 *= this.itemSize;\n index2 *= attribute.itemSize;\n\n for (var _i27 = 0, l = this.itemSize; _i27 < l; _i27++) {\n this.array[index1 + _i27] = attribute.array[index2 + _i27];\n }\n\n return this;\n },\n copyArray: function copyArray(array) {\n this.array.set(array);\n return this;\n },\n copyColorsArray: function copyColorsArray(colors) {\n var array = this.array;\n var offset = 0;\n\n for (var _i28 = 0, l = colors.length; _i28 < l; _i28++) {\n var color = colors[_i28];\n\n if (color === undefined) {\n console.warn('THREE.BufferAttribute.copyColorsArray(): color is undefined', _i28);\n color = new Color();\n }\n\n array[offset++] = color.r;\n array[offset++] = color.g;\n array[offset++] = color.b;\n }\n\n return this;\n },\n copyVector2sArray: function copyVector2sArray(vectors) {\n var array = this.array;\n var offset = 0;\n\n for (var _i29 = 0, l = vectors.length; _i29 < l; _i29++) {\n var vector = vectors[_i29];\n\n if (vector === undefined) {\n console.warn('THREE.BufferAttribute.copyVector2sArray(): vector is undefined', _i29);\n vector = new Vector2();\n }\n\n array[offset++] = vector.x;\n array[offset++] = vector.y;\n }\n\n return this;\n },\n copyVector3sArray: function copyVector3sArray(vectors) {\n var array = this.array;\n var offset = 0;\n\n for (var _i30 = 0, l = vectors.length; _i30 < l; _i30++) {\n var vector = vectors[_i30];\n\n if (vector === undefined) {\n console.warn('THREE.BufferAttribute.copyVector3sArray(): vector is undefined', _i30);\n vector = new Vector3();\n }\n\n array[offset++] = vector.x;\n array[offset++] = vector.y;\n array[offset++] = vector.z;\n }\n\n return this;\n },\n copyVector4sArray: function copyVector4sArray(vectors) {\n var array = this.array;\n var offset = 0;\n\n for (var _i31 = 0, l = vectors.length; _i31 < l; _i31++) {\n var vector = vectors[_i31];\n\n if (vector === undefined) {\n console.warn('THREE.BufferAttribute.copyVector4sArray(): vector is undefined', _i31);\n vector = new Vector4();\n }\n\n array[offset++] = vector.x;\n array[offset++] = vector.y;\n array[offset++] = vector.z;\n array[offset++] = vector.w;\n }\n\n return this;\n },\n applyMatrix3: function applyMatrix3(m) {\n if (this.itemSize === 2) {\n for (var _i32 = 0, l = this.count; _i32 < l; _i32++) {\n _vector2$1.fromBufferAttribute(this, _i32);\n\n _vector2$1.applyMatrix3(m);\n\n this.setXY(_i32, _vector2$1.x, _vector2$1.y);\n }\n } else if (this.itemSize === 3) {\n for (var _i33 = 0, _l2 = this.count; _i33 < _l2; _i33++) {\n _vector$3.fromBufferAttribute(this, _i33);\n\n _vector$3.applyMatrix3(m);\n\n this.setXYZ(_i33, _vector$3.x, _vector$3.y, _vector$3.z);\n }\n }\n\n return this;\n },\n applyMatrix4: function applyMatrix4(m) {\n for (var _i34 = 0, l = this.count; _i34 < l; _i34++) {\n _vector$3.x = this.getX(_i34);\n _vector$3.y = this.getY(_i34);\n _vector$3.z = this.getZ(_i34);\n\n _vector$3.applyMatrix4(m);\n\n this.setXYZ(_i34, _vector$3.x, _vector$3.y, _vector$3.z);\n }\n\n return this;\n },\n applyNormalMatrix: function applyNormalMatrix(m) {\n for (var _i35 = 0, l = this.count; _i35 < l; _i35++) {\n _vector$3.x = this.getX(_i35);\n _vector$3.y = this.getY(_i35);\n _vector$3.z = this.getZ(_i35);\n\n _vector$3.applyNormalMatrix(m);\n\n this.setXYZ(_i35, _vector$3.x, _vector$3.y, _vector$3.z);\n }\n\n return this;\n },\n transformDirection: function transformDirection(m) {\n for (var _i36 = 0, l = this.count; _i36 < l; _i36++) {\n _vector$3.x = this.getX(_i36);\n _vector$3.y = this.getY(_i36);\n _vector$3.z = this.getZ(_i36);\n\n _vector$3.transformDirection(m);\n\n this.setXYZ(_i36, _vector$3.x, _vector$3.y, _vector$3.z);\n }\n\n return this;\n },\n set: function set(value, offset) {\n if (offset === undefined) offset = 0;\n this.array.set(value, offset);\n return this;\n },\n getX: function getX(index) {\n return this.array[index * this.itemSize];\n },\n setX: function setX(index, x) {\n this.array[index * this.itemSize] = x;\n return this;\n },\n getY: function getY(index) {\n return this.array[index * this.itemSize + 1];\n },\n setY: function setY(index, y) {\n this.array[index * this.itemSize + 1] = y;\n return this;\n },\n getZ: function getZ(index) {\n return this.array[index * this.itemSize + 2];\n },\n setZ: function setZ(index, z) {\n this.array[index * this.itemSize + 2] = z;\n return this;\n },\n getW: function getW(index) {\n return this.array[index * this.itemSize + 3];\n },\n setW: function setW(index, w) {\n this.array[index * this.itemSize + 3] = w;\n return this;\n },\n setXY: function setXY(index, x, y) {\n index *= this.itemSize;\n this.array[index + 0] = x;\n this.array[index + 1] = y;\n return this;\n },\n setXYZ: function setXYZ(index, x, y, z) {\n index *= this.itemSize;\n this.array[index + 0] = x;\n this.array[index + 1] = y;\n this.array[index + 2] = z;\n return this;\n },\n setXYZW: function setXYZW(index, x, y, z, w) {\n index *= this.itemSize;\n this.array[index + 0] = x;\n this.array[index + 1] = y;\n this.array[index + 2] = z;\n this.array[index + 3] = w;\n return this;\n },\n onUpload: function onUpload(callback) {\n this.onUploadCallback = callback;\n return this;\n },\n clone: function clone() {\n return new this.constructor(this.array, this.itemSize).copy(this);\n },\n toJSON: function toJSON() {\n return {\n itemSize: this.itemSize,\n type: this.array.constructor.name,\n array: Array.prototype.slice.call(this.array),\n normalized: this.normalized\n };\n }\n}); //\n\nfunction Int8BufferAttribute(array, itemSize, normalized) {\n BufferAttribute.call(this, new Int8Array(array), itemSize, normalized);\n}\n\nInt8BufferAttribute.prototype = Object.create(BufferAttribute.prototype);\nInt8BufferAttribute.prototype.constructor = Int8BufferAttribute;\n\nfunction Uint8BufferAttribute(array, itemSize, normalized) {\n BufferAttribute.call(this, new Uint8Array(array), itemSize, normalized);\n}\n\nUint8BufferAttribute.prototype = Object.create(BufferAttribute.prototype);\nUint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;\n\nfunction Uint8ClampedBufferAttribute(array, itemSize, normalized) {\n BufferAttribute.call(this, new Uint8ClampedArray(array), itemSize, normalized);\n}\n\nUint8ClampedBufferAttribute.prototype = Object.create(BufferAttribute.prototype);\nUint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;\n\nfunction Int16BufferAttribute(array, itemSize, normalized) {\n BufferAttribute.call(this, new Int16Array(array), itemSize, normalized);\n}\n\nInt16BufferAttribute.prototype = Object.create(BufferAttribute.prototype);\nInt16BufferAttribute.prototype.constructor = Int16BufferAttribute;\n\nfunction Uint16BufferAttribute(array, itemSize, normalized) {\n BufferAttribute.call(this, new Uint16Array(array), itemSize, normalized);\n}\n\nUint16BufferAttribute.prototype = Object.create(BufferAttribute.prototype);\nUint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;\n\nfunction Int32BufferAttribute(array, itemSize, normalized) {\n BufferAttribute.call(this, new Int32Array(array), itemSize, normalized);\n}\n\nInt32BufferAttribute.prototype = Object.create(BufferAttribute.prototype);\nInt32BufferAttribute.prototype.constructor = Int32BufferAttribute;\n\nfunction Uint32BufferAttribute(array, itemSize, normalized) {\n BufferAttribute.call(this, new Uint32Array(array), itemSize, normalized);\n}\n\nUint32BufferAttribute.prototype = Object.create(BufferAttribute.prototype);\nUint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;\n\nfunction Float32BufferAttribute(array, itemSize, normalized) {\n BufferAttribute.call(this, new Float32Array(array), itemSize, normalized);\n}\n\nFloat32BufferAttribute.prototype = Object.create(BufferAttribute.prototype);\nFloat32BufferAttribute.prototype.constructor = Float32BufferAttribute;\n\nfunction Float64BufferAttribute(array, itemSize, normalized) {\n BufferAttribute.call(this, new Float64Array(array), itemSize, normalized);\n}\n\nFloat64BufferAttribute.prototype = Object.create(BufferAttribute.prototype);\nFloat64BufferAttribute.prototype.constructor = Float64BufferAttribute;\n\nvar DirectGeometry = /*#__PURE__*/function () {\n function DirectGeometry() {\n _classCallCheck(this, DirectGeometry);\n\n this.vertices = [];\n this.normals = [];\n this.colors = [];\n this.uvs = [];\n this.uvs2 = [];\n this.groups = [];\n this.morphTargets = {};\n this.skinWeights = [];\n this.skinIndices = []; // this.lineDistances = [];\n\n this.boundingBox = null;\n this.boundingSphere = null; // update flags\n\n this.verticesNeedUpdate = false;\n this.normalsNeedUpdate = false;\n this.colorsNeedUpdate = false;\n this.uvsNeedUpdate = false;\n this.groupsNeedUpdate = false;\n }\n\n _createClass(DirectGeometry, [{\n key: \"computeGroups\",\n value: function computeGroups(geometry) {\n var groups = [];\n var group, i;\n var materialIndex = undefined;\n var faces = geometry.faces;\n\n for (i = 0; i < faces.length; i++) {\n var face = faces[i]; // materials\n\n if (face.materialIndex !== materialIndex) {\n materialIndex = face.materialIndex;\n\n if (group !== undefined) {\n group.count = i * 3 - group.start;\n groups.push(group);\n }\n\n group = {\n start: i * 3,\n materialIndex: materialIndex\n };\n }\n }\n\n if (group !== undefined) {\n group.count = i * 3 - group.start;\n groups.push(group);\n }\n\n this.groups = groups;\n }\n }, {\n key: \"fromGeometry\",\n value: function fromGeometry(geometry) {\n var faces = geometry.faces;\n var vertices = geometry.vertices;\n var faceVertexUvs = geometry.faceVertexUvs;\n var hasFaceVertexUv = faceVertexUvs[0] && faceVertexUvs[0].length > 0;\n var hasFaceVertexUv2 = faceVertexUvs[1] && faceVertexUvs[1].length > 0; // morphs\n\n var morphTargets = geometry.morphTargets;\n var morphTargetsLength = morphTargets.length;\n var morphTargetsPosition;\n\n if (morphTargetsLength > 0) {\n morphTargetsPosition = [];\n\n for (var _i37 = 0; _i37 < morphTargetsLength; _i37++) {\n morphTargetsPosition[_i37] = {\n name: morphTargets[_i37].name,\n data: []\n };\n }\n\n this.morphTargets.position = morphTargetsPosition;\n }\n\n var morphNormals = geometry.morphNormals;\n var morphNormalsLength = morphNormals.length;\n var morphTargetsNormal;\n\n if (morphNormalsLength > 0) {\n morphTargetsNormal = [];\n\n for (var _i38 = 0; _i38 < morphNormalsLength; _i38++) {\n morphTargetsNormal[_i38] = {\n name: morphNormals[_i38].name,\n data: []\n };\n }\n\n this.morphTargets.normal = morphTargetsNormal;\n } // skins\n\n\n var skinIndices = geometry.skinIndices;\n var skinWeights = geometry.skinWeights;\n var hasSkinIndices = skinIndices.length === vertices.length;\n var hasSkinWeights = skinWeights.length === vertices.length; //\n\n if (vertices.length > 0 && faces.length === 0) {\n console.error('THREE.DirectGeometry: Faceless geometries are not supported.');\n }\n\n for (var _i39 = 0; _i39 < faces.length; _i39++) {\n var face = faces[_i39];\n this.vertices.push(vertices[face.a], vertices[face.b], vertices[face.c]);\n var vertexNormals = face.vertexNormals;\n\n if (vertexNormals.length === 3) {\n this.normals.push(vertexNormals[0], vertexNormals[1], vertexNormals[2]);\n } else {\n var normal = face.normal;\n this.normals.push(normal, normal, normal);\n }\n\n var vertexColors = face.vertexColors;\n\n if (vertexColors.length === 3) {\n this.colors.push(vertexColors[0], vertexColors[1], vertexColors[2]);\n } else {\n var color = face.color;\n this.colors.push(color, color, color);\n }\n\n if (hasFaceVertexUv === true) {\n var vertexUvs = faceVertexUvs[0][_i39];\n\n if (vertexUvs !== undefined) {\n this.uvs.push(vertexUvs[0], vertexUvs[1], vertexUvs[2]);\n } else {\n console.warn('THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', _i39);\n this.uvs.push(new Vector2(), new Vector2(), new Vector2());\n }\n }\n\n if (hasFaceVertexUv2 === true) {\n var _vertexUvs = faceVertexUvs[1][_i39];\n\n if (_vertexUvs !== undefined) {\n this.uvs2.push(_vertexUvs[0], _vertexUvs[1], _vertexUvs[2]);\n } else {\n console.warn('THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', _i39);\n this.uvs2.push(new Vector2(), new Vector2(), new Vector2());\n }\n } // morphs\n\n\n for (var j = 0; j < morphTargetsLength; j++) {\n var morphTarget = morphTargets[j].vertices;\n morphTargetsPosition[j].data.push(morphTarget[face.a], morphTarget[face.b], morphTarget[face.c]);\n }\n\n for (var _j = 0; _j < morphNormalsLength; _j++) {\n var morphNormal = morphNormals[_j].vertexNormals[_i39];\n\n morphTargetsNormal[_j].data.push(morphNormal.a, morphNormal.b, morphNormal.c);\n } // skins\n\n\n if (hasSkinIndices) {\n this.skinIndices.push(skinIndices[face.a], skinIndices[face.b], skinIndices[face.c]);\n }\n\n if (hasSkinWeights) {\n this.skinWeights.push(skinWeights[face.a], skinWeights[face.b], skinWeights[face.c]);\n }\n }\n\n this.computeGroups(geometry);\n this.verticesNeedUpdate = geometry.verticesNeedUpdate;\n this.normalsNeedUpdate = geometry.normalsNeedUpdate;\n this.colorsNeedUpdate = geometry.colorsNeedUpdate;\n this.uvsNeedUpdate = geometry.uvsNeedUpdate;\n this.groupsNeedUpdate = geometry.groupsNeedUpdate;\n\n if (geometry.boundingSphere !== null) {\n this.boundingSphere = geometry.boundingSphere.clone();\n }\n\n if (geometry.boundingBox !== null) {\n this.boundingBox = geometry.boundingBox.clone();\n }\n\n return this;\n }\n }]);\n\n return DirectGeometry;\n}();\n\nfunction arrayMax(array) {\n if (array.length === 0) return -Infinity;\n var max = array[0];\n\n for (var _i40 = 1, l = array.length; _i40 < l; ++_i40) {\n if (array[_i40] > max) max = array[_i40];\n }\n\n return max;\n}\n\nvar _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id\n\nvar _m1$2 = new Matrix4();\n\nvar _obj = new Object3D();\n\nvar _offset = new Vector3();\n\nvar _box$2 = new Box3();\n\nvar _boxMorphTargets = new Box3();\n\nvar _vector$4 = new Vector3();\n\nfunction BufferGeometry() {\n Object.defineProperty(this, 'id', {\n value: _bufferGeometryId += 2\n });\n this.uuid = MathUtils.generateUUID();\n this.name = '';\n this.type = 'BufferGeometry';\n this.index = null;\n this.attributes = {};\n this.morphAttributes = {};\n this.morphTargetsRelative = false;\n this.groups = [];\n this.boundingBox = null;\n this.boundingSphere = null;\n this.drawRange = {\n start: 0,\n count: Infinity\n };\n this.userData = {};\n}\n\nBufferGeometry.prototype = Object.assign(Object.create(EventDispatcher.prototype), {\n constructor: BufferGeometry,\n isBufferGeometry: true,\n getIndex: function getIndex() {\n return this.index;\n },\n setIndex: function setIndex(index) {\n if (Array.isArray(index)) {\n this.index = new (arrayMax(index) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(index, 1);\n } else {\n this.index = index;\n }\n\n return this;\n },\n getAttribute: function getAttribute(name) {\n return this.attributes[name];\n },\n setAttribute: function setAttribute(name, attribute) {\n this.attributes[name] = attribute;\n return this;\n },\n deleteAttribute: function deleteAttribute(name) {\n delete this.attributes[name];\n return this;\n },\n addGroup: function addGroup(start, count, materialIndex) {\n this.groups.push({\n start: start,\n count: count,\n materialIndex: materialIndex !== undefined ? materialIndex : 0\n });\n },\n clearGroups: function clearGroups() {\n this.groups = [];\n },\n setDrawRange: function setDrawRange(start, count) {\n this.drawRange.start = start;\n this.drawRange.count = count;\n },\n applyMatrix4: function applyMatrix4(matrix) {\n var position = this.attributes.position;\n\n if (position !== undefined) {\n position.applyMatrix4(matrix);\n position.needsUpdate = true;\n }\n\n var normal = this.attributes.normal;\n\n if (normal !== undefined) {\n var normalMatrix = new Matrix3().getNormalMatrix(matrix);\n normal.applyNormalMatrix(normalMatrix);\n normal.needsUpdate = true;\n }\n\n var tangent = this.attributes.tangent;\n\n if (tangent !== undefined) {\n tangent.transformDirection(matrix);\n tangent.needsUpdate = true;\n }\n\n if (this.boundingBox !== null) {\n this.computeBoundingBox();\n }\n\n if (this.boundingSphere !== null) {\n this.computeBoundingSphere();\n }\n\n return this;\n },\n rotateX: function rotateX(angle) {\n // rotate geometry around world x-axis\n _m1$2.makeRotationX(angle);\n\n this.applyMatrix4(_m1$2);\n return this;\n },\n rotateY: function rotateY(angle) {\n // rotate geometry around world y-axis\n _m1$2.makeRotationY(angle);\n\n this.applyMatrix4(_m1$2);\n return this;\n },\n rotateZ: function rotateZ(angle) {\n // rotate geometry around world z-axis\n _m1$2.makeRotationZ(angle);\n\n this.applyMatrix4(_m1$2);\n return this;\n },\n translate: function translate(x, y, z) {\n // translate geometry\n _m1$2.makeTranslation(x, y, z);\n\n this.applyMatrix4(_m1$2);\n return this;\n },\n scale: function scale(x, y, z) {\n // scale geometry\n _m1$2.makeScale(x, y, z);\n\n this.applyMatrix4(_m1$2);\n return this;\n },\n lookAt: function lookAt(vector) {\n _obj.lookAt(vector);\n\n _obj.updateMatrix();\n\n this.applyMatrix4(_obj.matrix);\n return this;\n },\n center: function center() {\n this.computeBoundingBox();\n this.boundingBox.getCenter(_offset).negate();\n this.translate(_offset.x, _offset.y, _offset.z);\n return this;\n },\n setFromObject: function setFromObject(object) {\n // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );\n var geometry = object.geometry;\n\n if (object.isPoints || object.isLine) {\n var positions = new Float32BufferAttribute(geometry.vertices.length * 3, 3);\n var colors = new Float32BufferAttribute(geometry.colors.length * 3, 3);\n this.setAttribute('position', positions.copyVector3sArray(geometry.vertices));\n this.setAttribute('color', colors.copyColorsArray(geometry.colors));\n\n if (geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length) {\n var lineDistances = new Float32BufferAttribute(geometry.lineDistances.length, 1);\n this.setAttribute('lineDistance', lineDistances.copyArray(geometry.lineDistances));\n }\n\n if (geometry.boundingSphere !== null) {\n this.boundingSphere = geometry.boundingSphere.clone();\n }\n\n if (geometry.boundingBox !== null) {\n this.boundingBox = geometry.boundingBox.clone();\n }\n } else if (object.isMesh) {\n if (geometry && geometry.isGeometry) {\n this.fromGeometry(geometry);\n }\n }\n\n return this;\n },\n setFromPoints: function setFromPoints(points) {\n var position = [];\n\n for (var _i41 = 0, l = points.length; _i41 < l; _i41++) {\n var point = points[_i41];\n position.push(point.x, point.y, point.z || 0);\n }\n\n this.setAttribute('position', new Float32BufferAttribute(position, 3));\n return this;\n },\n updateFromObject: function updateFromObject(object) {\n var geometry = object.geometry;\n\n if (object.isMesh) {\n var direct = geometry.__directGeometry;\n\n if (geometry.elementsNeedUpdate === true) {\n direct = undefined;\n geometry.elementsNeedUpdate = false;\n }\n\n if (direct === undefined) {\n return this.fromGeometry(geometry);\n }\n\n direct.verticesNeedUpdate = geometry.verticesNeedUpdate;\n direct.normalsNeedUpdate = geometry.normalsNeedUpdate;\n direct.colorsNeedUpdate = geometry.colorsNeedUpdate;\n direct.uvsNeedUpdate = geometry.uvsNeedUpdate;\n direct.groupsNeedUpdate = geometry.groupsNeedUpdate;\n geometry.verticesNeedUpdate = false;\n geometry.normalsNeedUpdate = false;\n geometry.colorsNeedUpdate = false;\n geometry.uvsNeedUpdate = false;\n geometry.groupsNeedUpdate = false;\n geometry = direct;\n }\n\n if (geometry.verticesNeedUpdate === true) {\n var attribute = this.attributes.position;\n\n if (attribute !== undefined) {\n attribute.copyVector3sArray(geometry.vertices);\n attribute.needsUpdate = true;\n }\n\n geometry.verticesNeedUpdate = false;\n }\n\n if (geometry.normalsNeedUpdate === true) {\n var _attribute = this.attributes.normal;\n\n if (_attribute !== undefined) {\n _attribute.copyVector3sArray(geometry.normals);\n\n _attribute.needsUpdate = true;\n }\n\n geometry.normalsNeedUpdate = false;\n }\n\n if (geometry.colorsNeedUpdate === true) {\n var _attribute2 = this.attributes.color;\n\n if (_attribute2 !== undefined) {\n _attribute2.copyColorsArray(geometry.colors);\n\n _attribute2.needsUpdate = true;\n }\n\n geometry.colorsNeedUpdate = false;\n }\n\n if (geometry.uvsNeedUpdate) {\n var _attribute3 = this.attributes.uv;\n\n if (_attribute3 !== undefined) {\n _attribute3.copyVector2sArray(geometry.uvs);\n\n _attribute3.needsUpdate = true;\n }\n\n geometry.uvsNeedUpdate = false;\n }\n\n if (geometry.lineDistancesNeedUpdate) {\n var _attribute4 = this.attributes.lineDistance;\n\n if (_attribute4 !== undefined) {\n _attribute4.copyArray(geometry.lineDistances);\n\n _attribute4.needsUpdate = true;\n }\n\n geometry.lineDistancesNeedUpdate = false;\n }\n\n if (geometry.groupsNeedUpdate) {\n geometry.computeGroups(object.geometry);\n this.groups = geometry.groups;\n geometry.groupsNeedUpdate = false;\n }\n\n return this;\n },\n fromGeometry: function fromGeometry(geometry) {\n geometry.__directGeometry = new DirectGeometry().fromGeometry(geometry);\n return this.fromDirectGeometry(geometry.__directGeometry);\n },\n fromDirectGeometry: function fromDirectGeometry(geometry) {\n var positions = new Float32Array(geometry.vertices.length * 3);\n this.setAttribute('position', new BufferAttribute(positions, 3).copyVector3sArray(geometry.vertices));\n\n if (geometry.normals.length > 0) {\n var normals = new Float32Array(geometry.normals.length * 3);\n this.setAttribute('normal', new BufferAttribute(normals, 3).copyVector3sArray(geometry.normals));\n }\n\n if (geometry.colors.length > 0) {\n var colors = new Float32Array(geometry.colors.length * 3);\n this.setAttribute('color', new BufferAttribute(colors, 3).copyColorsArray(geometry.colors));\n }\n\n if (geometry.uvs.length > 0) {\n var uvs = new Float32Array(geometry.uvs.length * 2);\n this.setAttribute('uv', new BufferAttribute(uvs, 2).copyVector2sArray(geometry.uvs));\n }\n\n if (geometry.uvs2.length > 0) {\n var uvs2 = new Float32Array(geometry.uvs2.length * 2);\n this.setAttribute('uv2', new BufferAttribute(uvs2, 2).copyVector2sArray(geometry.uvs2));\n } // groups\n\n\n this.groups = geometry.groups; // morphs\n\n for (var name in geometry.morphTargets) {\n var array = [];\n var morphTargets = geometry.morphTargets[name];\n\n for (var _i42 = 0, l = morphTargets.length; _i42 < l; _i42++) {\n var morphTarget = morphTargets[_i42];\n var attribute = new Float32BufferAttribute(morphTarget.data.length * 3, 3);\n attribute.name = morphTarget.name;\n array.push(attribute.copyVector3sArray(morphTarget.data));\n }\n\n this.morphAttributes[name] = array;\n } // skinning\n\n\n if (geometry.skinIndices.length > 0) {\n var skinIndices = new Float32BufferAttribute(geometry.skinIndices.length * 4, 4);\n this.setAttribute('skinIndex', skinIndices.copyVector4sArray(geometry.skinIndices));\n }\n\n if (geometry.skinWeights.length > 0) {\n var skinWeights = new Float32BufferAttribute(geometry.skinWeights.length * 4, 4);\n this.setAttribute('skinWeight', skinWeights.copyVector4sArray(geometry.skinWeights));\n } //\n\n\n if (geometry.boundingSphere !== null) {\n this.boundingSphere = geometry.boundingSphere.clone();\n }\n\n if (geometry.boundingBox !== null) {\n this.boundingBox = geometry.boundingBox.clone();\n }\n\n return this;\n },\n computeBoundingBox: function computeBoundingBox() {\n if (this.boundingBox === null) {\n this.boundingBox = new Box3();\n }\n\n var position = this.attributes.position;\n var morphAttributesPosition = this.morphAttributes.position;\n\n if (position && position.isGLBufferAttribute) {\n console.error('THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set \"mesh.frustumCulled\" to \"false\".', this);\n this.boundingBox.set(new Vector3(-Infinity, -Infinity, -Infinity), new Vector3(+Infinity, +Infinity, +Infinity));\n return;\n }\n\n if (position !== undefined) {\n this.boundingBox.setFromBufferAttribute(position); // process morph attributes if present\n\n if (morphAttributesPosition) {\n for (var _i43 = 0, il = morphAttributesPosition.length; _i43 < il; _i43++) {\n var morphAttribute = morphAttributesPosition[_i43];\n\n _box$2.setFromBufferAttribute(morphAttribute);\n\n if (this.morphTargetsRelative) {\n _vector$4.addVectors(this.boundingBox.min, _box$2.min);\n\n this.boundingBox.expandByPoint(_vector$4);\n\n _vector$4.addVectors(this.boundingBox.max, _box$2.max);\n\n this.boundingBox.expandByPoint(_vector$4);\n } else {\n this.boundingBox.expandByPoint(_box$2.min);\n this.boundingBox.expandByPoint(_box$2.max);\n }\n }\n }\n } else {\n this.boundingBox.makeEmpty();\n }\n\n if (isNaN(this.boundingBox.min.x) || isNaN(this.boundingBox.min.y) || isNaN(this.boundingBox.min.z)) {\n console.error('THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this);\n }\n },\n computeBoundingSphere: function computeBoundingSphere() {\n if (this.boundingSphere === null) {\n this.boundingSphere = new Sphere();\n }\n\n var position = this.attributes.position;\n var morphAttributesPosition = this.morphAttributes.position;\n\n if (position && position.isGLBufferAttribute) {\n console.error('THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set \"mesh.frustumCulled\" to \"false\".', this);\n this.boundingSphere.set(new Vector3(), Infinity);\n return;\n }\n\n if (position) {\n // first, find the center of the bounding sphere\n var center = this.boundingSphere.center;\n\n _box$2.setFromBufferAttribute(position); // process morph attributes if present\n\n\n if (morphAttributesPosition) {\n for (var _i44 = 0, il = morphAttributesPosition.length; _i44 < il; _i44++) {\n var morphAttribute = morphAttributesPosition[_i44];\n\n _boxMorphTargets.setFromBufferAttribute(morphAttribute);\n\n if (this.morphTargetsRelative) {\n _vector$4.addVectors(_box$2.min, _boxMorphTargets.min);\n\n _box$2.expandByPoint(_vector$4);\n\n _vector$4.addVectors(_box$2.max, _boxMorphTargets.max);\n\n _box$2.expandByPoint(_vector$4);\n } else {\n _box$2.expandByPoint(_boxMorphTargets.min);\n\n _box$2.expandByPoint(_boxMorphTargets.max);\n }\n }\n }\n\n _box$2.getCenter(center); // second, try to find a boundingSphere with a radius smaller than the\n // boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\n var maxRadiusSq = 0;\n\n for (var _i45 = 0, _il2 = position.count; _i45 < _il2; _i45++) {\n _vector$4.fromBufferAttribute(position, _i45);\n\n maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$4));\n } // process morph attributes if present\n\n\n if (morphAttributesPosition) {\n for (var _i46 = 0, _il3 = morphAttributesPosition.length; _i46 < _il3; _i46++) {\n var _morphAttribute = morphAttributesPosition[_i46];\n var morphTargetsRelative = this.morphTargetsRelative;\n\n for (var j = 0, jl = _morphAttribute.count; j < jl; j++) {\n _vector$4.fromBufferAttribute(_morphAttribute, j);\n\n if (morphTargetsRelative) {\n _offset.fromBufferAttribute(position, j);\n\n _vector$4.add(_offset);\n }\n\n maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$4));\n }\n }\n }\n\n this.boundingSphere.radius = Math.sqrt(maxRadiusSq);\n\n if (isNaN(this.boundingSphere.radius)) {\n console.error('THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this);\n }\n }\n },\n computeFaceNormals: function computeFaceNormals() {// backwards compatibility\n },\n computeVertexNormals: function computeVertexNormals() {\n var index = this.index;\n var positionAttribute = this.getAttribute('position');\n\n if (positionAttribute !== undefined) {\n var normalAttribute = this.getAttribute('normal');\n\n if (normalAttribute === undefined) {\n normalAttribute = new BufferAttribute(new Float32Array(positionAttribute.count * 3), 3);\n this.setAttribute('normal', normalAttribute);\n } else {\n // reset existing normals to zero\n for (var _i47 = 0, il = normalAttribute.count; _i47 < il; _i47++) {\n normalAttribute.setXYZ(_i47, 0, 0, 0);\n }\n }\n\n var pA = new Vector3(),\n pB = new Vector3(),\n pC = new Vector3();\n var nA = new Vector3(),\n nB = new Vector3(),\n nC = new Vector3();\n var cb = new Vector3(),\n ab = new Vector3(); // indexed elements\n\n if (index) {\n for (var _i48 = 0, _il4 = index.count; _i48 < _il4; _i48 += 3) {\n var vA = index.getX(_i48 + 0);\n var vB = index.getX(_i48 + 1);\n var vC = index.getX(_i48 + 2);\n pA.fromBufferAttribute(positionAttribute, vA);\n pB.fromBufferAttribute(positionAttribute, vB);\n pC.fromBufferAttribute(positionAttribute, vC);\n cb.subVectors(pC, pB);\n ab.subVectors(pA, pB);\n cb.cross(ab);\n nA.fromBufferAttribute(normalAttribute, vA);\n nB.fromBufferAttribute(normalAttribute, vB);\n nC.fromBufferAttribute(normalAttribute, vC);\n nA.add(cb);\n nB.add(cb);\n nC.add(cb);\n normalAttribute.setXYZ(vA, nA.x, nA.y, nA.z);\n normalAttribute.setXYZ(vB, nB.x, nB.y, nB.z);\n normalAttribute.setXYZ(vC, nC.x, nC.y, nC.z);\n }\n } else {\n // non-indexed elements (unconnected triangle soup)\n for (var _i49 = 0, _il5 = positionAttribute.count; _i49 < _il5; _i49 += 3) {\n pA.fromBufferAttribute(positionAttribute, _i49 + 0);\n pB.fromBufferAttribute(positionAttribute, _i49 + 1);\n pC.fromBufferAttribute(positionAttribute, _i49 + 2);\n cb.subVectors(pC, pB);\n ab.subVectors(pA, pB);\n cb.cross(ab);\n normalAttribute.setXYZ(_i49 + 0, cb.x, cb.y, cb.z);\n normalAttribute.setXYZ(_i49 + 1, cb.x, cb.y, cb.z);\n normalAttribute.setXYZ(_i49 + 2, cb.x, cb.y, cb.z);\n }\n }\n\n this.normalizeNormals();\n normalAttribute.needsUpdate = true;\n }\n },\n merge: function merge(geometry, offset) {\n if (!(geometry && geometry.isBufferGeometry)) {\n console.error('THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry);\n return;\n }\n\n if (offset === undefined) {\n offset = 0;\n console.warn('THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. ' + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.');\n }\n\n var attributes = this.attributes;\n\n for (var key in attributes) {\n if (geometry.attributes[key] === undefined) continue;\n var attribute1 = attributes[key];\n var attributeArray1 = attribute1.array;\n var attribute2 = geometry.attributes[key];\n var attributeArray2 = attribute2.array;\n var attributeOffset = attribute2.itemSize * offset;\n var length = Math.min(attributeArray2.length, attributeArray1.length - attributeOffset);\n\n for (var _i50 = 0, j = attributeOffset; _i50 < length; _i50++, j++) {\n attributeArray1[j] = attributeArray2[_i50];\n }\n }\n\n return this;\n },\n normalizeNormals: function normalizeNormals() {\n var normals = this.attributes.normal;\n\n for (var _i51 = 0, il = normals.count; _i51 < il; _i51++) {\n _vector$4.fromBufferAttribute(normals, _i51);\n\n _vector$4.normalize();\n\n normals.setXYZ(_i51, _vector$4.x, _vector$4.y, _vector$4.z);\n }\n },\n toNonIndexed: function toNonIndexed() {\n function convertBufferAttribute(attribute, indices) {\n var array = attribute.array;\n var itemSize = attribute.itemSize;\n var normalized = attribute.normalized;\n var array2 = new array.constructor(indices.length * itemSize);\n var index = 0,\n index2 = 0;\n\n for (var _i52 = 0, l = indices.length; _i52 < l; _i52++) {\n index = indices[_i52] * itemSize;\n\n for (var j = 0; j < itemSize; j++) {\n array2[index2++] = array[index++];\n }\n }\n\n return new BufferAttribute(array2, itemSize, normalized);\n } //\n\n\n if (this.index === null) {\n console.warn('THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.');\n return this;\n }\n\n var geometry2 = new BufferGeometry();\n var indices = this.index.array;\n var attributes = this.attributes; // attributes\n\n for (var name in attributes) {\n var attribute = attributes[name];\n var newAttribute = convertBufferAttribute(attribute, indices);\n geometry2.setAttribute(name, newAttribute);\n } // morph attributes\n\n\n var morphAttributes = this.morphAttributes;\n\n for (var _name in morphAttributes) {\n var morphArray = [];\n var morphAttribute = morphAttributes[_name]; // morphAttribute: array of Float32BufferAttributes\n\n for (var _i53 = 0, il = morphAttribute.length; _i53 < il; _i53++) {\n var _attribute5 = morphAttribute[_i53];\n\n var _newAttribute = convertBufferAttribute(_attribute5, indices);\n\n morphArray.push(_newAttribute);\n }\n\n geometry2.morphAttributes[_name] = morphArray;\n }\n\n geometry2.morphTargetsRelative = this.morphTargetsRelative; // groups\n\n var groups = this.groups;\n\n for (var _i54 = 0, l = groups.length; _i54 < l; _i54++) {\n var group = groups[_i54];\n geometry2.addGroup(group.start, group.count, group.materialIndex);\n }\n\n return geometry2;\n },\n toJSON: function toJSON() {\n var data = {\n metadata: {\n version: 4.5,\n type: 'BufferGeometry',\n generator: 'BufferGeometry.toJSON'\n }\n }; // standard BufferGeometry serialization\n\n data.uuid = this.uuid;\n data.type = this.type;\n if (this.name !== '') data.name = this.name;\n if (Object.keys(this.userData).length > 0) data.userData = this.userData;\n\n if (this.parameters !== undefined) {\n var parameters = this.parameters;\n\n for (var key in parameters) {\n if (parameters[key] !== undefined) data[key] = parameters[key];\n }\n\n return data;\n }\n\n data.data = {\n attributes: {}\n };\n var index = this.index;\n\n if (index !== null) {\n data.data.index = {\n type: index.array.constructor.name,\n array: Array.prototype.slice.call(index.array)\n };\n }\n\n var attributes = this.attributes;\n\n for (var _key in attributes) {\n var attribute = attributes[_key];\n var attributeData = attribute.toJSON(data.data);\n if (attribute.name !== '') attributeData.name = attribute.name;\n data.data.attributes[_key] = attributeData;\n }\n\n var morphAttributes = {};\n var hasMorphAttributes = false;\n\n for (var _key2 in this.morphAttributes) {\n var attributeArray = this.morphAttributes[_key2];\n var array = [];\n\n for (var _i55 = 0, il = attributeArray.length; _i55 < il; _i55++) {\n var _attribute6 = attributeArray[_i55];\n\n var _attributeData = _attribute6.toJSON(data.data);\n\n if (_attribute6.name !== '') _attributeData.name = _attribute6.name;\n array.push(_attributeData);\n }\n\n if (array.length > 0) {\n morphAttributes[_key2] = array;\n hasMorphAttributes = true;\n }\n }\n\n if (hasMorphAttributes) {\n data.data.morphAttributes = morphAttributes;\n data.data.morphTargetsRelative = this.morphTargetsRelative;\n }\n\n var groups = this.groups;\n\n if (groups.length > 0) {\n data.data.groups = JSON.parse(JSON.stringify(groups));\n }\n\n var boundingSphere = this.boundingSphere;\n\n if (boundingSphere !== null) {\n data.data.boundingSphere = {\n center: boundingSphere.center.toArray(),\n radius: boundingSphere.radius\n };\n }\n\n return data;\n },\n clone: function clone() {\n /*\n // Handle primitives\n \t const parameters = this.parameters;\n \t if ( parameters !== undefined ) {\n \t const values = [];\n \t for ( const key in parameters ) {\n \t values.push( parameters[ key ] );\n \t }\n \t const geometry = Object.create( this.constructor.prototype );\n this.constructor.apply( geometry, values );\n return geometry;\n \t }\n \t return new this.constructor().copy( this );\n */\n return new BufferGeometry().copy(this);\n },\n copy: function copy(source) {\n // reset\n this.index = null;\n this.attributes = {};\n this.morphAttributes = {};\n this.groups = [];\n this.boundingBox = null;\n this.boundingSphere = null; // used for storing cloned, shared data\n\n var data = {}; // name\n\n this.name = source.name; // index\n\n var index = source.index;\n\n if (index !== null) {\n this.setIndex(index.clone(data));\n } // attributes\n\n\n var attributes = source.attributes;\n\n for (var name in attributes) {\n var attribute = attributes[name];\n this.setAttribute(name, attribute.clone(data));\n } // morph attributes\n\n\n var morphAttributes = source.morphAttributes;\n\n for (var _name2 in morphAttributes) {\n var array = [];\n var morphAttribute = morphAttributes[_name2]; // morphAttribute: array of Float32BufferAttributes\n\n for (var _i56 = 0, l = morphAttribute.length; _i56 < l; _i56++) {\n array.push(morphAttribute[_i56].clone(data));\n }\n\n this.morphAttributes[_name2] = array;\n }\n\n this.morphTargetsRelative = source.morphTargetsRelative; // groups\n\n var groups = source.groups;\n\n for (var _i57 = 0, _l3 = groups.length; _i57 < _l3; _i57++) {\n var group = groups[_i57];\n this.addGroup(group.start, group.count, group.materialIndex);\n } // bounding box\n\n\n var boundingBox = source.boundingBox;\n\n if (boundingBox !== null) {\n this.boundingBox = boundingBox.clone();\n } // bounding sphere\n\n\n var boundingSphere = source.boundingSphere;\n\n if (boundingSphere !== null) {\n this.boundingSphere = boundingSphere.clone();\n } // draw range\n\n\n this.drawRange.start = source.drawRange.start;\n this.drawRange.count = source.drawRange.count; // user data\n\n this.userData = source.userData;\n return this;\n },\n dispose: function dispose() {\n this.dispatchEvent({\n type: 'dispose'\n });\n }\n});\n\nvar _inverseMatrix = new Matrix4();\n\nvar _ray = new Ray();\n\nvar _sphere = new Sphere();\n\nvar _vA = new Vector3();\n\nvar _vB = new Vector3();\n\nvar _vC = new Vector3();\n\nvar _tempA = new Vector3();\n\nvar _tempB = new Vector3();\n\nvar _tempC = new Vector3();\n\nvar _morphA = new Vector3();\n\nvar _morphB = new Vector3();\n\nvar _morphC = new Vector3();\n\nvar _uvA = new Vector2();\n\nvar _uvB = new Vector2();\n\nvar _uvC = new Vector2();\n\nvar _intersectionPoint = new Vector3();\n\nvar _intersectionPointWorld = new Vector3();\n\nfunction Mesh(geometry, material) {\n Object3D.call(this);\n this.type = 'Mesh';\n this.geometry = geometry !== undefined ? geometry : new BufferGeometry();\n this.material = material !== undefined ? material : new MeshBasicMaterial();\n this.updateMorphTargets();\n}\n\nMesh.prototype = Object.assign(Object.create(Object3D.prototype), {\n constructor: Mesh,\n isMesh: true,\n copy: function copy(source) {\n Object3D.prototype.copy.call(this, source);\n\n if (source.morphTargetInfluences !== undefined) {\n this.morphTargetInfluences = source.morphTargetInfluences.slice();\n }\n\n if (source.morphTargetDictionary !== undefined) {\n this.morphTargetDictionary = Object.assign({}, source.morphTargetDictionary);\n }\n\n this.material = source.material;\n this.geometry = source.geometry;\n return this;\n },\n updateMorphTargets: function updateMorphTargets() {\n var geometry = this.geometry;\n\n if (geometry.isBufferGeometry) {\n var morphAttributes = geometry.morphAttributes;\n var keys = Object.keys(morphAttributes);\n\n if (keys.length > 0) {\n var morphAttribute = morphAttributes[keys[0]];\n\n if (morphAttribute !== undefined) {\n this.morphTargetInfluences = [];\n this.morphTargetDictionary = {};\n\n for (var m = 0, ml = morphAttribute.length; m < ml; m++) {\n var name = morphAttribute[m].name || String(m);\n this.morphTargetInfluences.push(0);\n this.morphTargetDictionary[name] = m;\n }\n }\n }\n } else {\n var morphTargets = geometry.morphTargets;\n\n if (morphTargets !== undefined && morphTargets.length > 0) {\n console.error('THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');\n }\n }\n },\n raycast: function raycast(raycaster, intersects) {\n var geometry = this.geometry;\n var material = this.material;\n var matrixWorld = this.matrixWorld;\n if (material === undefined) return; // Checking boundingSphere distance to ray\n\n if (geometry.boundingSphere === null) geometry.computeBoundingSphere();\n\n _sphere.copy(geometry.boundingSphere);\n\n _sphere.applyMatrix4(matrixWorld);\n\n if (raycaster.ray.intersectsSphere(_sphere) === false) return; //\n\n _inverseMatrix.getInverse(matrixWorld);\n\n _ray.copy(raycaster.ray).applyMatrix4(_inverseMatrix); // Check boundingBox before continuing\n\n\n if (geometry.boundingBox !== null) {\n if (_ray.intersectsBox(geometry.boundingBox) === false) return;\n }\n\n var intersection;\n\n if (geometry.isBufferGeometry) {\n var index = geometry.index;\n var position = geometry.attributes.position;\n var morphPosition = geometry.morphAttributes.position;\n var morphTargetsRelative = geometry.morphTargetsRelative;\n var uv = geometry.attributes.uv;\n var uv2 = geometry.attributes.uv2;\n var groups = geometry.groups;\n var drawRange = geometry.drawRange;\n\n if (index !== null) {\n // indexed buffer geometry\n if (Array.isArray(material)) {\n for (var _i58 = 0, il = groups.length; _i58 < il; _i58++) {\n var group = groups[_i58];\n var groupMaterial = material[group.materialIndex];\n var start = Math.max(group.start, drawRange.start);\n var end = Math.min(group.start + group.count, drawRange.start + drawRange.count);\n\n for (var j = start, jl = end; j < jl; j += 3) {\n var a = index.getX(j);\n var b = index.getX(j + 1);\n var c = index.getX(j + 2);\n intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);\n\n if (intersection) {\n intersection.faceIndex = Math.floor(j / 3); // triangle number in indexed buffer semantics\n\n intersection.face.materialIndex = group.materialIndex;\n intersects.push(intersection);\n }\n }\n }\n } else {\n var _start2 = Math.max(0, drawRange.start);\n\n var _end2 = Math.min(index.count, drawRange.start + drawRange.count);\n\n for (var _i59 = _start2, _il6 = _end2; _i59 < _il6; _i59 += 3) {\n var _a = index.getX(_i59);\n\n var _b = index.getX(_i59 + 1);\n\n var _c = index.getX(_i59 + 2);\n\n intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, _a, _b, _c);\n\n if (intersection) {\n intersection.faceIndex = Math.floor(_i59 / 3); // triangle number in indexed buffer semantics\n\n intersects.push(intersection);\n }\n }\n }\n } else if (position !== undefined) {\n // non-indexed buffer geometry\n if (Array.isArray(material)) {\n for (var _i60 = 0, _il7 = groups.length; _i60 < _il7; _i60++) {\n var _group = groups[_i60];\n var _groupMaterial = material[_group.materialIndex];\n\n var _start3 = Math.max(_group.start, drawRange.start);\n\n var _end3 = Math.min(_group.start + _group.count, drawRange.start + drawRange.count);\n\n for (var _j2 = _start3, _jl = _end3; _j2 < _jl; _j2 += 3) {\n var _a2 = _j2;\n\n var _b2 = _j2 + 1;\n\n var _c2 = _j2 + 2;\n\n intersection = checkBufferGeometryIntersection(this, _groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, _a2, _b2, _c2);\n\n if (intersection) {\n intersection.faceIndex = Math.floor(_j2 / 3); // triangle number in non-indexed buffer semantics\n\n intersection.face.materialIndex = _group.materialIndex;\n intersects.push(intersection);\n }\n }\n }\n } else {\n var _start4 = Math.max(0, drawRange.start);\n\n var _end4 = Math.min(position.count, drawRange.start + drawRange.count);\n\n for (var _i61 = _start4, _il8 = _end4; _i61 < _il8; _i61 += 3) {\n var _a3 = _i61;\n\n var _b3 = _i61 + 1;\n\n var _c3 = _i61 + 2;\n\n intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, _a3, _b3, _c3);\n\n if (intersection) {\n intersection.faceIndex = Math.floor(_i61 / 3); // triangle number in non-indexed buffer semantics\n\n intersects.push(intersection);\n }\n }\n }\n }\n } else if (geometry.isGeometry) {\n var isMultiMaterial = Array.isArray(material);\n var vertices = geometry.vertices;\n var faces = geometry.faces;\n var uvs;\n var faceVertexUvs = geometry.faceVertexUvs[0];\n if (faceVertexUvs.length > 0) uvs = faceVertexUvs;\n\n for (var f = 0, fl = faces.length; f < fl; f++) {\n var face = faces[f];\n var faceMaterial = isMultiMaterial ? material[face.materialIndex] : material;\n if (faceMaterial === undefined) continue;\n var fvA = vertices[face.a];\n var fvB = vertices[face.b];\n var fvC = vertices[face.c];\n intersection = checkIntersection(this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint);\n\n if (intersection) {\n if (uvs && uvs[f]) {\n var uvs_f = uvs[f];\n\n _uvA.copy(uvs_f[0]);\n\n _uvB.copy(uvs_f[1]);\n\n _uvC.copy(uvs_f[2]);\n\n intersection.uv = Triangle.getUV(_intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2());\n }\n\n intersection.face = face;\n intersection.faceIndex = f;\n intersects.push(intersection);\n }\n }\n }\n }\n});\n\nfunction checkIntersection(object, material, raycaster, ray, pA, pB, pC, point) {\n var intersect;\n\n if (material.side === BackSide) {\n intersect = ray.intersectTriangle(pC, pB, pA, true, point);\n } else {\n intersect = ray.intersectTriangle(pA, pB, pC, material.side !== DoubleSide, point);\n }\n\n if (intersect === null) return null;\n\n _intersectionPointWorld.copy(point);\n\n _intersectionPointWorld.applyMatrix4(object.matrixWorld);\n\n var distance = raycaster.ray.origin.distanceTo(_intersectionPointWorld);\n if (distance < raycaster.near || distance > raycaster.far) return null;\n return {\n distance: distance,\n point: _intersectionPointWorld.clone(),\n object: object\n };\n}\n\nfunction checkBufferGeometryIntersection(object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c) {\n _vA.fromBufferAttribute(position, a);\n\n _vB.fromBufferAttribute(position, b);\n\n _vC.fromBufferAttribute(position, c);\n\n var morphInfluences = object.morphTargetInfluences;\n\n if (material.morphTargets && morphPosition && morphInfluences) {\n _morphA.set(0, 0, 0);\n\n _morphB.set(0, 0, 0);\n\n _morphC.set(0, 0, 0);\n\n for (var _i62 = 0, il = morphPosition.length; _i62 < il; _i62++) {\n var influence = morphInfluences[_i62];\n var morphAttribute = morphPosition[_i62];\n if (influence === 0) continue;\n\n _tempA.fromBufferAttribute(morphAttribute, a);\n\n _tempB.fromBufferAttribute(morphAttribute, b);\n\n _tempC.fromBufferAttribute(morphAttribute, c);\n\n if (morphTargetsRelative) {\n _morphA.addScaledVector(_tempA, influence);\n\n _morphB.addScaledVector(_tempB, influence);\n\n _morphC.addScaledVector(_tempC, influence);\n } else {\n _morphA.addScaledVector(_tempA.sub(_vA), influence);\n\n _morphB.addScaledVector(_tempB.sub(_vB), influence);\n\n _morphC.addScaledVector(_tempC.sub(_vC), influence);\n }\n }\n\n _vA.add(_morphA);\n\n _vB.add(_morphB);\n\n _vC.add(_morphC);\n }\n\n if (object.isSkinnedMesh) {\n object.boneTransform(a, _vA);\n object.boneTransform(b, _vB);\n object.boneTransform(c, _vC);\n }\n\n var intersection = checkIntersection(object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint);\n\n if (intersection) {\n if (uv) {\n _uvA.fromBufferAttribute(uv, a);\n\n _uvB.fromBufferAttribute(uv, b);\n\n _uvC.fromBufferAttribute(uv, c);\n\n intersection.uv = Triangle.getUV(_intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2());\n }\n\n if (uv2) {\n _uvA.fromBufferAttribute(uv2, a);\n\n _uvB.fromBufferAttribute(uv2, b);\n\n _uvC.fromBufferAttribute(uv2, c);\n\n intersection.uv2 = Triangle.getUV(_intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2());\n }\n\n var face = new Face3(a, b, c);\n Triangle.getNormal(_vA, _vB, _vC, face.normal);\n intersection.face = face;\n }\n\n return intersection;\n}\n\nvar BoxBufferGeometry = /*#__PURE__*/function (_BufferGeometry) {\n _inherits(BoxBufferGeometry, _BufferGeometry);\n\n var _super = _createSuper(BoxBufferGeometry);\n\n function BoxBufferGeometry() {\n var _this2;\n\n var width = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1;\n var height = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;\n var depth = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1;\n var widthSegments = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1;\n var heightSegments = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : 1;\n var depthSegments = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : 1;\n\n _classCallCheck(this, BoxBufferGeometry);\n\n _this2 = _super.call(this);\n _this2.type = 'BoxBufferGeometry';\n _this2.parameters = {\n width: width,\n height: height,\n depth: depth,\n widthSegments: widthSegments,\n heightSegments: heightSegments,\n depthSegments: depthSegments\n };\n\n var scope = _assertThisInitialized(_this2); // segments\n\n\n widthSegments = Math.floor(widthSegments);\n heightSegments = Math.floor(heightSegments);\n depthSegments = Math.floor(depthSegments); // buffers\n\n var indices = [];\n var vertices = [];\n var normals = [];\n var uvs = []; // helper variables\n\n var numberOfVertices = 0;\n var groupStart = 0; // build each side of the box geometry\n\n buildPlane('z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0); // px\n\n buildPlane('z', 'y', 'x', 1, -1, depth, height, -width, depthSegments, heightSegments, 1); // nx\n\n buildPlane('x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2); // py\n\n buildPlane('x', 'z', 'y', 1, -1, width, depth, -height, widthSegments, depthSegments, 3); // ny\n\n buildPlane('x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4); // pz\n\n buildPlane('x', 'y', 'z', -1, -1, width, height, -depth, widthSegments, heightSegments, 5); // nz\n // build geometry\n\n _this2.setIndex(indices);\n\n _this2.setAttribute('position', new Float32BufferAttribute(vertices, 3));\n\n _this2.setAttribute('normal', new Float32BufferAttribute(normals, 3));\n\n _this2.setAttribute('uv', new Float32BufferAttribute(uvs, 2));\n\n function buildPlane(u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex) {\n var segmentWidth = width / gridX;\n var segmentHeight = height / gridY;\n var widthHalf = width / 2;\n var heightHalf = height / 2;\n var depthHalf = depth / 2;\n var gridX1 = gridX + 1;\n var gridY1 = gridY + 1;\n var vertexCounter = 0;\n var groupCount = 0;\n var vector = new Vector3(); // generate vertices, normals and uvs\n\n for (var iy = 0; iy < gridY1; iy++) {\n var y = iy * segmentHeight - heightHalf;\n\n for (var ix = 0; ix < gridX1; ix++) {\n var x = ix * segmentWidth - widthHalf; // set values to correct vector component\n\n vector[u] = x * udir;\n vector[v] = y * vdir;\n vector[w] = depthHalf; // now apply vector to vertex buffer\n\n vertices.push(vector.x, vector.y, vector.z); // set values to correct vector component\n\n vector[u] = 0;\n vector[v] = 0;\n vector[w] = depth > 0 ? 1 : -1; // now apply vector to normal buffer\n\n normals.push(vector.x, vector.y, vector.z); // uvs\n\n uvs.push(ix / gridX);\n uvs.push(1 - iy / gridY); // counters\n\n vertexCounter += 1;\n }\n } // indices\n // 1. you need three indices to draw a single face\n // 2. a single segment consists of two faces\n // 3. so we need to generate six (2*3) indices per segment\n\n\n for (var _iy = 0; _iy < gridY; _iy++) {\n for (var _ix = 0; _ix < gridX; _ix++) {\n var a = numberOfVertices + _ix + gridX1 * _iy;\n var b = numberOfVertices + _ix + gridX1 * (_iy + 1);\n var c = numberOfVertices + (_ix + 1) + gridX1 * (_iy + 1);\n var d = numberOfVertices + (_ix + 1) + gridX1 * _iy; // faces\n\n indices.push(a, b, d);\n indices.push(b, c, d); // increase counter\n\n groupCount += 6;\n }\n } // add a group to the geometry. this will ensure multi material support\n\n\n scope.addGroup(groupStart, groupCount, materialIndex); // calculate new start value for groups\n\n groupStart += groupCount; // update total number of vertices\n\n numberOfVertices += vertexCounter;\n }\n\n return _this2;\n }\n\n return BoxBufferGeometry;\n}(BufferGeometry);\n/**\n * Uniform Utilities\n */\n\n\nfunction cloneUniforms(src) {\n var dst = {};\n\n for (var u in src) {\n dst[u] = {};\n\n for (var p in src[u]) {\n var property = src[u][p];\n\n if (property && (property.isColor || property.isMatrix3 || property.isMatrix4 || property.isVector2 || property.isVector3 || property.isVector4 || property.isTexture)) {\n dst[u][p] = property.clone();\n } else if (Array.isArray(property)) {\n dst[u][p] = property.slice();\n } else {\n dst[u][p] = property;\n }\n }\n }\n\n return dst;\n}\n\nfunction mergeUniforms(uniforms) {\n var merged = {};\n\n for (var u = 0; u < uniforms.length; u++) {\n var _tmp = cloneUniforms(uniforms[u]);\n\n for (var p in _tmp) {\n merged[p] = _tmp[p];\n }\n }\n\n return merged;\n} // Legacy\n\n\nvar UniformsUtils = {\n clone: cloneUniforms,\n merge: mergeUniforms\n};\nvar default_vertex = \"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";\nvar default_fragment = \"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";\n/**\n * parameters = {\n * defines: { \"label\" : \"value\" },\n * uniforms: { \"parameter1\": { value: 1.0 }, \"parameter2\": { value2: 2 } },\n *\n * fragmentShader: ,\n * vertexShader: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * lights: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction ShaderMaterial(parameters) {\n Material.call(this);\n this.type = 'ShaderMaterial';\n this.defines = {};\n this.uniforms = {};\n this.vertexShader = default_vertex;\n this.fragmentShader = default_fragment;\n this.linewidth = 1;\n this.wireframe = false;\n this.wireframeLinewidth = 1;\n this.fog = false; // set to use scene fog\n\n this.lights = false; // set to use scene lights\n\n this.clipping = false; // set to use user-defined clipping planes\n\n this.skinning = false; // set to use skinning attribute streams\n\n this.morphTargets = false; // set to use morph targets\n\n this.morphNormals = false; // set to use morph normals\n\n this.extensions = {\n derivatives: false,\n // set to use derivatives\n fragDepth: false,\n // set to use fragment depth values\n drawBuffers: false,\n // set to use draw buffers\n shaderTextureLOD: false // set to use shader texture LOD\n\n }; // When rendered geometry doesn't include these attributes but the material does,\n // use these default values in WebGL. This avoids errors when buffer data is missing.\n\n this.defaultAttributeValues = {\n 'color': [1, 1, 1],\n 'uv': [0, 0],\n 'uv2': [0, 0]\n };\n this.index0AttributeName = undefined;\n this.uniformsNeedUpdate = false;\n this.glslVersion = null;\n\n if (parameters !== undefined) {\n if (parameters.attributes !== undefined) {\n console.error('THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.');\n }\n\n this.setValues(parameters);\n }\n}\n\nShaderMaterial.prototype = Object.create(Material.prototype);\nShaderMaterial.prototype.constructor = ShaderMaterial;\nShaderMaterial.prototype.isShaderMaterial = true;\n\nShaderMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.fragmentShader = source.fragmentShader;\n this.vertexShader = source.vertexShader;\n this.uniforms = cloneUniforms(source.uniforms);\n this.defines = Object.assign({}, source.defines);\n this.wireframe = source.wireframe;\n this.wireframeLinewidth = source.wireframeLinewidth;\n this.lights = source.lights;\n this.clipping = source.clipping;\n this.skinning = source.skinning;\n this.morphTargets = source.morphTargets;\n this.morphNormals = source.morphNormals;\n this.extensions = Object.assign({}, source.extensions);\n this.glslVersion = source.glslVersion;\n return this;\n};\n\nShaderMaterial.prototype.toJSON = function (meta) {\n var data = Material.prototype.toJSON.call(this, meta);\n data.glslVersion = this.glslVersion;\n data.uniforms = {};\n\n for (var name in this.uniforms) {\n var uniform = this.uniforms[name];\n var value = uniform.value;\n\n if (value && value.isTexture) {\n data.uniforms[name] = {\n type: 't',\n value: value.toJSON(meta).uuid\n };\n } else if (value && value.isColor) {\n data.uniforms[name] = {\n type: 'c',\n value: value.getHex()\n };\n } else if (value && value.isVector2) {\n data.uniforms[name] = {\n type: 'v2',\n value: value.toArray()\n };\n } else if (value && value.isVector3) {\n data.uniforms[name] = {\n type: 'v3',\n value: value.toArray()\n };\n } else if (value && value.isVector4) {\n data.uniforms[name] = {\n type: 'v4',\n value: value.toArray()\n };\n } else if (value && value.isMatrix3) {\n data.uniforms[name] = {\n type: 'm3',\n value: value.toArray()\n };\n } else if (value && value.isMatrix4) {\n data.uniforms[name] = {\n type: 'm4',\n value: value.toArray()\n };\n } else {\n data.uniforms[name] = {\n value: value\n }; // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n }\n }\n\n if (Object.keys(this.defines).length > 0) data.defines = this.defines;\n data.vertexShader = this.vertexShader;\n data.fragmentShader = this.fragmentShader;\n var extensions = {};\n\n for (var key in this.extensions) {\n if (this.extensions[key] === true) extensions[key] = true;\n }\n\n if (Object.keys(extensions).length > 0) data.extensions = extensions;\n return data;\n};\n\nfunction Camera() {\n Object3D.call(this);\n this.type = 'Camera';\n this.matrixWorldInverse = new Matrix4();\n this.projectionMatrix = new Matrix4();\n this.projectionMatrixInverse = new Matrix4();\n}\n\nCamera.prototype = Object.assign(Object.create(Object3D.prototype), {\n constructor: Camera,\n isCamera: true,\n copy: function copy(source, recursive) {\n Object3D.prototype.copy.call(this, source, recursive);\n this.matrixWorldInverse.copy(source.matrixWorldInverse);\n this.projectionMatrix.copy(source.projectionMatrix);\n this.projectionMatrixInverse.copy(source.projectionMatrixInverse);\n return this;\n },\n getWorldDirection: function getWorldDirection(target) {\n if (target === undefined) {\n console.warn('THREE.Camera: .getWorldDirection() target is now required');\n target = new Vector3();\n }\n\n this.updateWorldMatrix(true, false);\n var e = this.matrixWorld.elements;\n return target.set(-e[8], -e[9], -e[10]).normalize();\n },\n updateMatrixWorld: function updateMatrixWorld(force) {\n Object3D.prototype.updateMatrixWorld.call(this, force);\n this.matrixWorldInverse.getInverse(this.matrixWorld);\n },\n updateWorldMatrix: function updateWorldMatrix(updateParents, updateChildren) {\n Object3D.prototype.updateWorldMatrix.call(this, updateParents, updateChildren);\n this.matrixWorldInverse.getInverse(this.matrixWorld);\n },\n clone: function clone() {\n return new this.constructor().copy(this);\n }\n});\n\nfunction PerspectiveCamera(fov, aspect, near, far) {\n Camera.call(this);\n this.type = 'PerspectiveCamera';\n this.fov = fov !== undefined ? fov : 50;\n this.zoom = 1;\n this.near = near !== undefined ? near : 0.1;\n this.far = far !== undefined ? far : 2000;\n this.focus = 10;\n this.aspect = aspect !== undefined ? aspect : 1;\n this.view = null;\n this.filmGauge = 35; // width of the film (default in millimeters)\n\n this.filmOffset = 0; // horizontal film offset (same unit as gauge)\n\n this.updateProjectionMatrix();\n}\n\nPerspectiveCamera.prototype = Object.assign(Object.create(Camera.prototype), {\n constructor: PerspectiveCamera,\n isPerspectiveCamera: true,\n copy: function copy(source, recursive) {\n Camera.prototype.copy.call(this, source, recursive);\n this.fov = source.fov;\n this.zoom = source.zoom;\n this.near = source.near;\n this.far = source.far;\n this.focus = source.focus;\n this.aspect = source.aspect;\n this.view = source.view === null ? null : Object.assign({}, source.view);\n this.filmGauge = source.filmGauge;\n this.filmOffset = source.filmOffset;\n return this;\n },\n\n /**\n * Sets the FOV by focal length in respect to the current .filmGauge.\n *\n * The default film gauge is 35, so that the focal length can be specified for\n * a 35mm (full frame) camera.\n *\n * Values for focal length and film gauge must have the same unit.\n */\n setFocalLength: function setFocalLength(focalLength) {\n // see http://www.bobatkins.com/photography/technical/field_of_view.html\n var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n this.fov = MathUtils.RAD2DEG * 2 * Math.atan(vExtentSlope);\n this.updateProjectionMatrix();\n },\n\n /**\n * Calculates the focal length from the current .fov and .filmGauge.\n */\n getFocalLength: function getFocalLength() {\n var vExtentSlope = Math.tan(MathUtils.DEG2RAD * 0.5 * this.fov);\n return 0.5 * this.getFilmHeight() / vExtentSlope;\n },\n getEffectiveFOV: function getEffectiveFOV() {\n return MathUtils.RAD2DEG * 2 * Math.atan(Math.tan(MathUtils.DEG2RAD * 0.5 * this.fov) / this.zoom);\n },\n getFilmWidth: function getFilmWidth() {\n // film not completely covered in portrait format (aspect < 1)\n return this.filmGauge * Math.min(this.aspect, 1);\n },\n getFilmHeight: function getFilmHeight() {\n // film not completely covered in landscape format (aspect > 1)\n return this.filmGauge / Math.max(this.aspect, 1);\n },\n\n /**\n * Sets an offset in a larger frustum. This is useful for multi-window or\n * multi-monitor/multi-machine setups.\n *\n * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n * the monitors are in grid like this\n *\n * +---+---+---+\n * | A | B | C |\n * +---+---+---+\n * | D | E | F |\n * +---+---+---+\n *\n * then for each monitor you would call it like this\n *\n * const w = 1920;\n * const h = 1080;\n * const fullWidth = w * 3;\n * const fullHeight = h * 2;\n *\n * --A--\n * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n * --B--\n * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n * --C--\n * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n * --D--\n * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n * --E--\n * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n * --F--\n * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n *\n * Note there is no reason monitors have to be the same size or in a grid.\n */\n setViewOffset: function setViewOffset(fullWidth, fullHeight, x, y, width, height) {\n this.aspect = fullWidth / fullHeight;\n\n if (this.view === null) {\n this.view = {\n enabled: true,\n fullWidth: 1,\n fullHeight: 1,\n offsetX: 0,\n offsetY: 0,\n width: 1,\n height: 1\n };\n }\n\n this.view.enabled = true;\n this.view.fullWidth = fullWidth;\n this.view.fullHeight = fullHeight;\n this.view.offsetX = x;\n this.view.offsetY = y;\n this.view.width = width;\n this.view.height = height;\n this.updateProjectionMatrix();\n },\n clearViewOffset: function clearViewOffset() {\n if (this.view !== null) {\n this.view.enabled = false;\n }\n\n this.updateProjectionMatrix();\n },\n updateProjectionMatrix: function updateProjectionMatrix() {\n var near = this.near;\n var top = near * Math.tan(MathUtils.DEG2RAD * 0.5 * this.fov) / this.zoom;\n var height = 2 * top;\n var width = this.aspect * height;\n var left = -0.5 * width;\n var view = this.view;\n\n if (this.view !== null && this.view.enabled) {\n var fullWidth = view.fullWidth,\n fullHeight = view.fullHeight;\n left += view.offsetX * width / fullWidth;\n top -= view.offsetY * height / fullHeight;\n width *= view.width / fullWidth;\n height *= view.height / fullHeight;\n }\n\n var skew = this.filmOffset;\n if (skew !== 0) left += near * skew / this.getFilmWidth();\n this.projectionMatrix.makePerspective(left, left + width, top, top - height, near, this.far);\n this.projectionMatrixInverse.getInverse(this.projectionMatrix);\n },\n toJSON: function toJSON(meta) {\n var data = Object3D.prototype.toJSON.call(this, meta);\n data.object.fov = this.fov;\n data.object.zoom = this.zoom;\n data.object.near = this.near;\n data.object.far = this.far;\n data.object.focus = this.focus;\n data.object.aspect = this.aspect;\n if (this.view !== null) data.object.view = Object.assign({}, this.view);\n data.object.filmGauge = this.filmGauge;\n data.object.filmOffset = this.filmOffset;\n return data;\n }\n});\nvar fov = 90,\n aspect = 1;\n\nfunction CubeCamera(near, far, renderTarget) {\n Object3D.call(this);\n this.type = 'CubeCamera';\n\n if (renderTarget.isWebGLCubeRenderTarget !== true) {\n console.error('THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.');\n return;\n }\n\n this.renderTarget = renderTarget;\n var cameraPX = new PerspectiveCamera(fov, aspect, near, far);\n cameraPX.layers = this.layers;\n cameraPX.up.set(0, -1, 0);\n cameraPX.lookAt(new Vector3(1, 0, 0));\n this.add(cameraPX);\n var cameraNX = new PerspectiveCamera(fov, aspect, near, far);\n cameraNX.layers = this.layers;\n cameraNX.up.set(0, -1, 0);\n cameraNX.lookAt(new Vector3(-1, 0, 0));\n this.add(cameraNX);\n var cameraPY = new PerspectiveCamera(fov, aspect, near, far);\n cameraPY.layers = this.layers;\n cameraPY.up.set(0, 0, 1);\n cameraPY.lookAt(new Vector3(0, 1, 0));\n this.add(cameraPY);\n var cameraNY = new PerspectiveCamera(fov, aspect, near, far);\n cameraNY.layers = this.layers;\n cameraNY.up.set(0, 0, -1);\n cameraNY.lookAt(new Vector3(0, -1, 0));\n this.add(cameraNY);\n var cameraPZ = new PerspectiveCamera(fov, aspect, near, far);\n cameraPZ.layers = this.layers;\n cameraPZ.up.set(0, -1, 0);\n cameraPZ.lookAt(new Vector3(0, 0, 1));\n this.add(cameraPZ);\n var cameraNZ = new PerspectiveCamera(fov, aspect, near, far);\n cameraNZ.layers = this.layers;\n cameraNZ.up.set(0, -1, 0);\n cameraNZ.lookAt(new Vector3(0, 0, -1));\n this.add(cameraNZ);\n\n this.update = function (renderer, scene) {\n if (this.parent === null) this.updateMatrixWorld();\n var currentXrEnabled = renderer.xr.enabled;\n var currentRenderTarget = renderer.getRenderTarget();\n renderer.xr.enabled = false;\n var generateMipmaps = renderTarget.texture.generateMipmaps;\n renderTarget.texture.generateMipmaps = false;\n renderer.setRenderTarget(renderTarget, 0);\n renderer.render(scene, cameraPX);\n renderer.setRenderTarget(renderTarget, 1);\n renderer.render(scene, cameraNX);\n renderer.setRenderTarget(renderTarget, 2);\n renderer.render(scene, cameraPY);\n renderer.setRenderTarget(renderTarget, 3);\n renderer.render(scene, cameraNY);\n renderer.setRenderTarget(renderTarget, 4);\n renderer.render(scene, cameraPZ);\n renderTarget.texture.generateMipmaps = generateMipmaps;\n renderer.setRenderTarget(renderTarget, 5);\n renderer.render(scene, cameraNZ);\n renderer.setRenderTarget(currentRenderTarget);\n renderer.xr.enabled = currentXrEnabled;\n };\n}\n\nCubeCamera.prototype = Object.create(Object3D.prototype);\nCubeCamera.prototype.constructor = CubeCamera;\n\nfunction CubeTexture(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding) {\n images = images !== undefined ? images : [];\n mapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n format = format !== undefined ? format : RGBFormat;\n Texture.call(this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);\n this.flipY = false; // Why CubeTexture._needsFlipEnvMap is necessary:\n //\n // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)\n // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,\n // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.\n // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped\n // and the flag _needsFlipEnvMap controls this conversion. The flip is not required (and thus _needsFlipEnvMap is set to false)\n // when using WebGLCubeRenderTarget.texture as a cube texture.\n\n this._needsFlipEnvMap = true;\n}\n\nCubeTexture.prototype = Object.create(Texture.prototype);\nCubeTexture.prototype.constructor = CubeTexture;\nCubeTexture.prototype.isCubeTexture = true;\nObject.defineProperty(CubeTexture.prototype, 'images', {\n get: function get() {\n return this.image;\n },\n set: function set(value) {\n this.image = value;\n }\n});\n\nfunction WebGLCubeRenderTarget(size, options, dummy) {\n if (Number.isInteger(options)) {\n console.warn('THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )');\n options = dummy;\n }\n\n WebGLRenderTarget.call(this, size, size, options);\n options = options || {};\n this.texture = new CubeTexture(undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding);\n this.texture._needsFlipEnvMap = false;\n}\n\nWebGLCubeRenderTarget.prototype = Object.create(WebGLRenderTarget.prototype);\nWebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;\nWebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;\n\nWebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function (renderer, texture) {\n this.texture.type = texture.type;\n this.texture.format = RGBAFormat; // see #18859\n\n this.texture.encoding = texture.encoding;\n this.texture.generateMipmaps = texture.generateMipmaps;\n this.texture.minFilter = texture.minFilter;\n this.texture.magFilter = texture.magFilter;\n var shader = {\n uniforms: {\n tEquirect: {\n value: null\n }\n },\n vertexShader:\n /* glsl */\n \"\\n\\n\\t\\t\\tvarying vec3 vWorldDirection;\\n\\n\\t\\t\\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\n\\t\\t\\t\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tvoid main() {\\n\\n\\t\\t\\t\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\n\\t\\t\\t\\t#include \\n\\t\\t\\t\\t#include \\n\\n\\t\\t\\t}\\n\\t\\t\",\n fragmentShader:\n /* glsl */\n \"\\n\\n\\t\\t\\tuniform sampler2D tEquirect;\\n\\n\\t\\t\\tvarying vec3 vWorldDirection;\\n\\n\\t\\t\\t#include \\n\\n\\t\\t\\tvoid main() {\\n\\n\\t\\t\\t\\tvec3 direction = normalize( vWorldDirection );\\n\\n\\t\\t\\t\\tvec2 sampleUV = equirectUv( direction );\\n\\n\\t\\t\\t\\tgl_FragColor = texture2D( tEquirect, sampleUV );\\n\\n\\t\\t\\t}\\n\\t\\t\"\n };\n var geometry = new BoxBufferGeometry(5, 5, 5);\n var material = new ShaderMaterial({\n name: 'CubemapFromEquirect',\n uniforms: cloneUniforms(shader.uniforms),\n vertexShader: shader.vertexShader,\n fragmentShader: shader.fragmentShader,\n side: BackSide,\n blending: NoBlending\n });\n material.uniforms.tEquirect.value = texture;\n var mesh = new Mesh(geometry, material);\n var currentMinFilter = texture.minFilter; // Avoid blurred poles\n\n if (texture.minFilter === LinearMipmapLinearFilter) texture.minFilter = LinearFilter;\n var camera = new CubeCamera(1, 10, this);\n camera.update(renderer, mesh);\n texture.minFilter = currentMinFilter;\n mesh.geometry.dispose();\n mesh.material.dispose();\n return this;\n};\n\nWebGLCubeRenderTarget.prototype.clear = function (renderer, color, depth, stencil) {\n var currentRenderTarget = renderer.getRenderTarget();\n\n for (var _i63 = 0; _i63 < 6; _i63++) {\n renderer.setRenderTarget(this, _i63);\n renderer.clear(color, depth, stencil);\n }\n\n renderer.setRenderTarget(currentRenderTarget);\n};\n\nfunction DataTexture(data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding) {\n Texture.call(this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);\n this.image = {\n data: data || null,\n width: width || 1,\n height: height || 1\n };\n this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n this.generateMipmaps = false;\n this.flipY = false;\n this.unpackAlignment = 1;\n this.needsUpdate = true;\n}\n\nDataTexture.prototype = Object.create(Texture.prototype);\nDataTexture.prototype.constructor = DataTexture;\nDataTexture.prototype.isDataTexture = true;\n\nvar _sphere$1 = /*@__PURE__*/new Sphere();\n\nvar _vector$5 = /*@__PURE__*/new Vector3();\n\nvar Frustum = /*#__PURE__*/function () {\n function Frustum(p0, p1, p2, p3, p4, p5) {\n _classCallCheck(this, Frustum);\n\n this.planes = [p0 !== undefined ? p0 : new Plane(), p1 !== undefined ? p1 : new Plane(), p2 !== undefined ? p2 : new Plane(), p3 !== undefined ? p3 : new Plane(), p4 !== undefined ? p4 : new Plane(), p5 !== undefined ? p5 : new Plane()];\n }\n\n _createClass(Frustum, [{\n key: \"set\",\n value: function set(p0, p1, p2, p3, p4, p5) {\n var planes = this.planes;\n planes[0].copy(p0);\n planes[1].copy(p1);\n planes[2].copy(p2);\n planes[3].copy(p3);\n planes[4].copy(p4);\n planes[5].copy(p5);\n return this;\n }\n }, {\n key: \"clone\",\n value: function clone() {\n return new this.constructor().copy(this);\n }\n }, {\n key: \"copy\",\n value: function copy(frustum) {\n var planes = this.planes;\n\n for (var _i64 = 0; _i64 < 6; _i64++) {\n planes[_i64].copy(frustum.planes[_i64]);\n }\n\n return this;\n }\n }, {\n key: \"setFromProjectionMatrix\",\n value: function setFromProjectionMatrix(m) {\n var planes = this.planes;\n var me = m.elements;\n var me0 = me[0],\n me1 = me[1],\n me2 = me[2],\n me3 = me[3];\n var me4 = me[4],\n me5 = me[5],\n me6 = me[6],\n me7 = me[7];\n var me8 = me[8],\n me9 = me[9],\n me10 = me[10],\n me11 = me[11];\n var me12 = me[12],\n me13 = me[13],\n me14 = me[14],\n me15 = me[15];\n planes[0].setComponents(me3 - me0, me7 - me4, me11 - me8, me15 - me12).normalize();\n planes[1].setComponents(me3 + me0, me7 + me4, me11 + me8, me15 + me12).normalize();\n planes[2].setComponents(me3 + me1, me7 + me5, me11 + me9, me15 + me13).normalize();\n planes[3].setComponents(me3 - me1, me7 - me5, me11 - me9, me15 - me13).normalize();\n planes[4].setComponents(me3 - me2, me7 - me6, me11 - me10, me15 - me14).normalize();\n planes[5].setComponents(me3 + me2, me7 + me6, me11 + me10, me15 + me14).normalize();\n return this;\n }\n }, {\n key: \"intersectsObject\",\n value: function intersectsObject(object) {\n var geometry = object.geometry;\n if (geometry.boundingSphere === null) geometry.computeBoundingSphere();\n\n _sphere$1.copy(geometry.boundingSphere).applyMatrix4(object.matrixWorld);\n\n return this.intersectsSphere(_sphere$1);\n }\n }, {\n key: \"intersectsSprite\",\n value: function intersectsSprite(sprite) {\n _sphere$1.center.set(0, 0, 0);\n\n _sphere$1.radius = 0.7071067811865476;\n\n _sphere$1.applyMatrix4(sprite.matrixWorld);\n\n return this.intersectsSphere(_sphere$1);\n }\n }, {\n key: \"intersectsSphere\",\n value: function intersectsSphere(sphere) {\n var planes = this.planes;\n var center = sphere.center;\n var negRadius = -sphere.radius;\n\n for (var _i65 = 0; _i65 < 6; _i65++) {\n var distance = planes[_i65].distanceToPoint(center);\n\n if (distance < negRadius) {\n return false;\n }\n }\n\n return true;\n }\n }, {\n key: \"intersectsBox\",\n value: function intersectsBox(box) {\n var planes = this.planes;\n\n for (var _i66 = 0; _i66 < 6; _i66++) {\n var plane = planes[_i66]; // corner at max distance\n\n _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n if (plane.distanceToPoint(_vector$5) < 0) {\n return false;\n }\n }\n\n return true;\n }\n }, {\n key: \"containsPoint\",\n value: function containsPoint(point) {\n var planes = this.planes;\n\n for (var _i67 = 0; _i67 < 6; _i67++) {\n if (planes[_i67].distanceToPoint(point) < 0) {\n return false;\n }\n }\n\n return true;\n }\n }]);\n\n return Frustum;\n}();\n\nfunction WebGLAnimation() {\n var context = null;\n var isAnimating = false;\n var animationLoop = null;\n var requestId = null;\n\n function onAnimationFrame(time, frame) {\n animationLoop(time, frame);\n requestId = context.requestAnimationFrame(onAnimationFrame);\n }\n\n return {\n start: function start() {\n if (isAnimating === true) return;\n if (animationLoop === null) return;\n requestId = context.requestAnimationFrame(onAnimationFrame);\n isAnimating = true;\n },\n stop: function stop() {\n context.cancelAnimationFrame(requestId);\n isAnimating = false;\n },\n setAnimationLoop: function setAnimationLoop(callback) {\n animationLoop = callback;\n },\n setContext: function setContext(value) {\n context = value;\n }\n };\n}\n\nfunction WebGLAttributes(gl, capabilities) {\n var isWebGL2 = capabilities.isWebGL2;\n var buffers = new WeakMap();\n\n function createBuffer(attribute, bufferType) {\n var array = attribute.array;\n var usage = attribute.usage;\n var buffer = gl.createBuffer();\n gl.bindBuffer(bufferType, buffer);\n gl.bufferData(bufferType, array, usage);\n attribute.onUploadCallback();\n var type = 5126;\n\n if (array instanceof Float32Array) {\n type = 5126;\n } else if (array instanceof Float64Array) {\n console.warn('THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.');\n } else if (array instanceof Uint16Array) {\n type = 5123;\n } else if (array instanceof Int16Array) {\n type = 5122;\n } else if (array instanceof Uint32Array) {\n type = 5125;\n } else if (array instanceof Int32Array) {\n type = 5124;\n } else if (array instanceof Int8Array) {\n type = 5120;\n } else if (array instanceof Uint8Array) {\n type = 5121;\n }\n\n return {\n buffer: buffer,\n type: type,\n bytesPerElement: array.BYTES_PER_ELEMENT,\n version: attribute.version\n };\n }\n\n function updateBuffer(buffer, attribute, bufferType) {\n var array = attribute.array;\n var updateRange = attribute.updateRange;\n gl.bindBuffer(bufferType, buffer);\n\n if (updateRange.count === -1) {\n // Not using update ranges\n gl.bufferSubData(bufferType, 0, array);\n } else {\n if (isWebGL2) {\n gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array, updateRange.offset, updateRange.count);\n } else {\n gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array.subarray(updateRange.offset, updateRange.offset + updateRange.count));\n }\n\n updateRange.count = -1; // reset range\n }\n } //\n\n\n function get(attribute) {\n if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;\n return buffers.get(attribute);\n }\n\n function remove(attribute) {\n if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;\n var data = buffers.get(attribute);\n\n if (data) {\n gl.deleteBuffer(data.buffer);\n buffers.delete(attribute);\n }\n }\n\n function update(attribute, bufferType) {\n if (attribute.isGLBufferAttribute) {\n var cached = buffers.get(attribute);\n\n if (!cached || cached.version < attribute.version) {\n buffers.set(attribute, {\n buffer: attribute.buffer,\n type: attribute.type,\n bytesPerElement: attribute.elementSize,\n version: attribute.version\n });\n }\n\n return;\n }\n\n if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;\n var data = buffers.get(attribute);\n\n if (data === undefined) {\n buffers.set(attribute, createBuffer(attribute, bufferType));\n } else if (data.version < attribute.version) {\n updateBuffer(data.buffer, attribute, bufferType);\n data.version = attribute.version;\n }\n }\n\n return {\n get: get,\n remove: remove,\n update: update\n };\n}\n\nvar PlaneBufferGeometry = /*#__PURE__*/function (_BufferGeometry2) {\n _inherits(PlaneBufferGeometry, _BufferGeometry2);\n\n var _super2 = _createSuper(PlaneBufferGeometry);\n\n function PlaneBufferGeometry(width, height, widthSegments, heightSegments) {\n var _this3;\n\n _classCallCheck(this, PlaneBufferGeometry);\n\n _this3 = _super2.call(this);\n _this3.type = 'PlaneBufferGeometry';\n _this3.parameters = {\n width: width,\n height: height,\n widthSegments: widthSegments,\n heightSegments: heightSegments\n };\n width = width || 1;\n height = height || 1;\n var width_half = width / 2;\n var height_half = height / 2;\n var gridX = Math.floor(widthSegments) || 1;\n var gridY = Math.floor(heightSegments) || 1;\n var gridX1 = gridX + 1;\n var gridY1 = gridY + 1;\n var segment_width = width / gridX;\n var segment_height = height / gridY; // buffers\n\n var indices = [];\n var vertices = [];\n var normals = [];\n var uvs = []; // generate vertices, normals and uvs\n\n for (var iy = 0; iy < gridY1; iy++) {\n var y = iy * segment_height - height_half;\n\n for (var ix = 0; ix < gridX1; ix++) {\n var x = ix * segment_width - width_half;\n vertices.push(x, -y, 0);\n normals.push(0, 0, 1);\n uvs.push(ix / gridX);\n uvs.push(1 - iy / gridY);\n }\n } // indices\n\n\n for (var _iy2 = 0; _iy2 < gridY; _iy2++) {\n for (var _ix2 = 0; _ix2 < gridX; _ix2++) {\n var a = _ix2 + gridX1 * _iy2;\n var b = _ix2 + gridX1 * (_iy2 + 1);\n var c = _ix2 + 1 + gridX1 * (_iy2 + 1);\n var d = _ix2 + 1 + gridX1 * _iy2; // faces\n\n indices.push(a, b, d);\n indices.push(b, c, d);\n }\n } // build geometry\n\n\n _this3.setIndex(indices);\n\n _this3.setAttribute('position', new Float32BufferAttribute(vertices, 3));\n\n _this3.setAttribute('normal', new Float32BufferAttribute(normals, 3));\n\n _this3.setAttribute('uv', new Float32BufferAttribute(uvs, 2));\n\n return _this3;\n }\n\n return PlaneBufferGeometry;\n}(BufferGeometry);\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\";\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\nvar alphatest_fragment = \"#ifdef ALPHATEST\\n\\tif ( diffuseColor.a < ALPHATEST ) discard;\\n#endif\";\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\\n\\t#endif\\n#endif\";\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\nvar begin_vertex = \"vec3 transformed = vec3( position );\";\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";\nvar bsdfs = \"vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\\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\\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\\n}\\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\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#else\\n\\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\\n\\t\\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n\\t}\\n\\treturn 1.0;\\n#endif\\n}\\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\\n\\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\\n}\\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\\n\\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\\n\\treturn Fr * fresnel + F0;\\n}\\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\treturn 1.0 / ( gl * gv );\\n}\\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\tfloat D = D_GGX( alpha, dotNH );\\n\\treturn F * ( G * 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}\\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\\n\\treturn specularColor * brdf.x + brdf.y;\\n}\\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\\n\\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\\n\\tvec3 FssEss = F * brdf.x + brdf.y;\\n\\tfloat Ess = brdf.x + brdf.y;\\n\\tfloat Ems = 1.0 - Ess;\\n\\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\\n\\tsingleScatter += FssEss;\\n\\tmultiScatter += Fms * Ems;\\n}\\nfloat G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n}\\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\\n\\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\\n}\\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\\n\\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\\n}\\n#if defined( USE_SHEEN )\\nfloat D_Charlie(float roughness, float NoH) {\\n\\tfloat invAlpha = 1.0 / roughness;\\n\\tfloat cos2h = NoH * NoH;\\n\\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\\n}\\nfloat V_Neubelt(float NoV, float NoL) {\\n\\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\\n}\\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\\n\\tvec3 N = geometry.normal;\\n\\tvec3 V = geometry.viewDir;\\n\\tvec3 H = normalize( V + L );\\n\\tfloat dotNH = saturate( dot( N, H ) );\\n\\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\\n}\\n#endif\";\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vUv );\\n\\t\\tvec2 dSTdy = dFdy( vUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\\n\\t\\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\\n\\t\\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 );\\n\\t\\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\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\";\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\tplane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\tbool clipped = true;\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\tif ( clipped ) discard;\\n\\t#endif\\n#endif\";\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n#endif\";\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvClipPosition = - mvPosition.xyz;\\n#endif\";\nvar color_fragment = \"#ifdef USE_COLOR\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\nvar color_pars_fragment = \"#ifdef USE_COLOR\\n\\tvarying vec3 vColor;\\n#endif\";\nvar color_pars_vertex = \"#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\nvar color_vertex = \"#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvColor = vec3( 1.0 );\\n#endif\\n#ifdef USE_COLOR\\n\\tvColor.xyz *= color.xyz;\\n#endif\\n#ifdef USE_INSTANCING_COLOR\\n\\tvColor.xyz *= instanceColor.xyz;\\n#endif\";\nvar common = \"#define PI 3.141592653589793\\n#define PI2 6.283185307179586\\n#define PI_HALF 1.5707963267948966\\n#define RECIPROCAL_PI 0.3183098861837907\\n#define RECIPROCAL_PI2 0.15915494309189535\\n#define EPSILON 1e-6\\n#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract(sin(sn) * c);\\n}\\n#ifdef HIGH_PRECISION\\n\\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\\n#else\\n\\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\\n\\tfloat precisionSafeLength( vec3 v ) {\\n\\t\\tfloat maxComponent = max3( abs( v ) );\\n\\t\\treturn length( v / maxComponent ) * maxComponent;\\n\\t}\\n#endif\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\nstruct GeometricContext {\\n\\tvec3 position;\\n\\tvec3 normal;\\n\\tvec3 viewDir;\\n#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal;\\n#endif\\n};\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\tfloat distance = dot( planeNormal, point - pointOnPlane );\\n\\treturn - distance * planeNormal + point;\\n}\\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn sign( dot( point - pointOnPlane, planeNormal ) );\\n}\\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\\n}\\nmat3 transposeMat3( const in mat3 m ) {\\n\\tmat3 tmp;\\n\\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\\n\\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\\n\\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\\n\\treturn tmp;\\n}\\nfloat linearToRelativeLuminance( const in vec3 color ) {\\n\\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\\n\\treturn dot( weights, color.rgb );\\n}\\nbool isPerspectiveMatrix( mat4 m ) {\\n\\treturn m[ 2 ][ 3 ] == - 1.0;\\n}\\nvec2 equirectUv( in vec3 dir ) {\\n\\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\treturn vec2( u, v );\\n}\";\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t#define cubeUV_maxMipLevel 8.0\\n\\t#define cubeUV_minMipLevel 4.0\\n\\t#define cubeUV_maxTileSize 256.0\\n\\t#define cubeUV_minTileSize 16.0\\n\\tfloat getFace( vec3 direction ) {\\n\\t\\tvec3 absDirection = abs( direction );\\n\\t\\tfloat face = - 1.0;\\n\\t\\tif ( absDirection.x > absDirection.z ) {\\n\\t\\t\\tif ( absDirection.x > absDirection.y )\\n\\t\\t\\t\\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t} else {\\n\\t\\t\\tif ( absDirection.z > absDirection.y )\\n\\t\\t\\t\\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t}\\n\\t\\treturn face;\\n\\t}\\n\\tvec2 getUV( vec3 direction, float face ) {\\n\\t\\tvec2 uv;\\n\\t\\tif ( face == 0.0 ) {\\n\\t\\t\\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 1.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\\t\\t} else if ( face == 2.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\\t\\t} else if ( face == 3.0 ) {\\n\\t\\t\\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 4.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\\t\\t} else {\\n\\t\\t\\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\\t\\t}\\n\\t\\treturn 0.5 * ( uv + 1.0 );\\n\\t}\\n\\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\\t\\tfloat face = getFace( direction );\\n\\t\\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\\t\\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\\t\\tfloat faceSize = exp2( mipInt );\\n\\t\\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\\n\\t\\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\\n\\t\\tvec2 f = fract( uv );\\n\\t\\tuv += 0.5 - f;\\n\\t\\tif ( face > 2.0 ) {\\n\\t\\t\\tuv.y += faceSize;\\n\\t\\t\\tface -= 3.0;\\n\\t\\t}\\n\\t\\tuv.x += face * faceSize;\\n\\t\\tif ( mipInt < cubeUV_maxMipLevel ) {\\n\\t\\t\\tuv.y += 2.0 * cubeUV_maxTileSize;\\n\\t\\t}\\n\\t\\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\\n\\t\\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\\n\\t\\tuv *= texelSize;\\n\\t\\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x += texelSize;\\n\\t\\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.y += texelSize;\\n\\t\\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x -= texelSize;\\n\\t\\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tvec3 tm = mix( tl, tr, f.x );\\n\\t\\tvec3 bm = mix( bl, br, f.x );\\n\\t\\treturn mix( tm, bm, f.y );\\n\\t}\\n\\t#define r0 1.0\\n\\t#define v0 0.339\\n\\t#define m0 - 2.0\\n\\t#define r1 0.8\\n\\t#define v1 0.276\\n\\t#define m1 - 1.0\\n\\t#define r4 0.4\\n\\t#define v4 0.046\\n\\t#define m4 2.0\\n\\t#define r5 0.305\\n\\t#define v5 0.016\\n\\t#define m5 3.0\\n\\t#define r6 0.21\\n\\t#define v6 0.0038\\n\\t#define m6 4.0\\n\\tfloat roughnessToMip( float roughness ) {\\n\\t\\tfloat mip = 0.0;\\n\\t\\tif ( roughness >= r1 ) {\\n\\t\\t\\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\\n\\t\\t} else if ( roughness >= r4 ) {\\n\\t\\t\\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\\n\\t\\t} else if ( roughness >= r5 ) {\\n\\t\\t\\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\\n\\t\\t} else if ( roughness >= r6 ) {\\n\\t\\t\\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\\n\\t\\t} else {\\n\\t\\t\\tmip = - 2.0 * log2( 1.16 * roughness );\\t\\t}\\n\\t\\treturn mip;\\n\\t}\\n\\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\\n\\t\\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\\n\\t\\tfloat mipF = fract( mip );\\n\\t\\tfloat mipInt = floor( mip );\\n\\t\\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\\t\\tif ( mipF == 0.0 ) {\\n\\t\\t\\treturn vec4( color0, 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\\t\\t\\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\\t\\t}\\n\\t}\\n#endif\";\nvar defaultnormal_vertex = \"vec3 transformedNormal = objectNormal;\\n#ifdef USE_INSTANCING\\n\\tmat3 m = mat3( instanceMatrix );\\n\\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\\n\\ttransformedNormal = m * transformedNormal;\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#ifdef FLIP_SIDED\\n\\t\\ttransformedTangent = - transformedTangent;\\n\\t#endif\\n#endif\";\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\\n#endif\";\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";\nvar encodings_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\nvar encodings_pars_fragment = \"\\nvec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\\n}\\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\\n}\\nvec4 sRGBToLinear( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\\nvec4 RGBEToLinear( in vec4 value ) {\\n\\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\\n}\\nvec4 LinearToRGBE( in vec4 value ) {\\n\\tfloat maxComponent = max( max( value.r, value.g ), value.b );\\n\\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\\n\\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\\n}\\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\\n}\\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\\n\\tM = ceil( M * 255.0 ) / 255.0;\\n\\treturn vec4( value.rgb / ( M * maxRange ), M );\\n}\\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\\n}\\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat D = max( maxRange / maxRGB, 1.0 );\\n\\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\\n\\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\\n}\\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\\nvec4 LinearToLogLuv( in vec4 value ) {\\n\\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\\n\\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\\n\\tvec4 vResult;\\n\\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\\n\\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\\n\\tvResult.w = fract( Le );\\n\\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\\n\\treturn vResult;\\n}\\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\\nvec4 LogLuvToLinear( in vec4 value ) {\\n\\tfloat Le = value.z * 255.0 + value.w;\\n\\tvec3 Xp_Y_XYZp;\\n\\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\\n\\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\\n\\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\\n\\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\\n\\treturn vec4( max( vRGB, 0.0 ), 1.0 );\\n}\";\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvec3 cameraToFrag;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\t#ifndef ENVMAP_TYPE_CUBE_UV\\n\\t\\tenvColor = envMapTexelToLinear( envColor );\\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\";\nvar envmap_common_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float envMapIntensity;\\n\\tuniform float flipEnvMap;\\n\\tuniform int maxMipLevel;\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\t\\n#endif\";\nvar envmap_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float reflectivity;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\";\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\t\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\";\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\nvar fog_vertex = \"#ifdef USE_FOG\\n\\tfogDepth = - mvPosition.z;\\n#endif\";\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float fogDepth;\\n#endif\";\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float fogDepth;\\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\";\nvar gradientmap_pars_fragment = \"#ifdef USE_GRADIENTMAP\\n\\tuniform sampler2D gradientMap;\\n#endif\\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\tfloat dotNL = dot( normal, lightDirection );\\n\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t#ifdef USE_GRADIENTMAP\\n\\t\\treturn texture2D( gradientMap, coord ).rgb;\\n\\t#else\\n\\t\\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\\n\\t#endif\\n}\";\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n#endif\";\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\nvar lights_lambert_vertex = \"vec3 diffuse = vec3( 1.0 );\\nGeometricContext geometry;\\ngeometry.position = mvPosition.xyz;\\ngeometry.normal = normalize( transformedNormal );\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\\nGeometricContext backGeometry;\\nbackGeometry.position = geometry.position;\\nbackGeometry.normal = -geometry.normal;\\nbackGeometry.viewDir = geometry.viewDir;\\nvLightFront = vec3( 0.0 );\\nvIndirectFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\n\\tvLightBack = vec3( 0.0 );\\n\\tvIndirectBack = vec3( 0.0 );\\n#endif\\nIncidentLight directLight;\\nfloat dotNL;\\nvec3 directLightColor_Diffuse;\\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\\n#ifdef DOUBLE_SIDED\\n\\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\\n\\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_DIR_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\";\nvar lights_pars_begin = \"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\nuniform vec3 lightProbe[ 9 ];\\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\\n\\tfloat x = normal.x, y = normal.y, z = normal.z;\\n\\tvec3 result = shCoefficients[ 0 ] * 0.886227;\\n\\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\\n\\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\\n\\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\\n\\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\\n\\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\\n\\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\\n\\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\\n\\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\\n\\treturn result;\\n}\\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\\n\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treturn irradiance;\\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 getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tdirectLight.color = directionalLight.color;\\n\\t\\tdirectLight.direction = directionalLight.direction;\\n\\t\\tdirectLight.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 getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = pointLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tdirectLight.color = pointLight.color;\\n\\t\\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tdirectLight.visible = ( directLight.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 getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = spotLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tfloat angleCos = dot( directLight.direction, spotLight.direction );\\n\\t\\tif ( angleCos > spotLight.coneCos ) {\\n\\t\\t\\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\t\\tdirectLight.color = spotLight.color;\\n\\t\\t\\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tdirectLight.visible = true;\\n\\t\\t} else {\\n\\t\\t\\tdirectLight.color = vec3( 0.0 );\\n\\t\\t\\tdirectLight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltc_1;\\tuniform sampler2D ltc_2;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\\n\\t\\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tirradiance *= PI;\\n\\t\\t#endif\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\";\nvar envmap_physical_pars_fragment = \"#if defined( USE_ENVMAP )\\n\\t#ifdef ENVMAP_MODE_REFRACTION\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n\\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\\n\\t\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\\n\\t\\t#else\\n\\t\\t\\tvec4 envMapColor = vec4( 0.0 );\\n\\t\\t#endif\\n\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t}\\n\\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\\n\\t\\tfloat maxMIPLevelScalar = float( maxMIPLevel );\\n\\t\\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\\n\\t\\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\\n\\t\\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\\n\\t}\\n\\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( -viewDir, normal );\\n\\t\\t\\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\\n\\t\\t#endif\\n\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\\n\\t\\t#endif\\n\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t}\\n#endif\";\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";\nvar lights_toon_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct ToonMaterial {\\n\\tvec3 diffuseColor;\\n};\\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Toon\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Toon\\n#define Material_LightProbeLOD( material )\\t(0)\";\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct BlinnPhongMaterial {\\n\\tvec3 diffuseColor;\\n\\tvec3 specularColor;\\n\\tfloat specularShininess;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\\n#define Material_LightProbeLOD( material )\\t(0)\";\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\\n#ifdef REFLECTIVITY\\n\\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\\n#endif\\n#ifdef CLEARCOAT\\n\\tmaterial.clearcoat = clearcoat;\\n\\tmaterial.clearcoatRoughness = clearcoatRoughness;\\n\\t#ifdef USE_CLEARCOATMAP\\n\\t\\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\t\\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\\n\\t#endif\\n\\tmaterial.clearcoat = saturate( material.clearcoat );\\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\\n\\tmaterial.clearcoatRoughness += geometryRoughness;\\n\\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\\n#endif\\n#ifdef USE_SHEEN\\n\\tmaterial.sheenColor = sheen;\\n#endif\";\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat specularRoughness;\\n\\tvec3 specularColor;\\n#ifdef CLEARCOAT\\n\\tfloat clearcoat;\\n\\tfloat clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tvec3 sheenColor;\\n#endif\\n};\\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\\n\\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 normal = geometry.normal;\\n\\t\\tvec3 viewDir = geometry.viewDir;\\n\\t\\tvec3 position = geometry.position;\\n\\t\\tvec3 lightPos = rectAreaLight.position;\\n\\t\\tvec3 halfWidth = rectAreaLight.halfWidth;\\n\\t\\tvec3 halfHeight = rectAreaLight.halfHeight;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = material.specularRoughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tvec4 t1 = texture2D( ltc_1, uv );\\n\\t\\tvec4 t2 = texture2D( ltc_2, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( t1.x, 0, t1.y ),\\n\\t\\t\\tvec3( 0, 1, 0 ),\\n\\t\\t\\tvec3( t1.z, 0, t1.w )\\n\\t\\t);\\n\\t\\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\\t\\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\t#ifdef CLEARCOAT\\n\\t\\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\\n\\t\\tvec3 ccIrradiance = ccDotNL * directLight.color;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tccIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\\n\\t\\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\\n\\t#else\\n\\t\\tfloat clearcoatDHR = 0.0;\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\\n\\t\\t\\tmaterial.specularRoughness,\\n\\t\\t\\tdirectLight.direction,\\n\\t\\t\\tgeometry,\\n\\t\\t\\tmaterial.sheenColor\\n\\t\\t);\\n\\t#else\\n\\t\\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\\n\\t#endif\\n\\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\\n\\t#ifdef CLEARCOAT\\n\\t\\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\\n\\t\\tfloat ccDotNL = ccDotNV;\\n\\t\\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\\n\\t#else\\n\\t\\tfloat clearcoatDHR = 0.0;\\n\\t#endif\\n\\tfloat clearcoatInv = 1.0 - clearcoatDHR;\\n\\tvec3 singleScattering = vec3( 0.0 );\\n\\tvec3 multiScattering = vec3( 0.0 );\\n\\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\\n\\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\\n\\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\\n\\treflectedLight.indirectSpecular += clearcoatInv * 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}\";\nvar lights_fragment_begin = \"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n#ifdef CLEARCOAT\\n\\tgeometry.clearcoatNormal = clearcoatNormal;\\n#endif\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n\\t\\tpointLightShadow = pointLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\tspotLightShadow = spotLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n\\t\\tdirectionalLightShadow = directionalLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\t\\trectAreaLight = rectAreaLights[ i ];\\n\\t\\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 iblIrradiance = vec3( 0.0 );\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tvec3 radiance = vec3( 0.0 );\\n\\tvec3 clearcoatRadiance = vec3( 0.0 );\\n#endif\";\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tlightMapIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\\n\\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\\n\\t#ifdef CLEARCOAT\\n\\t\\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\\n\\t#endif\\n#endif\";\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\\n#endif\";\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t\\tvarying float vIsPerspective;\\n\\t#else\\n\\t\\tuniform float logDepthBufFC;\\n\\t#endif\\n#endif\";\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n\\t#else\\n\\t\\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\\n\\t\\t\\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\\t\\t\\tgl_Position.z *= gl_Position.w;\\n\\t\\t}\\n\\t#endif\\n#endif\";\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 texelColor = texture2D( map, vUv );\\n\\ttexelColor = mapTexelToLinear( texelColor );\\n\\tdiffuseColor *= texelColor;\\n#endif\";\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";\nvar map_particle_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n#endif\\n#ifdef USE_MAP\\n\\tvec4 mapTexel = texture2D( map, uv );\\n\\tdiffuseColor *= mapTexelToLinear( mapTexel );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";\nvar map_particle_pars_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tuniform mat3 uvTransform;\\n#endif\\n#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\\n\\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\\n\\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\\n\\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\\n#endif\";\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\tuniform float morphTargetBaseInfluence;\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\tuniform float morphTargetInfluences[ 8 ];\\n\\t#else\\n\\t\\tuniform float morphTargetInfluences[ 4 ];\\n\\t#endif\\n#endif\";\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\\n\\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\\n\\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\\n\\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\\n\\t\\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\\n\\t\\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\\n\\t\\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\\n\\t#endif\\n#endif\";\nvar normal_fragment_begin = \"#ifdef FLAT_SHADED\\n\\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\\n\\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t#endif\\n\\t#ifdef USE_TANGENT\\n\\t\\tvec3 tangent = normalize( vTangent );\\n\\t\\tvec3 bitangent = normalize( vBitangent );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t\\t\\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t\\t#endif\\n\\t\\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\\n\\t\\t\\tmat3 vTBN = mat3( tangent, bitangent, normal );\\n\\t\\t#endif\\n\\t#endif\\n#endif\\nvec3 geometryNormal = normal;\";\nvar normal_fragment_maps = \"#ifdef OBJECTSPACE_NORMALMAP\\n\\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t#ifdef FLIP_SIDED\\n\\t\\tnormal = - normal;\\n\\t#endif\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t#endif\\n\\tnormal = normalize( normalMatrix * normal );\\n#elif defined( TANGENTSPACE_NORMALMAP )\\n\\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tmapN.xy *= normalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tnormal = normalize( vTBN * mapN );\\n\\t#else\\n\\t\\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\\n\\t#endif\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\\n#endif\";\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n#endif\\n#ifdef OBJECTSPACE_NORMALMAP\\n\\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\\n\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\\n\\t\\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\\n\\t\\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\\n\\t\\tvec2 st0 = dFdx( vUv.st );\\n\\t\\tvec2 st1 = dFdy( vUv.st );\\n\\t\\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\\n\\t\\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\\n\\t\\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\\n\\t\\tvec3 N = normalize( surf_norm );\\n\\t\\tmat3 tsn = mat3( S, T, N );\\n\\t\\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t\\treturn normalize( tsn * mapN );\\n\\t}\\n#endif\";\nvar clearcoat_normal_fragment_begin = \"#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal = geometryNormal;\\n#endif\";\nvar clearcoat_normal_fragment_maps = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\\n\\t#else\\n\\t\\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\\n\\t#endif\\n#endif\";\nvar clearcoat_pars_fragment = \"#ifdef USE_CLEARCOATMAP\\n\\tuniform sampler2D clearcoatMap;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform sampler2D clearcoatRoughnessMap;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform sampler2D clearcoatNormalMap;\\n\\tuniform vec2 clearcoatNormalScale;\\n#endif\";\nvar packing = \"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nvec4 pack2HalfToRGBA( vec2 v ) {\\n\\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\\n\\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\\n}\\nvec2 unpackRGBATo2Half( vec4 v ) {\\n\\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\\n\\treturn linearClipZ * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\\n}\";\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\nvar project_vertex = \"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_INSTANCING\\n\\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";\nvar dithering_fragment = \"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\nvar dithering_pars_fragment = \"#ifdef DITHERING\\n\\tvec3 dithering( vec3 color ) {\\n\\t\\tfloat grid_position = rand( gl_FragCoord.xy );\\n\\t\\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\\t\\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\\t\\treturn color + dither_shift_RGB;\\n\\t}\\n#endif\";\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\nvar shadowmap_pars_fragment = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\\n\\t\\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\\n\\t}\\n\\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\\n\\t\\tfloat occlusion = 1.0;\\n\\t\\tvec2 distribution = texture2DDistribution( shadow, uv );\\n\\t\\tfloat hard_shadow = step( compare , distribution.x );\\n\\t\\tif (hard_shadow != 1.0 ) {\\n\\t\\t\\tfloat distance = compare - distribution.x ;\\n\\t\\t\\tfloat variance = max( 0.00000, distribution.y * distribution.y );\\n\\t\\t\\tfloat softness_probability = variance / (variance + distance * distance );\\t\\t\\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\\t\\t\\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\\n\\t\\t}\\n\\t\\treturn occlusion;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\\n\\t\\tbool inFrustum = all( inFrustumVec );\\n\\t\\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\\n\\t\\tbool frustumTest = all( frustumTestVec );\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx2 = dx0 / 2.0;\\n\\t\\t\\tfloat dy2 = dy0 / 2.0;\\n\\t\\t\\tfloat dx3 = dx1 / 2.0;\\n\\t\\t\\tfloat dy3 = dy1 / 2.0;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 17.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx = texelSize.x;\\n\\t\\t\\tfloat dy = texelSize.y;\\n\\t\\t\\tvec2 uv = shadowCoord.xy;\\n\\t\\t\\tvec2 f = fract( uv * shadowMapSize + 0.5 );\\n\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t f.y )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#else\\n\\t\\t\\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn shadow;\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\tdp += shadowBias;\\n\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t#endif\\n\\t}\\n#endif\";\nvar shadowmap_pars_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n#endif\";\nvar shadowmap_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\tvec4 shadowWorldPosition;\\n\\t#endif\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\";\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tspotLight = spotLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tpointLight = pointLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\t#ifdef BONE_TEXTURE\\n\\t\\tuniform highp sampler2D boneTexture;\\n\\t\\tuniform int boneTextureSize;\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tfloat j = i * 4.0;\\n\\t\\t\\tfloat x = mod( j, float( boneTextureSize ) );\\n\\t\\t\\tfloat y = floor( j / float( boneTextureSize ) );\\n\\t\\t\\tfloat dx = 1.0 / float( boneTextureSize );\\n\\t\\t\\tfloat dy = 1.0 / float( boneTextureSize );\\n\\t\\t\\ty = dy * ( y + 0.5 );\\n\\t\\t\\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\\t\\t\\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\\t\\t\\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\\t\\t\\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\\t\\t\\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#else\\n\\t\\tuniform mat4 boneMatrices[ MAX_BONES ];\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tmat4 bone = boneMatrices[ int(i) ];\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#endif\\n#endif\";\nvar skinning_vertex = \"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";\nvar skinnormal_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n\\t#ifdef USE_TANGENT\\n\\t\\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#endif\\n#endif\";\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn toneMappingExposure * color;\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 RRTAndODTFit( vec3 v ) {\\n\\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\\n\\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\\n\\treturn a / b;\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\\tconst mat3 ACESInputMat = mat3(\\n\\t\\tvec3( 0.59719, 0.07600, 0.02840 ),\\t\\tvec3( 0.35458, 0.90834, 0.13383 ),\\n\\t\\tvec3( 0.04823, 0.01566, 0.83777 )\\n\\t);\\n\\tconst mat3 ACESOutputMat = mat3(\\n\\t\\tvec3( 1.60475, -0.10208, -0.00327 ),\\t\\tvec3( -0.53108, 1.10813, -0.07276 ),\\n\\t\\tvec3( -0.07367, -0.00605, 1.07602 )\\n\\t);\\n\\tcolor *= toneMappingExposure / 0.6;\\n\\tcolor = ACESInputMat * color;\\n\\tcolor = RRTAndODTFit( color );\\n\\tcolor = ACESOutputMat * color;\\n\\treturn saturate( color );\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";\nvar transmissionmap_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\\n#endif\";\nvar transmissionmap_pars_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\tuniform sampler2D transmissionMap;\\n#endif\";\nvar uv_pars_fragment = \"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\\n\\tvarying vec2 vUv;\\n#endif\";\nvar uv_pars_vertex = \"#ifdef USE_UV\\n\\t#ifdef UVS_VERTEX_ONLY\\n\\t\\tvec2 vUv;\\n\\t#else\\n\\t\\tvarying vec2 vUv;\\n\\t#endif\\n\\tuniform mat3 uvTransform;\\n#endif\";\nvar uv_vertex = \"#ifdef USE_UV\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n#endif\";\nvar uv2_pars_fragment = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvarying vec2 vUv2;\\n#endif\";\nvar uv2_pars_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tattribute vec2 uv2;\\n\\tvarying vec2 vUv2;\\n\\tuniform mat3 uv2Transform;\\n#endif\";\nvar uv2_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\\n#endif\";\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\\n\\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\\t#ifdef USE_INSTANCING\\n\\t\\tworldPosition = instanceMatrix * worldPosition;\\n\\t#endif\\n\\tworldPosition = modelMatrix * worldPosition;\\n#endif\";\nvar background_frag = \"uniform sampler2D t2D;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tvec4 texColor = texture2D( t2D, vUv );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\nvar background_vert = \"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";\nvar cube_frag = \"#include \\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 vReflect = vWorldDirection;\\n\\t#include \\n\\tgl_FragColor = envColor;\\n\\tgl_FragColor.a *= opacity;\\n\\t#include \\n\\t#include \\n}\";\nvar cube_vert = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n\\tgl_Position.z = gl_Position.w;\\n}\";\nvar depth_frag = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( fragCoordZ );\\n\\t#endif\\n}\";\nvar depth_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvHighPrecisionZW = gl_Position.zw;\\n}\";\nvar distanceRGBA_frag = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main () {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\";\nvar distanceRGBA_vert = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvWorldPosition = worldPosition.xyz;\\n}\";\nvar equirect_frag = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 direction = normalize( vWorldDirection );\\n\\tvec2 sampleUV = equirectUv( direction );\\n\\tvec4 texColor = texture2D( tEquirect, sampleUV );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\nvar equirect_vert = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\";\nvar linedashed_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar linedashed_vert = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvLineDistance = scale * lineDistance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar meshbasic_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar meshbasic_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_ENVMAP\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar meshlambert_frag = \"uniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vIndirectFront;\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\\n\\t#else\\n\\t\\treflectedLight.directDiffuse = vLightFront;\\n\\t#endif\\n\\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar meshlambert_vert = \"#define LAMBERT\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar meshmatcap_frag = \"#define MATCAP\\nuniform vec3 diffuse;\\nuniform float opacity;\\nuniform sampler2D matcap;\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 viewDir = normalize( vViewPosition );\\n\\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\\n\\tvec3 y = cross( viewDir, x );\\n\\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\\n\\t#ifdef USE_MATCAP\\n\\t\\tvec4 matcapColor = texture2D( matcap, uv );\\n\\t\\tmatcapColor = matcapTexelToLinear( matcapColor );\\n\\t#else\\n\\t\\tvec4 matcapColor = vec4( 1.0 );\\n\\t#endif\\n\\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar meshmatcap_vert = \"#define MATCAP\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifndef FLAT_SHADED\\n\\t\\tvNormal = normalize( transformedNormal );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n}\";\nvar meshtoon_frag = \"#define TOON\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar meshtoon_vert = \"#define TOON\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar meshphong_frag = \"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar meshphong_vert = \"#define PHONG\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar meshphysical_frag = \"#define STANDARD\\n#ifdef PHYSICAL\\n\\t#define REFLECTIVITY\\n\\t#define CLEARCOAT\\n\\t#define TRANSMISSION\\n#endif\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifdef TRANSMISSION\\n\\tuniform float transmission;\\n#endif\\n#ifdef REFLECTIVITY\\n\\tuniform float reflectivity;\\n#endif\\n#ifdef CLEARCOAT\\n\\tuniform float clearcoat;\\n\\tuniform float clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tuniform vec3 sheen;\\n#endif\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#ifdef TRANSMISSION\\n\\t\\tfloat totalTransmission = transmission;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#ifdef TRANSMISSION\\n\\t\\tdiffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );\\n\\t#endif\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar meshphysical_vert = \"#define STANDARD\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar normal_frag = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\\n}\";\nvar normal_vert = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\";\nvar points_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar points_vert = \"uniform float size;\\nuniform float scale;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\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 \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar shadow_frag = \"uniform vec3 color;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar shadow_vert = \"#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar sprite_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar sprite_vert = \"uniform float rotation;\\nuniform vec2 center;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\tvec2 scale;\\n\\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\\n\\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\\n\\t#ifndef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) scale *= - mvPosition.z;\\n\\t#endif\\n\\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\\n\\tvec2 rotatedPosition;\\n\\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\\n\\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\\n\\tmvPosition.xy += rotatedPosition;\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\nvar ShaderChunk = {\n alphamap_fragment: alphamap_fragment,\n alphamap_pars_fragment: alphamap_pars_fragment,\n alphatest_fragment: alphatest_fragment,\n aomap_fragment: aomap_fragment,\n aomap_pars_fragment: aomap_pars_fragment,\n begin_vertex: begin_vertex,\n beginnormal_vertex: beginnormal_vertex,\n bsdfs: bsdfs,\n bumpmap_pars_fragment: bumpmap_pars_fragment,\n clipping_planes_fragment: clipping_planes_fragment,\n clipping_planes_pars_fragment: clipping_planes_pars_fragment,\n clipping_planes_pars_vertex: clipping_planes_pars_vertex,\n clipping_planes_vertex: clipping_planes_vertex,\n color_fragment: color_fragment,\n color_pars_fragment: color_pars_fragment,\n color_pars_vertex: color_pars_vertex,\n color_vertex: color_vertex,\n common: common,\n cube_uv_reflection_fragment: cube_uv_reflection_fragment,\n defaultnormal_vertex: defaultnormal_vertex,\n displacementmap_pars_vertex: displacementmap_pars_vertex,\n displacementmap_vertex: displacementmap_vertex,\n emissivemap_fragment: emissivemap_fragment,\n emissivemap_pars_fragment: emissivemap_pars_fragment,\n encodings_fragment: encodings_fragment,\n encodings_pars_fragment: encodings_pars_fragment,\n envmap_fragment: envmap_fragment,\n envmap_common_pars_fragment: envmap_common_pars_fragment,\n envmap_pars_fragment: envmap_pars_fragment,\n envmap_pars_vertex: envmap_pars_vertex,\n envmap_physical_pars_fragment: envmap_physical_pars_fragment,\n envmap_vertex: envmap_vertex,\n fog_vertex: fog_vertex,\n fog_pars_vertex: fog_pars_vertex,\n fog_fragment: fog_fragment,\n fog_pars_fragment: fog_pars_fragment,\n gradientmap_pars_fragment: gradientmap_pars_fragment,\n lightmap_fragment: lightmap_fragment,\n lightmap_pars_fragment: lightmap_pars_fragment,\n lights_lambert_vertex: lights_lambert_vertex,\n lights_pars_begin: lights_pars_begin,\n lights_toon_fragment: lights_toon_fragment,\n lights_toon_pars_fragment: lights_toon_pars_fragment,\n lights_phong_fragment: lights_phong_fragment,\n lights_phong_pars_fragment: lights_phong_pars_fragment,\n lights_physical_fragment: lights_physical_fragment,\n lights_physical_pars_fragment: lights_physical_pars_fragment,\n lights_fragment_begin: lights_fragment_begin,\n lights_fragment_maps: lights_fragment_maps,\n lights_fragment_end: lights_fragment_end,\n logdepthbuf_fragment: logdepthbuf_fragment,\n logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n logdepthbuf_vertex: logdepthbuf_vertex,\n map_fragment: map_fragment,\n map_pars_fragment: map_pars_fragment,\n map_particle_fragment: map_particle_fragment,\n map_particle_pars_fragment: map_particle_pars_fragment,\n metalnessmap_fragment: metalnessmap_fragment,\n metalnessmap_pars_fragment: metalnessmap_pars_fragment,\n morphnormal_vertex: morphnormal_vertex,\n morphtarget_pars_vertex: morphtarget_pars_vertex,\n morphtarget_vertex: morphtarget_vertex,\n normal_fragment_begin: normal_fragment_begin,\n normal_fragment_maps: normal_fragment_maps,\n normalmap_pars_fragment: normalmap_pars_fragment,\n clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,\n clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,\n clearcoat_pars_fragment: clearcoat_pars_fragment,\n packing: packing,\n premultiplied_alpha_fragment: premultiplied_alpha_fragment,\n project_vertex: project_vertex,\n dithering_fragment: dithering_fragment,\n dithering_pars_fragment: dithering_pars_fragment,\n roughnessmap_fragment: roughnessmap_fragment,\n roughnessmap_pars_fragment: roughnessmap_pars_fragment,\n shadowmap_pars_fragment: shadowmap_pars_fragment,\n shadowmap_pars_vertex: shadowmap_pars_vertex,\n shadowmap_vertex: shadowmap_vertex,\n shadowmask_pars_fragment: shadowmask_pars_fragment,\n skinbase_vertex: skinbase_vertex,\n skinning_pars_vertex: skinning_pars_vertex,\n skinning_vertex: skinning_vertex,\n skinnormal_vertex: skinnormal_vertex,\n specularmap_fragment: specularmap_fragment,\n specularmap_pars_fragment: specularmap_pars_fragment,\n tonemapping_fragment: tonemapping_fragment,\n tonemapping_pars_fragment: tonemapping_pars_fragment,\n transmissionmap_fragment: transmissionmap_fragment,\n transmissionmap_pars_fragment: transmissionmap_pars_fragment,\n uv_pars_fragment: uv_pars_fragment,\n uv_pars_vertex: uv_pars_vertex,\n uv_vertex: uv_vertex,\n uv2_pars_fragment: uv2_pars_fragment,\n uv2_pars_vertex: uv2_pars_vertex,\n uv2_vertex: uv2_vertex,\n worldpos_vertex: worldpos_vertex,\n background_frag: background_frag,\n background_vert: background_vert,\n cube_frag: cube_frag,\n cube_vert: cube_vert,\n depth_frag: depth_frag,\n depth_vert: depth_vert,\n distanceRGBA_frag: distanceRGBA_frag,\n distanceRGBA_vert: distanceRGBA_vert,\n equirect_frag: equirect_frag,\n equirect_vert: equirect_vert,\n linedashed_frag: linedashed_frag,\n linedashed_vert: linedashed_vert,\n meshbasic_frag: meshbasic_frag,\n meshbasic_vert: meshbasic_vert,\n meshlambert_frag: meshlambert_frag,\n meshlambert_vert: meshlambert_vert,\n meshmatcap_frag: meshmatcap_frag,\n meshmatcap_vert: meshmatcap_vert,\n meshtoon_frag: meshtoon_frag,\n meshtoon_vert: meshtoon_vert,\n meshphong_frag: meshphong_frag,\n meshphong_vert: meshphong_vert,\n meshphysical_frag: meshphysical_frag,\n meshphysical_vert: meshphysical_vert,\n normal_frag: normal_frag,\n normal_vert: normal_vert,\n points_frag: points_frag,\n points_vert: points_vert,\n shadow_frag: shadow_frag,\n shadow_vert: shadow_vert,\n sprite_frag: sprite_frag,\n sprite_vert: sprite_vert\n};\n/**\n * Uniforms library for shared webgl shaders\n */\n\nvar UniformsLib = {\n common: {\n diffuse: {\n value: new Color(0xeeeeee)\n },\n opacity: {\n value: 1.0\n },\n map: {\n value: null\n },\n uvTransform: {\n value: new Matrix3()\n },\n uv2Transform: {\n value: new Matrix3()\n },\n alphaMap: {\n value: null\n }\n },\n specularmap: {\n specularMap: {\n value: null\n }\n },\n envmap: {\n envMap: {\n value: null\n },\n flipEnvMap: {\n value: -1\n },\n reflectivity: {\n value: 1.0\n },\n refractionRatio: {\n value: 0.98\n },\n maxMipLevel: {\n value: 0\n }\n },\n aomap: {\n aoMap: {\n value: null\n },\n aoMapIntensity: {\n value: 1\n }\n },\n lightmap: {\n lightMap: {\n value: null\n },\n lightMapIntensity: {\n value: 1\n }\n },\n emissivemap: {\n emissiveMap: {\n value: null\n }\n },\n bumpmap: {\n bumpMap: {\n value: null\n },\n bumpScale: {\n value: 1\n }\n },\n normalmap: {\n normalMap: {\n value: null\n },\n normalScale: {\n value: new Vector2(1, 1)\n }\n },\n displacementmap: {\n displacementMap: {\n value: null\n },\n displacementScale: {\n value: 1\n },\n displacementBias: {\n value: 0\n }\n },\n roughnessmap: {\n roughnessMap: {\n value: null\n }\n },\n metalnessmap: {\n metalnessMap: {\n value: null\n }\n },\n gradientmap: {\n gradientMap: {\n value: null\n }\n },\n fog: {\n fogDensity: {\n value: 0.00025\n },\n fogNear: {\n value: 1\n },\n fogFar: {\n value: 2000\n },\n fogColor: {\n value: new Color(0xffffff)\n }\n },\n lights: {\n ambientLightColor: {\n value: []\n },\n lightProbe: {\n value: []\n },\n directionalLights: {\n value: [],\n properties: {\n direction: {},\n color: {}\n }\n },\n directionalLightShadows: {\n value: [],\n properties: {\n shadowBias: {},\n shadowNormalBias: {},\n shadowRadius: {},\n shadowMapSize: {}\n }\n },\n directionalShadowMap: {\n value: []\n },\n directionalShadowMatrix: {\n value: []\n },\n spotLights: {\n value: [],\n properties: {\n color: {},\n position: {},\n direction: {},\n distance: {},\n coneCos: {},\n penumbraCos: {},\n decay: {}\n }\n },\n spotLightShadows: {\n value: [],\n properties: {\n shadowBias: {},\n shadowNormalBias: {},\n shadowRadius: {},\n shadowMapSize: {}\n }\n },\n spotShadowMap: {\n value: []\n },\n spotShadowMatrix: {\n value: []\n },\n pointLights: {\n value: [],\n properties: {\n color: {},\n position: {},\n decay: {},\n distance: {}\n }\n },\n pointLightShadows: {\n value: [],\n properties: {\n shadowBias: {},\n shadowNormalBias: {},\n shadowRadius: {},\n shadowMapSize: {},\n shadowCameraNear: {},\n shadowCameraFar: {}\n }\n },\n pointShadowMap: {\n value: []\n },\n pointShadowMatrix: {\n value: []\n },\n hemisphereLights: {\n value: [],\n properties: {\n direction: {},\n skyColor: {},\n groundColor: {}\n }\n },\n // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n rectAreaLights: {\n value: [],\n properties: {\n color: {},\n position: {},\n width: {},\n height: {}\n }\n },\n ltc_1: {\n value: null\n },\n ltc_2: {\n value: null\n }\n },\n points: {\n diffuse: {\n value: new Color(0xeeeeee)\n },\n opacity: {\n value: 1.0\n },\n size: {\n value: 1.0\n },\n scale: {\n value: 1.0\n },\n map: {\n value: null\n },\n alphaMap: {\n value: null\n },\n uvTransform: {\n value: new Matrix3()\n }\n },\n sprite: {\n diffuse: {\n value: new Color(0xeeeeee)\n },\n opacity: {\n value: 1.0\n },\n center: {\n value: new Vector2(0.5, 0.5)\n },\n rotation: {\n value: 0.0\n },\n map: {\n value: null\n },\n alphaMap: {\n value: null\n },\n uvTransform: {\n value: new Matrix3()\n }\n }\n};\nvar ShaderLib = {\n basic: {\n uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.fog]),\n vertexShader: ShaderChunk.meshbasic_vert,\n fragmentShader: ShaderChunk.meshbasic_frag\n },\n lambert: {\n uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.fog, UniformsLib.lights, {\n emissive: {\n value: new Color(0x000000)\n }\n }]),\n vertexShader: ShaderChunk.meshlambert_vert,\n fragmentShader: ShaderChunk.meshlambert_frag\n },\n phong: {\n uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, UniformsLib.lights, {\n emissive: {\n value: new Color(0x000000)\n },\n specular: {\n value: new Color(0x111111)\n },\n shininess: {\n value: 30\n }\n }]),\n vertexShader: ShaderChunk.meshphong_vert,\n fragmentShader: ShaderChunk.meshphong_frag\n },\n standard: {\n uniforms: mergeUniforms([UniformsLib.common, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.roughnessmap, UniformsLib.metalnessmap, UniformsLib.fog, UniformsLib.lights, {\n emissive: {\n value: new Color(0x000000)\n },\n roughness: {\n value: 1.0\n },\n metalness: {\n value: 0.0\n },\n envMapIntensity: {\n value: 1\n } // temporary\n\n }]),\n vertexShader: ShaderChunk.meshphysical_vert,\n fragmentShader: ShaderChunk.meshphysical_frag\n },\n toon: {\n uniforms: mergeUniforms([UniformsLib.common, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.gradientmap, UniformsLib.fog, UniformsLib.lights, {\n emissive: {\n value: new Color(0x000000)\n }\n }]),\n vertexShader: ShaderChunk.meshtoon_vert,\n fragmentShader: ShaderChunk.meshtoon_frag\n },\n matcap: {\n uniforms: mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, {\n matcap: {\n value: null\n }\n }]),\n vertexShader: ShaderChunk.meshmatcap_vert,\n fragmentShader: ShaderChunk.meshmatcap_frag\n },\n points: {\n uniforms: mergeUniforms([UniformsLib.points, UniformsLib.fog]),\n vertexShader: ShaderChunk.points_vert,\n fragmentShader: ShaderChunk.points_frag\n },\n dashed: {\n uniforms: mergeUniforms([UniformsLib.common, UniformsLib.fog, {\n scale: {\n value: 1\n },\n dashSize: {\n value: 1\n },\n totalSize: {\n value: 2\n }\n }]),\n vertexShader: ShaderChunk.linedashed_vert,\n fragmentShader: ShaderChunk.linedashed_frag\n },\n depth: {\n uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap]),\n vertexShader: ShaderChunk.depth_vert,\n fragmentShader: ShaderChunk.depth_frag\n },\n normal: {\n uniforms: mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, {\n opacity: {\n value: 1.0\n }\n }]),\n vertexShader: ShaderChunk.normal_vert,\n fragmentShader: ShaderChunk.normal_frag\n },\n sprite: {\n uniforms: mergeUniforms([UniformsLib.sprite, UniformsLib.fog]),\n vertexShader: ShaderChunk.sprite_vert,\n fragmentShader: ShaderChunk.sprite_frag\n },\n background: {\n uniforms: {\n uvTransform: {\n value: new Matrix3()\n },\n t2D: {\n value: null\n }\n },\n vertexShader: ShaderChunk.background_vert,\n fragmentShader: ShaderChunk.background_frag\n },\n\n /* -------------------------------------------------------------------------\n //\tCube map shader\n ------------------------------------------------------------------------- */\n cube: {\n uniforms: mergeUniforms([UniformsLib.envmap, {\n opacity: {\n value: 1.0\n }\n }]),\n vertexShader: ShaderChunk.cube_vert,\n fragmentShader: ShaderChunk.cube_frag\n },\n equirect: {\n uniforms: {\n tEquirect: {\n value: null\n }\n },\n vertexShader: ShaderChunk.equirect_vert,\n fragmentShader: ShaderChunk.equirect_frag\n },\n distanceRGBA: {\n uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap, {\n referencePosition: {\n value: new Vector3()\n },\n nearDistance: {\n value: 1\n },\n farDistance: {\n value: 1000\n }\n }]),\n vertexShader: ShaderChunk.distanceRGBA_vert,\n fragmentShader: ShaderChunk.distanceRGBA_frag\n },\n shadow: {\n uniforms: mergeUniforms([UniformsLib.lights, UniformsLib.fog, {\n color: {\n value: new Color(0x00000)\n },\n opacity: {\n value: 1.0\n }\n }]),\n vertexShader: ShaderChunk.shadow_vert,\n fragmentShader: ShaderChunk.shadow_frag\n }\n};\nShaderLib.physical = {\n uniforms: mergeUniforms([ShaderLib.standard.uniforms, {\n clearcoat: {\n value: 0\n },\n clearcoatMap: {\n value: null\n },\n clearcoatRoughness: {\n value: 0\n },\n clearcoatRoughnessMap: {\n value: null\n },\n clearcoatNormalScale: {\n value: new Vector2(1, 1)\n },\n clearcoatNormalMap: {\n value: null\n },\n sheen: {\n value: new Color(0x000000)\n },\n transmission: {\n value: 0\n },\n transmissionMap: {\n value: null\n }\n }]),\n vertexShader: ShaderChunk.meshphysical_vert,\n fragmentShader: ShaderChunk.meshphysical_frag\n};\n\nfunction WebGLBackground(renderer, cubemaps, state, objects, premultipliedAlpha) {\n var clearColor = new Color(0x000000);\n var clearAlpha = 0;\n var planeMesh;\n var boxMesh;\n var currentBackground = null;\n var currentBackgroundVersion = 0;\n var currentTonemapping = null;\n\n function render(renderList, scene, camera, forceClear) {\n var background = scene.isScene === true ? scene.background : null;\n\n if (background && background.isTexture) {\n background = cubemaps.get(background);\n } // Ignore background in AR\n // TODO: Reconsider this.\n\n\n var xr = renderer.xr;\n var session = xr.getSession && xr.getSession();\n\n if (session && session.environmentBlendMode === 'additive') {\n background = null;\n }\n\n if (background === null) {\n setClear(clearColor, clearAlpha);\n } else if (background && background.isColor) {\n setClear(background, 1);\n forceClear = true;\n }\n\n if (renderer.autoClear || forceClear) {\n renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil);\n }\n\n if (background && (background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping)) {\n if (boxMesh === undefined) {\n boxMesh = new Mesh(new BoxBufferGeometry(1, 1, 1), new ShaderMaterial({\n name: 'BackgroundCubeMaterial',\n uniforms: cloneUniforms(ShaderLib.cube.uniforms),\n vertexShader: ShaderLib.cube.vertexShader,\n fragmentShader: ShaderLib.cube.fragmentShader,\n side: BackSide,\n depthTest: false,\n depthWrite: false,\n fog: false\n }));\n boxMesh.geometry.deleteAttribute('normal');\n boxMesh.geometry.deleteAttribute('uv');\n\n boxMesh.onBeforeRender = function (renderer, scene, camera) {\n this.matrixWorld.copyPosition(camera.matrixWorld);\n }; // enable code injection for non-built-in material\n\n\n Object.defineProperty(boxMesh.material, 'envMap', {\n get: function get() {\n return this.uniforms.envMap.value;\n }\n });\n objects.update(boxMesh);\n }\n\n if (background.isWebGLCubeRenderTarget) {\n // TODO Deprecate\n background = background.texture;\n }\n\n boxMesh.material.uniforms.envMap.value = background;\n boxMesh.material.uniforms.flipEnvMap.value = background.isCubeTexture && background._needsFlipEnvMap ? -1 : 1;\n\n if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {\n boxMesh.material.needsUpdate = true;\n currentBackground = background;\n currentBackgroundVersion = background.version;\n currentTonemapping = renderer.toneMapping;\n } // push to the pre-sorted opaque render list\n\n\n renderList.unshift(boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null);\n } else if (background && background.isTexture) {\n if (planeMesh === undefined) {\n planeMesh = new Mesh(new PlaneBufferGeometry(2, 2), new ShaderMaterial({\n name: 'BackgroundMaterial',\n uniforms: cloneUniforms(ShaderLib.background.uniforms),\n vertexShader: ShaderLib.background.vertexShader,\n fragmentShader: ShaderLib.background.fragmentShader,\n side: FrontSide,\n depthTest: false,\n depthWrite: false,\n fog: false\n }));\n planeMesh.geometry.deleteAttribute('normal'); // enable code injection for non-built-in material\n\n Object.defineProperty(planeMesh.material, 'map', {\n get: function get() {\n return this.uniforms.t2D.value;\n }\n });\n objects.update(planeMesh);\n }\n\n planeMesh.material.uniforms.t2D.value = background;\n\n if (background.matrixAutoUpdate === true) {\n background.updateMatrix();\n }\n\n planeMesh.material.uniforms.uvTransform.value.copy(background.matrix);\n\n if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {\n planeMesh.material.needsUpdate = true;\n currentBackground = background;\n currentBackgroundVersion = background.version;\n currentTonemapping = renderer.toneMapping;\n } // push to the pre-sorted opaque render list\n\n\n renderList.unshift(planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null);\n }\n }\n\n function setClear(color, alpha) {\n state.buffers.color.setClear(color.r, color.g, color.b, alpha, premultipliedAlpha);\n }\n\n return {\n getClearColor: function getClearColor() {\n return clearColor;\n },\n setClearColor: function setClearColor(color, alpha) {\n clearColor.set(color);\n clearAlpha = alpha !== undefined ? alpha : 1;\n setClear(clearColor, clearAlpha);\n },\n getClearAlpha: function getClearAlpha() {\n return clearAlpha;\n },\n setClearAlpha: function setClearAlpha(alpha) {\n clearAlpha = alpha;\n setClear(clearColor, clearAlpha);\n },\n render: render\n };\n}\n\nfunction WebGLBindingStates(gl, extensions, attributes, capabilities) {\n var maxVertexAttributes = gl.getParameter(34921);\n var extension = capabilities.isWebGL2 ? null : extensions.get('OES_vertex_array_object');\n var vaoAvailable = capabilities.isWebGL2 || extension !== null;\n var bindingStates = {};\n var defaultState = createBindingState(null);\n var currentState = defaultState;\n\n function setup(object, material, program, geometry, index) {\n var updateBuffers = false;\n\n if (vaoAvailable) {\n var state = getBindingState(geometry, program, material);\n\n if (currentState !== state) {\n currentState = state;\n bindVertexArrayObject(currentState.object);\n }\n\n updateBuffers = needsUpdate(geometry, index);\n if (updateBuffers) saveCache(geometry, index);\n } else {\n var wireframe = material.wireframe === true;\n\n if (currentState.geometry !== geometry.id || currentState.program !== program.id || currentState.wireframe !== wireframe) {\n currentState.geometry = geometry.id;\n currentState.program = program.id;\n currentState.wireframe = wireframe;\n updateBuffers = true;\n }\n }\n\n if (object.isInstancedMesh === true) {\n updateBuffers = true;\n }\n\n if (index !== null) {\n attributes.update(index, 34963);\n }\n\n if (updateBuffers) {\n setupVertexAttributes(object, material, program, geometry);\n\n if (index !== null) {\n gl.bindBuffer(34963, attributes.get(index).buffer);\n }\n }\n }\n\n function createVertexArrayObject() {\n if (capabilities.isWebGL2) return gl.createVertexArray();\n return extension.createVertexArrayOES();\n }\n\n function bindVertexArrayObject(vao) {\n if (capabilities.isWebGL2) return gl.bindVertexArray(vao);\n return extension.bindVertexArrayOES(vao);\n }\n\n function deleteVertexArrayObject(vao) {\n if (capabilities.isWebGL2) return gl.deleteVertexArray(vao);\n return extension.deleteVertexArrayOES(vao);\n }\n\n function getBindingState(geometry, program, material) {\n var wireframe = material.wireframe === true;\n var programMap = bindingStates[geometry.id];\n\n if (programMap === undefined) {\n programMap = {};\n bindingStates[geometry.id] = programMap;\n }\n\n var stateMap = programMap[program.id];\n\n if (stateMap === undefined) {\n stateMap = {};\n programMap[program.id] = stateMap;\n }\n\n var state = stateMap[wireframe];\n\n if (state === undefined) {\n state = createBindingState(createVertexArrayObject());\n stateMap[wireframe] = state;\n }\n\n return state;\n }\n\n function createBindingState(vao) {\n var newAttributes = [];\n var enabledAttributes = [];\n var attributeDivisors = [];\n\n for (var _i68 = 0; _i68 < maxVertexAttributes; _i68++) {\n newAttributes[_i68] = 0;\n enabledAttributes[_i68] = 0;\n attributeDivisors[_i68] = 0;\n }\n\n return {\n // for backward compatibility on non-VAO support browser\n geometry: null,\n program: null,\n wireframe: false,\n newAttributes: newAttributes,\n enabledAttributes: enabledAttributes,\n attributeDivisors: attributeDivisors,\n object: vao,\n attributes: {},\n index: null\n };\n }\n\n function needsUpdate(geometry, index) {\n var cachedAttributes = currentState.attributes;\n var geometryAttributes = geometry.attributes;\n if (Object.keys(cachedAttributes).length !== Object.keys(geometryAttributes).length) return true;\n\n for (var key in geometryAttributes) {\n var cachedAttribute = cachedAttributes[key];\n var geometryAttribute = geometryAttributes[key];\n if (cachedAttribute === undefined) return true;\n if (cachedAttribute.attribute !== geometryAttribute) return true;\n if (cachedAttribute.data !== geometryAttribute.data) return true;\n }\n\n if (currentState.index !== index) return true;\n return false;\n }\n\n function saveCache(geometry, index) {\n var cache = {};\n var attributes = geometry.attributes;\n\n for (var key in attributes) {\n var attribute = attributes[key];\n var data = {};\n data.attribute = attribute;\n\n if (attribute.data) {\n data.data = attribute.data;\n }\n\n cache[key] = data;\n }\n\n currentState.attributes = cache;\n currentState.index = index;\n }\n\n function initAttributes() {\n var newAttributes = currentState.newAttributes;\n\n for (var _i69 = 0, il = newAttributes.length; _i69 < il; _i69++) {\n newAttributes[_i69] = 0;\n }\n }\n\n function enableAttribute(attribute) {\n enableAttributeAndDivisor(attribute, 0);\n }\n\n function enableAttributeAndDivisor(attribute, meshPerAttribute) {\n var newAttributes = currentState.newAttributes;\n var enabledAttributes = currentState.enabledAttributes;\n var attributeDivisors = currentState.attributeDivisors;\n newAttributes[attribute] = 1;\n\n if (enabledAttributes[attribute] === 0) {\n gl.enableVertexAttribArray(attribute);\n enabledAttributes[attribute] = 1;\n }\n\n if (attributeDivisors[attribute] !== meshPerAttribute) {\n var _extension = capabilities.isWebGL2 ? gl : extensions.get('ANGLE_instanced_arrays');\n\n _extension[capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE'](attribute, meshPerAttribute);\n\n attributeDivisors[attribute] = meshPerAttribute;\n }\n }\n\n function disableUnusedAttributes() {\n var newAttributes = currentState.newAttributes;\n var enabledAttributes = currentState.enabledAttributes;\n\n for (var _i70 = 0, il = enabledAttributes.length; _i70 < il; _i70++) {\n if (enabledAttributes[_i70] !== newAttributes[_i70]) {\n gl.disableVertexAttribArray(_i70);\n enabledAttributes[_i70] = 0;\n }\n }\n }\n\n function vertexAttribPointer(index, size, type, normalized, stride, offset) {\n if (capabilities.isWebGL2 === true && (type === 5124 || type === 5125)) {\n gl.vertexAttribIPointer(index, size, type, stride, offset);\n } else {\n gl.vertexAttribPointer(index, size, type, normalized, stride, offset);\n }\n }\n\n function setupVertexAttributes(object, material, program, geometry) {\n if (capabilities.isWebGL2 === false && (object.isInstancedMesh || geometry.isInstancedBufferGeometry)) {\n if (extensions.get('ANGLE_instanced_arrays') === null) return;\n }\n\n initAttributes();\n var geometryAttributes = geometry.attributes;\n var programAttributes = program.getAttributes();\n var materialDefaultAttributeValues = material.defaultAttributeValues;\n\n for (var name in programAttributes) {\n var programAttribute = programAttributes[name];\n\n if (programAttribute >= 0) {\n var geometryAttribute = geometryAttributes[name];\n\n if (geometryAttribute !== undefined) {\n var normalized = geometryAttribute.normalized;\n var size = geometryAttribute.itemSize;\n var attribute = attributes.get(geometryAttribute); // TODO Attribute may not be available on context restore\n\n if (attribute === undefined) continue;\n var buffer = attribute.buffer;\n var type = attribute.type;\n var bytesPerElement = attribute.bytesPerElement;\n\n if (geometryAttribute.isInterleavedBufferAttribute) {\n var data = geometryAttribute.data;\n var stride = data.stride;\n var offset = geometryAttribute.offset;\n\n if (data && data.isInstancedInterleavedBuffer) {\n enableAttributeAndDivisor(programAttribute, data.meshPerAttribute);\n\n if (geometry._maxInstanceCount === undefined) {\n geometry._maxInstanceCount = data.meshPerAttribute * data.count;\n }\n } else {\n enableAttribute(programAttribute);\n }\n\n gl.bindBuffer(34962, buffer);\n vertexAttribPointer(programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement);\n } else {\n if (geometryAttribute.isInstancedBufferAttribute) {\n enableAttributeAndDivisor(programAttribute, geometryAttribute.meshPerAttribute);\n\n if (geometry._maxInstanceCount === undefined) {\n geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n }\n } else {\n enableAttribute(programAttribute);\n }\n\n gl.bindBuffer(34962, buffer);\n vertexAttribPointer(programAttribute, size, type, normalized, 0, 0);\n }\n } else if (name === 'instanceMatrix') {\n var _attribute7 = attributes.get(object.instanceMatrix); // TODO Attribute may not be available on context restore\n\n\n if (_attribute7 === undefined) continue;\n var _buffer = _attribute7.buffer;\n var _type = _attribute7.type;\n enableAttributeAndDivisor(programAttribute + 0, 1);\n enableAttributeAndDivisor(programAttribute + 1, 1);\n enableAttributeAndDivisor(programAttribute + 2, 1);\n enableAttributeAndDivisor(programAttribute + 3, 1);\n gl.bindBuffer(34962, _buffer);\n gl.vertexAttribPointer(programAttribute + 0, 4, _type, false, 64, 0);\n gl.vertexAttribPointer(programAttribute + 1, 4, _type, false, 64, 16);\n gl.vertexAttribPointer(programAttribute + 2, 4, _type, false, 64, 32);\n gl.vertexAttribPointer(programAttribute + 3, 4, _type, false, 64, 48);\n } else if (name === 'instanceColor') {\n var _attribute8 = attributes.get(object.instanceColor); // TODO Attribute may not be available on context restore\n\n\n if (_attribute8 === undefined) continue;\n var _buffer2 = _attribute8.buffer;\n var _type2 = _attribute8.type;\n enableAttributeAndDivisor(programAttribute, 1);\n gl.bindBuffer(34962, _buffer2);\n gl.vertexAttribPointer(programAttribute, 3, _type2, false, 12, 0);\n } else if (materialDefaultAttributeValues !== undefined) {\n var value = materialDefaultAttributeValues[name];\n\n if (value !== undefined) {\n switch (value.length) {\n case 2:\n gl.vertexAttrib2fv(programAttribute, value);\n break;\n\n case 3:\n gl.vertexAttrib3fv(programAttribute, value);\n break;\n\n case 4:\n gl.vertexAttrib4fv(programAttribute, value);\n break;\n\n default:\n gl.vertexAttrib1fv(programAttribute, value);\n }\n }\n }\n }\n }\n\n disableUnusedAttributes();\n }\n\n function dispose() {\n reset();\n\n for (var geometryId in bindingStates) {\n var programMap = bindingStates[geometryId];\n\n for (var programId in programMap) {\n var stateMap = programMap[programId];\n\n for (var wireframe in stateMap) {\n deleteVertexArrayObject(stateMap[wireframe].object);\n delete stateMap[wireframe];\n }\n\n delete programMap[programId];\n }\n\n delete bindingStates[geometryId];\n }\n }\n\n function releaseStatesOfGeometry(geometry) {\n if (bindingStates[geometry.id] === undefined) return;\n var programMap = bindingStates[geometry.id];\n\n for (var programId in programMap) {\n var stateMap = programMap[programId];\n\n for (var wireframe in stateMap) {\n deleteVertexArrayObject(stateMap[wireframe].object);\n delete stateMap[wireframe];\n }\n\n delete programMap[programId];\n }\n\n delete bindingStates[geometry.id];\n }\n\n function releaseStatesOfProgram(program) {\n for (var geometryId in bindingStates) {\n var programMap = bindingStates[geometryId];\n if (programMap[program.id] === undefined) continue;\n var stateMap = programMap[program.id];\n\n for (var wireframe in stateMap) {\n deleteVertexArrayObject(stateMap[wireframe].object);\n delete stateMap[wireframe];\n }\n\n delete programMap[program.id];\n }\n }\n\n function reset() {\n resetDefaultState();\n if (currentState === defaultState) return;\n currentState = defaultState;\n bindVertexArrayObject(currentState.object);\n } // for backward-compatilibity\n\n\n function resetDefaultState() {\n defaultState.geometry = null;\n defaultState.program = null;\n defaultState.wireframe = false;\n }\n\n return {\n setup: setup,\n reset: reset,\n resetDefaultState: resetDefaultState,\n dispose: dispose,\n releaseStatesOfGeometry: releaseStatesOfGeometry,\n releaseStatesOfProgram: releaseStatesOfProgram,\n initAttributes: initAttributes,\n enableAttribute: enableAttribute,\n disableUnusedAttributes: disableUnusedAttributes\n };\n}\n\nfunction WebGLBufferRenderer(gl, extensions, info, capabilities) {\n var isWebGL2 = capabilities.isWebGL2;\n var mode;\n\n function setMode(value) {\n mode = value;\n }\n\n function render(start, count) {\n gl.drawArrays(mode, start, count);\n info.update(count, mode, 1);\n }\n\n function renderInstances(start, count, primcount) {\n if (primcount === 0) return;\n var extension, methodName;\n\n if (isWebGL2) {\n extension = gl;\n methodName = 'drawArraysInstanced';\n } else {\n extension = extensions.get('ANGLE_instanced_arrays');\n methodName = 'drawArraysInstancedANGLE';\n\n if (extension === null) {\n console.error('THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');\n return;\n }\n }\n\n extension[methodName](mode, start, count, primcount);\n info.update(count, mode, primcount);\n } //\n\n\n this.setMode = setMode;\n this.render = render;\n this.renderInstances = renderInstances;\n}\n\nfunction WebGLCapabilities(gl, extensions, parameters) {\n var maxAnisotropy;\n\n function getMaxAnisotropy() {\n if (maxAnisotropy !== undefined) return maxAnisotropy;\n var extension = extensions.get('EXT_texture_filter_anisotropic');\n\n if (extension !== null) {\n maxAnisotropy = gl.getParameter(extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT);\n } else {\n maxAnisotropy = 0;\n }\n\n return maxAnisotropy;\n }\n\n function getMaxPrecision(precision) {\n if (precision === 'highp') {\n if (gl.getShaderPrecisionFormat(35633, 36338).precision > 0 && gl.getShaderPrecisionFormat(35632, 36338).precision > 0) {\n return 'highp';\n }\n\n precision = 'mediump';\n }\n\n if (precision === 'mediump') {\n if (gl.getShaderPrecisionFormat(35633, 36337).precision > 0 && gl.getShaderPrecisionFormat(35632, 36337).precision > 0) {\n return 'mediump';\n }\n }\n\n return 'lowp';\n }\n /* eslint-disable no-undef */\n\n\n var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext || typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext;\n /* eslint-enable no-undef */\n\n var precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n var maxPrecision = getMaxPrecision(precision);\n\n if (maxPrecision !== precision) {\n console.warn('THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.');\n precision = maxPrecision;\n }\n\n var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n var maxTextures = gl.getParameter(34930);\n var maxVertexTextures = gl.getParameter(35660);\n var maxTextureSize = gl.getParameter(3379);\n var maxCubemapSize = gl.getParameter(34076);\n var maxAttributes = gl.getParameter(34921);\n var maxVertexUniforms = gl.getParameter(36347);\n var maxVaryings = gl.getParameter(36348);\n var maxFragmentUniforms = gl.getParameter(36349);\n var vertexTextures = maxVertexTextures > 0;\n var floatFragmentTextures = isWebGL2 || !!extensions.get('OES_texture_float');\n var floatVertexTextures = vertexTextures && floatFragmentTextures;\n var maxSamples = isWebGL2 ? gl.getParameter(36183) : 0;\n return {\n isWebGL2: isWebGL2,\n getMaxAnisotropy: getMaxAnisotropy,\n getMaxPrecision: getMaxPrecision,\n precision: precision,\n logarithmicDepthBuffer: logarithmicDepthBuffer,\n maxTextures: maxTextures,\n maxVertexTextures: maxVertexTextures,\n maxTextureSize: maxTextureSize,\n maxCubemapSize: maxCubemapSize,\n maxAttributes: maxAttributes,\n maxVertexUniforms: maxVertexUniforms,\n maxVaryings: maxVaryings,\n maxFragmentUniforms: maxFragmentUniforms,\n vertexTextures: vertexTextures,\n floatFragmentTextures: floatFragmentTextures,\n floatVertexTextures: floatVertexTextures,\n maxSamples: maxSamples\n };\n}\n\nfunction WebGLClipping(properties) {\n var scope = this;\n var globalState = null,\n numGlobalPlanes = 0,\n localClippingEnabled = false,\n renderingShadows = false;\n var plane = new Plane(),\n viewNormalMatrix = new Matrix3(),\n uniform = {\n value: null,\n needsUpdate: false\n };\n this.uniform = uniform;\n this.numPlanes = 0;\n this.numIntersection = 0;\n\n this.init = function (planes, enableLocalClipping, camera) {\n var enabled = planes.length !== 0 || enableLocalClipping || // enable state of previous frame - the clipping code has to\n // run another frame in order to reset the state:\n numGlobalPlanes !== 0 || localClippingEnabled;\n localClippingEnabled = enableLocalClipping;\n globalState = projectPlanes(planes, camera, 0);\n numGlobalPlanes = planes.length;\n return enabled;\n };\n\n this.beginShadows = function () {\n renderingShadows = true;\n projectPlanes(null);\n };\n\n this.endShadows = function () {\n renderingShadows = false;\n resetGlobalState();\n };\n\n this.setState = function (material, camera, useCache) {\n var planes = material.clippingPlanes,\n clipIntersection = material.clipIntersection,\n clipShadows = material.clipShadows;\n var materialProperties = properties.get(material);\n\n if (!localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && !clipShadows) {\n // there's no local clipping\n if (renderingShadows) {\n // there's no global clipping\n projectPlanes(null);\n } else {\n resetGlobalState();\n }\n } else {\n var nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n lGlobal = nGlobal * 4;\n var dstArray = materialProperties.clippingState || null;\n uniform.value = dstArray; // ensure unique state\n\n dstArray = projectPlanes(planes, camera, lGlobal, useCache);\n\n for (var _i71 = 0; _i71 !== lGlobal; ++_i71) {\n dstArray[_i71] = globalState[_i71];\n }\n\n materialProperties.clippingState = dstArray;\n this.numIntersection = clipIntersection ? this.numPlanes : 0;\n this.numPlanes += nGlobal;\n }\n };\n\n function resetGlobalState() {\n if (uniform.value !== globalState) {\n uniform.value = globalState;\n uniform.needsUpdate = numGlobalPlanes > 0;\n }\n\n scope.numPlanes = numGlobalPlanes;\n scope.numIntersection = 0;\n }\n\n function projectPlanes(planes, camera, dstOffset, skipTransform) {\n var nPlanes = planes !== null ? planes.length : 0;\n var dstArray = null;\n\n if (nPlanes !== 0) {\n dstArray = uniform.value;\n\n if (skipTransform !== true || dstArray === null) {\n var flatSize = dstOffset + nPlanes * 4,\n viewMatrix = camera.matrixWorldInverse;\n viewNormalMatrix.getNormalMatrix(viewMatrix);\n\n if (dstArray === null || dstArray.length < flatSize) {\n dstArray = new Float32Array(flatSize);\n }\n\n for (var _i72 = 0, i4 = dstOffset; _i72 !== nPlanes; ++_i72, i4 += 4) {\n plane.copy(planes[_i72]).applyMatrix4(viewMatrix, viewNormalMatrix);\n plane.normal.toArray(dstArray, i4);\n dstArray[i4 + 3] = plane.constant;\n }\n }\n\n uniform.value = dstArray;\n uniform.needsUpdate = true;\n }\n\n scope.numPlanes = nPlanes;\n scope.numIntersection = 0;\n return dstArray;\n }\n}\n\nfunction WebGLCubeMaps(renderer) {\n var cubemaps = new WeakMap();\n\n function mapTextureMapping(texture, mapping) {\n if (mapping === EquirectangularReflectionMapping) {\n texture.mapping = CubeReflectionMapping;\n } else if (mapping === EquirectangularRefractionMapping) {\n texture.mapping = CubeRefractionMapping;\n }\n\n return texture;\n }\n\n function get(texture) {\n if (texture && texture.isTexture) {\n var mapping = texture.mapping;\n\n if (mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping) {\n if (cubemaps.has(texture)) {\n var cubemap = cubemaps.get(texture).texture;\n return mapTextureMapping(cubemap, texture.mapping);\n } else {\n var image = texture.image;\n\n if (image && image.height > 0) {\n var currentRenderList = renderer.getRenderList();\n var currentRenderTarget = renderer.getRenderTarget();\n var currentRenderState = renderer.getRenderState();\n var renderTarget = new WebGLCubeRenderTarget(image.height / 2);\n renderTarget.fromEquirectangularTexture(renderer, texture);\n cubemaps.set(texture, renderTarget);\n renderer.setRenderTarget(currentRenderTarget);\n renderer.setRenderList(currentRenderList);\n renderer.setRenderState(currentRenderState);\n texture.addEventListener('dispose', onTextureDispose);\n return mapTextureMapping(renderTarget.texture, texture.mapping);\n } else {\n // image not yet ready. try the conversion next frame\n return null;\n }\n }\n }\n }\n\n return texture;\n }\n\n function onTextureDispose(event) {\n var texture = event.target;\n texture.removeEventListener('dispose', onTextureDispose);\n var cubemap = cubemaps.get(texture);\n\n if (cubemap !== undefined) {\n cubemaps.delete(texture);\n cubemap.dispose();\n }\n }\n\n function dispose() {\n cubemaps = new WeakMap();\n }\n\n return {\n get: get,\n dispose: dispose\n };\n}\n\nfunction WebGLExtensions(gl) {\n var extensions = {};\n return {\n has: function has(name) {\n if (extensions[name] !== undefined) {\n return extensions[name] !== null;\n }\n\n var extension;\n\n switch (name) {\n case 'WEBGL_depth_texture':\n extension = gl.getExtension('WEBGL_depth_texture') || gl.getExtension('MOZ_WEBGL_depth_texture') || gl.getExtension('WEBKIT_WEBGL_depth_texture');\n break;\n\n case 'EXT_texture_filter_anisotropic':\n extension = gl.getExtension('EXT_texture_filter_anisotropic') || gl.getExtension('MOZ_EXT_texture_filter_anisotropic') || gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic');\n break;\n\n case 'WEBGL_compressed_texture_s3tc':\n extension = gl.getExtension('WEBGL_compressed_texture_s3tc') || gl.getExtension('MOZ_WEBGL_compressed_texture_s3tc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');\n break;\n\n case 'WEBGL_compressed_texture_pvrtc':\n extension = gl.getExtension('WEBGL_compressed_texture_pvrtc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');\n break;\n\n default:\n extension = gl.getExtension(name);\n }\n\n extensions[name] = extension;\n return extension !== null;\n },\n get: function get(name) {\n if (!this.has(name)) {\n console.warn('THREE.WebGLRenderer: ' + name + ' extension not supported.');\n }\n\n return extensions[name];\n }\n };\n}\n\nfunction WebGLGeometries(gl, attributes, info, bindingStates) {\n var geometries = new WeakMap();\n var wireframeAttributes = new WeakMap();\n\n function onGeometryDispose(event) {\n var geometry = event.target;\n var buffergeometry = geometries.get(geometry);\n\n if (buffergeometry.index !== null) {\n attributes.remove(buffergeometry.index);\n }\n\n for (var name in buffergeometry.attributes) {\n attributes.remove(buffergeometry.attributes[name]);\n }\n\n geometry.removeEventListener('dispose', onGeometryDispose);\n geometries.delete(geometry);\n var attribute = wireframeAttributes.get(buffergeometry);\n\n if (attribute) {\n attributes.remove(attribute);\n wireframeAttributes.delete(buffergeometry);\n }\n\n bindingStates.releaseStatesOfGeometry(buffergeometry);\n\n if (geometry.isInstancedBufferGeometry === true) {\n delete geometry._maxInstanceCount;\n } //\n\n\n info.memory.geometries--;\n }\n\n function get(object, geometry) {\n var buffergeometry = geometries.get(geometry);\n if (buffergeometry) return buffergeometry;\n geometry.addEventListener('dispose', onGeometryDispose);\n\n if (geometry.isBufferGeometry) {\n buffergeometry = geometry;\n } else if (geometry.isGeometry) {\n if (geometry._bufferGeometry === undefined) {\n geometry._bufferGeometry = new BufferGeometry().setFromObject(object);\n }\n\n buffergeometry = geometry._bufferGeometry;\n }\n\n geometries.set(geometry, buffergeometry);\n info.memory.geometries++;\n return buffergeometry;\n }\n\n function update(geometry) {\n var geometryAttributes = geometry.attributes; // Updating index buffer in VAO now. See WebGLBindingStates.\n\n for (var name in geometryAttributes) {\n attributes.update(geometryAttributes[name], 34962);\n } // morph targets\n\n\n var morphAttributes = geometry.morphAttributes;\n\n for (var _name3 in morphAttributes) {\n var array = morphAttributes[_name3];\n\n for (var _i73 = 0, l = array.length; _i73 < l; _i73++) {\n attributes.update(array[_i73], 34962);\n }\n }\n }\n\n function updateWireframeAttribute(geometry) {\n var indices = [];\n var geometryIndex = geometry.index;\n var geometryPosition = geometry.attributes.position;\n var version = 0;\n\n if (geometryIndex !== null) {\n var array = geometryIndex.array;\n version = geometryIndex.version;\n\n for (var _i74 = 0, l = array.length; _i74 < l; _i74 += 3) {\n var a = array[_i74 + 0];\n var b = array[_i74 + 1];\n var c = array[_i74 + 2];\n indices.push(a, b, b, c, c, a);\n }\n } else {\n var _array = geometryPosition.array;\n version = geometryPosition.version;\n\n for (var _i75 = 0, _l4 = _array.length / 3 - 1; _i75 < _l4; _i75 += 3) {\n var _a4 = _i75 + 0;\n\n var _b4 = _i75 + 1;\n\n var _c4 = _i75 + 2;\n\n indices.push(_a4, _b4, _b4, _c4, _c4, _a4);\n }\n }\n\n var attribute = new (arrayMax(indices) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(indices, 1);\n attribute.version = version; // Updating index buffer in VAO now. See WebGLBindingStates\n //\n\n var previousAttribute = wireframeAttributes.get(geometry);\n if (previousAttribute) attributes.remove(previousAttribute); //\n\n wireframeAttributes.set(geometry, attribute);\n }\n\n function getWireframeAttribute(geometry) {\n var currentAttribute = wireframeAttributes.get(geometry);\n\n if (currentAttribute) {\n var geometryIndex = geometry.index;\n\n if (geometryIndex !== null) {\n // if the attribute is obsolete, create a new one\n if (currentAttribute.version < geometryIndex.version) {\n updateWireframeAttribute(geometry);\n }\n }\n } else {\n updateWireframeAttribute(geometry);\n }\n\n return wireframeAttributes.get(geometry);\n }\n\n return {\n get: get,\n update: update,\n getWireframeAttribute: getWireframeAttribute\n };\n}\n\nfunction WebGLIndexedBufferRenderer(gl, extensions, info, capabilities) {\n var isWebGL2 = capabilities.isWebGL2;\n var mode;\n\n function setMode(value) {\n mode = value;\n }\n\n var type, bytesPerElement;\n\n function setIndex(value) {\n type = value.type;\n bytesPerElement = value.bytesPerElement;\n }\n\n function render(start, count) {\n gl.drawElements(mode, count, type, start * bytesPerElement);\n info.update(count, mode, 1);\n }\n\n function renderInstances(start, count, primcount) {\n if (primcount === 0) return;\n var extension, methodName;\n\n if (isWebGL2) {\n extension = gl;\n methodName = 'drawElementsInstanced';\n } else {\n extension = extensions.get('ANGLE_instanced_arrays');\n methodName = 'drawElementsInstancedANGLE';\n\n if (extension === null) {\n console.error('THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');\n return;\n }\n }\n\n extension[methodName](mode, count, type, start * bytesPerElement, primcount);\n info.update(count, mode, primcount);\n } //\n\n\n this.setMode = setMode;\n this.setIndex = setIndex;\n this.render = render;\n this.renderInstances = renderInstances;\n}\n\nfunction WebGLInfo(gl) {\n var memory = {\n geometries: 0,\n textures: 0\n };\n var render = {\n frame: 0,\n calls: 0,\n triangles: 0,\n points: 0,\n lines: 0\n };\n\n function update(count, mode, instanceCount) {\n render.calls++;\n\n switch (mode) {\n case 4:\n render.triangles += instanceCount * (count / 3);\n break;\n\n case 1:\n render.lines += instanceCount * (count / 2);\n break;\n\n case 3:\n render.lines += instanceCount * (count - 1);\n break;\n\n case 2:\n render.lines += instanceCount * count;\n break;\n\n case 0:\n render.points += instanceCount * count;\n break;\n\n default:\n console.error('THREE.WebGLInfo: Unknown draw mode:', mode);\n break;\n }\n }\n\n function reset() {\n render.frame++;\n render.calls = 0;\n render.triangles = 0;\n render.points = 0;\n render.lines = 0;\n }\n\n return {\n memory: memory,\n render: render,\n programs: null,\n autoReset: true,\n reset: reset,\n update: update\n };\n}\n\nfunction numericalSort(a, b) {\n return a[0] - b[0];\n}\n\nfunction absNumericalSort(a, b) {\n return Math.abs(b[1]) - Math.abs(a[1]);\n}\n\nfunction WebGLMorphtargets(gl) {\n var influencesList = {};\n var morphInfluences = new Float32Array(8);\n var workInfluences = [];\n\n for (var _i76 = 0; _i76 < 8; _i76++) {\n workInfluences[_i76] = [_i76, 0];\n }\n\n function update(object, geometry, material, program) {\n var objectInfluences = object.morphTargetInfluences; // When object doesn't have morph target influences defined, we treat it as a 0-length array\n // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences\n\n var length = objectInfluences === undefined ? 0 : objectInfluences.length;\n var influences = influencesList[geometry.id];\n\n if (influences === undefined) {\n // initialise list\n influences = [];\n\n for (var _i77 = 0; _i77 < length; _i77++) {\n influences[_i77] = [_i77, 0];\n }\n\n influencesList[geometry.id] = influences;\n } // Collect influences\n\n\n for (var _i78 = 0; _i78 < length; _i78++) {\n var influence = influences[_i78];\n influence[0] = _i78;\n influence[1] = objectInfluences[_i78];\n }\n\n influences.sort(absNumericalSort);\n\n for (var _i79 = 0; _i79 < 8; _i79++) {\n if (_i79 < length && influences[_i79][1]) {\n workInfluences[_i79][0] = influences[_i79][0];\n workInfluences[_i79][1] = influences[_i79][1];\n } else {\n workInfluences[_i79][0] = Number.MAX_SAFE_INTEGER;\n workInfluences[_i79][1] = 0;\n }\n }\n\n workInfluences.sort(numericalSort);\n var morphTargets = material.morphTargets && geometry.morphAttributes.position;\n var morphNormals = material.morphNormals && geometry.morphAttributes.normal;\n var morphInfluencesSum = 0;\n\n for (var _i80 = 0; _i80 < 8; _i80++) {\n var _influence = workInfluences[_i80];\n var index = _influence[0];\n var value = _influence[1];\n\n if (index !== Number.MAX_SAFE_INTEGER && value) {\n if (morphTargets && geometry.getAttribute('morphTarget' + _i80) !== morphTargets[index]) {\n geometry.setAttribute('morphTarget' + _i80, morphTargets[index]);\n }\n\n if (morphNormals && geometry.getAttribute('morphNormal' + _i80) !== morphNormals[index]) {\n geometry.setAttribute('morphNormal' + _i80, morphNormals[index]);\n }\n\n morphInfluences[_i80] = value;\n morphInfluencesSum += value;\n } else {\n if (morphTargets && geometry.getAttribute('morphTarget' + _i80) !== undefined) {\n geometry.deleteAttribute('morphTarget' + _i80);\n }\n\n if (morphNormals && geometry.getAttribute('morphNormal' + _i80) !== undefined) {\n geometry.deleteAttribute('morphNormal' + _i80);\n }\n\n morphInfluences[_i80] = 0;\n }\n } // GLSL shader uses formula baseinfluence * base + sum(target * influence)\n // This allows us to switch between absolute morphs and relative morphs without changing shader code\n // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)\n\n\n var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n program.getUniforms().setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence);\n program.getUniforms().setValue(gl, 'morphTargetInfluences', morphInfluences);\n }\n\n return {\n update: update\n };\n}\n\nfunction WebGLObjects(gl, geometries, attributes, info) {\n var updateMap = new WeakMap();\n\n function update(object) {\n var frame = info.render.frame;\n var geometry = object.geometry;\n var buffergeometry = geometries.get(object, geometry); // Update once per frame\n\n if (updateMap.get(buffergeometry) !== frame) {\n if (geometry.isGeometry) {\n buffergeometry.updateFromObject(object);\n }\n\n geometries.update(buffergeometry);\n updateMap.set(buffergeometry, frame);\n }\n\n if (object.isInstancedMesh) {\n attributes.update(object.instanceMatrix, 34962);\n\n if (object.instanceColor !== null) {\n attributes.update(object.instanceColor, 34962);\n }\n }\n\n return buffergeometry;\n }\n\n function dispose() {\n updateMap = new WeakMap();\n }\n\n return {\n update: update,\n dispose: dispose\n };\n}\n\nfunction DataTexture2DArray(data, width, height, depth) {\n Texture.call(this, null);\n this.image = {\n data: data || null,\n width: width || 1,\n height: height || 1,\n depth: depth || 1\n };\n this.magFilter = NearestFilter;\n this.minFilter = NearestFilter;\n this.wrapR = ClampToEdgeWrapping;\n this.generateMipmaps = false;\n this.flipY = false;\n this.needsUpdate = true;\n}\n\nDataTexture2DArray.prototype = Object.create(Texture.prototype);\nDataTexture2DArray.prototype.constructor = DataTexture2DArray;\nDataTexture2DArray.prototype.isDataTexture2DArray = true;\n\nfunction DataTexture3D(data, width, height, depth) {\n // We're going to add .setXXX() methods for setting properties later.\n // Users can still set in DataTexture3D directly.\n //\n //\tconst texture = new THREE.DataTexture3D( data, width, height, depth );\n // \ttexture.anisotropy = 16;\n //\n // See #14839\n Texture.call(this, null);\n this.image = {\n data: data || null,\n width: width || 1,\n height: height || 1,\n depth: depth || 1\n };\n this.magFilter = NearestFilter;\n this.minFilter = NearestFilter;\n this.wrapR = ClampToEdgeWrapping;\n this.generateMipmaps = false;\n this.flipY = false;\n this.needsUpdate = true;\n}\n\nDataTexture3D.prototype = Object.create(Texture.prototype);\nDataTexture3D.prototype.constructor = DataTexture3D;\nDataTexture3D.prototype.isDataTexture3D = true;\n/**\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [textures] )\n *\n * \t\tuploads a uniform value(s)\n * \tthe 'textures' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (textures factorizations):\n *\n * .upload( gl, seq, values, textures )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (textures factorizations):\n *\n * .setValue( gl, name, value, textures )\n *\n * \t\tsets uniform with name 'name' to 'value'\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\nvar emptyTexture = new Texture();\nvar emptyTexture2dArray = new DataTexture2DArray();\nvar emptyTexture3d = new DataTexture3D();\nvar emptyCubeTexture = new CubeTexture(); // --- Utilities ---\n// Array Caches (provide typed arrays for temporary by size)\n\nvar arrayCacheF32 = [];\nvar arrayCacheI32 = []; // Float32Array caches used for uploading Matrix uniforms\n\nvar mat4array = new Float32Array(16);\nvar mat3array = new Float32Array(9);\nvar mat2array = new Float32Array(4); // Flattening for arrays of vectors and matrices\n\nfunction flatten(array, nBlocks, blockSize) {\n var firstElem = array[0];\n if (firstElem <= 0 || firstElem > 0) return array; // unoptimized: ! isNaN( firstElem )\n // see http://jacksondunstan.com/articles/983\n\n var n = nBlocks * blockSize;\n var r = arrayCacheF32[n];\n\n if (r === undefined) {\n r = new Float32Array(n);\n arrayCacheF32[n] = r;\n }\n\n if (nBlocks !== 0) {\n firstElem.toArray(r, 0);\n\n for (var _i81 = 1, offset = 0; _i81 !== nBlocks; ++_i81) {\n offset += blockSize;\n\n array[_i81].toArray(r, offset);\n }\n }\n\n return r;\n}\n\nfunction arraysEqual(a, b) {\n if (a.length !== b.length) return false;\n\n for (var _i82 = 0, l = a.length; _i82 < l; _i82++) {\n if (a[_i82] !== b[_i82]) return false;\n }\n\n return true;\n}\n\nfunction copyArray(a, b) {\n for (var _i83 = 0, l = b.length; _i83 < l; _i83++) {\n a[_i83] = b[_i83];\n }\n} // Texture unit allocation\n\n\nfunction allocTexUnits(textures, n) {\n var r = arrayCacheI32[n];\n\n if (r === undefined) {\n r = new Int32Array(n);\n arrayCacheI32[n] = r;\n }\n\n for (var _i84 = 0; _i84 !== n; ++_i84) {\n r[_i84] = textures.allocateTextureUnit();\n }\n\n return r;\n} // --- Setters ---\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n// Single scalar\n\n\nfunction setValueV1f(gl, v) {\n var cache = this.cache;\n if (cache[0] === v) return;\n gl.uniform1f(this.addr, v);\n cache[0] = v;\n} // Single float vector (from flat array or THREE.VectorN)\n\n\nfunction setValueV2f(gl, v) {\n var cache = this.cache;\n\n if (v.x !== undefined) {\n if (cache[0] !== v.x || cache[1] !== v.y) {\n gl.uniform2f(this.addr, v.x, v.y);\n cache[0] = v.x;\n cache[1] = v.y;\n }\n } else {\n if (arraysEqual(cache, v)) return;\n gl.uniform2fv(this.addr, v);\n copyArray(cache, v);\n }\n}\n\nfunction setValueV3f(gl, v) {\n var cache = this.cache;\n\n if (v.x !== undefined) {\n if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) {\n gl.uniform3f(this.addr, v.x, v.y, v.z);\n cache[0] = v.x;\n cache[1] = v.y;\n cache[2] = v.z;\n }\n } else if (v.r !== undefined) {\n if (cache[0] !== v.r || cache[1] !== v.g || cache[2] !== v.b) {\n gl.uniform3f(this.addr, v.r, v.g, v.b);\n cache[0] = v.r;\n cache[1] = v.g;\n cache[2] = v.b;\n }\n } else {\n if (arraysEqual(cache, v)) return;\n gl.uniform3fv(this.addr, v);\n copyArray(cache, v);\n }\n}\n\nfunction setValueV4f(gl, v) {\n var cache = this.cache;\n\n if (v.x !== undefined) {\n if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) {\n gl.uniform4f(this.addr, v.x, v.y, v.z, v.w);\n cache[0] = v.x;\n cache[1] = v.y;\n cache[2] = v.z;\n cache[3] = v.w;\n }\n } else {\n if (arraysEqual(cache, v)) return;\n gl.uniform4fv(this.addr, v);\n copyArray(cache, v);\n }\n} // Single matrix (from flat array or MatrixN)\n\n\nfunction setValueM2(gl, v) {\n var cache = this.cache;\n var elements = v.elements;\n\n if (elements === undefined) {\n if (arraysEqual(cache, v)) return;\n gl.uniformMatrix2fv(this.addr, false, v);\n copyArray(cache, v);\n } else {\n if (arraysEqual(cache, elements)) return;\n mat2array.set(elements);\n gl.uniformMatrix2fv(this.addr, false, mat2array);\n copyArray(cache, elements);\n }\n}\n\nfunction setValueM3(gl, v) {\n var cache = this.cache;\n var elements = v.elements;\n\n if (elements === undefined) {\n if (arraysEqual(cache, v)) return;\n gl.uniformMatrix3fv(this.addr, false, v);\n copyArray(cache, v);\n } else {\n if (arraysEqual(cache, elements)) return;\n mat3array.set(elements);\n gl.uniformMatrix3fv(this.addr, false, mat3array);\n copyArray(cache, elements);\n }\n}\n\nfunction setValueM4(gl, v) {\n var cache = this.cache;\n var elements = v.elements;\n\n if (elements === undefined) {\n if (arraysEqual(cache, v)) return;\n gl.uniformMatrix4fv(this.addr, false, v);\n copyArray(cache, v);\n } else {\n if (arraysEqual(cache, elements)) return;\n mat4array.set(elements);\n gl.uniformMatrix4fv(this.addr, false, mat4array);\n copyArray(cache, elements);\n }\n} // Single texture (2D / Cube)\n\n\nfunction setValueT1(gl, v, textures) {\n var cache = this.cache;\n var unit = textures.allocateTextureUnit();\n\n if (cache[0] !== unit) {\n gl.uniform1i(this.addr, unit);\n cache[0] = unit;\n }\n\n textures.safeSetTexture2D(v || emptyTexture, unit);\n}\n\nfunction setValueT2DArray1(gl, v, textures) {\n var cache = this.cache;\n var unit = textures.allocateTextureUnit();\n\n if (cache[0] !== unit) {\n gl.uniform1i(this.addr, unit);\n cache[0] = unit;\n }\n\n textures.setTexture2DArray(v || emptyTexture2dArray, unit);\n}\n\nfunction setValueT3D1(gl, v, textures) {\n var cache = this.cache;\n var unit = textures.allocateTextureUnit();\n\n if (cache[0] !== unit) {\n gl.uniform1i(this.addr, unit);\n cache[0] = unit;\n }\n\n textures.setTexture3D(v || emptyTexture3d, unit);\n}\n\nfunction setValueT6(gl, v, textures) {\n var cache = this.cache;\n var unit = textures.allocateTextureUnit();\n\n if (cache[0] !== unit) {\n gl.uniform1i(this.addr, unit);\n cache[0] = unit;\n }\n\n textures.safeSetTextureCube(v || emptyCubeTexture, unit);\n} // Integer / Boolean vectors or arrays thereof (always flat arrays)\n\n\nfunction setValueV1i(gl, v) {\n var cache = this.cache;\n if (cache[0] === v) return;\n gl.uniform1i(this.addr, v);\n cache[0] = v;\n}\n\nfunction setValueV2i(gl, v) {\n var cache = this.cache;\n if (arraysEqual(cache, v)) return;\n gl.uniform2iv(this.addr, v);\n copyArray(cache, v);\n}\n\nfunction setValueV3i(gl, v) {\n var cache = this.cache;\n if (arraysEqual(cache, v)) return;\n gl.uniform3iv(this.addr, v);\n copyArray(cache, v);\n}\n\nfunction setValueV4i(gl, v) {\n var cache = this.cache;\n if (arraysEqual(cache, v)) return;\n gl.uniform4iv(this.addr, v);\n copyArray(cache, v);\n} // uint\n\n\nfunction setValueV1ui(gl, v) {\n var cache = this.cache;\n if (cache[0] === v) return;\n gl.uniform1ui(this.addr, v);\n cache[0] = v;\n} // Helper to pick the right setter for the singular case\n\n\nfunction getSingularSetter(type) {\n switch (type) {\n case 0x1406:\n return setValueV1f;\n // FLOAT\n\n case 0x8b50:\n return setValueV2f;\n // _VEC2\n\n case 0x8b51:\n return setValueV3f;\n // _VEC3\n\n case 0x8b52:\n return setValueV4f;\n // _VEC4\n\n case 0x8b5a:\n return setValueM2;\n // _MAT2\n\n case 0x8b5b:\n return setValueM3;\n // _MAT3\n\n case 0x8b5c:\n return setValueM4;\n // _MAT4\n\n case 0x1404:\n case 0x8b56:\n return setValueV1i;\n // INT, BOOL\n\n case 0x8b53:\n case 0x8b57:\n return setValueV2i;\n // _VEC2\n\n case 0x8b54:\n case 0x8b58:\n return setValueV3i;\n // _VEC3\n\n case 0x8b55:\n case 0x8b59:\n return setValueV4i;\n // _VEC4\n\n case 0x1405:\n return setValueV1ui;\n // UINT\n\n case 0x8b5e: // SAMPLER_2D\n\n case 0x8d66: // SAMPLER_EXTERNAL_OES\n\n case 0x8dca: // INT_SAMPLER_2D\n\n case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\n case 0x8b62:\n // SAMPLER_2D_SHADOW\n return setValueT1;\n\n case 0x8b5f: // SAMPLER_3D\n\n case 0x8dcb: // INT_SAMPLER_3D\n\n case 0x8dd3:\n // UNSIGNED_INT_SAMPLER_3D\n return setValueT3D1;\n\n case 0x8b60: // SAMPLER_CUBE\n\n case 0x8dcc: // INT_SAMPLER_CUBE\n\n case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\n case 0x8dc5:\n // SAMPLER_CUBE_SHADOW\n return setValueT6;\n\n case 0x8dc1: // SAMPLER_2D_ARRAY\n\n case 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\n case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\n case 0x8dc4:\n // SAMPLER_2D_ARRAY_SHADOW\n return setValueT2DArray1;\n }\n} // Array of scalars\n\n\nfunction setValueV1fArray(gl, v) {\n gl.uniform1fv(this.addr, v);\n} // Integer / Boolean vectors or arrays thereof (always flat arrays)\n\n\nfunction setValueV1iArray(gl, v) {\n gl.uniform1iv(this.addr, v);\n}\n\nfunction setValueV2iArray(gl, v) {\n gl.uniform2iv(this.addr, v);\n}\n\nfunction setValueV3iArray(gl, v) {\n gl.uniform3iv(this.addr, v);\n}\n\nfunction setValueV4iArray(gl, v) {\n gl.uniform4iv(this.addr, v);\n} // Array of vectors (flat or from THREE classes)\n\n\nfunction setValueV2fArray(gl, v) {\n var data = flatten(v, this.size, 2);\n gl.uniform2fv(this.addr, data);\n}\n\nfunction setValueV3fArray(gl, v) {\n var data = flatten(v, this.size, 3);\n gl.uniform3fv(this.addr, data);\n}\n\nfunction setValueV4fArray(gl, v) {\n var data = flatten(v, this.size, 4);\n gl.uniform4fv(this.addr, data);\n} // Array of matrices (flat or from THREE clases)\n\n\nfunction setValueM2Array(gl, v) {\n var data = flatten(v, this.size, 4);\n gl.uniformMatrix2fv(this.addr, false, data);\n}\n\nfunction setValueM3Array(gl, v) {\n var data = flatten(v, this.size, 9);\n gl.uniformMatrix3fv(this.addr, false, data);\n}\n\nfunction setValueM4Array(gl, v) {\n var data = flatten(v, this.size, 16);\n gl.uniformMatrix4fv(this.addr, false, data);\n} // Array of textures (2D / Cube)\n\n\nfunction setValueT1Array(gl, v, textures) {\n var n = v.length;\n var units = allocTexUnits(textures, n);\n gl.uniform1iv(this.addr, units);\n\n for (var _i85 = 0; _i85 !== n; ++_i85) {\n textures.safeSetTexture2D(v[_i85] || emptyTexture, units[_i85]);\n }\n}\n\nfunction setValueT6Array(gl, v, textures) {\n var n = v.length;\n var units = allocTexUnits(textures, n);\n gl.uniform1iv(this.addr, units);\n\n for (var _i86 = 0; _i86 !== n; ++_i86) {\n textures.safeSetTextureCube(v[_i86] || emptyCubeTexture, units[_i86]);\n }\n} // Helper to pick the right setter for a pure (bottom-level) array\n\n\nfunction getPureArraySetter(type) {\n switch (type) {\n case 0x1406:\n return setValueV1fArray;\n // FLOAT\n\n case 0x8b50:\n return setValueV2fArray;\n // _VEC2\n\n case 0x8b51:\n return setValueV3fArray;\n // _VEC3\n\n case 0x8b52:\n return setValueV4fArray;\n // _VEC4\n\n case 0x8b5a:\n return setValueM2Array;\n // _MAT2\n\n case 0x8b5b:\n return setValueM3Array;\n // _MAT3\n\n case 0x8b5c:\n return setValueM4Array;\n // _MAT4\n\n case 0x1404:\n case 0x8b56:\n return setValueV1iArray;\n // INT, BOOL\n\n case 0x8b53:\n case 0x8b57:\n return setValueV2iArray;\n // _VEC2\n\n case 0x8b54:\n case 0x8b58:\n return setValueV3iArray;\n // _VEC3\n\n case 0x8b55:\n case 0x8b59:\n return setValueV4iArray;\n // _VEC4\n\n case 0x8b5e: // SAMPLER_2D\n\n case 0x8d66: // SAMPLER_EXTERNAL_OES\n\n case 0x8dca: // INT_SAMPLER_2D\n\n case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\n case 0x8b62:\n // SAMPLER_2D_SHADOW\n return setValueT1Array;\n\n case 0x8b60: // SAMPLER_CUBE\n\n case 0x8dcc: // INT_SAMPLER_CUBE\n\n case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\n case 0x8dc5:\n // SAMPLER_CUBE_SHADOW\n return setValueT6Array;\n }\n} // --- Uniform Classes ---\n\n\nfunction SingleUniform(id, activeInfo, addr) {\n this.id = id;\n this.addr = addr;\n this.cache = [];\n this.setValue = getSingularSetter(activeInfo.type); // this.path = activeInfo.name; // DEBUG\n}\n\nfunction PureArrayUniform(id, activeInfo, addr) {\n this.id = id;\n this.addr = addr;\n this.cache = [];\n this.size = activeInfo.size;\n this.setValue = getPureArraySetter(activeInfo.type); // this.path = activeInfo.name; // DEBUG\n}\n\nPureArrayUniform.prototype.updateCache = function (data) {\n var cache = this.cache;\n\n if (data instanceof Float32Array && cache.length !== data.length) {\n this.cache = new Float32Array(data.length);\n }\n\n copyArray(cache, data);\n};\n\nfunction StructuredUniform(id) {\n this.id = id;\n this.seq = [];\n this.map = {};\n}\n\nStructuredUniform.prototype.setValue = function (gl, value, textures) {\n var seq = this.seq;\n\n for (var _i87 = 0, n = seq.length; _i87 !== n; ++_i87) {\n var u = seq[_i87];\n u.setValue(gl, value[u.id], textures);\n }\n}; // --- Top-level ---\n// Parser - builds up the property tree from the path strings\n\n\nvar RePathPart = /([\\w\\d_]+)(\\])?(\\[|\\.)?/g; // extracts\n// \t- the identifier (member name or array index)\n// - followed by an optional right bracket (found when array index)\n// - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform(container, uniformObject) {\n container.seq.push(uniformObject);\n container.map[uniformObject.id] = uniformObject;\n}\n\nfunction parseUniform(activeInfo, addr, container) {\n var path = activeInfo.name,\n pathLength = path.length; // reset RegExp object, because of the early exit of a previous run\n\n RePathPart.lastIndex = 0;\n\n while (true) {\n var match = RePathPart.exec(path),\n matchEnd = RePathPart.lastIndex;\n var id = match[1];\n var idIsIndex = match[2] === ']',\n subscript = match[3];\n if (idIsIndex) id = id | 0; // convert to integer\n\n if (subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength) {\n // bare name or \"pure\" bottom-level array \"[0]\" suffix\n addUniform(container, subscript === undefined ? new SingleUniform(id, activeInfo, addr) : new PureArrayUniform(id, activeInfo, addr));\n break;\n } else {\n // step into inner node / create it in case it doesn't exist\n var map = container.map;\n var next = map[id];\n\n if (next === undefined) {\n next = new StructuredUniform(id);\n addUniform(container, next);\n }\n\n container = next;\n }\n }\n} // Root Container\n\n\nfunction WebGLUniforms(gl, program) {\n this.seq = [];\n this.map = {};\n var n = gl.getProgramParameter(program, 35718);\n\n for (var _i88 = 0; _i88 < n; ++_i88) {\n var info = gl.getActiveUniform(program, _i88),\n addr = gl.getUniformLocation(program, info.name);\n parseUniform(info, addr, this);\n }\n}\n\nWebGLUniforms.prototype.setValue = function (gl, name, value, textures) {\n var u = this.map[name];\n if (u !== undefined) u.setValue(gl, value, textures);\n};\n\nWebGLUniforms.prototype.setOptional = function (gl, object, name) {\n var v = object[name];\n if (v !== undefined) this.setValue(gl, name, v);\n}; // Static interface\n\n\nWebGLUniforms.upload = function (gl, seq, values, textures) {\n for (var _i89 = 0, n = seq.length; _i89 !== n; ++_i89) {\n var u = seq[_i89],\n v = values[u.id];\n\n if (v.needsUpdate !== false) {\n // note: always updating when .needsUpdate is undefined\n u.setValue(gl, v.value, textures);\n }\n }\n};\n\nWebGLUniforms.seqWithValue = function (seq, values) {\n var r = [];\n\n for (var _i90 = 0, n = seq.length; _i90 !== n; ++_i90) {\n var u = seq[_i90];\n if (u.id in values) r.push(u);\n }\n\n return r;\n};\n\nfunction WebGLShader(gl, type, string) {\n var shader = gl.createShader(type);\n gl.shaderSource(shader, string);\n gl.compileShader(shader);\n return shader;\n}\n\nvar programIdCount = 0;\n\nfunction addLineNumbers(string) {\n var lines = string.split('\\n');\n\n for (var _i91 = 0; _i91 < lines.length; _i91++) {\n lines[_i91] = _i91 + 1 + ': ' + lines[_i91];\n }\n\n return lines.join('\\n');\n}\n\nfunction getEncodingComponents(encoding) {\n switch (encoding) {\n case LinearEncoding:\n return ['Linear', '( value )'];\n\n case sRGBEncoding:\n return ['sRGB', '( value )'];\n\n case RGBEEncoding:\n return ['RGBE', '( value )'];\n\n case RGBM7Encoding:\n return ['RGBM', '( value, 7.0 )'];\n\n case RGBM16Encoding:\n return ['RGBM', '( value, 16.0 )'];\n\n case RGBDEncoding:\n return ['RGBD', '( value, 256.0 )'];\n\n case GammaEncoding:\n return ['Gamma', '( value, float( GAMMA_FACTOR ) )'];\n\n case LogLuvEncoding:\n return ['LogLuv', '( value )'];\n\n default:\n console.warn('THREE.WebGLProgram: Unsupported encoding:', encoding);\n return ['Linear', '( value )'];\n }\n}\n\nfunction getShaderErrors(gl, shader, type) {\n var status = gl.getShaderParameter(shader, 35713);\n var log = gl.getShaderInfoLog(shader).trim();\n if (status && log === '') return ''; // --enable-privileged-webgl-extension\n // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n var source = gl.getShaderSource(shader);\n return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\\n' + log + addLineNumbers(source);\n}\n\nfunction getTexelDecodingFunction(functionName, encoding) {\n var components = getEncodingComponents(encoding);\n return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[0] + 'ToLinear' + components[1] + '; }';\n}\n\nfunction getTexelEncodingFunction(functionName, encoding) {\n var components = getEncodingComponents(encoding);\n return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[0] + components[1] + '; }';\n}\n\nfunction getToneMappingFunction(functionName, toneMapping) {\n var toneMappingName;\n\n switch (toneMapping) {\n case LinearToneMapping:\n toneMappingName = 'Linear';\n break;\n\n case ReinhardToneMapping:\n toneMappingName = 'Reinhard';\n break;\n\n case CineonToneMapping:\n toneMappingName = 'OptimizedCineon';\n break;\n\n case ACESFilmicToneMapping:\n toneMappingName = 'ACESFilmic';\n break;\n\n case CustomToneMapping:\n toneMappingName = 'Custom';\n break;\n\n default:\n console.warn('THREE.WebGLProgram: Unsupported toneMapping:', toneMapping);\n toneMappingName = 'Linear';\n }\n\n return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';\n}\n\nfunction generateExtensions(parameters) {\n var chunks = [parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ? '#extension GL_OES_standard_derivatives : enable' : '', (parameters.extensionFragDepth || parameters.logarithmicDepthBuffer) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '', parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ? '#extension GL_EXT_draw_buffers : require' : '', (parameters.extensionShaderTextureLOD || parameters.envMap) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''];\n return chunks.filter(filterEmptyLine).join('\\n');\n}\n\nfunction generateDefines(defines) {\n var chunks = [];\n\n for (var name in defines) {\n var value = defines[name];\n if (value === false) continue;\n chunks.push('#define ' + name + ' ' + value);\n }\n\n return chunks.join('\\n');\n}\n\nfunction fetchAttributeLocations(gl, program) {\n var attributes = {};\n var n = gl.getProgramParameter(program, 35721);\n\n for (var _i92 = 0; _i92 < n; _i92++) {\n var info = gl.getActiveAttrib(program, _i92);\n var name = info.name; // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n attributes[name] = gl.getAttribLocation(program, name);\n }\n\n return attributes;\n}\n\nfunction filterEmptyLine(string) {\n return string !== '';\n}\n\nfunction replaceLightNums(string, parameters) {\n return string.replace(/NUM_DIR_LIGHTS/g, parameters.numDirLights).replace(/NUM_SPOT_LIGHTS/g, parameters.numSpotLights).replace(/NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g, parameters.numPointLights).replace(/NUM_HEMI_LIGHTS/g, parameters.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows);\n}\n\nfunction replaceClippingPlaneNums(string, parameters) {\n return string.replace(/NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g, parameters.numClippingPlanes - parameters.numClipIntersection);\n} // Resolve Includes\n\n\nvar includePattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\n\nfunction resolveIncludes(string) {\n return string.replace(includePattern, includeReplacer);\n}\n\nfunction includeReplacer(match, include) {\n var string = ShaderChunk[include];\n\n if (string === undefined) {\n throw new Error('Can not resolve #include <' + include + '>');\n }\n\n return resolveIncludes(string);\n} // Unroll Loops\n\n\nvar deprecatedUnrollLoopPattern = /#pragma unroll_loop[\\s]+?for \\( int i \\= (\\d+)\\; i < (\\d+)\\; i \\+\\+ \\) \\{([\\s\\S]+?)(?=\\})\\}/g;\nvar unrollLoopPattern = /#pragma unroll_loop_start\\s+for\\s*\\(\\s*int\\s+i\\s*=\\s*(\\d+)\\s*;\\s*i\\s*<\\s*(\\d+)\\s*;\\s*i\\s*\\+\\+\\s*\\)\\s*{([\\s\\S]+?)}\\s+#pragma unroll_loop_end/g;\n\nfunction unrollLoops(string) {\n return string.replace(unrollLoopPattern, loopReplacer).replace(deprecatedUnrollLoopPattern, deprecatedLoopReplacer);\n}\n\nfunction deprecatedLoopReplacer(match, start, end, snippet) {\n console.warn('WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.');\n return loopReplacer(match, start, end, snippet);\n}\n\nfunction loopReplacer(match, start, end, snippet) {\n var string = '';\n\n for (var _i93 = parseInt(start); _i93 < parseInt(end); _i93++) {\n string += snippet.replace(/\\[\\s*i\\s*\\]/g, '[ ' + _i93 + ' ]').replace(/UNROLLED_LOOP_INDEX/g, _i93);\n }\n\n return string;\n} //\n\n\nfunction generatePrecision(parameters) {\n var precisionstring = \"precision \" + parameters.precision + \" float;\\nprecision \" + parameters.precision + \" int;\";\n\n if (parameters.precision === \"highp\") {\n precisionstring += \"\\n#define HIGH_PRECISION\";\n } else if (parameters.precision === \"mediump\") {\n precisionstring += \"\\n#define MEDIUM_PRECISION\";\n } else if (parameters.precision === \"lowp\") {\n precisionstring += \"\\n#define LOW_PRECISION\";\n }\n\n return precisionstring;\n}\n\nfunction generateShadowMapTypeDefine(parameters) {\n var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n if (parameters.shadowMapType === PCFShadowMap) {\n shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n } else if (parameters.shadowMapType === PCFSoftShadowMap) {\n shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n } else if (parameters.shadowMapType === VSMShadowMap) {\n shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';\n }\n\n return shadowMapTypeDefine;\n}\n\nfunction generateEnvMapTypeDefine(parameters) {\n var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\n if (parameters.envMap) {\n switch (parameters.envMapMode) {\n case CubeReflectionMapping:\n case CubeRefractionMapping:\n envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n break;\n\n case CubeUVReflectionMapping:\n case CubeUVRefractionMapping:\n envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n break;\n }\n }\n\n return envMapTypeDefine;\n}\n\nfunction generateEnvMapModeDefine(parameters) {\n var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\n if (parameters.envMap) {\n switch (parameters.envMapMode) {\n case CubeRefractionMapping:\n case CubeUVRefractionMapping:\n envMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n break;\n }\n }\n\n return envMapModeDefine;\n}\n\nfunction generateEnvMapBlendingDefine(parameters) {\n var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';\n\n if (parameters.envMap) {\n switch (parameters.combine) {\n case MultiplyOperation:\n envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n break;\n\n case MixOperation:\n envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n break;\n\n case AddOperation:\n envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n break;\n }\n }\n\n return envMapBlendingDefine;\n}\n\nfunction WebGLProgram(renderer, cacheKey, parameters, bindingStates) {\n var gl = renderer.getContext();\n var defines = parameters.defines;\n var vertexShader = parameters.vertexShader;\n var fragmentShader = parameters.fragmentShader;\n var shadowMapTypeDefine = generateShadowMapTypeDefine(parameters);\n var envMapTypeDefine = generateEnvMapTypeDefine(parameters);\n var envMapModeDefine = generateEnvMapModeDefine(parameters);\n var envMapBlendingDefine = generateEnvMapBlendingDefine(parameters);\n var gammaFactorDefine = renderer.gammaFactor > 0 ? renderer.gammaFactor : 1.0;\n var customExtensions = parameters.isWebGL2 ? '' : generateExtensions(parameters);\n var customDefines = generateDefines(defines);\n var program = gl.createProgram();\n var prefixVertex, prefixFragment;\n var versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + \"\\n\" : '';\n\n if (parameters.isRawShaderMaterial) {\n prefixVertex = [customDefines].filter(filterEmptyLine).join('\\n');\n\n if (prefixVertex.length > 0) {\n prefixVertex += '\\n';\n }\n\n prefixFragment = [customExtensions, customDefines].filter(filterEmptyLine).join('\\n');\n\n if (prefixFragment.length > 0) {\n prefixFragment += '\\n';\n }\n } else {\n prefixVertex = [generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, parameters.instancing ? '#define USE_INSTANCING' : '', parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '', parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', '#define GAMMA_FACTOR ' + gammaFactorDefine, '#define MAX_BONES ' + parameters.maxBones, parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '', parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors ? '#define USE_COLOR' : '', parameters.vertexUvs ? '#define USE_UV' : '', parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.skinning ? '#define USE_SKINNING' : '', parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', 'uniform mat4 modelMatrix;', 'uniform mat4 modelViewMatrix;', 'uniform mat4 projectionMatrix;', 'uniform mat4 viewMatrix;', 'uniform mat3 normalMatrix;', 'uniform vec3 cameraPosition;', 'uniform bool isOrthographic;', '#ifdef USE_INSTANCING', '\tattribute mat4 instanceMatrix;', '#endif', '#ifdef USE_INSTANCING_COLOR', '\tattribute vec3 instanceColor;', '#endif', 'attribute vec3 position;', 'attribute vec3 normal;', 'attribute vec2 uv;', '#ifdef USE_TANGENT', '\tattribute vec4 tangent;', '#endif', '#ifdef USE_COLOR', '\tattribute vec3 color;', '#endif', '#ifdef USE_MORPHTARGETS', '\tattribute vec3 morphTarget0;', '\tattribute vec3 morphTarget1;', '\tattribute vec3 morphTarget2;', '\tattribute vec3 morphTarget3;', '\t#ifdef USE_MORPHNORMALS', '\t\tattribute vec3 morphNormal0;', '\t\tattribute vec3 morphNormal1;', '\t\tattribute vec3 morphNormal2;', '\t\tattribute vec3 morphNormal3;', '\t#else', '\t\tattribute vec3 morphTarget4;', '\t\tattribute vec3 morphTarget5;', '\t\tattribute vec3 morphTarget6;', '\t\tattribute vec3 morphTarget7;', '\t#endif', '#endif', '#ifdef USE_SKINNING', '\tattribute vec4 skinIndex;', '\tattribute vec4 skinWeight;', '#endif', '\\n'].filter(filterEmptyLine).join('\\n');\n prefixFragment = [customExtensions, generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + (parameters.alphaTest % 1 ? '' : '.0') : '', // add '.0' if integer\n '#define GAMMA_FACTOR ' + gammaFactorDefine, parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.matcap ? '#define USE_MATCAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapTypeDefine : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.envMap ? '#define ' + envMapBlendingDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '', parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.sheen ? '#define USE_SHEEN' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '', parameters.vertexUvs ? '#define USE_UV' : '', parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', (parameters.extensionShaderTextureLOD || parameters.envMap) && parameters.rendererExtensionShaderTextureLod ? '#define TEXTURE_LOD_EXT' : '', 'uniform mat4 viewMatrix;', 'uniform vec3 cameraPosition;', 'uniform bool isOrthographic;', parameters.toneMapping !== NoToneMapping ? '#define TONE_MAPPING' : '', parameters.toneMapping !== NoToneMapping ? ShaderChunk['tonemapping_pars_fragment'] : '', // this code is required here because it is used by the toneMapping() function defined below\n parameters.toneMapping !== NoToneMapping ? getToneMappingFunction('toneMapping', parameters.toneMapping) : '', parameters.dithering ? '#define DITHERING' : '', ShaderChunk['encodings_pars_fragment'], // this code is required here because it is used by the various encoding/decoding function defined below\n parameters.map ? getTexelDecodingFunction('mapTexelToLinear', parameters.mapEncoding) : '', parameters.matcap ? getTexelDecodingFunction('matcapTexelToLinear', parameters.matcapEncoding) : '', parameters.envMap ? getTexelDecodingFunction('envMapTexelToLinear', parameters.envMapEncoding) : '', parameters.emissiveMap ? getTexelDecodingFunction('emissiveMapTexelToLinear', parameters.emissiveMapEncoding) : '', parameters.lightMap ? getTexelDecodingFunction('lightMapTexelToLinear', parameters.lightMapEncoding) : '', getTexelEncodingFunction('linearToOutputTexel', parameters.outputEncoding), parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', '\\n'].filter(filterEmptyLine).join('\\n');\n }\n\n vertexShader = resolveIncludes(vertexShader);\n vertexShader = replaceLightNums(vertexShader, parameters);\n vertexShader = replaceClippingPlaneNums(vertexShader, parameters);\n fragmentShader = resolveIncludes(fragmentShader);\n fragmentShader = replaceLightNums(fragmentShader, parameters);\n fragmentShader = replaceClippingPlaneNums(fragmentShader, parameters);\n vertexShader = unrollLoops(vertexShader);\n fragmentShader = unrollLoops(fragmentShader);\n\n if (parameters.isWebGL2 && parameters.isRawShaderMaterial !== true) {\n // GLSL 3.0 conversion for built-in materials and ShaderMaterial\n versionString = '#version 300 es\\n';\n prefixVertex = ['#define attribute in', '#define varying out', '#define texture2D texture'].join('\\n') + '\\n' + prefixVertex;\n prefixFragment = ['#define varying in', parameters.glslVersion === GLSL3 ? '' : 'out highp vec4 pc_fragColor;', parameters.glslVersion === GLSL3 ? '' : '#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' + prefixFragment;\n }\n\n var vertexGlsl = versionString + prefixVertex + vertexShader;\n var fragmentGlsl = versionString + prefixFragment + fragmentShader; // console.log( '*VERTEX*', vertexGlsl );\n // console.log( '*FRAGMENT*', fragmentGlsl );\n\n var glVertexShader = WebGLShader(gl, 35633, vertexGlsl);\n var glFragmentShader = WebGLShader(gl, 35632, fragmentGlsl);\n gl.attachShader(program, glVertexShader);\n gl.attachShader(program, glFragmentShader); // Force a particular attribute to index 0.\n\n if (parameters.index0AttributeName !== undefined) {\n gl.bindAttribLocation(program, 0, parameters.index0AttributeName);\n } else if (parameters.morphTargets === true) {\n // programs with morphTargets displace position out of attribute 0\n gl.bindAttribLocation(program, 0, 'position');\n }\n\n gl.linkProgram(program); // check for link errors\n\n if (renderer.debug.checkShaderErrors) {\n var programLog = gl.getProgramInfoLog(program).trim();\n var vertexLog = gl.getShaderInfoLog(glVertexShader).trim();\n var fragmentLog = gl.getShaderInfoLog(glFragmentShader).trim();\n var runnable = true;\n var haveDiagnostics = true;\n\n if (gl.getProgramParameter(program, 35714) === false) {\n runnable = false;\n var vertexErrors = getShaderErrors(gl, glVertexShader, 'vertex');\n var fragmentErrors = getShaderErrors(gl, glFragmentShader, 'fragment');\n console.error('THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter(program, 35715), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors);\n } else if (programLog !== '') {\n console.warn('THREE.WebGLProgram: gl.getProgramInfoLog()', programLog);\n } else if (vertexLog === '' || fragmentLog === '') {\n haveDiagnostics = false;\n }\n\n if (haveDiagnostics) {\n this.diagnostics = {\n runnable: runnable,\n programLog: programLog,\n vertexShader: {\n log: vertexLog,\n prefix: prefixVertex\n },\n fragmentShader: {\n log: fragmentLog,\n prefix: prefixFragment\n }\n };\n }\n } // Clean up\n // Crashes in iOS9 and iOS10. #18402\n // gl.detachShader( program, glVertexShader );\n // gl.detachShader( program, glFragmentShader );\n\n\n gl.deleteShader(glVertexShader);\n gl.deleteShader(glFragmentShader); // set up caching for uniform locations\n\n var cachedUniforms;\n\n this.getUniforms = function () {\n if (cachedUniforms === undefined) {\n cachedUniforms = new WebGLUniforms(gl, program);\n }\n\n return cachedUniforms;\n }; // set up caching for attribute locations\n\n\n var cachedAttributes;\n\n this.getAttributes = function () {\n if (cachedAttributes === undefined) {\n cachedAttributes = fetchAttributeLocations(gl, program);\n }\n\n return cachedAttributes;\n }; // free resource\n\n\n this.destroy = function () {\n bindingStates.releaseStatesOfProgram(this);\n gl.deleteProgram(program);\n this.program = undefined;\n }; //\n\n\n this.name = parameters.shaderName;\n this.id = programIdCount++;\n this.cacheKey = cacheKey;\n this.usedTimes = 1;\n this.program = program;\n this.vertexShader = glVertexShader;\n this.fragmentShader = glFragmentShader;\n return this;\n}\n\nfunction WebGLPrograms(renderer, cubemaps, extensions, capabilities, bindingStates, clipping) {\n var programs = [];\n var isWebGL2 = capabilities.isWebGL2;\n var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n var floatVertexTextures = capabilities.floatVertexTextures;\n var maxVertexUniforms = capabilities.maxVertexUniforms;\n var vertexTextures = capabilities.vertexTextures;\n var precision = capabilities.precision;\n var shaderIDs = {\n MeshDepthMaterial: 'depth',\n MeshDistanceMaterial: 'distanceRGBA',\n MeshNormalMaterial: 'normal',\n MeshBasicMaterial: 'basic',\n MeshLambertMaterial: 'lambert',\n MeshPhongMaterial: 'phong',\n MeshToonMaterial: 'toon',\n MeshStandardMaterial: 'physical',\n MeshPhysicalMaterial: 'physical',\n MeshMatcapMaterial: 'matcap',\n LineBasicMaterial: 'basic',\n LineDashedMaterial: 'dashed',\n PointsMaterial: 'points',\n ShadowMaterial: 'shadow',\n SpriteMaterial: 'sprite'\n };\n var parameterNames = [\"precision\", \"isWebGL2\", \"supportsVertexTextures\", \"outputEncoding\", \"instancing\", \"instancingColor\", \"map\", \"mapEncoding\", \"matcap\", \"matcapEncoding\", \"envMap\", \"envMapMode\", \"envMapEncoding\", \"envMapCubeUV\", \"lightMap\", \"lightMapEncoding\", \"aoMap\", \"emissiveMap\", \"emissiveMapEncoding\", \"bumpMap\", \"normalMap\", \"objectSpaceNormalMap\", \"tangentSpaceNormalMap\", \"clearcoatMap\", \"clearcoatRoughnessMap\", \"clearcoatNormalMap\", \"displacementMap\", \"specularMap\", \"roughnessMap\", \"metalnessMap\", \"gradientMap\", \"alphaMap\", \"combine\", \"vertexColors\", \"vertexTangents\", \"vertexUvs\", \"uvsVertexOnly\", \"fog\", \"useFog\", \"fogExp2\", \"flatShading\", \"sizeAttenuation\", \"logarithmicDepthBuffer\", \"skinning\", \"maxBones\", \"useVertexTexture\", \"morphTargets\", \"morphNormals\", \"maxMorphTargets\", \"maxMorphNormals\", \"premultipliedAlpha\", \"numDirLights\", \"numPointLights\", \"numSpotLights\", \"numHemiLights\", \"numRectAreaLights\", \"numDirLightShadows\", \"numPointLightShadows\", \"numSpotLightShadows\", \"shadowMapEnabled\", \"shadowMapType\", \"toneMapping\", 'physicallyCorrectLights', \"alphaTest\", \"doubleSided\", \"flipSided\", \"numClippingPlanes\", \"numClipIntersection\", \"depthPacking\", \"dithering\", \"sheen\", \"transmissionMap\"];\n\n function getMaxBones(object) {\n var skeleton = object.skeleton;\n var bones = skeleton.bones;\n\n if (floatVertexTextures) {\n return 1024;\n } else {\n // default for when object is not specified\n // ( for example when prebuilding shader to be used with multiple objects )\n //\n // - leave some extra space for other uniforms\n // - limit here is ANGLE's 254 max uniform vectors\n // (up to 54 should be safe)\n var nVertexUniforms = maxVertexUniforms;\n var nVertexMatrices = Math.floor((nVertexUniforms - 20) / 4);\n var maxBones = Math.min(nVertexMatrices, bones.length);\n\n if (maxBones < bones.length) {\n console.warn('THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.');\n return 0;\n }\n\n return maxBones;\n }\n }\n\n function getTextureEncodingFromMap(map) {\n var encoding;\n\n if (!map) {\n encoding = LinearEncoding;\n } else if (map.isTexture) {\n encoding = map.encoding;\n } else if (map.isWebGLRenderTarget) {\n console.warn(\"THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead.\");\n encoding = map.texture.encoding;\n }\n\n return encoding;\n }\n\n function getParameters(material, lights, shadows, scene, object) {\n var fog = scene.fog;\n var environment = material.isMeshStandardMaterial ? scene.environment : null;\n var envMap = cubemaps.get(material.envMap || environment);\n var shaderID = shaderIDs[material.type]; // heuristics to create shader parameters according to lights in the scene\n // (not to blow over maxLights budget)\n\n var maxBones = object.isSkinnedMesh ? getMaxBones(object) : 0;\n\n if (material.precision !== null) {\n precision = capabilities.getMaxPrecision(material.precision);\n\n if (precision !== material.precision) {\n console.warn('THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.');\n }\n }\n\n var vertexShader, fragmentShader;\n\n if (shaderID) {\n var shader = ShaderLib[shaderID];\n vertexShader = shader.vertexShader;\n fragmentShader = shader.fragmentShader;\n } else {\n vertexShader = material.vertexShader;\n fragmentShader = material.fragmentShader;\n }\n\n var currentRenderTarget = renderer.getRenderTarget();\n var parameters = {\n isWebGL2: isWebGL2,\n shaderID: shaderID,\n shaderName: material.type,\n vertexShader: vertexShader,\n fragmentShader: fragmentShader,\n defines: material.defines,\n isRawShaderMaterial: material.isRawShaderMaterial === true,\n glslVersion: material.glslVersion,\n precision: precision,\n instancing: object.isInstancedMesh === true,\n instancingColor: object.isInstancedMesh === true && object.instanceColor !== null,\n supportsVertexTextures: vertexTextures,\n outputEncoding: currentRenderTarget !== null ? getTextureEncodingFromMap(currentRenderTarget.texture) : renderer.outputEncoding,\n map: !!material.map,\n mapEncoding: getTextureEncodingFromMap(material.map),\n matcap: !!material.matcap,\n matcapEncoding: getTextureEncodingFromMap(material.matcap),\n envMap: !!envMap,\n envMapMode: envMap && envMap.mapping,\n envMapEncoding: getTextureEncodingFromMap(envMap),\n envMapCubeUV: !!envMap && (envMap.mapping === CubeUVReflectionMapping || envMap.mapping === CubeUVRefractionMapping),\n lightMap: !!material.lightMap,\n lightMapEncoding: getTextureEncodingFromMap(material.lightMap),\n aoMap: !!material.aoMap,\n emissiveMap: !!material.emissiveMap,\n emissiveMapEncoding: getTextureEncodingFromMap(material.emissiveMap),\n bumpMap: !!material.bumpMap,\n normalMap: !!material.normalMap,\n objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,\n tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,\n clearcoatMap: !!material.clearcoatMap,\n clearcoatRoughnessMap: !!material.clearcoatRoughnessMap,\n clearcoatNormalMap: !!material.clearcoatNormalMap,\n displacementMap: !!material.displacementMap,\n roughnessMap: !!material.roughnessMap,\n metalnessMap: !!material.metalnessMap,\n specularMap: !!material.specularMap,\n alphaMap: !!material.alphaMap,\n gradientMap: !!material.gradientMap,\n sheen: !!material.sheen,\n transmissionMap: !!material.transmissionMap,\n combine: material.combine,\n vertexTangents: material.normalMap && material.vertexTangents,\n vertexColors: material.vertexColors,\n vertexUvs: !!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatMap || !!material.clearcoatRoughnessMap || !!material.clearcoatNormalMap || !!material.displacementMap || !!material.transmissionMap,\n uvsVertexOnly: !(!!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatNormalMap || !!material.transmissionMap) && !!material.displacementMap,\n fog: !!fog,\n useFog: material.fog,\n fogExp2: fog && fog.isFogExp2,\n flatShading: material.flatShading,\n sizeAttenuation: material.sizeAttenuation,\n logarithmicDepthBuffer: logarithmicDepthBuffer,\n skinning: material.skinning && maxBones > 0,\n maxBones: maxBones,\n useVertexTexture: floatVertexTextures,\n morphTargets: material.morphTargets,\n morphNormals: material.morphNormals,\n maxMorphTargets: renderer.maxMorphTargets,\n maxMorphNormals: renderer.maxMorphNormals,\n numDirLights: lights.directional.length,\n numPointLights: lights.point.length,\n numSpotLights: lights.spot.length,\n numRectAreaLights: lights.rectArea.length,\n numHemiLights: lights.hemi.length,\n numDirLightShadows: lights.directionalShadowMap.length,\n numPointLightShadows: lights.pointShadowMap.length,\n numSpotLightShadows: lights.spotShadowMap.length,\n numClippingPlanes: clipping.numPlanes,\n numClipIntersection: clipping.numIntersection,\n dithering: material.dithering,\n shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,\n shadowMapType: renderer.shadowMap.type,\n toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,\n physicallyCorrectLights: renderer.physicallyCorrectLights,\n premultipliedAlpha: material.premultipliedAlpha,\n alphaTest: material.alphaTest,\n doubleSided: material.side === DoubleSide,\n flipSided: material.side === BackSide,\n depthPacking: material.depthPacking !== undefined ? material.depthPacking : false,\n index0AttributeName: material.index0AttributeName,\n extensionDerivatives: material.extensions && material.extensions.derivatives,\n extensionFragDepth: material.extensions && material.extensions.fragDepth,\n extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,\n extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,\n rendererExtensionFragDepth: isWebGL2 || extensions.has('EXT_frag_depth'),\n rendererExtensionDrawBuffers: isWebGL2 || extensions.has('WEBGL_draw_buffers'),\n rendererExtensionShaderTextureLod: isWebGL2 || extensions.has('EXT_shader_texture_lod'),\n customProgramCacheKey: material.customProgramCacheKey()\n };\n return parameters;\n }\n\n function getProgramCacheKey(parameters) {\n var array = [];\n\n if (parameters.shaderID) {\n array.push(parameters.shaderID);\n } else {\n array.push(parameters.fragmentShader);\n array.push(parameters.vertexShader);\n }\n\n if (parameters.defines !== undefined) {\n for (var name in parameters.defines) {\n array.push(name);\n array.push(parameters.defines[name]);\n }\n }\n\n if (parameters.isRawShaderMaterial === false) {\n for (var _i94 = 0; _i94 < parameterNames.length; _i94++) {\n array.push(parameters[parameterNames[_i94]]);\n }\n\n array.push(renderer.outputEncoding);\n array.push(renderer.gammaFactor);\n }\n\n array.push(parameters.customProgramCacheKey);\n return array.join();\n }\n\n function getUniforms(material) {\n var shaderID = shaderIDs[material.type];\n var uniforms;\n\n if (shaderID) {\n var shader = ShaderLib[shaderID];\n uniforms = UniformsUtils.clone(shader.uniforms);\n } else {\n uniforms = material.uniforms;\n }\n\n return uniforms;\n }\n\n function acquireProgram(parameters, cacheKey) {\n var program; // Check if code has been already compiled\n\n for (var p = 0, pl = programs.length; p < pl; p++) {\n var preexistingProgram = programs[p];\n\n if (preexistingProgram.cacheKey === cacheKey) {\n program = preexistingProgram;\n ++program.usedTimes;\n break;\n }\n }\n\n if (program === undefined) {\n program = new WebGLProgram(renderer, cacheKey, parameters, bindingStates);\n programs.push(program);\n }\n\n return program;\n }\n\n function releaseProgram(program) {\n if (--program.usedTimes === 0) {\n // Remove from unordered set\n var _i95 = programs.indexOf(program);\n\n programs[_i95] = programs[programs.length - 1];\n programs.pop(); // Free WebGL resources\n\n program.destroy();\n }\n }\n\n return {\n getParameters: getParameters,\n getProgramCacheKey: getProgramCacheKey,\n getUniforms: getUniforms,\n acquireProgram: acquireProgram,\n releaseProgram: releaseProgram,\n // Exposed for resource monitoring & error feedback via renderer.info:\n programs: programs\n };\n}\n\nfunction WebGLProperties() {\n var properties = new WeakMap();\n\n function get(object) {\n var map = properties.get(object);\n\n if (map === undefined) {\n map = {};\n properties.set(object, map);\n }\n\n return map;\n }\n\n function remove(object) {\n properties.delete(object);\n }\n\n function update(object, key, value) {\n properties.get(object)[key] = value;\n }\n\n function dispose() {\n properties = new WeakMap();\n }\n\n return {\n get: get,\n remove: remove,\n update: update,\n dispose: dispose\n };\n}\n\nfunction painterSortStable(a, b) {\n if (a.groupOrder !== b.groupOrder) {\n return a.groupOrder - b.groupOrder;\n } else if (a.renderOrder !== b.renderOrder) {\n return a.renderOrder - b.renderOrder;\n } else if (a.program !== b.program) {\n return a.program.id - b.program.id;\n } else if (a.material.id !== b.material.id) {\n return a.material.id - b.material.id;\n } else if (a.z !== b.z) {\n return a.z - b.z;\n } else {\n return a.id - b.id;\n }\n}\n\nfunction reversePainterSortStable(a, b) {\n if (a.groupOrder !== b.groupOrder) {\n return a.groupOrder - b.groupOrder;\n } else if (a.renderOrder !== b.renderOrder) {\n return a.renderOrder - b.renderOrder;\n } else if (a.z !== b.z) {\n return b.z - a.z;\n } else {\n return a.id - b.id;\n }\n}\n\nfunction WebGLRenderList(properties) {\n var renderItems = [];\n var renderItemsIndex = 0;\n var opaque = [];\n var transparent = [];\n var defaultProgram = {\n id: -1\n };\n\n function init() {\n renderItemsIndex = 0;\n opaque.length = 0;\n transparent.length = 0;\n }\n\n function getNextRenderItem(object, geometry, material, groupOrder, z, group) {\n var renderItem = renderItems[renderItemsIndex];\n var materialProperties = properties.get(material);\n\n if (renderItem === undefined) {\n renderItem = {\n id: object.id,\n object: object,\n geometry: geometry,\n material: material,\n program: materialProperties.program || defaultProgram,\n groupOrder: groupOrder,\n renderOrder: object.renderOrder,\n z: z,\n group: group\n };\n renderItems[renderItemsIndex] = renderItem;\n } else {\n renderItem.id = object.id;\n renderItem.object = object;\n renderItem.geometry = geometry;\n renderItem.material = material;\n renderItem.program = materialProperties.program || defaultProgram;\n renderItem.groupOrder = groupOrder;\n renderItem.renderOrder = object.renderOrder;\n renderItem.z = z;\n renderItem.group = group;\n }\n\n renderItemsIndex++;\n return renderItem;\n }\n\n function push(object, geometry, material, groupOrder, z, group) {\n var renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);\n (material.transparent === true ? transparent : opaque).push(renderItem);\n }\n\n function unshift(object, geometry, material, groupOrder, z, group) {\n var renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);\n (material.transparent === true ? transparent : opaque).unshift(renderItem);\n }\n\n function sort(customOpaqueSort, customTransparentSort) {\n if (opaque.length > 1) opaque.sort(customOpaqueSort || painterSortStable);\n if (transparent.length > 1) transparent.sort(customTransparentSort || reversePainterSortStable);\n }\n\n function finish() {\n // Clear references from inactive renderItems in the list\n for (var _i96 = renderItemsIndex, il = renderItems.length; _i96 < il; _i96++) {\n var renderItem = renderItems[_i96];\n if (renderItem.id === null) break;\n renderItem.id = null;\n renderItem.object = null;\n renderItem.geometry = null;\n renderItem.material = null;\n renderItem.program = null;\n renderItem.group = null;\n }\n }\n\n return {\n opaque: opaque,\n transparent: transparent,\n init: init,\n push: push,\n unshift: unshift,\n finish: finish,\n sort: sort\n };\n}\n\nfunction WebGLRenderLists(properties) {\n var lists = new WeakMap();\n\n function get(scene, camera) {\n var cameras = lists.get(scene);\n var list;\n\n if (cameras === undefined) {\n list = new WebGLRenderList(properties);\n lists.set(scene, new WeakMap());\n lists.get(scene).set(camera, list);\n } else {\n list = cameras.get(camera);\n\n if (list === undefined) {\n list = new WebGLRenderList(properties);\n cameras.set(camera, list);\n }\n }\n\n return list;\n }\n\n function dispose() {\n lists = new WeakMap();\n }\n\n return {\n get: get,\n dispose: dispose\n };\n}\n\nfunction UniformsCache() {\n var lights = {};\n return {\n get: function get(light) {\n if (lights[light.id] !== undefined) {\n return lights[light.id];\n }\n\n var uniforms;\n\n switch (light.type) {\n case 'DirectionalLight':\n uniforms = {\n direction: new Vector3(),\n color: new Color()\n };\n break;\n\n case 'SpotLight':\n uniforms = {\n position: new Vector3(),\n direction: new Vector3(),\n color: new Color(),\n distance: 0,\n coneCos: 0,\n penumbraCos: 0,\n decay: 0\n };\n break;\n\n case 'PointLight':\n uniforms = {\n position: new Vector3(),\n color: new Color(),\n distance: 0,\n decay: 0\n };\n break;\n\n case 'HemisphereLight':\n uniforms = {\n direction: new Vector3(),\n skyColor: new Color(),\n groundColor: new Color()\n };\n break;\n\n case 'RectAreaLight':\n uniforms = {\n color: new Color(),\n position: new Vector3(),\n halfWidth: new Vector3(),\n halfHeight: new Vector3()\n };\n break;\n }\n\n lights[light.id] = uniforms;\n return uniforms;\n }\n };\n}\n\nfunction ShadowUniformsCache() {\n var lights = {};\n return {\n get: function get(light) {\n if (lights[light.id] !== undefined) {\n return lights[light.id];\n }\n\n var uniforms;\n\n switch (light.type) {\n case 'DirectionalLight':\n uniforms = {\n shadowBias: 0,\n shadowNormalBias: 0,\n shadowRadius: 1,\n shadowMapSize: new Vector2()\n };\n break;\n\n case 'SpotLight':\n uniforms = {\n shadowBias: 0,\n shadowNormalBias: 0,\n shadowRadius: 1,\n shadowMapSize: new Vector2()\n };\n break;\n\n case 'PointLight':\n uniforms = {\n shadowBias: 0,\n shadowNormalBias: 0,\n shadowRadius: 1,\n shadowMapSize: new Vector2(),\n shadowCameraNear: 1,\n shadowCameraFar: 1000\n };\n break;\n // TODO (abelnation): set RectAreaLight shadow uniforms\n }\n\n lights[light.id] = uniforms;\n return uniforms;\n }\n };\n}\n\nvar nextVersion = 0;\n\nfunction shadowCastingLightsFirst(lightA, lightB) {\n return (lightB.castShadow ? 1 : 0) - (lightA.castShadow ? 1 : 0);\n}\n\nfunction WebGLLights(extensions, capabilities) {\n var cache = new UniformsCache();\n var shadowCache = ShadowUniformsCache();\n var state = {\n version: 0,\n hash: {\n directionalLength: -1,\n pointLength: -1,\n spotLength: -1,\n rectAreaLength: -1,\n hemiLength: -1,\n numDirectionalShadows: -1,\n numPointShadows: -1,\n numSpotShadows: -1\n },\n ambient: [0, 0, 0],\n probe: [],\n directional: [],\n directionalShadow: [],\n directionalShadowMap: [],\n directionalShadowMatrix: [],\n spot: [],\n spotShadow: [],\n spotShadowMap: [],\n spotShadowMatrix: [],\n rectArea: [],\n rectAreaLTC1: null,\n rectAreaLTC2: null,\n point: [],\n pointShadow: [],\n pointShadowMap: [],\n pointShadowMatrix: [],\n hemi: []\n };\n\n for (var _i97 = 0; _i97 < 9; _i97++) {\n state.probe.push(new Vector3());\n }\n\n var vector3 = new Vector3();\n var matrix4 = new Matrix4();\n var matrix42 = new Matrix4();\n\n function setup(lights, shadows, camera) {\n var r = 0,\n g = 0,\n b = 0;\n\n for (var _i98 = 0; _i98 < 9; _i98++) {\n state.probe[_i98].set(0, 0, 0);\n }\n\n var directionalLength = 0;\n var pointLength = 0;\n var spotLength = 0;\n var rectAreaLength = 0;\n var hemiLength = 0;\n var numDirectionalShadows = 0;\n var numPointShadows = 0;\n var numSpotShadows = 0;\n var viewMatrix = camera.matrixWorldInverse;\n lights.sort(shadowCastingLightsFirst);\n\n for (var _i99 = 0, l = lights.length; _i99 < l; _i99++) {\n var light = lights[_i99];\n var color = light.color;\n var intensity = light.intensity;\n var distance = light.distance;\n var shadowMap = light.shadow && light.shadow.map ? light.shadow.map.texture : null;\n\n if (light.isAmbientLight) {\n r += color.r * intensity;\n g += color.g * intensity;\n b += color.b * intensity;\n } else if (light.isLightProbe) {\n for (var j = 0; j < 9; j++) {\n state.probe[j].addScaledVector(light.sh.coefficients[j], intensity);\n }\n } else if (light.isDirectionalLight) {\n var uniforms = cache.get(light);\n uniforms.color.copy(light.color).multiplyScalar(light.intensity);\n uniforms.direction.setFromMatrixPosition(light.matrixWorld);\n vector3.setFromMatrixPosition(light.target.matrixWorld);\n uniforms.direction.sub(vector3);\n uniforms.direction.transformDirection(viewMatrix);\n\n if (light.castShadow) {\n var shadow = light.shadow;\n var shadowUniforms = shadowCache.get(light);\n shadowUniforms.shadowBias = shadow.bias;\n shadowUniforms.shadowNormalBias = shadow.normalBias;\n shadowUniforms.shadowRadius = shadow.radius;\n shadowUniforms.shadowMapSize = shadow.mapSize;\n state.directionalShadow[directionalLength] = shadowUniforms;\n state.directionalShadowMap[directionalLength] = shadowMap;\n state.directionalShadowMatrix[directionalLength] = light.shadow.matrix;\n numDirectionalShadows++;\n }\n\n state.directional[directionalLength] = uniforms;\n directionalLength++;\n } else if (light.isSpotLight) {\n var _uniforms = cache.get(light);\n\n _uniforms.position.setFromMatrixPosition(light.matrixWorld);\n\n _uniforms.position.applyMatrix4(viewMatrix);\n\n _uniforms.color.copy(color).multiplyScalar(intensity);\n\n _uniforms.distance = distance;\n\n _uniforms.direction.setFromMatrixPosition(light.matrixWorld);\n\n vector3.setFromMatrixPosition(light.target.matrixWorld);\n\n _uniforms.direction.sub(vector3);\n\n _uniforms.direction.transformDirection(viewMatrix);\n\n _uniforms.coneCos = Math.cos(light.angle);\n _uniforms.penumbraCos = Math.cos(light.angle * (1 - light.penumbra));\n _uniforms.decay = light.decay;\n\n if (light.castShadow) {\n var _shadow = light.shadow;\n\n var _shadowUniforms = shadowCache.get(light);\n\n _shadowUniforms.shadowBias = _shadow.bias;\n _shadowUniforms.shadowNormalBias = _shadow.normalBias;\n _shadowUniforms.shadowRadius = _shadow.radius;\n _shadowUniforms.shadowMapSize = _shadow.mapSize;\n state.spotShadow[spotLength] = _shadowUniforms;\n state.spotShadowMap[spotLength] = shadowMap;\n state.spotShadowMatrix[spotLength] = light.shadow.matrix;\n numSpotShadows++;\n }\n\n state.spot[spotLength] = _uniforms;\n spotLength++;\n } else if (light.isRectAreaLight) {\n var _uniforms2 = cache.get(light); // (a) intensity is the total visible light emitted\n //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );\n // (b) intensity is the brightness of the light\n\n\n _uniforms2.color.copy(color).multiplyScalar(intensity);\n\n _uniforms2.position.setFromMatrixPosition(light.matrixWorld);\n\n _uniforms2.position.applyMatrix4(viewMatrix); // extract local rotation of light to derive width/height half vectors\n\n\n matrix42.identity();\n matrix4.copy(light.matrixWorld);\n matrix4.premultiply(viewMatrix);\n matrix42.extractRotation(matrix4);\n\n _uniforms2.halfWidth.set(light.width * 0.5, 0.0, 0.0);\n\n _uniforms2.halfHeight.set(0.0, light.height * 0.5, 0.0);\n\n _uniforms2.halfWidth.applyMatrix4(matrix42);\n\n _uniforms2.halfHeight.applyMatrix4(matrix42); // TODO (abelnation): RectAreaLight distance?\n // uniforms.distance = distance;\n\n\n state.rectArea[rectAreaLength] = _uniforms2;\n rectAreaLength++;\n } else if (light.isPointLight) {\n var _uniforms3 = cache.get(light);\n\n _uniforms3.position.setFromMatrixPosition(light.matrixWorld);\n\n _uniforms3.position.applyMatrix4(viewMatrix);\n\n _uniforms3.color.copy(light.color).multiplyScalar(light.intensity);\n\n _uniforms3.distance = light.distance;\n _uniforms3.decay = light.decay;\n\n if (light.castShadow) {\n var _shadow2 = light.shadow;\n\n var _shadowUniforms2 = shadowCache.get(light);\n\n _shadowUniforms2.shadowBias = _shadow2.bias;\n _shadowUniforms2.shadowNormalBias = _shadow2.normalBias;\n _shadowUniforms2.shadowRadius = _shadow2.radius;\n _shadowUniforms2.shadowMapSize = _shadow2.mapSize;\n _shadowUniforms2.shadowCameraNear = _shadow2.camera.near;\n _shadowUniforms2.shadowCameraFar = _shadow2.camera.far;\n state.pointShadow[pointLength] = _shadowUniforms2;\n state.pointShadowMap[pointLength] = shadowMap;\n state.pointShadowMatrix[pointLength] = light.shadow.matrix;\n numPointShadows++;\n }\n\n state.point[pointLength] = _uniforms3;\n pointLength++;\n } else if (light.isHemisphereLight) {\n var _uniforms4 = cache.get(light);\n\n _uniforms4.direction.setFromMatrixPosition(light.matrixWorld);\n\n _uniforms4.direction.transformDirection(viewMatrix);\n\n _uniforms4.direction.normalize();\n\n _uniforms4.skyColor.copy(light.color).multiplyScalar(intensity);\n\n _uniforms4.groundColor.copy(light.groundColor).multiplyScalar(intensity);\n\n state.hemi[hemiLength] = _uniforms4;\n hemiLength++;\n }\n }\n\n if (rectAreaLength > 0) {\n if (capabilities.isWebGL2) {\n // WebGL 2\n state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n } else {\n // WebGL 1\n if (extensions.has('OES_texture_float_linear') === true) {\n state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n } else if (extensions.has('OES_texture_half_float_linear') === true) {\n state.rectAreaLTC1 = UniformsLib.LTC_HALF_1;\n state.rectAreaLTC2 = UniformsLib.LTC_HALF_2;\n } else {\n console.error('THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.');\n }\n }\n }\n\n state.ambient[0] = r;\n state.ambient[1] = g;\n state.ambient[2] = b;\n var hash = state.hash;\n\n if (hash.directionalLength !== directionalLength || hash.pointLength !== pointLength || hash.spotLength !== spotLength || hash.rectAreaLength !== rectAreaLength || hash.hemiLength !== hemiLength || hash.numDirectionalShadows !== numDirectionalShadows || hash.numPointShadows !== numPointShadows || hash.numSpotShadows !== numSpotShadows) {\n state.directional.length = directionalLength;\n state.spot.length = spotLength;\n state.rectArea.length = rectAreaLength;\n state.point.length = pointLength;\n state.hemi.length = hemiLength;\n state.directionalShadow.length = numDirectionalShadows;\n state.directionalShadowMap.length = numDirectionalShadows;\n state.pointShadow.length = numPointShadows;\n state.pointShadowMap.length = numPointShadows;\n state.spotShadow.length = numSpotShadows;\n state.spotShadowMap.length = numSpotShadows;\n state.directionalShadowMatrix.length = numDirectionalShadows;\n state.pointShadowMatrix.length = numPointShadows;\n state.spotShadowMatrix.length = numSpotShadows;\n hash.directionalLength = directionalLength;\n hash.pointLength = pointLength;\n hash.spotLength = spotLength;\n hash.rectAreaLength = rectAreaLength;\n hash.hemiLength = hemiLength;\n hash.numDirectionalShadows = numDirectionalShadows;\n hash.numPointShadows = numPointShadows;\n hash.numSpotShadows = numSpotShadows;\n state.version = nextVersion++;\n }\n }\n\n return {\n setup: setup,\n state: state\n };\n}\n\nfunction WebGLRenderState(extensions, capabilities) {\n var lights = new WebGLLights(extensions, capabilities);\n var lightsArray = [];\n var shadowsArray = [];\n\n function init() {\n lightsArray.length = 0;\n shadowsArray.length = 0;\n }\n\n function pushLight(light) {\n lightsArray.push(light);\n }\n\n function pushShadow(shadowLight) {\n shadowsArray.push(shadowLight);\n }\n\n function setupLights(camera) {\n lights.setup(lightsArray, shadowsArray, camera);\n }\n\n var state = {\n lightsArray: lightsArray,\n shadowsArray: shadowsArray,\n lights: lights\n };\n return {\n init: init,\n state: state,\n setupLights: setupLights,\n pushLight: pushLight,\n pushShadow: pushShadow\n };\n}\n\nfunction WebGLRenderStates(extensions, capabilities) {\n var renderStates = new WeakMap();\n\n function get(scene, camera) {\n var renderState;\n\n if (renderStates.has(scene) === false) {\n renderState = new WebGLRenderState(extensions, capabilities);\n renderStates.set(scene, new WeakMap());\n renderStates.get(scene).set(camera, renderState);\n } else {\n if (renderStates.get(scene).has(camera) === false) {\n renderState = new WebGLRenderState(extensions, capabilities);\n renderStates.get(scene).set(camera, renderState);\n } else {\n renderState = renderStates.get(scene).get(camera);\n }\n }\n\n return renderState;\n }\n\n function dispose() {\n renderStates = new WeakMap();\n }\n\n return {\n get: get,\n dispose: dispose\n };\n}\n/**\n * parameters = {\n *\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n * }\n */\n\n\nfunction MeshDepthMaterial(parameters) {\n Material.call(this);\n this.type = 'MeshDepthMaterial';\n this.depthPacking = BasicDepthPacking;\n this.skinning = false;\n this.morphTargets = false;\n this.map = null;\n this.alphaMap = null;\n this.displacementMap = null;\n this.displacementScale = 1;\n this.displacementBias = 0;\n this.wireframe = false;\n this.wireframeLinewidth = 1;\n this.fog = false;\n this.setValues(parameters);\n}\n\nMeshDepthMaterial.prototype = Object.create(Material.prototype);\nMeshDepthMaterial.prototype.constructor = MeshDepthMaterial;\nMeshDepthMaterial.prototype.isMeshDepthMaterial = true;\n\nMeshDepthMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.depthPacking = source.depthPacking;\n this.skinning = source.skinning;\n this.morphTargets = source.morphTargets;\n this.map = source.map;\n this.alphaMap = source.alphaMap;\n this.displacementMap = source.displacementMap;\n this.displacementScale = source.displacementScale;\n this.displacementBias = source.displacementBias;\n this.wireframe = source.wireframe;\n this.wireframeLinewidth = source.wireframeLinewidth;\n return this;\n};\n/**\n * parameters = {\n *\n * referencePosition: ,\n * nearDistance: ,\n * farDistance: ,\n *\n * skinning: ,\n * morphTargets: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: \n *\n * }\n */\n\n\nfunction MeshDistanceMaterial(parameters) {\n Material.call(this);\n this.type = 'MeshDistanceMaterial';\n this.referencePosition = new Vector3();\n this.nearDistance = 1;\n this.farDistance = 1000;\n this.skinning = false;\n this.morphTargets = false;\n this.map = null;\n this.alphaMap = null;\n this.displacementMap = null;\n this.displacementScale = 1;\n this.displacementBias = 0;\n this.fog = false;\n this.setValues(parameters);\n}\n\nMeshDistanceMaterial.prototype = Object.create(Material.prototype);\nMeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;\nMeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;\n\nMeshDistanceMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.referencePosition.copy(source.referencePosition);\n this.nearDistance = source.nearDistance;\n this.farDistance = source.farDistance;\n this.skinning = source.skinning;\n this.morphTargets = source.morphTargets;\n this.map = source.map;\n this.alphaMap = source.alphaMap;\n this.displacementMap = source.displacementMap;\n this.displacementScale = source.displacementScale;\n this.displacementBias = source.displacementBias;\n return this;\n};\n\nvar vsm_frag = \"uniform sampler2D shadow_pass;\\nuniform vec2 resolution;\\nuniform float radius;\\n#include \\nvoid main() {\\n\\tfloat mean = 0.0;\\n\\tfloat squared_mean = 0.0;\\n\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\\n\\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\\n\\t\\t#ifdef HORIZONAL_PASS\\n\\t\\t\\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 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, i ) * radius ) / resolution ) );\\n\\t\\t\\tmean += depth;\\n\\t\\t\\tsquared_mean += depth * depth;\\n\\t\\t#endif\\n\\t}\\n\\tmean = mean * HALF_SAMPLE_RATE;\\n\\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\\n\\tfloat std_dev = sqrt( squared_mean - mean * mean );\\n\\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\\n}\";\nvar vsm_vert = \"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";\n\nfunction WebGLShadowMap(_renderer, _objects, maxTextureSize) {\n var _frustum = new Frustum();\n\n var _shadowMapSize = new Vector2(),\n _viewportSize = new Vector2(),\n _viewport = new Vector4(),\n _depthMaterials = [],\n _distanceMaterials = [],\n _materialCache = {};\n\n var shadowSide = {\n 0: BackSide,\n 1: FrontSide,\n 2: DoubleSide\n };\n var shadowMaterialVertical = new ShaderMaterial({\n defines: {\n SAMPLE_RATE: 2.0 / 8.0,\n HALF_SAMPLE_RATE: 1.0 / 8.0\n },\n uniforms: {\n shadow_pass: {\n value: null\n },\n resolution: {\n value: new Vector2()\n },\n radius: {\n value: 4.0\n }\n },\n vertexShader: vsm_vert,\n fragmentShader: vsm_frag\n });\n var shadowMaterialHorizonal = shadowMaterialVertical.clone();\n shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;\n var fullScreenTri = new BufferGeometry();\n fullScreenTri.setAttribute(\"position\", new BufferAttribute(new Float32Array([-1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5]), 3));\n var fullScreenMesh = new Mesh(fullScreenTri, shadowMaterialVertical);\n var scope = this;\n this.enabled = false;\n this.autoUpdate = true;\n this.needsUpdate = false;\n this.type = PCFShadowMap;\n\n this.render = function (lights, scene, camera) {\n if (scope.enabled === false) return;\n if (scope.autoUpdate === false && scope.needsUpdate === false) return;\n if (lights.length === 0) return;\n\n var currentRenderTarget = _renderer.getRenderTarget();\n\n var activeCubeFace = _renderer.getActiveCubeFace();\n\n var activeMipmapLevel = _renderer.getActiveMipmapLevel();\n\n var _state = _renderer.state; // Set GL state for depth map.\n\n _state.setBlending(NoBlending);\n\n _state.buffers.color.setClear(1, 1, 1, 1);\n\n _state.buffers.depth.setTest(true);\n\n _state.setScissorTest(false); // render depth map\n\n\n for (var _i100 = 0, il = lights.length; _i100 < il; _i100++) {\n var light = lights[_i100];\n var shadow = light.shadow;\n\n if (shadow === undefined) {\n console.warn('THREE.WebGLShadowMap:', light, 'has no shadow.');\n continue;\n }\n\n if (shadow.autoUpdate === false && shadow.needsUpdate === false) continue;\n\n _shadowMapSize.copy(shadow.mapSize);\n\n var shadowFrameExtents = shadow.getFrameExtents();\n\n _shadowMapSize.multiply(shadowFrameExtents);\n\n _viewportSize.copy(shadow.mapSize);\n\n if (_shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize) {\n if (_shadowMapSize.x > maxTextureSize) {\n _viewportSize.x = Math.floor(maxTextureSize / shadowFrameExtents.x);\n _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;\n shadow.mapSize.x = _viewportSize.x;\n }\n\n if (_shadowMapSize.y > maxTextureSize) {\n _viewportSize.y = Math.floor(maxTextureSize / shadowFrameExtents.y);\n _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;\n shadow.mapSize.y = _viewportSize.y;\n }\n }\n\n if (shadow.map === null && !shadow.isPointLightShadow && this.type === VSMShadowMap) {\n var pars = {\n minFilter: LinearFilter,\n magFilter: LinearFilter,\n format: RGBAFormat\n };\n shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);\n shadow.map.texture.name = light.name + \".shadowMap\";\n shadow.mapPass = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);\n shadow.camera.updateProjectionMatrix();\n }\n\n if (shadow.map === null) {\n var _pars = {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n format: RGBAFormat\n };\n shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, _pars);\n shadow.map.texture.name = light.name + \".shadowMap\";\n shadow.camera.updateProjectionMatrix();\n }\n\n _renderer.setRenderTarget(shadow.map);\n\n _renderer.clear();\n\n var viewportCount = shadow.getViewportCount();\n\n for (var vp = 0; vp < viewportCount; vp++) {\n var viewport = shadow.getViewport(vp);\n\n _viewport.set(_viewportSize.x * viewport.x, _viewportSize.y * viewport.y, _viewportSize.x * viewport.z, _viewportSize.y * viewport.w);\n\n _state.viewport(_viewport);\n\n shadow.updateMatrices(light, vp);\n _frustum = shadow.getFrustum();\n renderObject(scene, camera, shadow.camera, light, this.type);\n } // do blur pass for VSM\n\n\n if (!shadow.isPointLightShadow && this.type === VSMShadowMap) {\n VSMPass(shadow, camera);\n }\n\n shadow.needsUpdate = false;\n }\n\n scope.needsUpdate = false;\n\n _renderer.setRenderTarget(currentRenderTarget, activeCubeFace, activeMipmapLevel);\n };\n\n function VSMPass(shadow, camera) {\n var geometry = _objects.update(fullScreenMesh); // vertical pass\n\n\n shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;\n shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;\n shadowMaterialVertical.uniforms.radius.value = shadow.radius;\n\n _renderer.setRenderTarget(shadow.mapPass);\n\n _renderer.clear();\n\n _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null); // horizonal pass\n\n\n shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;\n shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;\n shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;\n\n _renderer.setRenderTarget(shadow.map);\n\n _renderer.clear();\n\n _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null);\n }\n\n function getDepthMaterialVariant(useMorphing, useSkinning, useInstancing) {\n var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n var material = _depthMaterials[index];\n\n if (material === undefined) {\n material = new MeshDepthMaterial({\n depthPacking: RGBADepthPacking,\n morphTargets: useMorphing,\n skinning: useSkinning\n });\n _depthMaterials[index] = material;\n }\n\n return material;\n }\n\n function getDistanceMaterialVariant(useMorphing, useSkinning, useInstancing) {\n var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n var material = _distanceMaterials[index];\n\n if (material === undefined) {\n material = new MeshDistanceMaterial({\n morphTargets: useMorphing,\n skinning: useSkinning\n });\n _distanceMaterials[index] = material;\n }\n\n return material;\n }\n\n function getDepthMaterial(object, geometry, material, light, shadowCameraNear, shadowCameraFar, type) {\n var result = null;\n var getMaterialVariant = getDepthMaterialVariant;\n var customMaterial = object.customDepthMaterial;\n\n if (light.isPointLight === true) {\n getMaterialVariant = getDistanceMaterialVariant;\n customMaterial = object.customDistanceMaterial;\n }\n\n if (customMaterial === undefined) {\n var useMorphing = false;\n\n if (material.morphTargets === true) {\n useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;\n }\n\n var useSkinning = false;\n\n if (object.isSkinnedMesh === true) {\n if (material.skinning === true) {\n useSkinning = true;\n } else {\n console.warn('THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object);\n }\n }\n\n var useInstancing = object.isInstancedMesh === true;\n result = getMaterialVariant(useMorphing, useSkinning, useInstancing);\n } else {\n result = customMaterial;\n }\n\n if (_renderer.localClippingEnabled && material.clipShadows === true && material.clippingPlanes.length !== 0) {\n // in this case we need a unique material instance reflecting the\n // appropriate state\n var keyA = result.uuid,\n keyB = material.uuid;\n var materialsForVariant = _materialCache[keyA];\n\n if (materialsForVariant === undefined) {\n materialsForVariant = {};\n _materialCache[keyA] = materialsForVariant;\n }\n\n var cachedMaterial = materialsForVariant[keyB];\n\n if (cachedMaterial === undefined) {\n cachedMaterial = result.clone();\n materialsForVariant[keyB] = cachedMaterial;\n }\n\n result = cachedMaterial;\n }\n\n result.visible = material.visible;\n result.wireframe = material.wireframe;\n\n if (type === VSMShadowMap) {\n result.side = material.shadowSide !== null ? material.shadowSide : material.side;\n } else {\n result.side = material.shadowSide !== null ? material.shadowSide : shadowSide[material.side];\n }\n\n result.clipShadows = material.clipShadows;\n result.clippingPlanes = material.clippingPlanes;\n result.clipIntersection = material.clipIntersection;\n result.wireframeLinewidth = material.wireframeLinewidth;\n result.linewidth = material.linewidth;\n\n if (light.isPointLight === true && result.isMeshDistanceMaterial === true) {\n result.referencePosition.setFromMatrixPosition(light.matrixWorld);\n result.nearDistance = shadowCameraNear;\n result.farDistance = shadowCameraFar;\n }\n\n return result;\n }\n\n function renderObject(object, camera, shadowCamera, light, type) {\n if (object.visible === false) return;\n var visible = object.layers.test(camera.layers);\n\n if (visible && (object.isMesh || object.isLine || object.isPoints)) {\n if ((object.castShadow || object.receiveShadow && type === VSMShadowMap) && (!object.frustumCulled || _frustum.intersectsObject(object))) {\n object.modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse, object.matrixWorld);\n\n var geometry = _objects.update(object);\n\n var material = object.material;\n\n if (Array.isArray(material)) {\n var groups = geometry.groups;\n\n for (var k = 0, kl = groups.length; k < kl; k++) {\n var group = groups[k];\n var groupMaterial = material[group.materialIndex];\n\n if (groupMaterial && groupMaterial.visible) {\n var depthMaterial = getDepthMaterial(object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type);\n\n _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, group);\n }\n }\n } else if (material.visible) {\n var _depthMaterial = getDepthMaterial(object, geometry, material, light, shadowCamera.near, shadowCamera.far, type);\n\n _renderer.renderBufferDirect(shadowCamera, null, geometry, _depthMaterial, object, null);\n }\n }\n }\n\n var children = object.children;\n\n for (var _i101 = 0, l = children.length; _i101 < l; _i101++) {\n renderObject(children[_i101], camera, shadowCamera, light, type);\n }\n }\n}\n\nfunction WebGLState(gl, extensions, capabilities) {\n var _equationToGL, _factorToGL;\n\n var isWebGL2 = capabilities.isWebGL2;\n\n function ColorBuffer() {\n var locked = false;\n var color = new Vector4();\n var currentColorMask = null;\n var currentColorClear = new Vector4(0, 0, 0, 0);\n return {\n setMask: function setMask(colorMask) {\n if (currentColorMask !== colorMask && !locked) {\n gl.colorMask(colorMask, colorMask, colorMask, colorMask);\n currentColorMask = colorMask;\n }\n },\n setLocked: function setLocked(lock) {\n locked = lock;\n },\n setClear: function setClear(r, g, b, a, premultipliedAlpha) {\n if (premultipliedAlpha === true) {\n r *= a;\n g *= a;\n b *= a;\n }\n\n color.set(r, g, b, a);\n\n if (currentColorClear.equals(color) === false) {\n gl.clearColor(r, g, b, a);\n currentColorClear.copy(color);\n }\n },\n reset: function reset() {\n locked = false;\n currentColorMask = null;\n currentColorClear.set(-1, 0, 0, 0); // set to invalid state\n }\n };\n }\n\n function DepthBuffer() {\n var locked = false;\n var currentDepthMask = null;\n var currentDepthFunc = null;\n var currentDepthClear = null;\n return {\n setTest: function setTest(depthTest) {\n if (depthTest) {\n enable(2929);\n } else {\n disable(2929);\n }\n },\n setMask: function setMask(depthMask) {\n if (currentDepthMask !== depthMask && !locked) {\n gl.depthMask(depthMask);\n currentDepthMask = depthMask;\n }\n },\n setFunc: function setFunc(depthFunc) {\n if (currentDepthFunc !== depthFunc) {\n if (depthFunc) {\n switch (depthFunc) {\n case NeverDepth:\n gl.depthFunc(512);\n break;\n\n case AlwaysDepth:\n gl.depthFunc(519);\n break;\n\n case LessDepth:\n gl.depthFunc(513);\n break;\n\n case LessEqualDepth:\n gl.depthFunc(515);\n break;\n\n case EqualDepth:\n gl.depthFunc(514);\n break;\n\n case GreaterEqualDepth:\n gl.depthFunc(518);\n break;\n\n case GreaterDepth:\n gl.depthFunc(516);\n break;\n\n case NotEqualDepth:\n gl.depthFunc(517);\n break;\n\n default:\n gl.depthFunc(515);\n }\n } else {\n gl.depthFunc(515);\n }\n\n currentDepthFunc = depthFunc;\n }\n },\n setLocked: function setLocked(lock) {\n locked = lock;\n },\n setClear: function setClear(depth) {\n if (currentDepthClear !== depth) {\n gl.clearDepth(depth);\n currentDepthClear = depth;\n }\n },\n reset: function reset() {\n locked = false;\n currentDepthMask = null;\n currentDepthFunc = null;\n currentDepthClear = null;\n }\n };\n }\n\n function StencilBuffer() {\n var locked = false;\n var currentStencilMask = null;\n var currentStencilFunc = null;\n var currentStencilRef = null;\n var currentStencilFuncMask = null;\n var currentStencilFail = null;\n var currentStencilZFail = null;\n var currentStencilZPass = null;\n var currentStencilClear = null;\n return {\n setTest: function setTest(stencilTest) {\n if (!locked) {\n if (stencilTest) {\n enable(2960);\n } else {\n disable(2960);\n }\n }\n },\n setMask: function setMask(stencilMask) {\n if (currentStencilMask !== stencilMask && !locked) {\n gl.stencilMask(stencilMask);\n currentStencilMask = stencilMask;\n }\n },\n setFunc: function setFunc(stencilFunc, stencilRef, stencilMask) {\n if (currentStencilFunc !== stencilFunc || currentStencilRef !== stencilRef || currentStencilFuncMask !== stencilMask) {\n gl.stencilFunc(stencilFunc, stencilRef, stencilMask);\n currentStencilFunc = stencilFunc;\n currentStencilRef = stencilRef;\n currentStencilFuncMask = stencilMask;\n }\n },\n setOp: function setOp(stencilFail, stencilZFail, stencilZPass) {\n if (currentStencilFail !== stencilFail || currentStencilZFail !== stencilZFail || currentStencilZPass !== stencilZPass) {\n gl.stencilOp(stencilFail, stencilZFail, stencilZPass);\n currentStencilFail = stencilFail;\n currentStencilZFail = stencilZFail;\n currentStencilZPass = stencilZPass;\n }\n },\n setLocked: function setLocked(lock) {\n locked = lock;\n },\n setClear: function setClear(stencil) {\n if (currentStencilClear !== stencil) {\n gl.clearStencil(stencil);\n currentStencilClear = stencil;\n }\n },\n reset: function reset() {\n locked = false;\n currentStencilMask = null;\n currentStencilFunc = null;\n currentStencilRef = null;\n currentStencilFuncMask = null;\n currentStencilFail = null;\n currentStencilZFail = null;\n currentStencilZPass = null;\n currentStencilClear = null;\n }\n };\n } //\n\n\n var colorBuffer = new ColorBuffer();\n var depthBuffer = new DepthBuffer();\n var stencilBuffer = new StencilBuffer();\n var enabledCapabilities = {};\n var currentProgram = null;\n var currentBlendingEnabled = null;\n var currentBlending = null;\n var currentBlendEquation = null;\n var currentBlendSrc = null;\n var currentBlendDst = null;\n var currentBlendEquationAlpha = null;\n var currentBlendSrcAlpha = null;\n var currentBlendDstAlpha = null;\n var currentPremultipledAlpha = false;\n var currentFlipSided = null;\n var currentCullFace = null;\n var currentLineWidth = null;\n var currentPolygonOffsetFactor = null;\n var currentPolygonOffsetUnits = null;\n var maxTextures = gl.getParameter(35661);\n var lineWidthAvailable = false;\n var version = 0;\n var glVersion = gl.getParameter(7938);\n\n if (glVersion.indexOf('WebGL') !== -1) {\n version = parseFloat(/^WebGL\\ ([0-9])/.exec(glVersion)[1]);\n lineWidthAvailable = version >= 1.0;\n } else if (glVersion.indexOf('OpenGL ES') !== -1) {\n version = parseFloat(/^OpenGL\\ ES\\ ([0-9])/.exec(glVersion)[1]);\n lineWidthAvailable = version >= 2.0;\n }\n\n var currentTextureSlot = null;\n var currentBoundTextures = {};\n var currentScissor = new Vector4();\n var currentViewport = new Vector4();\n\n function createTexture(type, target, count) {\n var data = new Uint8Array(4); // 4 is required to match default unpack alignment of 4.\n\n var texture = gl.createTexture();\n gl.bindTexture(type, texture);\n gl.texParameteri(type, 10241, 9728);\n gl.texParameteri(type, 10240, 9728);\n\n for (var _i102 = 0; _i102 < count; _i102++) {\n gl.texImage2D(target + _i102, 0, 6408, 1, 1, 0, 6408, 5121, data);\n }\n\n return texture;\n }\n\n var emptyTextures = {};\n emptyTextures[3553] = createTexture(3553, 3553, 1);\n emptyTextures[34067] = createTexture(34067, 34069, 6); // init\n\n colorBuffer.setClear(0, 0, 0, 1);\n depthBuffer.setClear(1);\n stencilBuffer.setClear(0);\n enable(2929);\n depthBuffer.setFunc(LessEqualDepth);\n setFlipSided(false);\n setCullFace(CullFaceBack);\n enable(2884);\n setBlending(NoBlending); //\n\n function enable(id) {\n if (enabledCapabilities[id] !== true) {\n gl.enable(id);\n enabledCapabilities[id] = true;\n }\n }\n\n function disable(id) {\n if (enabledCapabilities[id] !== false) {\n gl.disable(id);\n enabledCapabilities[id] = false;\n }\n }\n\n function useProgram(program) {\n if (currentProgram !== program) {\n gl.useProgram(program);\n currentProgram = program;\n return true;\n }\n\n return false;\n }\n\n var equationToGL = (_equationToGL = {}, _defineProperty(_equationToGL, AddEquation, 32774), _defineProperty(_equationToGL, SubtractEquation, 32778), _defineProperty(_equationToGL, ReverseSubtractEquation, 32779), _equationToGL);\n\n if (isWebGL2) {\n equationToGL[MinEquation] = 32775;\n equationToGL[MaxEquation] = 32776;\n } else {\n var extension = extensions.get('EXT_blend_minmax');\n\n if (extension !== null) {\n equationToGL[MinEquation] = extension.MIN_EXT;\n equationToGL[MaxEquation] = extension.MAX_EXT;\n }\n }\n\n var factorToGL = (_factorToGL = {}, _defineProperty(_factorToGL, ZeroFactor, 0), _defineProperty(_factorToGL, OneFactor, 1), _defineProperty(_factorToGL, SrcColorFactor, 768), _defineProperty(_factorToGL, SrcAlphaFactor, 770), _defineProperty(_factorToGL, SrcAlphaSaturateFactor, 776), _defineProperty(_factorToGL, DstColorFactor, 774), _defineProperty(_factorToGL, DstAlphaFactor, 772), _defineProperty(_factorToGL, OneMinusSrcColorFactor, 769), _defineProperty(_factorToGL, OneMinusSrcAlphaFactor, 771), _defineProperty(_factorToGL, OneMinusDstColorFactor, 775), _defineProperty(_factorToGL, OneMinusDstAlphaFactor, 773), _factorToGL);\n\n function setBlending(blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha) {\n if (blending === NoBlending) {\n if (currentBlendingEnabled) {\n disable(3042);\n currentBlendingEnabled = false;\n }\n\n return;\n }\n\n if (!currentBlendingEnabled) {\n enable(3042);\n currentBlendingEnabled = true;\n }\n\n if (blending !== CustomBlending) {\n if (blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha) {\n if (currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation) {\n gl.blendEquation(32774);\n currentBlendEquation = AddEquation;\n currentBlendEquationAlpha = AddEquation;\n }\n\n if (premultipliedAlpha) {\n switch (blending) {\n case NormalBlending:\n gl.blendFuncSeparate(1, 771, 1, 771);\n break;\n\n case AdditiveBlending:\n gl.blendFunc(1, 1);\n break;\n\n case SubtractiveBlending:\n gl.blendFuncSeparate(0, 0, 769, 771);\n break;\n\n case MultiplyBlending:\n gl.blendFuncSeparate(0, 768, 0, 770);\n break;\n\n default:\n console.error('THREE.WebGLState: Invalid blending: ', blending);\n break;\n }\n } else {\n switch (blending) {\n case NormalBlending:\n gl.blendFuncSeparate(770, 771, 1, 771);\n break;\n\n case AdditiveBlending:\n gl.blendFunc(770, 1);\n break;\n\n case SubtractiveBlending:\n gl.blendFunc(0, 769);\n break;\n\n case MultiplyBlending:\n gl.blendFunc(0, 768);\n break;\n\n default:\n console.error('THREE.WebGLState: Invalid blending: ', blending);\n break;\n }\n }\n\n currentBlendSrc = null;\n currentBlendDst = null;\n currentBlendSrcAlpha = null;\n currentBlendDstAlpha = null;\n currentBlending = blending;\n currentPremultipledAlpha = premultipliedAlpha;\n }\n\n return;\n } // custom blending\n\n\n blendEquationAlpha = blendEquationAlpha || blendEquation;\n blendSrcAlpha = blendSrcAlpha || blendSrc;\n blendDstAlpha = blendDstAlpha || blendDst;\n\n if (blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha) {\n gl.blendEquationSeparate(equationToGL[blendEquation], equationToGL[blendEquationAlpha]);\n currentBlendEquation = blendEquation;\n currentBlendEquationAlpha = blendEquationAlpha;\n }\n\n if (blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha) {\n gl.blendFuncSeparate(factorToGL[blendSrc], factorToGL[blendDst], factorToGL[blendSrcAlpha], factorToGL[blendDstAlpha]);\n currentBlendSrc = blendSrc;\n currentBlendDst = blendDst;\n currentBlendSrcAlpha = blendSrcAlpha;\n currentBlendDstAlpha = blendDstAlpha;\n }\n\n currentBlending = blending;\n currentPremultipledAlpha = null;\n }\n\n function setMaterial(material, frontFaceCW) {\n material.side === DoubleSide ? disable(2884) : enable(2884);\n var flipSided = material.side === BackSide;\n if (frontFaceCW) flipSided = !flipSided;\n setFlipSided(flipSided);\n material.blending === NormalBlending && material.transparent === false ? setBlending(NoBlending) : setBlending(material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha);\n depthBuffer.setFunc(material.depthFunc);\n depthBuffer.setTest(material.depthTest);\n depthBuffer.setMask(material.depthWrite);\n colorBuffer.setMask(material.colorWrite);\n var stencilWrite = material.stencilWrite;\n stencilBuffer.setTest(stencilWrite);\n\n if (stencilWrite) {\n stencilBuffer.setMask(material.stencilWriteMask);\n stencilBuffer.setFunc(material.stencilFunc, material.stencilRef, material.stencilFuncMask);\n stencilBuffer.setOp(material.stencilFail, material.stencilZFail, material.stencilZPass);\n }\n\n setPolygonOffset(material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits);\n } //\n\n\n function setFlipSided(flipSided) {\n if (currentFlipSided !== flipSided) {\n if (flipSided) {\n gl.frontFace(2304);\n } else {\n gl.frontFace(2305);\n }\n\n currentFlipSided = flipSided;\n }\n }\n\n function setCullFace(cullFace) {\n if (cullFace !== CullFaceNone) {\n enable(2884);\n\n if (cullFace !== currentCullFace) {\n if (cullFace === CullFaceBack) {\n gl.cullFace(1029);\n } else if (cullFace === CullFaceFront) {\n gl.cullFace(1028);\n } else {\n gl.cullFace(1032);\n }\n }\n } else {\n disable(2884);\n }\n\n currentCullFace = cullFace;\n }\n\n function setLineWidth(width) {\n if (width !== currentLineWidth) {\n if (lineWidthAvailable) gl.lineWidth(width);\n currentLineWidth = width;\n }\n }\n\n function setPolygonOffset(polygonOffset, factor, units) {\n if (polygonOffset) {\n enable(32823);\n\n if (currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units) {\n gl.polygonOffset(factor, units);\n currentPolygonOffsetFactor = factor;\n currentPolygonOffsetUnits = units;\n }\n } else {\n disable(32823);\n }\n }\n\n function setScissorTest(scissorTest) {\n if (scissorTest) {\n enable(3089);\n } else {\n disable(3089);\n }\n } // texture\n\n\n function activeTexture(webglSlot) {\n if (webglSlot === undefined) webglSlot = 33984 + maxTextures - 1;\n\n if (currentTextureSlot !== webglSlot) {\n gl.activeTexture(webglSlot);\n currentTextureSlot = webglSlot;\n }\n }\n\n function bindTexture(webglType, webglTexture) {\n if (currentTextureSlot === null) {\n activeTexture();\n }\n\n var boundTexture = currentBoundTextures[currentTextureSlot];\n\n if (boundTexture === undefined) {\n boundTexture = {\n type: undefined,\n texture: undefined\n };\n currentBoundTextures[currentTextureSlot] = boundTexture;\n }\n\n if (boundTexture.type !== webglType || boundTexture.texture !== webglTexture) {\n gl.bindTexture(webglType, webglTexture || emptyTextures[webglType]);\n boundTexture.type = webglType;\n boundTexture.texture = webglTexture;\n }\n }\n\n function unbindTexture() {\n var boundTexture = currentBoundTextures[currentTextureSlot];\n\n if (boundTexture !== undefined && boundTexture.type !== undefined) {\n gl.bindTexture(boundTexture.type, null);\n boundTexture.type = undefined;\n boundTexture.texture = undefined;\n }\n }\n\n function compressedTexImage2D() {\n try {\n gl.compressedTexImage2D.apply(gl, arguments);\n } catch (error) {\n console.error('THREE.WebGLState:', error);\n }\n }\n\n function texImage2D() {\n try {\n gl.texImage2D.apply(gl, arguments);\n } catch (error) {\n console.error('THREE.WebGLState:', error);\n }\n }\n\n function texImage3D() {\n try {\n gl.texImage3D.apply(gl, arguments);\n } catch (error) {\n console.error('THREE.WebGLState:', error);\n }\n } //\n\n\n function scissor(scissor) {\n if (currentScissor.equals(scissor) === false) {\n gl.scissor(scissor.x, scissor.y, scissor.z, scissor.w);\n currentScissor.copy(scissor);\n }\n }\n\n function viewport(viewport) {\n if (currentViewport.equals(viewport) === false) {\n gl.viewport(viewport.x, viewport.y, viewport.z, viewport.w);\n currentViewport.copy(viewport);\n }\n } //\n\n\n function reset() {\n enabledCapabilities = {};\n currentTextureSlot = null;\n currentBoundTextures = {};\n currentProgram = null;\n currentBlending = null;\n currentFlipSided = null;\n currentCullFace = null;\n colorBuffer.reset();\n depthBuffer.reset();\n stencilBuffer.reset();\n }\n\n return {\n buffers: {\n color: colorBuffer,\n depth: depthBuffer,\n stencil: stencilBuffer\n },\n enable: enable,\n disable: disable,\n useProgram: useProgram,\n setBlending: setBlending,\n setMaterial: setMaterial,\n setFlipSided: setFlipSided,\n setCullFace: setCullFace,\n setLineWidth: setLineWidth,\n setPolygonOffset: setPolygonOffset,\n setScissorTest: setScissorTest,\n activeTexture: activeTexture,\n bindTexture: bindTexture,\n unbindTexture: unbindTexture,\n compressedTexImage2D: compressedTexImage2D,\n texImage2D: texImage2D,\n texImage3D: texImage3D,\n scissor: scissor,\n viewport: viewport,\n reset: reset\n };\n}\n\nfunction WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info) {\n var _wrappingToGL, _filterToGL;\n\n var isWebGL2 = capabilities.isWebGL2;\n var maxTextures = capabilities.maxTextures;\n var maxCubemapSize = capabilities.maxCubemapSize;\n var maxTextureSize = capabilities.maxTextureSize;\n var maxSamples = capabilities.maxSamples;\n\n var _videoTextures = new WeakMap();\n\n var _canvas; // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,\n // also OffscreenCanvas.getContext(\"webgl\"), but not OffscreenCanvas.getContext(\"2d\")!\n // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).\n\n\n var useOffscreenCanvas = false;\n\n try {\n useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' && new OffscreenCanvas(1, 1).getContext(\"2d\") !== null;\n } catch (err) {// Ignore any errors\n }\n\n function createCanvas(width, height) {\n // Use OffscreenCanvas when available. Specially needed in web workers\n return useOffscreenCanvas ? new OffscreenCanvas(width, height) : document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');\n }\n\n function resizeImage(image, needsPowerOfTwo, needsNewCanvas, maxSize) {\n var scale = 1; // handle case if texture exceeds max size\n\n if (image.width > maxSize || image.height > maxSize) {\n scale = maxSize / Math.max(image.width, image.height);\n } // only perform resize if necessary\n\n\n if (scale < 1 || needsPowerOfTwo === true) {\n // only perform resize for certain image types\n if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) {\n var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;\n var width = floor(scale * image.width);\n var height = floor(scale * image.height);\n if (_canvas === undefined) _canvas = createCanvas(width, height); // cube textures can't reuse the same canvas\n\n var canvas = needsNewCanvas ? createCanvas(width, height) : _canvas;\n canvas.width = width;\n canvas.height = height;\n var context = canvas.getContext('2d');\n context.drawImage(image, 0, 0, width, height);\n console.warn('THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').');\n return canvas;\n } else {\n if ('data' in image) {\n console.warn('THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').');\n }\n\n return image;\n }\n }\n\n return image;\n }\n\n function isPowerOfTwo(image) {\n return MathUtils.isPowerOfTwo(image.width) && MathUtils.isPowerOfTwo(image.height);\n }\n\n function textureNeedsPowerOfTwo(texture) {\n if (isWebGL2) return false;\n return texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping || texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n }\n\n function textureNeedsGenerateMipmaps(texture, supportsMips) {\n return texture.generateMipmaps && supportsMips && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n }\n\n function generateMipmap(target, texture, width, height) {\n _gl.generateMipmap(target);\n\n var textureProperties = properties.get(texture); // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11\n\n textureProperties.__maxMipLevel = Math.log(Math.max(width, height)) * Math.LOG2E;\n }\n\n function getInternalFormat(internalFormatName, glFormat, glType) {\n if (isWebGL2 === false) return glFormat;\n\n if (internalFormatName !== null) {\n if (_gl[internalFormatName] !== undefined) return _gl[internalFormatName];\n console.warn('THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \\'' + internalFormatName + '\\'');\n }\n\n var internalFormat = glFormat;\n\n if (glFormat === 6403) {\n if (glType === 5126) internalFormat = 33326;\n if (glType === 5131) internalFormat = 33325;\n if (glType === 5121) internalFormat = 33321;\n }\n\n if (glFormat === 6407) {\n if (glType === 5126) internalFormat = 34837;\n if (glType === 5131) internalFormat = 34843;\n if (glType === 5121) internalFormat = 32849;\n }\n\n if (glFormat === 6408) {\n if (glType === 5126) internalFormat = 34836;\n if (glType === 5131) internalFormat = 34842;\n if (glType === 5121) internalFormat = 32856;\n }\n\n if (internalFormat === 33325 || internalFormat === 33326 || internalFormat === 34842 || internalFormat === 34836) {\n extensions.get('EXT_color_buffer_float');\n }\n\n return internalFormat;\n } // Fallback filters for non-power-of-2 textures\n\n\n function filterFallback(f) {\n if (f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter) {\n return 9728;\n }\n\n return 9729;\n } //\n\n\n function onTextureDispose(event) {\n var texture = event.target;\n texture.removeEventListener('dispose', onTextureDispose);\n deallocateTexture(texture);\n\n if (texture.isVideoTexture) {\n _videoTextures.delete(texture);\n }\n\n info.memory.textures--;\n }\n\n function onRenderTargetDispose(event) {\n var renderTarget = event.target;\n renderTarget.removeEventListener('dispose', onRenderTargetDispose);\n deallocateRenderTarget(renderTarget);\n info.memory.textures--;\n } //\n\n\n function deallocateTexture(texture) {\n var textureProperties = properties.get(texture);\n if (textureProperties.__webglInit === undefined) return;\n\n _gl.deleteTexture(textureProperties.__webglTexture);\n\n properties.remove(texture);\n }\n\n function deallocateRenderTarget(renderTarget) {\n var renderTargetProperties = properties.get(renderTarget);\n var textureProperties = properties.get(renderTarget.texture);\n if (!renderTarget) return;\n\n if (textureProperties.__webglTexture !== undefined) {\n _gl.deleteTexture(textureProperties.__webglTexture);\n }\n\n if (renderTarget.depthTexture) {\n renderTarget.depthTexture.dispose();\n }\n\n if (renderTarget.isWebGLCubeRenderTarget) {\n for (var _i103 = 0; _i103 < 6; _i103++) {\n _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[_i103]);\n\n if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer[_i103]);\n }\n } else {\n _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer);\n\n if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer);\n if (renderTargetProperties.__webglMultisampledFramebuffer) _gl.deleteFramebuffer(renderTargetProperties.__webglMultisampledFramebuffer);\n if (renderTargetProperties.__webglColorRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglColorRenderbuffer);\n if (renderTargetProperties.__webglDepthRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthRenderbuffer);\n }\n\n properties.remove(renderTarget.texture);\n properties.remove(renderTarget);\n } //\n\n\n var textureUnits = 0;\n\n function resetTextureUnits() {\n textureUnits = 0;\n }\n\n function allocateTextureUnit() {\n var textureUnit = textureUnits;\n\n if (textureUnit >= maxTextures) {\n console.warn('THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures);\n }\n\n textureUnits += 1;\n return textureUnit;\n } //\n\n\n function setTexture2D(texture, slot) {\n var textureProperties = properties.get(texture);\n if (texture.isVideoTexture) updateVideoTexture(texture);\n\n if (texture.version > 0 && textureProperties.__version !== texture.version) {\n var image = texture.image;\n\n if (image === undefined) {\n console.warn('THREE.WebGLRenderer: Texture marked for update but image is undefined');\n } else if (image.complete === false) {\n console.warn('THREE.WebGLRenderer: Texture marked for update but image is incomplete');\n } else {\n uploadTexture(textureProperties, texture, slot);\n return;\n }\n }\n\n state.activeTexture(33984 + slot);\n state.bindTexture(3553, textureProperties.__webglTexture);\n }\n\n function setTexture2DArray(texture, slot) {\n var textureProperties = properties.get(texture);\n\n if (texture.version > 0 && textureProperties.__version !== texture.version) {\n uploadTexture(textureProperties, texture, slot);\n return;\n }\n\n state.activeTexture(33984 + slot);\n state.bindTexture(35866, textureProperties.__webglTexture);\n }\n\n function setTexture3D(texture, slot) {\n var textureProperties = properties.get(texture);\n\n if (texture.version > 0 && textureProperties.__version !== texture.version) {\n uploadTexture(textureProperties, texture, slot);\n return;\n }\n\n state.activeTexture(33984 + slot);\n state.bindTexture(32879, textureProperties.__webglTexture);\n }\n\n function setTextureCube(texture, slot) {\n var textureProperties = properties.get(texture);\n\n if (texture.version > 0 && textureProperties.__version !== texture.version) {\n uploadCubeTexture(textureProperties, texture, slot);\n return;\n }\n\n state.activeTexture(33984 + slot);\n state.bindTexture(34067, textureProperties.__webglTexture);\n }\n\n var wrappingToGL = (_wrappingToGL = {}, _defineProperty(_wrappingToGL, RepeatWrapping, 10497), _defineProperty(_wrappingToGL, ClampToEdgeWrapping, 33071), _defineProperty(_wrappingToGL, MirroredRepeatWrapping, 33648), _wrappingToGL);\n var filterToGL = (_filterToGL = {}, _defineProperty(_filterToGL, NearestFilter, 9728), _defineProperty(_filterToGL, NearestMipmapNearestFilter, 9984), _defineProperty(_filterToGL, NearestMipmapLinearFilter, 9986), _defineProperty(_filterToGL, LinearFilter, 9729), _defineProperty(_filterToGL, LinearMipmapNearestFilter, 9985), _defineProperty(_filterToGL, LinearMipmapLinearFilter, 9987), _filterToGL);\n\n function setTextureParameters(textureType, texture, supportsMips) {\n if (supportsMips) {\n _gl.texParameteri(textureType, 10242, wrappingToGL[texture.wrapS]);\n\n _gl.texParameteri(textureType, 10243, wrappingToGL[texture.wrapT]);\n\n if (textureType === 32879 || textureType === 35866) {\n _gl.texParameteri(textureType, 32882, wrappingToGL[texture.wrapR]);\n }\n\n _gl.texParameteri(textureType, 10240, filterToGL[texture.magFilter]);\n\n _gl.texParameteri(textureType, 10241, filterToGL[texture.minFilter]);\n } else {\n _gl.texParameteri(textureType, 10242, 33071);\n\n _gl.texParameteri(textureType, 10243, 33071);\n\n if (textureType === 32879 || textureType === 35866) {\n _gl.texParameteri(textureType, 32882, 33071);\n }\n\n if (texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping) {\n console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.');\n }\n\n _gl.texParameteri(textureType, 10240, filterFallback(texture.magFilter));\n\n _gl.texParameteri(textureType, 10241, filterFallback(texture.minFilter));\n\n if (texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter) {\n console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.');\n }\n }\n\n var extension = extensions.get('EXT_texture_filter_anisotropic');\n\n if (extension) {\n if (texture.type === FloatType && extensions.get('OES_texture_float_linear') === null) return;\n if (texture.type === HalfFloatType && (isWebGL2 || extensions.get('OES_texture_half_float_linear')) === null) return;\n\n if (texture.anisotropy > 1 || properties.get(texture).__currentAnisotropy) {\n _gl.texParameterf(textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropy, capabilities.getMaxAnisotropy()));\n\n properties.get(texture).__currentAnisotropy = texture.anisotropy;\n }\n }\n }\n\n function initTexture(textureProperties, texture) {\n if (textureProperties.__webglInit === undefined) {\n textureProperties.__webglInit = true;\n texture.addEventListener('dispose', onTextureDispose);\n textureProperties.__webglTexture = _gl.createTexture();\n info.memory.textures++;\n }\n }\n\n function uploadTexture(textureProperties, texture, slot) {\n var textureType = 3553;\n if (texture.isDataTexture2DArray) textureType = 35866;\n if (texture.isDataTexture3D) textureType = 32879;\n initTexture(textureProperties, texture);\n state.activeTexture(33984 + slot);\n state.bindTexture(textureType, textureProperties.__webglTexture);\n\n _gl.pixelStorei(37440, texture.flipY);\n\n _gl.pixelStorei(37441, texture.premultiplyAlpha);\n\n _gl.pixelStorei(3317, texture.unpackAlignment);\n\n var needsPowerOfTwo = textureNeedsPowerOfTwo(texture) && isPowerOfTwo(texture.image) === false;\n var image = resizeImage(texture.image, needsPowerOfTwo, false, maxTextureSize);\n var supportsMips = isPowerOfTwo(image) || isWebGL2,\n glFormat = utils.convert(texture.format);\n var glType = utils.convert(texture.type),\n glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType);\n setTextureParameters(textureType, texture, supportsMips);\n var mipmap;\n var mipmaps = texture.mipmaps;\n\n if (texture.isDepthTexture) {\n // populate depth texture with dummy data\n glInternalFormat = 6402;\n\n if (isWebGL2) {\n if (texture.type === FloatType) {\n glInternalFormat = 36012;\n } else if (texture.type === UnsignedIntType) {\n glInternalFormat = 33190;\n } else if (texture.type === UnsignedInt248Type) {\n glInternalFormat = 35056;\n } else {\n glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D\n }\n } else {\n if (texture.type === FloatType) {\n console.error('WebGLRenderer: Floating point depth texture requires WebGL2.');\n }\n } // validation checks for WebGL 1\n\n\n if (texture.format === DepthFormat && glInternalFormat === 6402) {\n // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT\n // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n if (texture.type !== UnsignedShortType && texture.type !== UnsignedIntType) {\n console.warn('THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.');\n texture.type = UnsignedShortType;\n glType = utils.convert(texture.type);\n }\n }\n\n if (texture.format === DepthStencilFormat && glInternalFormat === 6402) {\n // Depth stencil textures need the DEPTH_STENCIL internal format\n // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n glInternalFormat = 34041; // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.\n // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\n if (texture.type !== UnsignedInt248Type) {\n console.warn('THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.');\n texture.type = UnsignedInt248Type;\n glType = utils.convert(texture.type);\n }\n } //\n\n\n state.texImage2D(3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null);\n } else if (texture.isDataTexture) {\n // use manually created mipmaps if available\n // if there are no manual mipmaps\n // set 0 level mipmap and then use GL to generate other mipmap levels\n if (mipmaps.length > 0 && supportsMips) {\n for (var _i104 = 0, il = mipmaps.length; _i104 < il; _i104++) {\n mipmap = mipmaps[_i104];\n state.texImage2D(3553, _i104, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);\n }\n\n texture.generateMipmaps = false;\n textureProperties.__maxMipLevel = mipmaps.length - 1;\n } else {\n state.texImage2D(3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data);\n textureProperties.__maxMipLevel = 0;\n }\n } else if (texture.isCompressedTexture) {\n for (var _i105 = 0, _il9 = mipmaps.length; _i105 < _il9; _i105++) {\n mipmap = mipmaps[_i105];\n\n if (texture.format !== RGBAFormat && texture.format !== RGBFormat) {\n if (glFormat !== null) {\n state.compressedTexImage2D(3553, _i105, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);\n } else {\n console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()');\n }\n } else {\n state.texImage2D(3553, _i105, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);\n }\n }\n\n textureProperties.__maxMipLevel = mipmaps.length - 1;\n } else if (texture.isDataTexture2DArray) {\n state.texImage3D(35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);\n textureProperties.__maxMipLevel = 0;\n } else if (texture.isDataTexture3D) {\n state.texImage3D(32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);\n textureProperties.__maxMipLevel = 0;\n } else {\n // regular Texture (image, video, canvas)\n // use manually created mipmaps if available\n // if there are no manual mipmaps\n // set 0 level mipmap and then use GL to generate other mipmap levels\n if (mipmaps.length > 0 && supportsMips) {\n for (var _i106 = 0, _il10 = mipmaps.length; _i106 < _il10; _i106++) {\n mipmap = mipmaps[_i106];\n state.texImage2D(3553, _i106, glInternalFormat, glFormat, glType, mipmap);\n }\n\n texture.generateMipmaps = false;\n textureProperties.__maxMipLevel = mipmaps.length - 1;\n } else {\n state.texImage2D(3553, 0, glInternalFormat, glFormat, glType, image);\n textureProperties.__maxMipLevel = 0;\n }\n }\n\n if (textureNeedsGenerateMipmaps(texture, supportsMips)) {\n generateMipmap(textureType, texture, image.width, image.height);\n }\n\n textureProperties.__version = texture.version;\n if (texture.onUpdate) texture.onUpdate(texture);\n }\n\n function uploadCubeTexture(textureProperties, texture, slot) {\n if (texture.image.length !== 6) return;\n initTexture(textureProperties, texture);\n state.activeTexture(33984 + slot);\n state.bindTexture(34067, textureProperties.__webglTexture);\n\n _gl.pixelStorei(37440, texture.flipY);\n\n var isCompressed = texture && (texture.isCompressedTexture || texture.image[0].isCompressedTexture);\n var isDataTexture = texture.image[0] && texture.image[0].isDataTexture;\n var cubeImage = [];\n\n for (var _i107 = 0; _i107 < 6; _i107++) {\n if (!isCompressed && !isDataTexture) {\n cubeImage[_i107] = resizeImage(texture.image[_i107], false, true, maxCubemapSize);\n } else {\n cubeImage[_i107] = isDataTexture ? texture.image[_i107].image : texture.image[_i107];\n }\n }\n\n var image = cubeImage[0],\n supportsMips = isPowerOfTwo(image) || isWebGL2,\n glFormat = utils.convert(texture.format),\n glType = utils.convert(texture.type),\n glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType);\n setTextureParameters(34067, texture, supportsMips);\n var mipmaps;\n\n if (isCompressed) {\n for (var _i108 = 0; _i108 < 6; _i108++) {\n mipmaps = cubeImage[_i108].mipmaps;\n\n for (var j = 0; j < mipmaps.length; j++) {\n var mipmap = mipmaps[j];\n\n if (texture.format !== RGBAFormat && texture.format !== RGBFormat) {\n if (glFormat !== null) {\n state.compressedTexImage2D(34069 + _i108, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);\n } else {\n console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()');\n }\n } else {\n state.texImage2D(34069 + _i108, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);\n }\n }\n }\n\n textureProperties.__maxMipLevel = mipmaps.length - 1;\n } else {\n mipmaps = texture.mipmaps;\n\n for (var _i109 = 0; _i109 < 6; _i109++) {\n if (isDataTexture) {\n state.texImage2D(34069 + _i109, 0, glInternalFormat, cubeImage[_i109].width, cubeImage[_i109].height, 0, glFormat, glType, cubeImage[_i109].data);\n\n for (var _j3 = 0; _j3 < mipmaps.length; _j3++) {\n var _mipmap = mipmaps[_j3];\n var mipmapImage = _mipmap.image[_i109].image;\n state.texImage2D(34069 + _i109, _j3 + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data);\n }\n } else {\n state.texImage2D(34069 + _i109, 0, glInternalFormat, glFormat, glType, cubeImage[_i109]);\n\n for (var _j4 = 0; _j4 < mipmaps.length; _j4++) {\n var _mipmap2 = mipmaps[_j4];\n state.texImage2D(34069 + _i109, _j4 + 1, glInternalFormat, glFormat, glType, _mipmap2.image[_i109]);\n }\n }\n }\n\n textureProperties.__maxMipLevel = mipmaps.length;\n }\n\n if (textureNeedsGenerateMipmaps(texture, supportsMips)) {\n // We assume images for cube map have the same size.\n generateMipmap(34067, texture, image.width, image.height);\n }\n\n textureProperties.__version = texture.version;\n if (texture.onUpdate) texture.onUpdate(texture);\n } // Render targets\n // Setup storage for target texture and bind it to correct framebuffer\n\n\n function setupFrameBufferTexture(framebuffer, renderTarget, attachment, textureTarget) {\n var glFormat = utils.convert(renderTarget.texture.format);\n var glType = utils.convert(renderTarget.texture.type);\n var glInternalFormat = getInternalFormat(renderTarget.texture.internalFormat, glFormat, glType);\n state.texImage2D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null);\n\n _gl.bindFramebuffer(36160, framebuffer);\n\n _gl.framebufferTexture2D(36160, attachment, textureTarget, properties.get(renderTarget.texture).__webglTexture, 0);\n\n _gl.bindFramebuffer(36160, null);\n } // Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\n\n function setupRenderBufferStorage(renderbuffer, renderTarget, isMultisample) {\n _gl.bindRenderbuffer(36161, renderbuffer);\n\n if (renderTarget.depthBuffer && !renderTarget.stencilBuffer) {\n var glInternalFormat = 33189;\n\n if (isMultisample) {\n var depthTexture = renderTarget.depthTexture;\n\n if (depthTexture && depthTexture.isDepthTexture) {\n if (depthTexture.type === FloatType) {\n glInternalFormat = 36012;\n } else if (depthTexture.type === UnsignedIntType) {\n glInternalFormat = 33190;\n }\n }\n\n var samples = getRenderTargetSamples(renderTarget);\n\n _gl.renderbufferStorageMultisample(36161, samples, glInternalFormat, renderTarget.width, renderTarget.height);\n } else {\n _gl.renderbufferStorage(36161, glInternalFormat, renderTarget.width, renderTarget.height);\n }\n\n _gl.framebufferRenderbuffer(36160, 36096, 36161, renderbuffer);\n } else if (renderTarget.depthBuffer && renderTarget.stencilBuffer) {\n if (isMultisample) {\n var _samples = getRenderTargetSamples(renderTarget);\n\n _gl.renderbufferStorageMultisample(36161, _samples, 35056, renderTarget.width, renderTarget.height);\n } else {\n _gl.renderbufferStorage(36161, 34041, renderTarget.width, renderTarget.height);\n }\n\n _gl.framebufferRenderbuffer(36160, 33306, 36161, renderbuffer);\n } else {\n var glFormat = utils.convert(renderTarget.texture.format);\n var glType = utils.convert(renderTarget.texture.type);\n\n var _glInternalFormat = getInternalFormat(renderTarget.texture.internalFormat, glFormat, glType);\n\n if (isMultisample) {\n var _samples2 = getRenderTargetSamples(renderTarget);\n\n _gl.renderbufferStorageMultisample(36161, _samples2, _glInternalFormat, renderTarget.width, renderTarget.height);\n } else {\n _gl.renderbufferStorage(36161, _glInternalFormat, renderTarget.width, renderTarget.height);\n }\n }\n\n _gl.bindRenderbuffer(36161, null);\n } // Setup resources for a Depth Texture for a FBO (needs an extension)\n\n\n function setupDepthTexture(framebuffer, renderTarget) {\n var isCube = renderTarget && renderTarget.isWebGLCubeRenderTarget;\n if (isCube) throw new Error('Depth Texture with cube render targets is not supported');\n\n _gl.bindFramebuffer(36160, framebuffer);\n\n if (!(renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture)) {\n throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture');\n } // upload an empty depth texture with framebuffer size\n\n\n if (!properties.get(renderTarget.depthTexture).__webglTexture || renderTarget.depthTexture.image.width !== renderTarget.width || renderTarget.depthTexture.image.height !== renderTarget.height) {\n renderTarget.depthTexture.image.width = renderTarget.width;\n renderTarget.depthTexture.image.height = renderTarget.height;\n renderTarget.depthTexture.needsUpdate = true;\n }\n\n setTexture2D(renderTarget.depthTexture, 0);\n\n var webglDepthTexture = properties.get(renderTarget.depthTexture).__webglTexture;\n\n if (renderTarget.depthTexture.format === DepthFormat) {\n _gl.framebufferTexture2D(36160, 36096, 3553, webglDepthTexture, 0);\n } else if (renderTarget.depthTexture.format === DepthStencilFormat) {\n _gl.framebufferTexture2D(36160, 33306, 3553, webglDepthTexture, 0);\n } else {\n throw new Error('Unknown depthTexture format');\n }\n } // Setup GL resources for a non-texture depth buffer\n\n\n function setupDepthRenderbuffer(renderTarget) {\n var renderTargetProperties = properties.get(renderTarget);\n var isCube = renderTarget.isWebGLCubeRenderTarget === true;\n\n if (renderTarget.depthTexture) {\n if (isCube) throw new Error('target.depthTexture not supported in Cube render targets');\n setupDepthTexture(renderTargetProperties.__webglFramebuffer, renderTarget);\n } else {\n if (isCube) {\n renderTargetProperties.__webglDepthbuffer = [];\n\n for (var _i110 = 0; _i110 < 6; _i110++) {\n _gl.bindFramebuffer(36160, renderTargetProperties.__webglFramebuffer[_i110]);\n\n renderTargetProperties.__webglDepthbuffer[_i110] = _gl.createRenderbuffer();\n setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer[_i110], renderTarget, false);\n }\n } else {\n _gl.bindFramebuffer(36160, renderTargetProperties.__webglFramebuffer);\n\n renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer, renderTarget, false);\n }\n }\n\n _gl.bindFramebuffer(36160, null);\n } // Set up GL resources for the render target\n\n\n function setupRenderTarget(renderTarget) {\n var renderTargetProperties = properties.get(renderTarget);\n var textureProperties = properties.get(renderTarget.texture);\n renderTarget.addEventListener('dispose', onRenderTargetDispose);\n textureProperties.__webglTexture = _gl.createTexture();\n info.memory.textures++;\n var isCube = renderTarget.isWebGLCubeRenderTarget === true;\n var isMultisample = renderTarget.isWebGLMultisampleRenderTarget === true;\n var supportsMips = isPowerOfTwo(renderTarget) || isWebGL2; // Handles WebGL2 RGBFormat fallback - #18858\n\n if (isWebGL2 && renderTarget.texture.format === RGBFormat && (renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType)) {\n renderTarget.texture.format = RGBAFormat;\n console.warn('THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.');\n } // Setup framebuffer\n\n\n if (isCube) {\n renderTargetProperties.__webglFramebuffer = [];\n\n for (var _i111 = 0; _i111 < 6; _i111++) {\n renderTargetProperties.__webglFramebuffer[_i111] = _gl.createFramebuffer();\n }\n } else {\n renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n\n if (isMultisample) {\n if (isWebGL2) {\n renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();\n\n _gl.bindRenderbuffer(36161, renderTargetProperties.__webglColorRenderbuffer);\n\n var glFormat = utils.convert(renderTarget.texture.format);\n var glType = utils.convert(renderTarget.texture.type);\n var glInternalFormat = getInternalFormat(renderTarget.texture.internalFormat, glFormat, glType);\n var samples = getRenderTargetSamples(renderTarget);\n\n _gl.renderbufferStorageMultisample(36161, samples, glInternalFormat, renderTarget.width, renderTarget.height);\n\n _gl.bindFramebuffer(36160, renderTargetProperties.__webglMultisampledFramebuffer);\n\n _gl.framebufferRenderbuffer(36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer);\n\n _gl.bindRenderbuffer(36161, null);\n\n if (renderTarget.depthBuffer) {\n renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n setupRenderBufferStorage(renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true);\n }\n\n _gl.bindFramebuffer(36160, null);\n } else {\n console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.');\n }\n }\n } // Setup color buffer\n\n\n if (isCube) {\n state.bindTexture(34067, textureProperties.__webglTexture);\n setTextureParameters(34067, renderTarget.texture, supportsMips);\n\n for (var _i112 = 0; _i112 < 6; _i112++) {\n setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[_i112], renderTarget, 36064, 34069 + _i112);\n }\n\n if (textureNeedsGenerateMipmaps(renderTarget.texture, supportsMips)) {\n generateMipmap(34067, renderTarget.texture, renderTarget.width, renderTarget.height);\n }\n\n state.bindTexture(34067, null);\n } else {\n state.bindTexture(3553, textureProperties.__webglTexture);\n setTextureParameters(3553, renderTarget.texture, supportsMips);\n setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553);\n\n if (textureNeedsGenerateMipmaps(renderTarget.texture, supportsMips)) {\n generateMipmap(3553, renderTarget.texture, renderTarget.width, renderTarget.height);\n }\n\n state.bindTexture(3553, null);\n } // Setup depth and stencil buffers\n\n\n if (renderTarget.depthBuffer) {\n setupDepthRenderbuffer(renderTarget);\n }\n }\n\n function updateRenderTargetMipmap(renderTarget) {\n var texture = renderTarget.texture;\n var supportsMips = isPowerOfTwo(renderTarget) || isWebGL2;\n\n if (textureNeedsGenerateMipmaps(texture, supportsMips)) {\n var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;\n\n var webglTexture = properties.get(texture).__webglTexture;\n\n state.bindTexture(target, webglTexture);\n generateMipmap(target, texture, renderTarget.width, renderTarget.height);\n state.bindTexture(target, null);\n }\n }\n\n function updateMultisampleRenderTarget(renderTarget) {\n if (renderTarget.isWebGLMultisampleRenderTarget) {\n if (isWebGL2) {\n var renderTargetProperties = properties.get(renderTarget);\n\n _gl.bindFramebuffer(36008, renderTargetProperties.__webglMultisampledFramebuffer);\n\n _gl.bindFramebuffer(36009, renderTargetProperties.__webglFramebuffer);\n\n var width = renderTarget.width;\n var height = renderTarget.height;\n var mask = 16384;\n if (renderTarget.depthBuffer) mask |= 256;\n if (renderTarget.stencilBuffer) mask |= 1024;\n\n _gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, mask, 9728);\n\n _gl.bindFramebuffer(36160, renderTargetProperties.__webglMultisampledFramebuffer); // see #18905\n\n } else {\n console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.');\n }\n }\n }\n\n function getRenderTargetSamples(renderTarget) {\n return isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ? Math.min(maxSamples, renderTarget.samples) : 0;\n }\n\n function updateVideoTexture(texture) {\n var frame = info.render.frame; // Check the last frame we updated the VideoTexture\n\n if (_videoTextures.get(texture) !== frame) {\n _videoTextures.set(texture, frame);\n\n texture.update();\n }\n } // backwards compatibility\n\n\n var warnedTexture2D = false;\n var warnedTextureCube = false;\n\n function safeSetTexture2D(texture, slot) {\n if (texture && texture.isWebGLRenderTarget) {\n if (warnedTexture2D === false) {\n console.warn(\"THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead.\");\n warnedTexture2D = true;\n }\n\n texture = texture.texture;\n }\n\n setTexture2D(texture, slot);\n }\n\n function safeSetTextureCube(texture, slot) {\n if (texture && texture.isWebGLCubeRenderTarget) {\n if (warnedTextureCube === false) {\n console.warn(\"THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead.\");\n warnedTextureCube = true;\n }\n\n texture = texture.texture;\n }\n\n setTextureCube(texture, slot);\n } //\n\n\n this.allocateTextureUnit = allocateTextureUnit;\n this.resetTextureUnits = resetTextureUnits;\n this.setTexture2D = setTexture2D;\n this.setTexture2DArray = setTexture2DArray;\n this.setTexture3D = setTexture3D;\n this.setTextureCube = setTextureCube;\n this.setupRenderTarget = setupRenderTarget;\n this.updateRenderTargetMipmap = updateRenderTargetMipmap;\n this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n this.safeSetTexture2D = safeSetTexture2D;\n this.safeSetTextureCube = safeSetTextureCube;\n}\n\nfunction WebGLUtils(gl, extensions, capabilities) {\n var isWebGL2 = capabilities.isWebGL2;\n\n function convert(p) {\n var extension;\n if (p === UnsignedByteType) return 5121;\n if (p === UnsignedShort4444Type) return 32819;\n if (p === UnsignedShort5551Type) return 32820;\n if (p === UnsignedShort565Type) return 33635;\n if (p === ByteType) return 5120;\n if (p === ShortType) return 5122;\n if (p === UnsignedShortType) return 5123;\n if (p === IntType) return 5124;\n if (p === UnsignedIntType) return 5125;\n if (p === FloatType) return 5126;\n\n if (p === HalfFloatType) {\n if (isWebGL2) return 5131;\n extension = extensions.get('OES_texture_half_float');\n\n if (extension !== null) {\n return extension.HALF_FLOAT_OES;\n } else {\n return null;\n }\n }\n\n if (p === AlphaFormat) return 6406;\n if (p === RGBFormat) return 6407;\n if (p === RGBAFormat) return 6408;\n if (p === LuminanceFormat) return 6409;\n if (p === LuminanceAlphaFormat) return 6410;\n if (p === DepthFormat) return 6402;\n if (p === DepthStencilFormat) return 34041;\n if (p === RedFormat) return 6403; // WebGL2 formats.\n\n if (p === RedIntegerFormat) return 36244;\n if (p === RGFormat) return 33319;\n if (p === RGIntegerFormat) return 33320;\n if (p === RGBIntegerFormat) return 36248;\n if (p === RGBAIntegerFormat) return 36249;\n\n if (p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format) {\n extension = extensions.get('WEBGL_compressed_texture_s3tc');\n\n if (extension !== null) {\n if (p === RGB_S3TC_DXT1_Format) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n if (p === RGBA_S3TC_DXT1_Format) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n if (p === RGBA_S3TC_DXT3_Format) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n if (p === RGBA_S3TC_DXT5_Format) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n } else {\n return null;\n }\n }\n\n if (p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format) {\n extension = extensions.get('WEBGL_compressed_texture_pvrtc');\n\n if (extension !== null) {\n if (p === RGB_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n if (p === RGB_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n if (p === RGBA_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n if (p === RGBA_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n } else {\n return null;\n }\n }\n\n if (p === RGB_ETC1_Format) {\n extension = extensions.get('WEBGL_compressed_texture_etc1');\n\n if (extension !== null) {\n return extension.COMPRESSED_RGB_ETC1_WEBGL;\n } else {\n return null;\n }\n }\n\n if (p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format) {\n extension = extensions.get('WEBGL_compressed_texture_etc');\n\n if (extension !== null) {\n if (p === RGB_ETC2_Format) return extension.COMPRESSED_RGB8_ETC2;\n if (p === RGBA_ETC2_EAC_Format) return extension.COMPRESSED_RGBA8_ETC2_EAC;\n }\n }\n\n if (p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format || p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format || p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format || p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format || p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format || p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format) {\n extension = extensions.get('WEBGL_compressed_texture_astc');\n\n if (extension !== null) {\n // TODO Complete?\n return p;\n } else {\n return null;\n }\n }\n\n if (p === RGBA_BPTC_Format) {\n extension = extensions.get('EXT_texture_compression_bptc');\n\n if (extension !== null) {\n // TODO Complete?\n return p;\n } else {\n return null;\n }\n }\n\n if (p === UnsignedInt248Type) {\n if (isWebGL2) return 34042;\n extension = extensions.get('WEBGL_depth_texture');\n\n if (extension !== null) {\n return extension.UNSIGNED_INT_24_8_WEBGL;\n } else {\n return null;\n }\n }\n }\n\n return {\n convert: convert\n };\n}\n\nfunction ArrayCamera(array) {\n PerspectiveCamera.call(this);\n this.cameras = array || [];\n}\n\nArrayCamera.prototype = Object.assign(Object.create(PerspectiveCamera.prototype), {\n constructor: ArrayCamera,\n isArrayCamera: true\n});\n\nfunction Group() {\n Object3D.call(this);\n this.type = 'Group';\n}\n\nGroup.prototype = Object.assign(Object.create(Object3D.prototype), {\n constructor: Group,\n isGroup: true\n});\n\nfunction WebXRController() {\n this._targetRay = null;\n this._grip = null;\n this._hand = null;\n}\n\nObject.assign(WebXRController.prototype, {\n constructor: WebXRController,\n getHandSpace: function getHandSpace() {\n if (this._hand === null) {\n this._hand = new Group();\n this._hand.matrixAutoUpdate = false;\n this._hand.visible = false;\n this._hand.joints = [];\n this._hand.inputState = {\n pinching: false\n };\n\n if (window.XRHand) {\n for (var _i113 = 0; _i113 <= window.XRHand.LITTLE_PHALANX_TIP; _i113++) {\n // The transform of this joint will be updated with the joint pose on each frame\n var joint = new Group();\n joint.matrixAutoUpdate = false;\n joint.visible = false;\n\n this._hand.joints.push(joint); // ??\n\n\n this._hand.add(joint);\n }\n }\n }\n\n return this._hand;\n },\n getTargetRaySpace: function getTargetRaySpace() {\n if (this._targetRay === null) {\n this._targetRay = new Group();\n this._targetRay.matrixAutoUpdate = false;\n this._targetRay.visible = false;\n }\n\n return this._targetRay;\n },\n getGripSpace: function getGripSpace() {\n if (this._grip === null) {\n this._grip = new Group();\n this._grip.matrixAutoUpdate = false;\n this._grip.visible = false;\n }\n\n return this._grip;\n },\n dispatchEvent: function dispatchEvent(event) {\n if (this._targetRay !== null) {\n this._targetRay.dispatchEvent(event);\n }\n\n if (this._grip !== null) {\n this._grip.dispatchEvent(event);\n }\n\n if (this._hand !== null) {\n this._hand.dispatchEvent(event);\n }\n\n return this;\n },\n disconnect: function disconnect(inputSource) {\n this.dispatchEvent({\n type: 'disconnected',\n data: inputSource\n });\n\n if (this._targetRay !== null) {\n this._targetRay.visible = false;\n }\n\n if (this._grip !== null) {\n this._grip.visible = false;\n }\n\n if (this._hand !== null) {\n this._hand.visible = false;\n }\n\n return this;\n },\n update: function update(inputSource, frame, referenceSpace) {\n var inputPose = null;\n var gripPose = null;\n var handPose = null;\n var targetRay = this._targetRay;\n var grip = this._grip;\n var hand = this._hand;\n\n if (inputSource) {\n if (hand && inputSource.hand) {\n handPose = true;\n\n for (var _i114 = 0; _i114 <= window.XRHand.LITTLE_PHALANX_TIP; _i114++) {\n if (inputSource.hand[_i114]) {\n // Update the joints groups with the XRJoint poses\n var jointPose = frame.getJointPose(inputSource.hand[_i114], referenceSpace);\n var joint = hand.joints[_i114];\n\n if (jointPose !== null) {\n joint.matrix.fromArray(jointPose.transform.matrix);\n joint.matrix.decompose(joint.position, joint.rotation, joint.scale);\n joint.jointRadius = jointPose.radius;\n }\n\n joint.visible = jointPose !== null; // Custom events\n // Check pinch\n\n var indexTip = hand.joints[window.XRHand.INDEX_PHALANX_TIP];\n var thumbTip = hand.joints[window.XRHand.THUMB_PHALANX_TIP];\n var distance = indexTip.position.distanceTo(thumbTip.position);\n var distanceToPinch = 0.02;\n var threshold = 0.005;\n\n if (hand.inputState.pinching && distance > distanceToPinch + threshold) {\n hand.inputState.pinching = false;\n this.dispatchEvent({\n type: \"pinchend\",\n handedness: inputSource.handedness,\n target: this\n });\n } else if (!hand.inputState.pinching && distance <= distanceToPinch - threshold) {\n hand.inputState.pinching = true;\n this.dispatchEvent({\n type: \"pinchstart\",\n handedness: inputSource.handedness,\n target: this\n });\n }\n }\n }\n } else {\n if (targetRay !== null) {\n inputPose = frame.getPose(inputSource.targetRaySpace, referenceSpace);\n\n if (inputPose !== null) {\n targetRay.matrix.fromArray(inputPose.transform.matrix);\n targetRay.matrix.decompose(targetRay.position, targetRay.rotation, targetRay.scale);\n }\n }\n\n if (grip !== null && inputSource.gripSpace) {\n gripPose = frame.getPose(inputSource.gripSpace, referenceSpace);\n\n if (gripPose !== null) {\n grip.matrix.fromArray(gripPose.transform.matrix);\n grip.matrix.decompose(grip.position, grip.rotation, grip.scale);\n }\n }\n }\n }\n\n if (targetRay !== null) {\n targetRay.visible = inputPose !== null;\n }\n\n if (grip !== null) {\n grip.visible = gripPose !== null;\n }\n\n if (hand !== null) {\n hand.visible = handPose !== null;\n }\n\n return this;\n }\n});\n\nfunction WebXRManager(renderer, gl) {\n var scope = this;\n var session = null;\n var framebufferScaleFactor = 1.0;\n var referenceSpace = null;\n var referenceSpaceType = 'local-floor';\n var pose = null;\n var controllers = [];\n var inputSourcesMap = new Map(); //\n\n var cameraL = new PerspectiveCamera();\n cameraL.layers.enable(1);\n cameraL.viewport = new Vector4();\n var cameraR = new PerspectiveCamera();\n cameraR.layers.enable(2);\n cameraR.viewport = new Vector4();\n var cameras = [cameraL, cameraR];\n var cameraVR = new ArrayCamera();\n cameraVR.layers.enable(1);\n cameraVR.layers.enable(2);\n var _currentDepthNear = null;\n var _currentDepthFar = null; //\n\n this.enabled = false;\n this.isPresenting = false;\n\n this.getController = function (index) {\n var controller = controllers[index];\n\n if (controller === undefined) {\n controller = new WebXRController();\n controllers[index] = controller;\n }\n\n return controller.getTargetRaySpace();\n };\n\n this.getControllerGrip = function (index) {\n var controller = controllers[index];\n\n if (controller === undefined) {\n controller = new WebXRController();\n controllers[index] = controller;\n }\n\n return controller.getGripSpace();\n };\n\n this.getHand = function (index) {\n var controller = controllers[index];\n\n if (controller === undefined) {\n controller = new WebXRController();\n controllers[index] = controller;\n }\n\n return controller.getHandSpace();\n }; //\n\n\n function onSessionEvent(event) {\n var controller = inputSourcesMap.get(event.inputSource);\n\n if (controller) {\n controller.dispatchEvent({\n type: event.type,\n data: event.inputSource\n });\n }\n }\n\n function onSessionEnd() {\n inputSourcesMap.forEach(function (controller, inputSource) {\n controller.disconnect(inputSource);\n });\n inputSourcesMap.clear(); //\n\n renderer.setFramebuffer(null);\n renderer.setRenderTarget(renderer.getRenderTarget()); // Hack #15830\n\n animation.stop();\n scope.isPresenting = false;\n scope.dispatchEvent({\n type: 'sessionend'\n });\n }\n\n function onRequestReferenceSpace(value) {\n referenceSpace = value;\n animation.setContext(session);\n animation.start();\n scope.isPresenting = true;\n scope.dispatchEvent({\n type: 'sessionstart'\n });\n }\n\n this.setFramebufferScaleFactor = function (value) {\n framebufferScaleFactor = value;\n\n if (scope.isPresenting === true) {\n console.warn('THREE.WebXRManager: Cannot change framebuffer scale while presenting.');\n }\n };\n\n this.setReferenceSpaceType = function (value) {\n referenceSpaceType = value;\n\n if (scope.isPresenting === true) {\n console.warn('THREE.WebXRManager: Cannot change reference space type while presenting.');\n }\n };\n\n this.getReferenceSpace = function () {\n return referenceSpace;\n };\n\n this.getSession = function () {\n return session;\n };\n\n this.setSession = function (value) {\n session = value;\n\n if (session !== null) {\n session.addEventListener('select', onSessionEvent);\n session.addEventListener('selectstart', onSessionEvent);\n session.addEventListener('selectend', onSessionEvent);\n session.addEventListener('squeeze', onSessionEvent);\n session.addEventListener('squeezestart', onSessionEvent);\n session.addEventListener('squeezeend', onSessionEvent);\n session.addEventListener('end', onSessionEnd);\n var attributes = gl.getContextAttributes();\n\n if (attributes.xrCompatible !== true) {\n gl.makeXRCompatible();\n }\n\n var layerInit = {\n antialias: attributes.antialias,\n alpha: attributes.alpha,\n depth: attributes.depth,\n stencil: attributes.stencil,\n framebufferScaleFactor: framebufferScaleFactor\n }; // eslint-disable-next-line no-undef\n\n var baseLayer = new XRWebGLLayer(session, gl, layerInit);\n session.updateRenderState({\n baseLayer: baseLayer\n });\n session.requestReferenceSpace(referenceSpaceType).then(onRequestReferenceSpace); //\n\n session.addEventListener('inputsourceschange', updateInputSources);\n }\n };\n\n function updateInputSources(event) {\n var inputSources = session.inputSources; // Assign inputSources to available controllers\n\n for (var _i115 = 0; _i115 < controllers.length; _i115++) {\n inputSourcesMap.set(inputSources[_i115], controllers[_i115]);\n } // Notify disconnected\n\n\n for (var _i116 = 0; _i116 < event.removed.length; _i116++) {\n var inputSource = event.removed[_i116];\n var controller = inputSourcesMap.get(inputSource);\n\n if (controller) {\n controller.dispatchEvent({\n type: 'disconnected',\n data: inputSource\n });\n inputSourcesMap.delete(inputSource);\n }\n } // Notify connected\n\n\n for (var _i117 = 0; _i117 < event.added.length; _i117++) {\n var _inputSource = event.added[_i117];\n\n var _controller = inputSourcesMap.get(_inputSource);\n\n if (_controller) {\n _controller.dispatchEvent({\n type: 'connected',\n data: _inputSource\n });\n }\n }\n } //\n\n\n var cameraLPos = new Vector3();\n var cameraRPos = new Vector3();\n /**\n * Assumes 2 cameras that are parallel and share an X-axis, and that\n * the cameras' projection and world matrices have already been set.\n * And that near and far planes are identical for both cameras.\n * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n */\n\n function setProjectionFromUnion(camera, cameraL, cameraR) {\n cameraLPos.setFromMatrixPosition(cameraL.matrixWorld);\n cameraRPos.setFromMatrixPosition(cameraR.matrixWorld);\n var ipd = cameraLPos.distanceTo(cameraRPos);\n var projL = cameraL.projectionMatrix.elements;\n var projR = cameraR.projectionMatrix.elements; // VR systems will have identical far and near planes, and\n // most likely identical top and bottom frustum extents.\n // Use the left camera for these values.\n\n var near = projL[14] / (projL[10] - 1);\n var far = projL[14] / (projL[10] + 1);\n var topFov = (projL[9] + 1) / projL[5];\n var bottomFov = (projL[9] - 1) / projL[5];\n var leftFov = (projL[8] - 1) / projL[0];\n var rightFov = (projR[8] + 1) / projR[0];\n var left = near * leftFov;\n var right = near * rightFov; // Calculate the new camera's position offset from the\n // left camera. xOffset should be roughly half `ipd`.\n\n var zOffset = ipd / (-leftFov + rightFov);\n var xOffset = zOffset * -leftFov; // TODO: Better way to apply this offset?\n\n cameraL.matrixWorld.decompose(camera.position, camera.quaternion, camera.scale);\n camera.translateX(xOffset);\n camera.translateZ(zOffset);\n camera.matrixWorld.compose(camera.position, camera.quaternion, camera.scale);\n camera.matrixWorldInverse.getInverse(camera.matrixWorld); // Find the union of the frustum values of the cameras and scale\n // the values so that the near plane's position does not change in world space,\n // although must now be relative to the new union camera.\n\n var near2 = near + zOffset;\n var far2 = far + zOffset;\n var left2 = left - xOffset;\n var right2 = right + (ipd - xOffset);\n var top2 = topFov * far / far2 * near2;\n var bottom2 = bottomFov * far / far2 * near2;\n camera.projectionMatrix.makePerspective(left2, right2, top2, bottom2, near2, far2);\n }\n\n function updateCamera(camera, parent) {\n if (parent === null) {\n camera.matrixWorld.copy(camera.matrix);\n } else {\n camera.matrixWorld.multiplyMatrices(parent.matrixWorld, camera.matrix);\n }\n\n camera.matrixWorldInverse.getInverse(camera.matrixWorld);\n }\n\n this.getCamera = function (camera) {\n cameraVR.near = cameraR.near = cameraL.near = camera.near;\n cameraVR.far = cameraR.far = cameraL.far = camera.far;\n\n if (_currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far) {\n // Note that the new renderState won't apply until the next frame. See #18320\n session.updateRenderState({\n depthNear: cameraVR.near,\n depthFar: cameraVR.far\n });\n _currentDepthNear = cameraVR.near;\n _currentDepthFar = cameraVR.far;\n }\n\n var parent = camera.parent;\n var cameras = cameraVR.cameras;\n updateCamera(cameraVR, parent);\n\n for (var _i118 = 0; _i118 < cameras.length; _i118++) {\n updateCamera(cameras[_i118], parent);\n } // update camera and its children\n\n\n camera.matrixWorld.copy(cameraVR.matrixWorld);\n var children = camera.children;\n\n for (var _i119 = 0, l = children.length; _i119 < l; _i119++) {\n children[_i119].updateMatrixWorld(true);\n } // update projection matrix for proper view frustum culling\n\n\n if (cameras.length === 2) {\n setProjectionFromUnion(cameraVR, cameraL, cameraR);\n } else {\n // assume single camera setup (AR)\n cameraVR.projectionMatrix.copy(cameraL.projectionMatrix);\n }\n\n return cameraVR;\n }; // Animation Loop\n\n\n var onAnimationFrameCallback = null;\n\n function onAnimationFrame(time, frame) {\n pose = frame.getViewerPose(referenceSpace);\n\n if (pose !== null) {\n var views = pose.views;\n var baseLayer = session.renderState.baseLayer;\n renderer.setFramebuffer(baseLayer.framebuffer);\n var cameraVRNeedsUpdate = false; // check if it's necessary to rebuild cameraVR's camera list\n\n if (views.length !== cameraVR.cameras.length) {\n cameraVR.cameras.length = 0;\n cameraVRNeedsUpdate = true;\n }\n\n for (var _i120 = 0; _i120 < views.length; _i120++) {\n var view = views[_i120];\n var viewport = baseLayer.getViewport(view);\n var camera = cameras[_i120];\n camera.matrix.fromArray(view.transform.matrix);\n camera.projectionMatrix.fromArray(view.projectionMatrix);\n camera.viewport.set(viewport.x, viewport.y, viewport.width, viewport.height);\n\n if (_i120 === 0) {\n cameraVR.matrix.copy(camera.matrix);\n }\n\n if (cameraVRNeedsUpdate === true) {\n cameraVR.cameras.push(camera);\n }\n }\n } //\n\n\n var inputSources = session.inputSources;\n\n for (var _i121 = 0; _i121 < controllers.length; _i121++) {\n var controller = controllers[_i121];\n var inputSource = inputSources[_i121];\n controller.update(inputSource, frame, referenceSpace);\n }\n\n if (onAnimationFrameCallback) onAnimationFrameCallback(time, frame);\n }\n\n var animation = new WebGLAnimation();\n animation.setAnimationLoop(onAnimationFrame);\n\n this.setAnimationLoop = function (callback) {\n onAnimationFrameCallback = callback;\n };\n\n this.dispose = function () {};\n}\n\nObject.assign(WebXRManager.prototype, EventDispatcher.prototype);\n\nfunction WebGLMaterials(properties) {\n function refreshFogUniforms(uniforms, fog) {\n uniforms.fogColor.value.copy(fog.color);\n\n if (fog.isFog) {\n uniforms.fogNear.value = fog.near;\n uniforms.fogFar.value = fog.far;\n } else if (fog.isFogExp2) {\n uniforms.fogDensity.value = fog.density;\n }\n }\n\n function refreshMaterialUniforms(uniforms, material, pixelRatio, height) {\n if (material.isMeshBasicMaterial) {\n refreshUniformsCommon(uniforms, material);\n } else if (material.isMeshLambertMaterial) {\n refreshUniformsCommon(uniforms, material);\n refreshUniformsLambert(uniforms, material);\n } else if (material.isMeshToonMaterial) {\n refreshUniformsCommon(uniforms, material);\n refreshUniformsToon(uniforms, material);\n } else if (material.isMeshPhongMaterial) {\n refreshUniformsCommon(uniforms, material);\n refreshUniformsPhong(uniforms, material);\n } else if (material.isMeshStandardMaterial) {\n refreshUniformsCommon(uniforms, material);\n\n if (material.isMeshPhysicalMaterial) {\n refreshUniformsPhysical(uniforms, material);\n } else {\n refreshUniformsStandard(uniforms, material);\n }\n } else if (material.isMeshMatcapMaterial) {\n refreshUniformsCommon(uniforms, material);\n refreshUniformsMatcap(uniforms, material);\n } else if (material.isMeshDepthMaterial) {\n refreshUniformsCommon(uniforms, material);\n refreshUniformsDepth(uniforms, material);\n } else if (material.isMeshDistanceMaterial) {\n refreshUniformsCommon(uniforms, material);\n refreshUniformsDistance(uniforms, material);\n } else if (material.isMeshNormalMaterial) {\n refreshUniformsCommon(uniforms, material);\n refreshUniformsNormal(uniforms, material);\n } else if (material.isLineBasicMaterial) {\n refreshUniformsLine(uniforms, material);\n\n if (material.isLineDashedMaterial) {\n refreshUniformsDash(uniforms, material);\n }\n } else if (material.isPointsMaterial) {\n refreshUniformsPoints(uniforms, material, pixelRatio, height);\n } else if (material.isSpriteMaterial) {\n refreshUniformsSprites(uniforms, material);\n } else if (material.isShadowMaterial) {\n uniforms.color.value.copy(material.color);\n uniforms.opacity.value = material.opacity;\n } else if (material.isShaderMaterial) {\n material.uniformsNeedUpdate = false; // #15581\n }\n }\n\n function refreshUniformsCommon(uniforms, material) {\n uniforms.opacity.value = material.opacity;\n\n if (material.color) {\n uniforms.diffuse.value.copy(material.color);\n }\n\n if (material.emissive) {\n uniforms.emissive.value.copy(material.emissive).multiplyScalar(material.emissiveIntensity);\n }\n\n if (material.map) {\n uniforms.map.value = material.map;\n }\n\n if (material.alphaMap) {\n uniforms.alphaMap.value = material.alphaMap;\n }\n\n if (material.specularMap) {\n uniforms.specularMap.value = material.specularMap;\n }\n\n var envMap = properties.get(material).envMap;\n\n if (envMap) {\n uniforms.envMap.value = envMap;\n uniforms.flipEnvMap.value = envMap.isCubeTexture && envMap._needsFlipEnvMap ? -1 : 1;\n uniforms.reflectivity.value = material.reflectivity;\n uniforms.refractionRatio.value = material.refractionRatio;\n\n var maxMipLevel = properties.get(envMap).__maxMipLevel;\n\n if (maxMipLevel !== undefined) {\n uniforms.maxMipLevel.value = maxMipLevel;\n }\n }\n\n if (material.lightMap) {\n uniforms.lightMap.value = material.lightMap;\n uniforms.lightMapIntensity.value = material.lightMapIntensity;\n }\n\n if (material.aoMap) {\n uniforms.aoMap.value = material.aoMap;\n uniforms.aoMapIntensity.value = material.aoMapIntensity;\n } // uv repeat and offset setting priorities\n // 1. color map\n // 2. specular map\n // 3. displacementMap map\n // 4. normal map\n // 5. bump map\n // 6. roughnessMap map\n // 7. metalnessMap map\n // 8. alphaMap map\n // 9. emissiveMap map\n // 10. clearcoat map\n // 11. clearcoat normal map\n // 12. clearcoat roughnessMap map\n\n\n var uvScaleMap;\n\n if (material.map) {\n uvScaleMap = material.map;\n } else if (material.specularMap) {\n uvScaleMap = material.specularMap;\n } else if (material.displacementMap) {\n uvScaleMap = material.displacementMap;\n } else if (material.normalMap) {\n uvScaleMap = material.normalMap;\n } else if (material.bumpMap) {\n uvScaleMap = material.bumpMap;\n } else if (material.roughnessMap) {\n uvScaleMap = material.roughnessMap;\n } else if (material.metalnessMap) {\n uvScaleMap = material.metalnessMap;\n } else if (material.alphaMap) {\n uvScaleMap = material.alphaMap;\n } else if (material.emissiveMap) {\n uvScaleMap = material.emissiveMap;\n } else if (material.clearcoatMap) {\n uvScaleMap = material.clearcoatMap;\n } else if (material.clearcoatNormalMap) {\n uvScaleMap = material.clearcoatNormalMap;\n } else if (material.clearcoatRoughnessMap) {\n uvScaleMap = material.clearcoatRoughnessMap;\n }\n\n if (uvScaleMap !== undefined) {\n // backwards compatibility\n if (uvScaleMap.isWebGLRenderTarget) {\n uvScaleMap = uvScaleMap.texture;\n }\n\n if (uvScaleMap.matrixAutoUpdate === true) {\n uvScaleMap.updateMatrix();\n }\n\n uniforms.uvTransform.value.copy(uvScaleMap.matrix);\n } // uv repeat and offset setting priorities for uv2\n // 1. ao map\n // 2. light map\n\n\n var uv2ScaleMap;\n\n if (material.aoMap) {\n uv2ScaleMap = material.aoMap;\n } else if (material.lightMap) {\n uv2ScaleMap = material.lightMap;\n }\n\n if (uv2ScaleMap !== undefined) {\n // backwards compatibility\n if (uv2ScaleMap.isWebGLRenderTarget) {\n uv2ScaleMap = uv2ScaleMap.texture;\n }\n\n if (uv2ScaleMap.matrixAutoUpdate === true) {\n uv2ScaleMap.updateMatrix();\n }\n\n uniforms.uv2Transform.value.copy(uv2ScaleMap.matrix);\n }\n }\n\n function refreshUniformsLine(uniforms, material) {\n uniforms.diffuse.value.copy(material.color);\n uniforms.opacity.value = material.opacity;\n }\n\n function refreshUniformsDash(uniforms, material) {\n uniforms.dashSize.value = material.dashSize;\n uniforms.totalSize.value = material.dashSize + material.gapSize;\n uniforms.scale.value = material.scale;\n }\n\n function refreshUniformsPoints(uniforms, material, pixelRatio, height) {\n uniforms.diffuse.value.copy(material.color);\n uniforms.opacity.value = material.opacity;\n uniforms.size.value = material.size * pixelRatio;\n uniforms.scale.value = height * 0.5;\n\n if (material.map) {\n uniforms.map.value = material.map;\n }\n\n if (material.alphaMap) {\n uniforms.alphaMap.value = material.alphaMap;\n } // uv repeat and offset setting priorities\n // 1. color map\n // 2. alpha map\n\n\n var uvScaleMap;\n\n if (material.map) {\n uvScaleMap = material.map;\n } else if (material.alphaMap) {\n uvScaleMap = material.alphaMap;\n }\n\n if (uvScaleMap !== undefined) {\n if (uvScaleMap.matrixAutoUpdate === true) {\n uvScaleMap.updateMatrix();\n }\n\n uniforms.uvTransform.value.copy(uvScaleMap.matrix);\n }\n }\n\n function refreshUniformsSprites(uniforms, material) {\n uniforms.diffuse.value.copy(material.color);\n uniforms.opacity.value = material.opacity;\n uniforms.rotation.value = material.rotation;\n\n if (material.map) {\n uniforms.map.value = material.map;\n }\n\n if (material.alphaMap) {\n uniforms.alphaMap.value = material.alphaMap;\n } // uv repeat and offset setting priorities\n // 1. color map\n // 2. alpha map\n\n\n var uvScaleMap;\n\n if (material.map) {\n uvScaleMap = material.map;\n } else if (material.alphaMap) {\n uvScaleMap = material.alphaMap;\n }\n\n if (uvScaleMap !== undefined) {\n if (uvScaleMap.matrixAutoUpdate === true) {\n uvScaleMap.updateMatrix();\n }\n\n uniforms.uvTransform.value.copy(uvScaleMap.matrix);\n }\n }\n\n function refreshUniformsLambert(uniforms, material) {\n if (material.emissiveMap) {\n uniforms.emissiveMap.value = material.emissiveMap;\n }\n }\n\n function refreshUniformsPhong(uniforms, material) {\n uniforms.specular.value.copy(material.specular);\n uniforms.shininess.value = Math.max(material.shininess, 1e-4); // to prevent pow( 0.0, 0.0 )\n\n if (material.emissiveMap) {\n uniforms.emissiveMap.value = material.emissiveMap;\n }\n\n if (material.bumpMap) {\n uniforms.bumpMap.value = material.bumpMap;\n uniforms.bumpScale.value = material.bumpScale;\n if (material.side === BackSide) uniforms.bumpScale.value *= -1;\n }\n\n if (material.normalMap) {\n uniforms.normalMap.value = material.normalMap;\n uniforms.normalScale.value.copy(material.normalScale);\n if (material.side === BackSide) uniforms.normalScale.value.negate();\n }\n\n if (material.displacementMap) {\n uniforms.displacementMap.value = material.displacementMap;\n uniforms.displacementScale.value = material.displacementScale;\n uniforms.displacementBias.value = material.displacementBias;\n }\n }\n\n function refreshUniformsToon(uniforms, material) {\n if (material.gradientMap) {\n uniforms.gradientMap.value = material.gradientMap;\n }\n\n if (material.emissiveMap) {\n uniforms.emissiveMap.value = material.emissiveMap;\n }\n\n if (material.bumpMap) {\n uniforms.bumpMap.value = material.bumpMap;\n uniforms.bumpScale.value = material.bumpScale;\n if (material.side === BackSide) uniforms.bumpScale.value *= -1;\n }\n\n if (material.normalMap) {\n uniforms.normalMap.value = material.normalMap;\n uniforms.normalScale.value.copy(material.normalScale);\n if (material.side === BackSide) uniforms.normalScale.value.negate();\n }\n\n if (material.displacementMap) {\n uniforms.displacementMap.value = material.displacementMap;\n uniforms.displacementScale.value = material.displacementScale;\n uniforms.displacementBias.value = material.displacementBias;\n }\n }\n\n function refreshUniformsStandard(uniforms, material) {\n uniforms.roughness.value = material.roughness;\n uniforms.metalness.value = material.metalness;\n\n if (material.roughnessMap) {\n uniforms.roughnessMap.value = material.roughnessMap;\n }\n\n if (material.metalnessMap) {\n uniforms.metalnessMap.value = material.metalnessMap;\n }\n\n if (material.emissiveMap) {\n uniforms.emissiveMap.value = material.emissiveMap;\n }\n\n if (material.bumpMap) {\n uniforms.bumpMap.value = material.bumpMap;\n uniforms.bumpScale.value = material.bumpScale;\n if (material.side === BackSide) uniforms.bumpScale.value *= -1;\n }\n\n if (material.normalMap) {\n uniforms.normalMap.value = material.normalMap;\n uniforms.normalScale.value.copy(material.normalScale);\n if (material.side === BackSide) uniforms.normalScale.value.negate();\n }\n\n if (material.displacementMap) {\n uniforms.displacementMap.value = material.displacementMap;\n uniforms.displacementScale.value = material.displacementScale;\n uniforms.displacementBias.value = material.displacementBias;\n }\n\n var envMap = properties.get(material).envMap;\n\n if (envMap) {\n //uniforms.envMap.value = material.envMap; // part of uniforms common\n uniforms.envMapIntensity.value = material.envMapIntensity;\n }\n }\n\n function refreshUniformsPhysical(uniforms, material) {\n refreshUniformsStandard(uniforms, material);\n uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common\n\n uniforms.clearcoat.value = material.clearcoat;\n uniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n if (material.sheen) uniforms.sheen.value.copy(material.sheen);\n\n if (material.clearcoatMap) {\n uniforms.clearcoatMap.value = material.clearcoatMap;\n }\n\n if (material.clearcoatRoughnessMap) {\n uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;\n }\n\n if (material.clearcoatNormalMap) {\n uniforms.clearcoatNormalScale.value.copy(material.clearcoatNormalScale);\n uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n\n if (material.side === BackSide) {\n uniforms.clearcoatNormalScale.value.negate();\n }\n }\n\n uniforms.transmission.value = material.transmission;\n\n if (material.transmissionMap) {\n uniforms.transmissionMap.value = material.transmissionMap;\n }\n }\n\n function refreshUniformsMatcap(uniforms, material) {\n if (material.matcap) {\n uniforms.matcap.value = material.matcap;\n }\n\n if (material.bumpMap) {\n uniforms.bumpMap.value = material.bumpMap;\n uniforms.bumpScale.value = material.bumpScale;\n if (material.side === BackSide) uniforms.bumpScale.value *= -1;\n }\n\n if (material.normalMap) {\n uniforms.normalMap.value = material.normalMap;\n uniforms.normalScale.value.copy(material.normalScale);\n if (material.side === BackSide) uniforms.normalScale.value.negate();\n }\n\n if (material.displacementMap) {\n uniforms.displacementMap.value = material.displacementMap;\n uniforms.displacementScale.value = material.displacementScale;\n uniforms.displacementBias.value = material.displacementBias;\n }\n }\n\n function refreshUniformsDepth(uniforms, material) {\n if (material.displacementMap) {\n uniforms.displacementMap.value = material.displacementMap;\n uniforms.displacementScale.value = material.displacementScale;\n uniforms.displacementBias.value = material.displacementBias;\n }\n }\n\n function refreshUniformsDistance(uniforms, material) {\n if (material.displacementMap) {\n uniforms.displacementMap.value = material.displacementMap;\n uniforms.displacementScale.value = material.displacementScale;\n uniforms.displacementBias.value = material.displacementBias;\n }\n\n uniforms.referencePosition.value.copy(material.referencePosition);\n uniforms.nearDistance.value = material.nearDistance;\n uniforms.farDistance.value = material.farDistance;\n }\n\n function refreshUniformsNormal(uniforms, material) {\n if (material.bumpMap) {\n uniforms.bumpMap.value = material.bumpMap;\n uniforms.bumpScale.value = material.bumpScale;\n if (material.side === BackSide) uniforms.bumpScale.value *= -1;\n }\n\n if (material.normalMap) {\n uniforms.normalMap.value = material.normalMap;\n uniforms.normalScale.value.copy(material.normalScale);\n if (material.side === BackSide) uniforms.normalScale.value.negate();\n }\n\n if (material.displacementMap) {\n uniforms.displacementMap.value = material.displacementMap;\n uniforms.displacementScale.value = material.displacementScale;\n uniforms.displacementBias.value = material.displacementBias;\n }\n }\n\n return {\n refreshFogUniforms: refreshFogUniforms,\n refreshMaterialUniforms: refreshMaterialUniforms\n };\n}\n\nfunction WebGLRenderer(parameters) {\n parameters = parameters || {};\n\n var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas'),\n _context = parameters.context !== undefined ? parameters.context : null,\n _alpha = parameters.alpha !== undefined ? parameters.alpha : false,\n _depth = parameters.depth !== undefined ? parameters.depth : true,\n _stencil = parameters.stencil !== undefined ? parameters.stencil : true,\n _antialias = parameters.antialias !== undefined ? parameters.antialias : false,\n _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,\n _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,\n _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',\n _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;\n\n var currentRenderList = null;\n var currentRenderState = null; // public properties\n\n this.domElement = _canvas; // Debug configuration container\n\n this.debug = {\n /**\n * Enables error checking and reporting when shader programs are being compiled\n * @type {boolean}\n */\n checkShaderErrors: true\n }; // clearing\n\n this.autoClear = true;\n this.autoClearColor = true;\n this.autoClearDepth = true;\n this.autoClearStencil = true; // scene graph\n\n this.sortObjects = true; // user-defined clipping\n\n this.clippingPlanes = [];\n this.localClippingEnabled = false; // physically based shading\n\n this.gammaFactor = 2.0; // for backwards compatibility\n\n this.outputEncoding = LinearEncoding; // physical lights\n\n this.physicallyCorrectLights = false; // tone mapping\n\n this.toneMapping = NoToneMapping;\n this.toneMappingExposure = 1.0; // morphs\n\n this.maxMorphTargets = 8;\n this.maxMorphNormals = 4; // internal properties\n\n var _this = this;\n\n var _isContextLost = false; // internal state cache\n\n var _framebuffer = null;\n var _currentActiveCubeFace = 0;\n var _currentActiveMipmapLevel = 0;\n var _currentRenderTarget = null;\n var _currentFramebuffer = null;\n\n var _currentMaterialId = -1;\n\n var _currentCamera = null;\n var _currentArrayCamera = null;\n\n var _currentViewport = new Vector4();\n\n var _currentScissor = new Vector4();\n\n var _currentScissorTest = null; //\n\n var _width = _canvas.width;\n var _height = _canvas.height;\n var _pixelRatio = 1;\n var _opaqueSort = null;\n var _transparentSort = null;\n\n var _viewport = new Vector4(0, 0, _width, _height);\n\n var _scissor = new Vector4(0, 0, _width, _height);\n\n var _scissorTest = false; // frustum\n\n var _frustum = new Frustum(); // clipping\n\n\n var _clippingEnabled = false;\n var _localClippingEnabled = false; // camera matrices cache\n\n var _projScreenMatrix = new Matrix4();\n\n var _vector3 = new Vector3();\n\n var _emptyScene = {\n background: null,\n fog: null,\n environment: null,\n overrideMaterial: null,\n isScene: true\n };\n\n function getTargetPixelRatio() {\n return _currentRenderTarget === null ? _pixelRatio : 1;\n } // initialize\n\n\n var _gl = _context;\n\n function getContext(contextNames, contextAttributes) {\n for (var _i122 = 0; _i122 < contextNames.length; _i122++) {\n var contextName = contextNames[_i122];\n\n var context = _canvas.getContext(contextName, contextAttributes);\n\n if (context !== null) return context;\n }\n\n return null;\n }\n\n try {\n var contextAttributes = {\n alpha: _alpha,\n depth: _depth,\n stencil: _stencil,\n antialias: _antialias,\n premultipliedAlpha: _premultipliedAlpha,\n preserveDrawingBuffer: _preserveDrawingBuffer,\n powerPreference: _powerPreference,\n failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat\n }; // event listeners must be registered before WebGL context is created, see #12753\n\n _canvas.addEventListener('webglcontextlost', onContextLost, false);\n\n _canvas.addEventListener('webglcontextrestored', onContextRestore, false);\n\n if (_gl === null) {\n var contextNames = ['webgl2', 'webgl', 'experimental-webgl'];\n\n if (_this.isWebGL1Renderer === true) {\n contextNames.shift();\n }\n\n _gl = getContext(contextNames, contextAttributes);\n\n if (_gl === null) {\n if (getContext(contextNames)) {\n throw new Error('Error creating WebGL context with your selected attributes.');\n } else {\n throw new Error('Error creating WebGL context.');\n }\n }\n } // Some experimental-webgl implementations do not have getShaderPrecisionFormat\n\n\n if (_gl.getShaderPrecisionFormat === undefined) {\n _gl.getShaderPrecisionFormat = function () {\n return {\n 'rangeMin': 1,\n 'rangeMax': 1,\n 'precision': 1\n };\n };\n }\n } catch (error) {\n console.error('THREE.WebGLRenderer: ' + error.message);\n throw error;\n }\n\n var extensions, capabilities, state, info;\n var properties, textures, cubemaps, attributes, geometries, objects;\n var programCache, materials, renderLists, renderStates, clipping;\n var background, morphtargets, bufferRenderer, indexedBufferRenderer;\n var utils, bindingStates;\n\n function initGLContext() {\n extensions = new WebGLExtensions(_gl);\n capabilities = new WebGLCapabilities(_gl, extensions, parameters);\n\n if (capabilities.isWebGL2 === false) {\n extensions.get('WEBGL_depth_texture');\n extensions.get('OES_texture_float');\n extensions.get('OES_texture_half_float');\n extensions.get('OES_texture_half_float_linear');\n extensions.get('OES_standard_derivatives');\n extensions.get('OES_element_index_uint');\n extensions.get('OES_vertex_array_object');\n extensions.get('ANGLE_instanced_arrays');\n }\n\n extensions.get('OES_texture_float_linear');\n utils = new WebGLUtils(_gl, extensions, capabilities);\n state = new WebGLState(_gl, extensions, capabilities);\n state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor());\n state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor());\n info = new WebGLInfo(_gl);\n properties = new WebGLProperties();\n textures = new WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info);\n cubemaps = new WebGLCubeMaps(_this);\n attributes = new WebGLAttributes(_gl, capabilities);\n bindingStates = new WebGLBindingStates(_gl, extensions, attributes, capabilities);\n geometries = new WebGLGeometries(_gl, attributes, info, bindingStates);\n objects = new WebGLObjects(_gl, geometries, attributes, info);\n morphtargets = new WebGLMorphtargets(_gl);\n clipping = new WebGLClipping(properties);\n programCache = new WebGLPrograms(_this, cubemaps, extensions, capabilities, bindingStates, clipping);\n materials = new WebGLMaterials(properties);\n renderLists = new WebGLRenderLists(properties);\n renderStates = new WebGLRenderStates(extensions, capabilities);\n background = new WebGLBackground(_this, cubemaps, state, objects, _premultipliedAlpha);\n bufferRenderer = new WebGLBufferRenderer(_gl, extensions, info, capabilities);\n indexedBufferRenderer = new WebGLIndexedBufferRenderer(_gl, extensions, info, capabilities);\n info.programs = programCache.programs;\n _this.capabilities = capabilities;\n _this.extensions = extensions;\n _this.properties = properties;\n _this.renderLists = renderLists;\n _this.state = state;\n _this.info = info;\n }\n\n initGLContext(); // xr\n\n var xr = new WebXRManager(_this, _gl);\n this.xr = xr; // shadow map\n\n var shadowMap = new WebGLShadowMap(_this, objects, capabilities.maxTextureSize);\n this.shadowMap = shadowMap; // API\n\n this.getContext = function () {\n return _gl;\n };\n\n this.getContextAttributes = function () {\n return _gl.getContextAttributes();\n };\n\n this.forceContextLoss = function () {\n var extension = extensions.get('WEBGL_lose_context');\n if (extension) extension.loseContext();\n };\n\n this.forceContextRestore = function () {\n var extension = extensions.get('WEBGL_lose_context');\n if (extension) extension.restoreContext();\n };\n\n this.getPixelRatio = function () {\n return _pixelRatio;\n };\n\n this.setPixelRatio = function (value) {\n if (value === undefined) return;\n _pixelRatio = value;\n this.setSize(_width, _height, false);\n };\n\n this.getSize = function (target) {\n if (target === undefined) {\n console.warn('WebGLRenderer: .getsize() now requires a Vector2 as an argument');\n target = new Vector2();\n }\n\n return target.set(_width, _height);\n };\n\n this.setSize = function (width, height, updateStyle) {\n if (xr.isPresenting) {\n console.warn('THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.');\n return;\n }\n\n _width = width;\n _height = height;\n _canvas.width = Math.floor(width * _pixelRatio);\n _canvas.height = Math.floor(height * _pixelRatio);\n\n if (updateStyle !== false) {\n _canvas.style.width = width + 'px';\n _canvas.style.height = height + 'px';\n }\n\n this.setViewport(0, 0, width, height);\n };\n\n this.getDrawingBufferSize = function (target) {\n if (target === undefined) {\n console.warn('WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument');\n target = new Vector2();\n }\n\n return target.set(_width * _pixelRatio, _height * _pixelRatio).floor();\n };\n\n this.setDrawingBufferSize = function (width, height, pixelRatio) {\n _width = width;\n _height = height;\n _pixelRatio = pixelRatio;\n _canvas.width = Math.floor(width * pixelRatio);\n _canvas.height = Math.floor(height * pixelRatio);\n this.setViewport(0, 0, width, height);\n };\n\n this.getCurrentViewport = function (target) {\n if (target === undefined) {\n console.warn('WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument');\n target = new Vector4();\n }\n\n return target.copy(_currentViewport);\n };\n\n this.getViewport = function (target) {\n return target.copy(_viewport);\n };\n\n this.setViewport = function (x, y, width, height) {\n if (x.isVector4) {\n _viewport.set(x.x, x.y, x.z, x.w);\n } else {\n _viewport.set(x, y, width, height);\n }\n\n state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor());\n };\n\n this.getScissor = function (target) {\n return target.copy(_scissor);\n };\n\n this.setScissor = function (x, y, width, height) {\n if (x.isVector4) {\n _scissor.set(x.x, x.y, x.z, x.w);\n } else {\n _scissor.set(x, y, width, height);\n }\n\n state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor());\n };\n\n this.getScissorTest = function () {\n return _scissorTest;\n };\n\n this.setScissorTest = function (boolean) {\n state.setScissorTest(_scissorTest = boolean);\n };\n\n this.setOpaqueSort = function (method) {\n _opaqueSort = method;\n };\n\n this.setTransparentSort = function (method) {\n _transparentSort = method;\n }; // Clearing\n\n\n this.getClearColor = function () {\n return background.getClearColor();\n };\n\n this.setClearColor = function () {\n background.setClearColor.apply(background, arguments);\n };\n\n this.getClearAlpha = function () {\n return background.getClearAlpha();\n };\n\n this.setClearAlpha = function () {\n background.setClearAlpha.apply(background, arguments);\n };\n\n this.clear = function (color, depth, stencil) {\n var bits = 0;\n if (color === undefined || color) bits |= 16384;\n if (depth === undefined || depth) bits |= 256;\n if (stencil === undefined || stencil) bits |= 1024;\n\n _gl.clear(bits);\n };\n\n this.clearColor = function () {\n this.clear(true, false, false);\n };\n\n this.clearDepth = function () {\n this.clear(false, true, false);\n };\n\n this.clearStencil = function () {\n this.clear(false, false, true);\n }; //\n\n\n this.dispose = function () {\n _canvas.removeEventListener('webglcontextlost', onContextLost, false);\n\n _canvas.removeEventListener('webglcontextrestored', onContextRestore, false);\n\n renderLists.dispose();\n renderStates.dispose();\n properties.dispose();\n cubemaps.dispose();\n objects.dispose();\n bindingStates.dispose();\n xr.dispose();\n animation.stop();\n }; // Events\n\n\n function onContextLost(event) {\n event.preventDefault();\n console.log('THREE.WebGLRenderer: Context Lost.');\n _isContextLost = true;\n }\n\n function onContextRestore()\n /* event */\n {\n console.log('THREE.WebGLRenderer: Context Restored.');\n _isContextLost = false;\n initGLContext();\n }\n\n function onMaterialDispose(event) {\n var material = event.target;\n material.removeEventListener('dispose', onMaterialDispose);\n deallocateMaterial(material);\n } // Buffer deallocation\n\n\n function deallocateMaterial(material) {\n releaseMaterialProgramReference(material);\n properties.remove(material);\n }\n\n function releaseMaterialProgramReference(material) {\n var programInfo = properties.get(material).program;\n\n if (programInfo !== undefined) {\n programCache.releaseProgram(programInfo);\n }\n } // Buffer rendering\n\n\n function renderObjectImmediate(object, program) {\n object.render(function (object) {\n _this.renderBufferImmediate(object, program);\n });\n }\n\n this.renderBufferImmediate = function (object, program) {\n bindingStates.initAttributes();\n var buffers = properties.get(object);\n if (object.hasPositions && !buffers.position) buffers.position = _gl.createBuffer();\n if (object.hasNormals && !buffers.normal) buffers.normal = _gl.createBuffer();\n if (object.hasUvs && !buffers.uv) buffers.uv = _gl.createBuffer();\n if (object.hasColors && !buffers.color) buffers.color = _gl.createBuffer();\n var programAttributes = program.getAttributes();\n\n if (object.hasPositions) {\n _gl.bindBuffer(34962, buffers.position);\n\n _gl.bufferData(34962, object.positionArray, 35048);\n\n bindingStates.enableAttribute(programAttributes.position);\n\n _gl.vertexAttribPointer(programAttributes.position, 3, 5126, false, 0, 0);\n }\n\n if (object.hasNormals) {\n _gl.bindBuffer(34962, buffers.normal);\n\n _gl.bufferData(34962, object.normalArray, 35048);\n\n bindingStates.enableAttribute(programAttributes.normal);\n\n _gl.vertexAttribPointer(programAttributes.normal, 3, 5126, false, 0, 0);\n }\n\n if (object.hasUvs) {\n _gl.bindBuffer(34962, buffers.uv);\n\n _gl.bufferData(34962, object.uvArray, 35048);\n\n bindingStates.enableAttribute(programAttributes.uv);\n\n _gl.vertexAttribPointer(programAttributes.uv, 2, 5126, false, 0, 0);\n }\n\n if (object.hasColors) {\n _gl.bindBuffer(34962, buffers.color);\n\n _gl.bufferData(34962, object.colorArray, 35048);\n\n bindingStates.enableAttribute(programAttributes.color);\n\n _gl.vertexAttribPointer(programAttributes.color, 3, 5126, false, 0, 0);\n }\n\n bindingStates.disableUnusedAttributes();\n\n _gl.drawArrays(4, 0, object.count);\n\n object.count = 0;\n };\n\n this.renderBufferDirect = function (camera, scene, geometry, material, object, group) {\n if (scene === null) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)\n\n var frontFaceCW = object.isMesh && object.matrixWorld.determinant() < 0;\n var program = setProgram(camera, scene, material, object);\n state.setMaterial(material, frontFaceCW); //\n\n var index = geometry.index;\n var position = geometry.attributes.position; //\n\n if (index === null) {\n if (position === undefined || position.count === 0) return;\n } else if (index.count === 0) {\n return;\n } //\n\n\n var rangeFactor = 1;\n\n if (material.wireframe === true) {\n index = geometries.getWireframeAttribute(geometry);\n rangeFactor = 2;\n }\n\n if (material.morphTargets || material.morphNormals) {\n morphtargets.update(object, geometry, material, program);\n }\n\n bindingStates.setup(object, material, program, geometry, index);\n var attribute;\n var renderer = bufferRenderer;\n\n if (index !== null) {\n attribute = attributes.get(index);\n renderer = indexedBufferRenderer;\n renderer.setIndex(attribute);\n } //\n\n\n var dataCount = index !== null ? index.count : position.count;\n var rangeStart = geometry.drawRange.start * rangeFactor;\n var rangeCount = geometry.drawRange.count * rangeFactor;\n var groupStart = group !== null ? group.start * rangeFactor : 0;\n var groupCount = group !== null ? group.count * rangeFactor : Infinity;\n var drawStart = Math.max(rangeStart, groupStart);\n var drawEnd = Math.min(dataCount, rangeStart + rangeCount, groupStart + groupCount) - 1;\n var drawCount = Math.max(0, drawEnd - drawStart + 1);\n if (drawCount === 0) return; //\n\n if (object.isMesh) {\n if (material.wireframe === true) {\n state.setLineWidth(material.wireframeLinewidth * getTargetPixelRatio());\n renderer.setMode(1);\n } else {\n renderer.setMode(4);\n }\n } else if (object.isLine) {\n var lineWidth = material.linewidth;\n if (lineWidth === undefined) lineWidth = 1; // Not using Line*Material\n\n state.setLineWidth(lineWidth * getTargetPixelRatio());\n\n if (object.isLineSegments) {\n renderer.setMode(1);\n } else if (object.isLineLoop) {\n renderer.setMode(2);\n } else {\n renderer.setMode(3);\n }\n } else if (object.isPoints) {\n renderer.setMode(0);\n } else if (object.isSprite) {\n renderer.setMode(4);\n }\n\n if (object.isInstancedMesh) {\n renderer.renderInstances(drawStart, drawCount, object.count);\n } else if (geometry.isInstancedBufferGeometry) {\n var instanceCount = Math.min(geometry.instanceCount, geometry._maxInstanceCount);\n renderer.renderInstances(drawStart, drawCount, instanceCount);\n } else {\n renderer.render(drawStart, drawCount);\n }\n }; // Compile\n\n\n this.compile = function (scene, camera) {\n currentRenderState = renderStates.get(scene, camera);\n currentRenderState.init();\n scene.traverseVisible(function (object) {\n if (object.isLight && object.layers.test(camera.layers)) {\n currentRenderState.pushLight(object);\n\n if (object.castShadow) {\n currentRenderState.pushShadow(object);\n }\n }\n });\n currentRenderState.setupLights(camera);\n var compiled = new WeakMap();\n scene.traverse(function (object) {\n var material = object.material;\n\n if (material) {\n if (Array.isArray(material)) {\n for (var _i123 = 0; _i123 < material.length; _i123++) {\n var material2 = material[_i123];\n\n if (compiled.has(material2) === false) {\n initMaterial(material2, scene, object);\n compiled.set(material2);\n }\n }\n } else if (compiled.has(material) === false) {\n initMaterial(material, scene, object);\n compiled.set(material);\n }\n }\n });\n }; // Animation Loop\n\n\n var onAnimationFrameCallback = null;\n\n function onAnimationFrame(time) {\n if (xr.isPresenting) return;\n if (onAnimationFrameCallback) onAnimationFrameCallback(time);\n }\n\n var animation = new WebGLAnimation();\n animation.setAnimationLoop(onAnimationFrame);\n if (typeof window !== 'undefined') animation.setContext(window);\n\n this.setAnimationLoop = function (callback) {\n onAnimationFrameCallback = callback;\n xr.setAnimationLoop(callback);\n callback === null ? animation.stop() : animation.start();\n }; // Rendering\n\n\n this.render = function (scene, camera) {\n var renderTarget, forceClear;\n\n if (arguments[2] !== undefined) {\n console.warn('THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.');\n renderTarget = arguments[2];\n }\n\n if (arguments[3] !== undefined) {\n console.warn('THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.');\n forceClear = arguments[3];\n }\n\n if (camera !== undefined && camera.isCamera !== true) {\n console.error('THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.');\n return;\n }\n\n if (_isContextLost === true) return; // reset caching for this frame\n\n bindingStates.resetDefaultState();\n _currentMaterialId = -1;\n _currentCamera = null; // update scene graph\n\n if (scene.autoUpdate === true) scene.updateMatrixWorld(); // update camera matrices and frustum\n\n if (camera.parent === null) camera.updateMatrixWorld();\n\n if (xr.enabled === true && xr.isPresenting === true) {\n camera = xr.getCamera(camera);\n } //\n\n\n if (scene.isScene === true) scene.onBeforeRender(_this, scene, camera, renderTarget || _currentRenderTarget);\n currentRenderState = renderStates.get(scene, camera);\n currentRenderState.init();\n\n _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);\n\n _frustum.setFromProjectionMatrix(_projScreenMatrix);\n\n _localClippingEnabled = this.localClippingEnabled;\n _clippingEnabled = clipping.init(this.clippingPlanes, _localClippingEnabled, camera);\n currentRenderList = renderLists.get(scene, camera);\n currentRenderList.init();\n projectObject(scene, camera, 0, _this.sortObjects);\n currentRenderList.finish();\n\n if (_this.sortObjects === true) {\n currentRenderList.sort(_opaqueSort, _transparentSort);\n } //\n\n\n if (_clippingEnabled === true) clipping.beginShadows();\n var shadowsArray = currentRenderState.state.shadowsArray;\n shadowMap.render(shadowsArray, scene, camera);\n currentRenderState.setupLights(camera);\n if (_clippingEnabled === true) clipping.endShadows(); //\n\n if (this.info.autoReset === true) this.info.reset();\n\n if (renderTarget !== undefined) {\n this.setRenderTarget(renderTarget);\n } //\n\n\n background.render(currentRenderList, scene, camera, forceClear); // render scene\n\n var opaqueObjects = currentRenderList.opaque;\n var transparentObjects = currentRenderList.transparent;\n if (opaqueObjects.length > 0) renderObjects(opaqueObjects, scene, camera);\n if (transparentObjects.length > 0) renderObjects(transparentObjects, scene, camera); //\n\n if (scene.isScene === true) scene.onAfterRender(_this, scene, camera); //\n\n if (_currentRenderTarget !== null) {\n // Generate mipmap if we're using any kind of mipmap filtering\n textures.updateRenderTargetMipmap(_currentRenderTarget); // resolve multisample renderbuffers to a single-sample texture if necessary\n\n textures.updateMultisampleRenderTarget(_currentRenderTarget);\n } // Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\n state.buffers.depth.setTest(true);\n state.buffers.depth.setMask(true);\n state.buffers.color.setMask(true);\n state.setPolygonOffset(false); // _gl.finish();\n\n currentRenderList = null;\n currentRenderState = null;\n };\n\n function projectObject(object, camera, groupOrder, sortObjects) {\n if (object.visible === false) return;\n var visible = object.layers.test(camera.layers);\n\n if (visible) {\n if (object.isGroup) {\n groupOrder = object.renderOrder;\n } else if (object.isLOD) {\n if (object.autoUpdate === true) object.update(camera);\n } else if (object.isLight) {\n currentRenderState.pushLight(object);\n\n if (object.castShadow) {\n currentRenderState.pushShadow(object);\n }\n } else if (object.isSprite) {\n if (!object.frustumCulled || _frustum.intersectsSprite(object)) {\n if (sortObjects) {\n _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);\n }\n\n var geometry = objects.update(object);\n var material = object.material;\n\n if (material.visible) {\n currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null);\n }\n }\n } else if (object.isImmediateRenderObject) {\n if (sortObjects) {\n _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);\n }\n\n currentRenderList.push(object, null, object.material, groupOrder, _vector3.z, null);\n } else if (object.isMesh || object.isLine || object.isPoints) {\n if (object.isSkinnedMesh) {\n // update skeleton only once in a frame\n if (object.skeleton.frame !== info.render.frame) {\n object.skeleton.update();\n object.skeleton.frame = info.render.frame;\n }\n }\n\n if (!object.frustumCulled || _frustum.intersectsObject(object)) {\n if (sortObjects) {\n _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);\n }\n\n var _geometry2 = objects.update(object);\n\n var _material = object.material;\n\n if (Array.isArray(_material)) {\n var groups = _geometry2.groups;\n\n for (var _i124 = 0, l = groups.length; _i124 < l; _i124++) {\n var group = groups[_i124];\n var groupMaterial = _material[group.materialIndex];\n\n if (groupMaterial && groupMaterial.visible) {\n currentRenderList.push(object, _geometry2, groupMaterial, groupOrder, _vector3.z, group);\n }\n }\n } else if (_material.visible) {\n currentRenderList.push(object, _geometry2, _material, groupOrder, _vector3.z, null);\n }\n }\n }\n }\n\n var children = object.children;\n\n for (var _i125 = 0, _l5 = children.length; _i125 < _l5; _i125++) {\n projectObject(children[_i125], camera, groupOrder, sortObjects);\n }\n }\n\n function renderObjects(renderList, scene, camera) {\n var overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n for (var _i126 = 0, l = renderList.length; _i126 < l; _i126++) {\n var renderItem = renderList[_i126];\n var object = renderItem.object;\n var geometry = renderItem.geometry;\n var material = overrideMaterial === null ? renderItem.material : overrideMaterial;\n var group = renderItem.group;\n\n if (camera.isArrayCamera) {\n _currentArrayCamera = camera;\n var cameras = camera.cameras;\n\n for (var j = 0, jl = cameras.length; j < jl; j++) {\n var camera2 = cameras[j];\n\n if (object.layers.test(camera2.layers)) {\n state.viewport(_currentViewport.copy(camera2.viewport));\n currentRenderState.setupLights(camera2);\n renderObject(object, scene, camera2, geometry, material, group);\n }\n }\n } else {\n _currentArrayCamera = null;\n renderObject(object, scene, camera, geometry, material, group);\n }\n }\n }\n\n function renderObject(object, scene, camera, geometry, material, group) {\n object.onBeforeRender(_this, scene, camera, geometry, material, group);\n currentRenderState = renderStates.get(scene, _currentArrayCamera || camera);\n object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, object.matrixWorld);\n object.normalMatrix.getNormalMatrix(object.modelViewMatrix);\n\n if (object.isImmediateRenderObject) {\n var program = setProgram(camera, scene, material, object);\n state.setMaterial(material);\n bindingStates.reset();\n renderObjectImmediate(object, program);\n } else {\n _this.renderBufferDirect(camera, scene, geometry, material, object, group);\n }\n\n object.onAfterRender(_this, scene, camera, geometry, material, group);\n currentRenderState = renderStates.get(scene, _currentArrayCamera || camera);\n }\n\n function initMaterial(material, scene, object) {\n if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n var materialProperties = properties.get(material);\n var lights = currentRenderState.state.lights;\n var shadowsArray = currentRenderState.state.shadowsArray;\n var lightsStateVersion = lights.state.version;\n var parameters = programCache.getParameters(material, lights.state, shadowsArray, scene, object);\n var programCacheKey = programCache.getProgramCacheKey(parameters);\n var program = materialProperties.program;\n var programChange = true;\n\n if (program === undefined) {\n // new material\n material.addEventListener('dispose', onMaterialDispose);\n } else if (program.cacheKey !== programCacheKey) {\n // changed glsl or parameters\n releaseMaterialProgramReference(material);\n } else if (materialProperties.lightsStateVersion !== lightsStateVersion) {\n programChange = false;\n } else if (parameters.shaderID !== undefined) {\n // same glsl and uniform list, envMap still needs the update here to avoid a frame-late effect\n var environment = material.isMeshStandardMaterial ? scene.environment : null;\n materialProperties.envMap = cubemaps.get(material.envMap || environment);\n return;\n } else {\n // only rebuild uniform list\n programChange = false;\n }\n\n if (programChange) {\n parameters.uniforms = programCache.getUniforms(material);\n material.onBeforeCompile(parameters, _this);\n program = programCache.acquireProgram(parameters, programCacheKey);\n materialProperties.program = program;\n materialProperties.uniforms = parameters.uniforms;\n materialProperties.outputEncoding = parameters.outputEncoding;\n }\n\n var uniforms = materialProperties.uniforms;\n\n if (!material.isShaderMaterial && !material.isRawShaderMaterial || material.clipping === true) {\n materialProperties.numClippingPlanes = clipping.numPlanes;\n materialProperties.numIntersection = clipping.numIntersection;\n uniforms.clippingPlanes = clipping.uniform;\n }\n\n materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\n materialProperties.fog = scene.fog;\n materialProperties.envMap = cubemaps.get(material.envMap || materialProperties.environment); // store the light setup it was created for\n\n materialProperties.needsLights = materialNeedsLights(material);\n materialProperties.lightsStateVersion = lightsStateVersion;\n\n if (materialProperties.needsLights) {\n // wire up the material to this renderer's lighting state\n uniforms.ambientLightColor.value = lights.state.ambient;\n uniforms.lightProbe.value = lights.state.probe;\n uniforms.directionalLights.value = lights.state.directional;\n uniforms.directionalLightShadows.value = lights.state.directionalShadow;\n uniforms.spotLights.value = lights.state.spot;\n uniforms.spotLightShadows.value = lights.state.spotShadow;\n uniforms.rectAreaLights.value = lights.state.rectArea;\n uniforms.ltc_1.value = lights.state.rectAreaLTC1;\n uniforms.ltc_2.value = lights.state.rectAreaLTC2;\n uniforms.pointLights.value = lights.state.point;\n uniforms.pointLightShadows.value = lights.state.pointShadow;\n uniforms.hemisphereLights.value = lights.state.hemi;\n uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n uniforms.spotShadowMap.value = lights.state.spotShadowMap;\n uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;\n uniforms.pointShadowMap.value = lights.state.pointShadowMap;\n uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; // TODO (abelnation): add area lights shadow info to uniforms\n }\n\n var progUniforms = materialProperties.program.getUniforms();\n var uniformsList = WebGLUniforms.seqWithValue(progUniforms.seq, uniforms);\n materialProperties.uniformsList = uniformsList;\n }\n\n function setProgram(camera, scene, material, object) {\n if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n textures.resetTextureUnits();\n var fog = scene.fog;\n var environment = material.isMeshStandardMaterial ? scene.environment : null;\n var encoding = _currentRenderTarget === null ? _this.outputEncoding : _currentRenderTarget.texture.encoding;\n var envMap = cubemaps.get(material.envMap || environment);\n var materialProperties = properties.get(material);\n var lights = currentRenderState.state.lights;\n\n if (_clippingEnabled === true) {\n if (_localClippingEnabled === true || camera !== _currentCamera) {\n var useCache = camera === _currentCamera && material.id === _currentMaterialId; // we might want to call this function with some ClippingGroup\n // object instead of the material, once it becomes feasible\n // (#8465, #8379)\n\n clipping.setState(material, camera, useCache);\n }\n }\n\n if (material.version === materialProperties.__version) {\n if (material.fog && materialProperties.fog !== fog) {\n initMaterial(material, scene, object);\n } else if (materialProperties.environment !== environment) {\n initMaterial(material, scene, object);\n } else if (materialProperties.needsLights && materialProperties.lightsStateVersion !== lights.state.version) {\n initMaterial(material, scene, object);\n } else if (materialProperties.numClippingPlanes !== undefined && (materialProperties.numClippingPlanes !== clipping.numPlanes || materialProperties.numIntersection !== clipping.numIntersection)) {\n initMaterial(material, scene, object);\n } else if (materialProperties.outputEncoding !== encoding) {\n initMaterial(material, scene, object);\n } else if (materialProperties.envMap !== envMap) {\n initMaterial(material, scene, object);\n }\n } else {\n initMaterial(material, scene, object);\n materialProperties.__version = material.version;\n }\n\n var refreshProgram = false;\n var refreshMaterial = false;\n var refreshLights = false;\n var program = materialProperties.program,\n p_uniforms = program.getUniforms(),\n m_uniforms = materialProperties.uniforms;\n\n if (state.useProgram(program.program)) {\n refreshProgram = true;\n refreshMaterial = true;\n refreshLights = true;\n }\n\n if (material.id !== _currentMaterialId) {\n _currentMaterialId = material.id;\n refreshMaterial = true;\n }\n\n if (refreshProgram || _currentCamera !== camera) {\n p_uniforms.setValue(_gl, 'projectionMatrix', camera.projectionMatrix);\n\n if (capabilities.logarithmicDepthBuffer) {\n p_uniforms.setValue(_gl, 'logDepthBufFC', 2.0 / (Math.log(camera.far + 1.0) / Math.LN2));\n }\n\n if (_currentCamera !== camera) {\n _currentCamera = camera; // lighting uniforms depend on the camera so enforce an update\n // now, in case this material supports lights - or later, when\n // the next material that does gets activated:\n\n refreshMaterial = true; // set to true on material change\n\n refreshLights = true; // remains set until update done\n } // load material specific uniforms\n // (shader material also gets them for the sake of genericity)\n\n\n if (material.isShaderMaterial || material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshStandardMaterial || material.envMap) {\n var uCamPos = p_uniforms.map.cameraPosition;\n\n if (uCamPos !== undefined) {\n uCamPos.setValue(_gl, _vector3.setFromMatrixPosition(camera.matrixWorld));\n }\n }\n\n if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial) {\n p_uniforms.setValue(_gl, 'isOrthographic', camera.isOrthographicCamera === true);\n }\n\n if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial || material.isShadowMaterial || material.skinning) {\n p_uniforms.setValue(_gl, 'viewMatrix', camera.matrixWorldInverse);\n }\n } // skinning uniforms must be set even if material didn't change\n // auto-setting of texture unit for bone texture must go before other textures\n // otherwise textures used for skinning can take over texture units reserved for other material textures\n\n\n if (material.skinning) {\n p_uniforms.setOptional(_gl, object, 'bindMatrix');\n p_uniforms.setOptional(_gl, object, 'bindMatrixInverse');\n var skeleton = object.skeleton;\n\n if (skeleton) {\n var bones = skeleton.bones;\n\n if (capabilities.floatVertexTextures) {\n if (skeleton.boneTexture === undefined) {\n // layout (1 matrix = 4 pixels)\n // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)\n // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)\n // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)\n // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n var size = Math.sqrt(bones.length * 4); // 4 pixels needed for 1 matrix\n\n size = MathUtils.ceilPowerOfTwo(size);\n size = Math.max(size, 4);\n var boneMatrices = new Float32Array(size * size * 4); // 4 floats per RGBA pixel\n\n boneMatrices.set(skeleton.boneMatrices); // copy current values\n\n var boneTexture = new DataTexture(boneMatrices, size, size, RGBAFormat, FloatType);\n skeleton.boneMatrices = boneMatrices;\n skeleton.boneTexture = boneTexture;\n skeleton.boneTextureSize = size;\n }\n\n p_uniforms.setValue(_gl, 'boneTexture', skeleton.boneTexture, textures);\n p_uniforms.setValue(_gl, 'boneTextureSize', skeleton.boneTextureSize);\n } else {\n p_uniforms.setOptional(_gl, skeleton, 'boneMatrices');\n }\n }\n }\n\n if (refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow) {\n materialProperties.receiveShadow = object.receiveShadow;\n p_uniforms.setValue(_gl, 'receiveShadow', object.receiveShadow);\n }\n\n if (refreshMaterial) {\n p_uniforms.setValue(_gl, 'toneMappingExposure', _this.toneMappingExposure);\n\n if (materialProperties.needsLights) {\n // the current material requires lighting info\n // note: all lighting uniforms are always set correctly\n // they simply reference the renderer's state for their\n // values\n //\n // use the current material's .needsUpdate flags to set\n // the GL state when required\n markUniformsLightsNeedsUpdate(m_uniforms, refreshLights);\n } // refresh uniforms common to several materials\n\n\n if (fog && material.fog) {\n materials.refreshFogUniforms(m_uniforms, fog);\n }\n\n materials.refreshMaterialUniforms(m_uniforms, material, _pixelRatio, _height);\n WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures);\n }\n\n if (material.isShaderMaterial && material.uniformsNeedUpdate === true) {\n WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures);\n material.uniformsNeedUpdate = false;\n }\n\n if (material.isSpriteMaterial) {\n p_uniforms.setValue(_gl, 'center', object.center);\n } // common matrices\n\n\n p_uniforms.setValue(_gl, 'modelViewMatrix', object.modelViewMatrix);\n p_uniforms.setValue(_gl, 'normalMatrix', object.normalMatrix);\n p_uniforms.setValue(_gl, 'modelMatrix', object.matrixWorld);\n return program;\n } // If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\n function markUniformsLightsNeedsUpdate(uniforms, value) {\n uniforms.ambientLightColor.needsUpdate = value;\n uniforms.lightProbe.needsUpdate = value;\n uniforms.directionalLights.needsUpdate = value;\n uniforms.directionalLightShadows.needsUpdate = value;\n uniforms.pointLights.needsUpdate = value;\n uniforms.pointLightShadows.needsUpdate = value;\n uniforms.spotLights.needsUpdate = value;\n uniforms.spotLightShadows.needsUpdate = value;\n uniforms.rectAreaLights.needsUpdate = value;\n uniforms.hemisphereLights.needsUpdate = value;\n }\n\n function materialNeedsLights(material) {\n return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isShadowMaterial || material.isShaderMaterial && material.lights === true;\n } //\n\n\n this.setFramebuffer = function (value) {\n if (_framebuffer !== value && _currentRenderTarget === null) _gl.bindFramebuffer(36160, value);\n _framebuffer = value;\n };\n\n this.getActiveCubeFace = function () {\n return _currentActiveCubeFace;\n };\n\n this.getActiveMipmapLevel = function () {\n return _currentActiveMipmapLevel;\n };\n\n this.getRenderList = function () {\n return currentRenderList;\n };\n\n this.setRenderList = function (renderList) {\n currentRenderList = renderList;\n };\n\n this.getRenderState = function () {\n return currentRenderState;\n };\n\n this.setRenderState = function (renderState) {\n currentRenderState = renderState;\n };\n\n this.getRenderTarget = function () {\n return _currentRenderTarget;\n };\n\n this.setRenderTarget = function (renderTarget) {\n var activeCubeFace = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var activeMipmapLevel = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n _currentRenderTarget = renderTarget;\n _currentActiveCubeFace = activeCubeFace;\n _currentActiveMipmapLevel = activeMipmapLevel;\n\n if (renderTarget && properties.get(renderTarget).__webglFramebuffer === undefined) {\n textures.setupRenderTarget(renderTarget);\n }\n\n var framebuffer = _framebuffer;\n var isCube = false;\n\n if (renderTarget) {\n var __webglFramebuffer = properties.get(renderTarget).__webglFramebuffer;\n\n if (renderTarget.isWebGLCubeRenderTarget) {\n framebuffer = __webglFramebuffer[activeCubeFace];\n isCube = true;\n } else if (renderTarget.isWebGLMultisampleRenderTarget) {\n framebuffer = properties.get(renderTarget).__webglMultisampledFramebuffer;\n } else {\n framebuffer = __webglFramebuffer;\n }\n\n _currentViewport.copy(renderTarget.viewport);\n\n _currentScissor.copy(renderTarget.scissor);\n\n _currentScissorTest = renderTarget.scissorTest;\n } else {\n _currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor();\n\n _currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor();\n\n _currentScissorTest = _scissorTest;\n }\n\n if (_currentFramebuffer !== framebuffer) {\n _gl.bindFramebuffer(36160, framebuffer);\n\n _currentFramebuffer = framebuffer;\n }\n\n state.viewport(_currentViewport);\n state.scissor(_currentScissor);\n state.setScissorTest(_currentScissorTest);\n\n if (isCube) {\n var textureProperties = properties.get(renderTarget.texture);\n\n _gl.framebufferTexture2D(36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel);\n }\n };\n\n this.readRenderTargetPixels = function (renderTarget, x, y, width, height, buffer, activeCubeFaceIndex) {\n if (!(renderTarget && renderTarget.isWebGLRenderTarget)) {\n console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.');\n return;\n }\n\n var framebuffer = properties.get(renderTarget).__webglFramebuffer;\n\n if (renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined) {\n framebuffer = framebuffer[activeCubeFaceIndex];\n }\n\n if (framebuffer) {\n var restore = false;\n\n if (framebuffer !== _currentFramebuffer) {\n _gl.bindFramebuffer(36160, framebuffer);\n\n restore = true;\n }\n\n try {\n var texture = renderTarget.texture;\n var textureFormat = texture.format;\n var textureType = texture.type;\n\n if (textureFormat !== RGBAFormat && utils.convert(textureFormat) !== _gl.getParameter(35739)) {\n console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.');\n return;\n }\n\n if (textureType !== UnsignedByteType && utils.convert(textureType) !== _gl.getParameter(35738) && // IE11, Edge and Chrome Mac < 52 (#9513)\n !(textureType === FloatType && (capabilities.isWebGL2 || extensions.get('OES_texture_float') || extensions.get('WEBGL_color_buffer_float'))) && // Chrome Mac >= 52 and Firefox\n !(textureType === HalfFloatType && (capabilities.isWebGL2 ? extensions.get('EXT_color_buffer_float') : extensions.get('EXT_color_buffer_half_float')))) {\n console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.');\n return;\n }\n\n if (_gl.checkFramebufferStatus(36160) === 36053) {\n // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n if (x >= 0 && x <= renderTarget.width - width && y >= 0 && y <= renderTarget.height - height) {\n _gl.readPixels(x, y, width, height, utils.convert(textureFormat), utils.convert(textureType), buffer);\n }\n } else {\n console.error('THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.');\n }\n } finally {\n if (restore) {\n _gl.bindFramebuffer(36160, _currentFramebuffer);\n }\n }\n }\n };\n\n this.copyFramebufferToTexture = function (position, texture, level) {\n if (level === undefined) level = 0;\n var levelScale = Math.pow(2, -level);\n var width = Math.floor(texture.image.width * levelScale);\n var height = Math.floor(texture.image.height * levelScale);\n var glFormat = utils.convert(texture.format);\n textures.setTexture2D(texture, 0);\n\n _gl.copyTexImage2D(3553, level, glFormat, position.x, position.y, width, height, 0);\n\n state.unbindTexture();\n };\n\n this.copyTextureToTexture = function (position, srcTexture, dstTexture, level) {\n if (level === undefined) level = 0;\n var width = srcTexture.image.width;\n var height = srcTexture.image.height;\n var glFormat = utils.convert(dstTexture.format);\n var glType = utils.convert(dstTexture.type);\n textures.setTexture2D(dstTexture, 0); // As another texture upload may have changed pixelStorei\n // parameters, make sure they are correct for the dstTexture\n\n _gl.pixelStorei(37440, dstTexture.flipY);\n\n _gl.pixelStorei(37441, dstTexture.premultiplyAlpha);\n\n _gl.pixelStorei(3317, dstTexture.unpackAlignment);\n\n if (srcTexture.isDataTexture) {\n _gl.texSubImage2D(3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data);\n } else {\n if (srcTexture.isCompressedTexture) {\n _gl.compressedTexSubImage2D(3553, level, position.x, position.y, srcTexture.mipmaps[0].width, srcTexture.mipmaps[0].height, glFormat, srcTexture.mipmaps[0].data);\n } else {\n _gl.texSubImage2D(3553, level, position.x, position.y, glFormat, glType, srcTexture.image);\n }\n } // Generate mipmaps only when copying level 0\n\n\n if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(3553);\n state.unbindTexture();\n };\n\n this.initTexture = function (texture) {\n textures.setTexture2D(texture, 0);\n state.unbindTexture();\n };\n\n if (typeof __THREE_DEVTOOLS__ !== 'undefined') {\n __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', {\n detail: this\n })); // eslint-disable-line no-undef\n\n }\n}\n\nfunction WebGL1Renderer(parameters) {\n WebGLRenderer.call(this, parameters);\n}\n\nWebGL1Renderer.prototype = Object.assign(Object.create(WebGLRenderer.prototype), {\n constructor: WebGL1Renderer,\n isWebGL1Renderer: true\n});\n\nvar FogExp2 = /*#__PURE__*/function () {\n function FogExp2(color, density) {\n _classCallCheck(this, FogExp2);\n\n Object.defineProperty(this, 'isFogExp2', {\n value: true\n });\n this.name = '';\n this.color = new Color(color);\n this.density = density !== undefined ? density : 0.00025;\n }\n\n _createClass(FogExp2, [{\n key: \"clone\",\n value: function clone() {\n return new FogExp2(this.color, this.density);\n }\n }, {\n key: \"toJSON\",\n value: function toJSON()\n /* meta */\n {\n return {\n type: 'FogExp2',\n color: this.color.getHex(),\n density: this.density\n };\n }\n }]);\n\n return FogExp2;\n}();\n\nvar Fog = /*#__PURE__*/function () {\n function Fog(color, near, far) {\n _classCallCheck(this, Fog);\n\n Object.defineProperty(this, 'isFog', {\n value: true\n });\n this.name = '';\n this.color = new Color(color);\n this.near = near !== undefined ? near : 1;\n this.far = far !== undefined ? far : 1000;\n }\n\n _createClass(Fog, [{\n key: \"clone\",\n value: function clone() {\n return new Fog(this.color, this.near, this.far);\n }\n }, {\n key: \"toJSON\",\n value: function toJSON()\n /* meta */\n {\n return {\n type: 'Fog',\n color: this.color.getHex(),\n near: this.near,\n far: this.far\n };\n }\n }]);\n\n return Fog;\n}();\n\nvar Scene = /*#__PURE__*/function (_Object3D) {\n _inherits(Scene, _Object3D);\n\n var _super3 = _createSuper(Scene);\n\n function Scene() {\n var _this4;\n\n _classCallCheck(this, Scene);\n\n _this4 = _super3.call(this);\n Object.defineProperty(_assertThisInitialized(_this4), 'isScene', {\n value: true\n });\n _this4.type = 'Scene';\n _this4.background = null;\n _this4.environment = null;\n _this4.fog = null;\n _this4.overrideMaterial = null;\n _this4.autoUpdate = true; // checked by the renderer\n\n if (typeof __THREE_DEVTOOLS__ !== 'undefined') {\n __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', {\n detail: _assertThisInitialized(_this4)\n })); // eslint-disable-line no-undef\n\n }\n\n return _this4;\n }\n\n _createClass(Scene, [{\n key: \"copy\",\n value: function copy(source, recursive) {\n _get(_getPrototypeOf(Scene.prototype), \"copy\", this).call(this, source, recursive);\n\n if (source.background !== null) this.background = source.background.clone();\n if (source.environment !== null) this.environment = source.environment.clone();\n if (source.fog !== null) this.fog = source.fog.clone();\n if (source.overrideMaterial !== null) this.overrideMaterial = source.overrideMaterial.clone();\n this.autoUpdate = source.autoUpdate;\n this.matrixAutoUpdate = source.matrixAutoUpdate;\n return this;\n }\n }, {\n key: \"toJSON\",\n value: function toJSON(meta) {\n var data = _get(_getPrototypeOf(Scene.prototype), \"toJSON\", this).call(this, meta);\n\n if (this.background !== null) data.object.background = this.background.toJSON(meta);\n if (this.environment !== null) data.object.environment = this.environment.toJSON(meta);\n if (this.fog !== null) data.object.fog = this.fog.toJSON();\n return data;\n }\n }]);\n\n return Scene;\n}(Object3D);\n\nfunction InterleavedBuffer(array, stride) {\n this.array = array;\n this.stride = stride;\n this.count = array !== undefined ? array.length / stride : 0;\n this.usage = StaticDrawUsage;\n this.updateRange = {\n offset: 0,\n count: -1\n };\n this.version = 0;\n this.uuid = MathUtils.generateUUID();\n}\n\nObject.defineProperty(InterleavedBuffer.prototype, 'needsUpdate', {\n set: function set(value) {\n if (value === true) this.version++;\n }\n});\nObject.assign(InterleavedBuffer.prototype, {\n isInterleavedBuffer: true,\n onUploadCallback: function onUploadCallback() {},\n setUsage: function setUsage(value) {\n this.usage = value;\n return this;\n },\n copy: function copy(source) {\n this.array = new source.array.constructor(source.array);\n this.count = source.count;\n this.stride = source.stride;\n this.usage = source.usage;\n return this;\n },\n copyAt: function copyAt(index1, attribute, index2) {\n index1 *= this.stride;\n index2 *= attribute.stride;\n\n for (var _i127 = 0, l = this.stride; _i127 < l; _i127++) {\n this.array[index1 + _i127] = attribute.array[index2 + _i127];\n }\n\n return this;\n },\n set: function set(value, offset) {\n if (offset === undefined) offset = 0;\n this.array.set(value, offset);\n return this;\n },\n clone: function clone(data) {\n if (data.arrayBuffers === undefined) {\n data.arrayBuffers = {};\n }\n\n if (this.array.buffer._uuid === undefined) {\n this.array.buffer._uuid = MathUtils.generateUUID();\n }\n\n if (data.arrayBuffers[this.array.buffer._uuid] === undefined) {\n data.arrayBuffers[this.array.buffer._uuid] = this.array.slice(0).buffer;\n }\n\n var array = new this.array.constructor(data.arrayBuffers[this.array.buffer._uuid]);\n var ib = new InterleavedBuffer(array, this.stride);\n ib.setUsage(this.usage);\n return ib;\n },\n onUpload: function onUpload(callback) {\n this.onUploadCallback = callback;\n return this;\n },\n toJSON: function toJSON(data) {\n if (data.arrayBuffers === undefined) {\n data.arrayBuffers = {};\n } // generate UUID for array buffer if necessary\n\n\n if (this.array.buffer._uuid === undefined) {\n this.array.buffer._uuid = MathUtils.generateUUID();\n }\n\n if (data.arrayBuffers[this.array.buffer._uuid] === undefined) {\n data.arrayBuffers[this.array.buffer._uuid] = Array.prototype.slice.call(new Uint32Array(this.array.buffer));\n } //\n\n\n return {\n uuid: this.uuid,\n buffer: this.array.buffer._uuid,\n type: this.array.constructor.name,\n stride: this.stride\n };\n }\n});\n\nvar _vector$6 = new Vector3();\n\nfunction InterleavedBufferAttribute(interleavedBuffer, itemSize, offset, normalized) {\n this.name = '';\n this.data = interleavedBuffer;\n this.itemSize = itemSize;\n this.offset = offset;\n this.normalized = normalized === true;\n}\n\nObject.defineProperties(InterleavedBufferAttribute.prototype, {\n count: {\n get: function get() {\n return this.data.count;\n }\n },\n array: {\n get: function get() {\n return this.data.array;\n }\n },\n needsUpdate: {\n set: function set(value) {\n this.data.needsUpdate = value;\n }\n }\n});\nObject.assign(InterleavedBufferAttribute.prototype, {\n isInterleavedBufferAttribute: true,\n applyMatrix4: function applyMatrix4(m) {\n for (var _i128 = 0, l = this.data.count; _i128 < l; _i128++) {\n _vector$6.x = this.getX(_i128);\n _vector$6.y = this.getY(_i128);\n _vector$6.z = this.getZ(_i128);\n\n _vector$6.applyMatrix4(m);\n\n this.setXYZ(_i128, _vector$6.x, _vector$6.y, _vector$6.z);\n }\n\n return this;\n },\n setX: function setX(index, x) {\n this.data.array[index * this.data.stride + this.offset] = x;\n return this;\n },\n setY: function setY(index, y) {\n this.data.array[index * this.data.stride + this.offset + 1] = y;\n return this;\n },\n setZ: function setZ(index, z) {\n this.data.array[index * this.data.stride + this.offset + 2] = z;\n return this;\n },\n setW: function setW(index, w) {\n this.data.array[index * this.data.stride + this.offset + 3] = w;\n return this;\n },\n getX: function getX(index) {\n return this.data.array[index * this.data.stride + this.offset];\n },\n getY: function getY(index) {\n return this.data.array[index * this.data.stride + this.offset + 1];\n },\n getZ: function getZ(index) {\n return this.data.array[index * this.data.stride + this.offset + 2];\n },\n getW: function getW(index) {\n return this.data.array[index * this.data.stride + this.offset + 3];\n },\n setXY: function setXY(index, x, y) {\n index = index * this.data.stride + this.offset;\n this.data.array[index + 0] = x;\n this.data.array[index + 1] = y;\n return this;\n },\n setXYZ: function setXYZ(index, x, y, z) {\n index = index * this.data.stride + this.offset;\n this.data.array[index + 0] = x;\n this.data.array[index + 1] = y;\n this.data.array[index + 2] = z;\n return this;\n },\n setXYZW: function setXYZW(index, x, y, z, w) {\n index = index * this.data.stride + this.offset;\n this.data.array[index + 0] = x;\n this.data.array[index + 1] = y;\n this.data.array[index + 2] = z;\n this.data.array[index + 3] = w;\n return this;\n },\n clone: function clone(data) {\n if (data === undefined) {\n console.log('THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.');\n var array = [];\n\n for (var _i129 = 0; _i129 < this.count; _i129++) {\n var index = _i129 * this.data.stride + this.offset;\n\n for (var j = 0; j < this.itemSize; j++) {\n array.push(this.data.array[index + j]);\n }\n }\n\n return new BufferAttribute(new this.array.constructor(array), this.itemSize, this.normalized);\n } else {\n if (data.interleavedBuffers === undefined) {\n data.interleavedBuffers = {};\n }\n\n if (data.interleavedBuffers[this.data.uuid] === undefined) {\n data.interleavedBuffers[this.data.uuid] = this.data.clone(data);\n }\n\n return new InterleavedBufferAttribute(data.interleavedBuffers[this.data.uuid], this.itemSize, this.offset, this.normalized);\n }\n },\n toJSON: function toJSON(data) {\n if (data === undefined) {\n console.log('THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.');\n var array = [];\n\n for (var _i130 = 0; _i130 < this.count; _i130++) {\n var index = _i130 * this.data.stride + this.offset;\n\n for (var j = 0; j < this.itemSize; j++) {\n array.push(this.data.array[index + j]);\n }\n } // deinterleave data and save it as an ordinary buffer attribute for now\n\n\n return {\n itemSize: this.itemSize,\n type: this.array.constructor.name,\n array: array,\n normalized: this.normalized\n };\n } else {\n // save as true interlaved attribtue\n if (data.interleavedBuffers === undefined) {\n data.interleavedBuffers = {};\n }\n\n if (data.interleavedBuffers[this.data.uuid] === undefined) {\n data.interleavedBuffers[this.data.uuid] = this.data.toJSON(data);\n }\n\n return {\n isInterleavedBufferAttribute: true,\n itemSize: this.itemSize,\n data: this.data.uuid,\n offset: this.offset,\n normalized: this.normalized\n };\n }\n }\n});\n/**\n * parameters = {\n * color: ,\n * map: new THREE.Texture( ),\n * alphaMap: new THREE.Texture( ),\n * rotation: ,\n * sizeAttenuation: \n * }\n */\n\nfunction SpriteMaterial(parameters) {\n Material.call(this);\n this.type = 'SpriteMaterial';\n this.color = new Color(0xffffff);\n this.map = null;\n this.alphaMap = null;\n this.rotation = 0;\n this.sizeAttenuation = true;\n this.transparent = true;\n this.setValues(parameters);\n}\n\nSpriteMaterial.prototype = Object.create(Material.prototype);\nSpriteMaterial.prototype.constructor = SpriteMaterial;\nSpriteMaterial.prototype.isSpriteMaterial = true;\n\nSpriteMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.color.copy(source.color);\n this.map = source.map;\n this.alphaMap = source.alphaMap;\n this.rotation = source.rotation;\n this.sizeAttenuation = source.sizeAttenuation;\n return this;\n};\n\nvar _geometry;\n\nvar _intersectPoint = new Vector3();\n\nvar _worldScale = new Vector3();\n\nvar _mvPosition = new Vector3();\n\nvar _alignedPosition = new Vector2();\n\nvar _rotatedPosition = new Vector2();\n\nvar _viewWorldMatrix = new Matrix4();\n\nvar _vA$1 = new Vector3();\n\nvar _vB$1 = new Vector3();\n\nvar _vC$1 = new Vector3();\n\nvar _uvA$1 = new Vector2();\n\nvar _uvB$1 = new Vector2();\n\nvar _uvC$1 = new Vector2();\n\nfunction Sprite(material) {\n Object3D.call(this);\n this.type = 'Sprite';\n\n if (_geometry === undefined) {\n _geometry = new BufferGeometry();\n var float32Array = new Float32Array([-0.5, -0.5, 0, 0, 0, 0.5, -0.5, 0, 1, 0, 0.5, 0.5, 0, 1, 1, -0.5, 0.5, 0, 0, 1]);\n var interleavedBuffer = new InterleavedBuffer(float32Array, 5);\n\n _geometry.setIndex([0, 1, 2, 0, 2, 3]);\n\n _geometry.setAttribute('position', new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));\n\n _geometry.setAttribute('uv', new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));\n }\n\n this.geometry = _geometry;\n this.material = material !== undefined ? material : new SpriteMaterial();\n this.center = new Vector2(0.5, 0.5);\n}\n\nSprite.prototype = Object.assign(Object.create(Object3D.prototype), {\n constructor: Sprite,\n isSprite: true,\n raycast: function raycast(raycaster, intersects) {\n if (raycaster.camera === null) {\n console.error('THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.');\n }\n\n _worldScale.setFromMatrixScale(this.matrixWorld);\n\n _viewWorldMatrix.copy(raycaster.camera.matrixWorld);\n\n this.modelViewMatrix.multiplyMatrices(raycaster.camera.matrixWorldInverse, this.matrixWorld);\n\n _mvPosition.setFromMatrixPosition(this.modelViewMatrix);\n\n if (raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false) {\n _worldScale.multiplyScalar(-_mvPosition.z);\n }\n\n var rotation = this.material.rotation;\n var sin, cos;\n\n if (rotation !== 0) {\n cos = Math.cos(rotation);\n sin = Math.sin(rotation);\n }\n\n var center = this.center;\n transformVertex(_vA$1.set(-0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos);\n transformVertex(_vB$1.set(0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos);\n transformVertex(_vC$1.set(0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos);\n\n _uvA$1.set(0, 0);\n\n _uvB$1.set(1, 0);\n\n _uvC$1.set(1, 1); // check first triangle\n\n\n var intersect = raycaster.ray.intersectTriangle(_vA$1, _vB$1, _vC$1, false, _intersectPoint);\n\n if (intersect === null) {\n // check second triangle\n transformVertex(_vB$1.set(-0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos);\n\n _uvB$1.set(0, 1);\n\n intersect = raycaster.ray.intersectTriangle(_vA$1, _vC$1, _vB$1, false, _intersectPoint);\n\n if (intersect === null) {\n return;\n }\n }\n\n var distance = raycaster.ray.origin.distanceTo(_intersectPoint);\n if (distance < raycaster.near || distance > raycaster.far) return;\n intersects.push({\n distance: distance,\n point: _intersectPoint.clone(),\n uv: Triangle.getUV(_intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2()),\n face: null,\n object: this\n });\n },\n copy: function copy(source) {\n Object3D.prototype.copy.call(this, source);\n if (source.center !== undefined) this.center.copy(source.center);\n this.material = source.material;\n return this;\n }\n});\n\nfunction transformVertex(vertexPosition, mvPosition, center, scale, sin, cos) {\n // compute position in camera space\n _alignedPosition.subVectors(vertexPosition, center).addScalar(0.5).multiply(scale); // to check if rotation is not zero\n\n\n if (sin !== undefined) {\n _rotatedPosition.x = cos * _alignedPosition.x - sin * _alignedPosition.y;\n _rotatedPosition.y = sin * _alignedPosition.x + cos * _alignedPosition.y;\n } else {\n _rotatedPosition.copy(_alignedPosition);\n }\n\n vertexPosition.copy(mvPosition);\n vertexPosition.x += _rotatedPosition.x;\n vertexPosition.y += _rotatedPosition.y; // transform to world space\n\n vertexPosition.applyMatrix4(_viewWorldMatrix);\n}\n\nvar _v1$4 = new Vector3();\n\nvar _v2$2 = new Vector3();\n\nfunction LOD() {\n Object3D.call(this);\n this._currentLevel = 0;\n this.type = 'LOD';\n Object.defineProperties(this, {\n levels: {\n enumerable: true,\n value: []\n }\n });\n this.autoUpdate = true;\n}\n\nLOD.prototype = Object.assign(Object.create(Object3D.prototype), {\n constructor: LOD,\n isLOD: true,\n copy: function copy(source) {\n Object3D.prototype.copy.call(this, source, false);\n var levels = source.levels;\n\n for (var _i131 = 0, l = levels.length; _i131 < l; _i131++) {\n var level = levels[_i131];\n this.addLevel(level.object.clone(), level.distance);\n }\n\n this.autoUpdate = source.autoUpdate;\n return this;\n },\n addLevel: function addLevel(object, distance) {\n if (distance === undefined) distance = 0;\n distance = Math.abs(distance);\n var levels = this.levels;\n var l;\n\n for (l = 0; l < levels.length; l++) {\n if (distance < levels[l].distance) {\n break;\n }\n }\n\n levels.splice(l, 0, {\n distance: distance,\n object: object\n });\n this.add(object);\n return this;\n },\n getCurrentLevel: function getCurrentLevel() {\n return this._currentLevel;\n },\n getObjectForDistance: function getObjectForDistance(distance) {\n var levels = this.levels;\n\n if (levels.length > 0) {\n var _i132, l;\n\n for (_i132 = 1, l = levels.length; _i132 < l; _i132++) {\n if (distance < levels[_i132].distance) {\n break;\n }\n }\n\n return levels[_i132 - 1].object;\n }\n\n return null;\n },\n raycast: function raycast(raycaster, intersects) {\n var levels = this.levels;\n\n if (levels.length > 0) {\n _v1$4.setFromMatrixPosition(this.matrixWorld);\n\n var distance = raycaster.ray.origin.distanceTo(_v1$4);\n this.getObjectForDistance(distance).raycast(raycaster, intersects);\n }\n },\n update: function update(camera) {\n var levels = this.levels;\n\n if (levels.length > 1) {\n _v1$4.setFromMatrixPosition(camera.matrixWorld);\n\n _v2$2.setFromMatrixPosition(this.matrixWorld);\n\n var distance = _v1$4.distanceTo(_v2$2) / camera.zoom;\n levels[0].object.visible = true;\n\n var _i133, l;\n\n for (_i133 = 1, l = levels.length; _i133 < l; _i133++) {\n if (distance >= levels[_i133].distance) {\n levels[_i133 - 1].object.visible = false;\n levels[_i133].object.visible = true;\n } else {\n break;\n }\n }\n\n this._currentLevel = _i133 - 1;\n\n for (; _i133 < l; _i133++) {\n levels[_i133].object.visible = false;\n }\n }\n },\n toJSON: function toJSON(meta) {\n var data = Object3D.prototype.toJSON.call(this, meta);\n if (this.autoUpdate === false) data.object.autoUpdate = false;\n data.object.levels = [];\n var levels = this.levels;\n\n for (var _i134 = 0, l = levels.length; _i134 < l; _i134++) {\n var level = levels[_i134];\n data.object.levels.push({\n object: level.object.uuid,\n distance: level.distance\n });\n }\n\n return data;\n }\n});\n\nfunction SkinnedMesh(geometry, material) {\n if (geometry && geometry.isGeometry) {\n console.error('THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');\n }\n\n Mesh.call(this, geometry, material);\n this.type = 'SkinnedMesh';\n this.bindMode = 'attached';\n this.bindMatrix = new Matrix4();\n this.bindMatrixInverse = new Matrix4();\n}\n\nSkinnedMesh.prototype = Object.assign(Object.create(Mesh.prototype), {\n constructor: SkinnedMesh,\n isSkinnedMesh: true,\n copy: function copy(source) {\n Mesh.prototype.copy.call(this, source);\n this.bindMode = source.bindMode;\n this.bindMatrix.copy(source.bindMatrix);\n this.bindMatrixInverse.copy(source.bindMatrixInverse);\n this.skeleton = source.skeleton;\n return this;\n },\n bind: function bind(skeleton, bindMatrix) {\n this.skeleton = skeleton;\n\n if (bindMatrix === undefined) {\n this.updateMatrixWorld(true);\n this.skeleton.calculateInverses();\n bindMatrix = this.matrixWorld;\n }\n\n this.bindMatrix.copy(bindMatrix);\n this.bindMatrixInverse.getInverse(bindMatrix);\n },\n pose: function pose() {\n this.skeleton.pose();\n },\n normalizeSkinWeights: function normalizeSkinWeights() {\n var vector = new Vector4();\n var skinWeight = this.geometry.attributes.skinWeight;\n\n for (var _i135 = 0, l = skinWeight.count; _i135 < l; _i135++) {\n vector.x = skinWeight.getX(_i135);\n vector.y = skinWeight.getY(_i135);\n vector.z = skinWeight.getZ(_i135);\n vector.w = skinWeight.getW(_i135);\n var scale = 1.0 / vector.manhattanLength();\n\n if (scale !== Infinity) {\n vector.multiplyScalar(scale);\n } else {\n vector.set(1, 0, 0, 0); // do something reasonable\n }\n\n skinWeight.setXYZW(_i135, vector.x, vector.y, vector.z, vector.w);\n }\n },\n updateMatrixWorld: function updateMatrixWorld(force) {\n Mesh.prototype.updateMatrixWorld.call(this, force);\n\n if (this.bindMode === 'attached') {\n this.bindMatrixInverse.getInverse(this.matrixWorld);\n } else if (this.bindMode === 'detached') {\n this.bindMatrixInverse.getInverse(this.bindMatrix);\n } else {\n console.warn('THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode);\n }\n },\n boneTransform: function () {\n var basePosition = new Vector3();\n var skinIndex = new Vector4();\n var skinWeight = new Vector4();\n var vector = new Vector3();\n var matrix = new Matrix4();\n return function (index, target) {\n var skeleton = this.skeleton;\n var geometry = this.geometry;\n skinIndex.fromBufferAttribute(geometry.attributes.skinIndex, index);\n skinWeight.fromBufferAttribute(geometry.attributes.skinWeight, index);\n basePosition.fromBufferAttribute(geometry.attributes.position, index).applyMatrix4(this.bindMatrix);\n target.set(0, 0, 0);\n\n for (var _i136 = 0; _i136 < 4; _i136++) {\n var weight = skinWeight.getComponent(_i136);\n\n if (weight !== 0) {\n var boneIndex = skinIndex.getComponent(_i136);\n matrix.multiplyMatrices(skeleton.bones[boneIndex].matrixWorld, skeleton.boneInverses[boneIndex]);\n target.addScaledVector(vector.copy(basePosition).applyMatrix4(matrix), weight);\n }\n }\n\n return target.applyMatrix4(this.bindMatrixInverse);\n };\n }()\n});\n\nvar _offsetMatrix = new Matrix4();\n\nvar _identityMatrix = new Matrix4();\n\nfunction Skeleton(bones, boneInverses) {\n // copy the bone array\n bones = bones || [];\n this.bones = bones.slice(0);\n this.boneMatrices = new Float32Array(this.bones.length * 16);\n this.frame = -1; // use the supplied bone inverses or calculate the inverses\n\n if (boneInverses === undefined) {\n this.calculateInverses();\n } else {\n if (this.bones.length === boneInverses.length) {\n this.boneInverses = boneInverses.slice(0);\n } else {\n console.warn('THREE.Skeleton boneInverses is the wrong length.');\n this.boneInverses = [];\n\n for (var _i137 = 0, il = this.bones.length; _i137 < il; _i137++) {\n this.boneInverses.push(new Matrix4());\n }\n }\n }\n}\n\nObject.assign(Skeleton.prototype, {\n calculateInverses: function calculateInverses() {\n this.boneInverses = [];\n\n for (var _i138 = 0, il = this.bones.length; _i138 < il; _i138++) {\n var inverse = new Matrix4();\n\n if (this.bones[_i138]) {\n inverse.getInverse(this.bones[_i138].matrixWorld);\n }\n\n this.boneInverses.push(inverse);\n }\n },\n pose: function pose() {\n // recover the bind-time world matrices\n for (var _i139 = 0, il = this.bones.length; _i139 < il; _i139++) {\n var bone = this.bones[_i139];\n\n if (bone) {\n bone.matrixWorld.getInverse(this.boneInverses[_i139]);\n }\n } // compute the local matrices, positions, rotations and scales\n\n\n for (var _i140 = 0, _il11 = this.bones.length; _i140 < _il11; _i140++) {\n var _bone = this.bones[_i140];\n\n if (_bone) {\n if (_bone.parent && _bone.parent.isBone) {\n _bone.matrix.getInverse(_bone.parent.matrixWorld);\n\n _bone.matrix.multiply(_bone.matrixWorld);\n } else {\n _bone.matrix.copy(_bone.matrixWorld);\n }\n\n _bone.matrix.decompose(_bone.position, _bone.quaternion, _bone.scale);\n }\n }\n },\n update: function update() {\n var bones = this.bones;\n var boneInverses = this.boneInverses;\n var boneMatrices = this.boneMatrices;\n var boneTexture = this.boneTexture; // flatten bone matrices to array\n\n for (var _i141 = 0, il = bones.length; _i141 < il; _i141++) {\n // compute the offset between the current and the original transform\n var matrix = bones[_i141] ? bones[_i141].matrixWorld : _identityMatrix;\n\n _offsetMatrix.multiplyMatrices(matrix, boneInverses[_i141]);\n\n _offsetMatrix.toArray(boneMatrices, _i141 * 16);\n }\n\n if (boneTexture !== undefined) {\n boneTexture.needsUpdate = true;\n }\n },\n clone: function clone() {\n return new Skeleton(this.bones, this.boneInverses);\n },\n getBoneByName: function getBoneByName(name) {\n for (var _i142 = 0, il = this.bones.length; _i142 < il; _i142++) {\n var bone = this.bones[_i142];\n\n if (bone.name === name) {\n return bone;\n }\n }\n\n return undefined;\n },\n dispose: function dispose() {\n if (this.boneTexture) {\n this.boneTexture.dispose();\n this.boneTexture = undefined;\n }\n }\n});\n\nfunction Bone() {\n Object3D.call(this);\n this.type = 'Bone';\n}\n\nBone.prototype = Object.assign(Object.create(Object3D.prototype), {\n constructor: Bone,\n isBone: true\n});\n\nvar _instanceLocalMatrix = new Matrix4();\n\nvar _instanceWorldMatrix = new Matrix4();\n\nvar _instanceIntersects = [];\n\nvar _mesh = new Mesh();\n\nfunction InstancedMesh(geometry, material, count) {\n Mesh.call(this, geometry, material);\n this.instanceMatrix = new BufferAttribute(new Float32Array(count * 16), 16);\n this.instanceColor = null;\n this.count = count;\n this.frustumCulled = false;\n}\n\nInstancedMesh.prototype = Object.assign(Object.create(Mesh.prototype), {\n constructor: InstancedMesh,\n isInstancedMesh: true,\n copy: function copy(source) {\n Mesh.prototype.copy.call(this, source);\n this.instanceMatrix.copy(source.instanceMatrix);\n this.count = source.count;\n return this;\n },\n setColorAt: function setColorAt(index, color) {\n if (this.instanceColor === null) {\n this.instanceColor = new BufferAttribute(new Float32Array(this.count * 3), 3);\n }\n\n color.toArray(this.instanceColor.array, index * 3);\n },\n getMatrixAt: function getMatrixAt(index, matrix) {\n matrix.fromArray(this.instanceMatrix.array, index * 16);\n },\n raycast: function raycast(raycaster, intersects) {\n var matrixWorld = this.matrixWorld;\n var raycastTimes = this.count;\n _mesh.geometry = this.geometry;\n _mesh.material = this.material;\n if (_mesh.material === undefined) return;\n\n for (var instanceId = 0; instanceId < raycastTimes; instanceId++) {\n // calculate the world matrix for each instance\n this.getMatrixAt(instanceId, _instanceLocalMatrix);\n\n _instanceWorldMatrix.multiplyMatrices(matrixWorld, _instanceLocalMatrix); // the mesh represents this single instance\n\n\n _mesh.matrixWorld = _instanceWorldMatrix;\n\n _mesh.raycast(raycaster, _instanceIntersects); // process the result of raycast\n\n\n for (var _i143 = 0, l = _instanceIntersects.length; _i143 < l; _i143++) {\n var intersect = _instanceIntersects[_i143];\n intersect.instanceId = instanceId;\n intersect.object = this;\n intersects.push(intersect);\n }\n\n _instanceIntersects.length = 0;\n }\n },\n setMatrixAt: function setMatrixAt(index, matrix) {\n matrix.toArray(this.instanceMatrix.array, index * 16);\n },\n updateMorphTargets: function updateMorphTargets() {}\n});\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n * linecap: \"round\",\n * linejoin: \"round\"\n * }\n */\n\nfunction LineBasicMaterial(parameters) {\n Material.call(this);\n this.type = 'LineBasicMaterial';\n this.color = new Color(0xffffff);\n this.linewidth = 1;\n this.linecap = 'round';\n this.linejoin = 'round';\n this.morphTargets = false;\n this.setValues(parameters);\n}\n\nLineBasicMaterial.prototype = Object.create(Material.prototype);\nLineBasicMaterial.prototype.constructor = LineBasicMaterial;\nLineBasicMaterial.prototype.isLineBasicMaterial = true;\n\nLineBasicMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.color.copy(source.color);\n this.linewidth = source.linewidth;\n this.linecap = source.linecap;\n this.linejoin = source.linejoin;\n this.morphTargets = source.morphTargets;\n return this;\n};\n\nvar _start = new Vector3();\n\nvar _end = new Vector3();\n\nvar _inverseMatrix$1 = new Matrix4();\n\nvar _ray$1 = new Ray();\n\nvar _sphere$2 = new Sphere();\n\nfunction Line(geometry, material, mode) {\n if (mode === 1) {\n console.error('THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.');\n }\n\n Object3D.call(this);\n this.type = 'Line';\n this.geometry = geometry !== undefined ? geometry : new BufferGeometry();\n this.material = material !== undefined ? material : new LineBasicMaterial();\n this.updateMorphTargets();\n}\n\nLine.prototype = Object.assign(Object.create(Object3D.prototype), {\n constructor: Line,\n isLine: true,\n copy: function copy(source) {\n Object3D.prototype.copy.call(this, source);\n this.material = source.material;\n this.geometry = source.geometry;\n return this;\n },\n computeLineDistances: function computeLineDistances() {\n var geometry = this.geometry;\n\n if (geometry.isBufferGeometry) {\n // we assume non-indexed geometry\n if (geometry.index === null) {\n var positionAttribute = geometry.attributes.position;\n var lineDistances = [0];\n\n for (var _i144 = 1, l = positionAttribute.count; _i144 < l; _i144++) {\n _start.fromBufferAttribute(positionAttribute, _i144 - 1);\n\n _end.fromBufferAttribute(positionAttribute, _i144);\n\n lineDistances[_i144] = lineDistances[_i144 - 1];\n lineDistances[_i144] += _start.distanceTo(_end);\n }\n\n geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1));\n } else {\n console.warn('THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.');\n }\n } else if (geometry.isGeometry) {\n var _vertices = geometry.vertices;\n var _lineDistances = geometry.lineDistances;\n _lineDistances[0] = 0;\n\n for (var _i145 = 1, _l6 = _vertices.length; _i145 < _l6; _i145++) {\n _lineDistances[_i145] = _lineDistances[_i145 - 1];\n _lineDistances[_i145] += _vertices[_i145 - 1].distanceTo(_vertices[_i145]);\n }\n }\n\n return this;\n },\n raycast: function raycast(raycaster, intersects) {\n var geometry = this.geometry;\n var matrixWorld = this.matrixWorld;\n var threshold = raycaster.params.Line.threshold; // Checking boundingSphere distance to ray\n\n if (geometry.boundingSphere === null) geometry.computeBoundingSphere();\n\n _sphere$2.copy(geometry.boundingSphere);\n\n _sphere$2.applyMatrix4(matrixWorld);\n\n _sphere$2.radius += threshold;\n if (raycaster.ray.intersectsSphere(_sphere$2) === false) return; //\n\n _inverseMatrix$1.getInverse(matrixWorld);\n\n _ray$1.copy(raycaster.ray).applyMatrix4(_inverseMatrix$1);\n\n var localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);\n var localThresholdSq = localThreshold * localThreshold;\n var vStart = new Vector3();\n var vEnd = new Vector3();\n var interSegment = new Vector3();\n var interRay = new Vector3();\n var step = this.isLineSegments ? 2 : 1;\n\n if (geometry.isBufferGeometry) {\n var index = geometry.index;\n var attributes = geometry.attributes;\n var positionAttribute = attributes.position;\n\n if (index !== null) {\n var _indices = index.array;\n\n for (var _i146 = 0, l = _indices.length - 1; _i146 < l; _i146 += step) {\n var a = _indices[_i146];\n var b = _indices[_i146 + 1];\n vStart.fromBufferAttribute(positionAttribute, a);\n vEnd.fromBufferAttribute(positionAttribute, b);\n\n var distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);\n\n if (distSq > localThresholdSq) continue;\n interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation\n\n var distance = raycaster.ray.origin.distanceTo(interRay);\n if (distance < raycaster.near || distance > raycaster.far) continue;\n intersects.push({\n distance: distance,\n // What do we want? intersection point on the ray or on the segment??\n // point: raycaster.ray.at( distance ),\n point: interSegment.clone().applyMatrix4(this.matrixWorld),\n index: _i146,\n face: null,\n faceIndex: null,\n object: this\n });\n }\n } else {\n for (var _i147 = 0, _l7 = positionAttribute.count - 1; _i147 < _l7; _i147 += step) {\n vStart.fromBufferAttribute(positionAttribute, _i147);\n vEnd.fromBufferAttribute(positionAttribute, _i147 + 1);\n\n var _distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);\n\n if (_distSq > localThresholdSq) continue;\n interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation\n\n var _distance = raycaster.ray.origin.distanceTo(interRay);\n\n if (_distance < raycaster.near || _distance > raycaster.far) continue;\n intersects.push({\n distance: _distance,\n // What do we want? intersection point on the ray or on the segment??\n // point: raycaster.ray.at( distance ),\n point: interSegment.clone().applyMatrix4(this.matrixWorld),\n index: _i147,\n face: null,\n faceIndex: null,\n object: this\n });\n }\n }\n } else if (geometry.isGeometry) {\n var _vertices2 = geometry.vertices;\n var nbVertices = _vertices2.length;\n\n for (var _i148 = 0; _i148 < nbVertices - 1; _i148 += step) {\n var _distSq2 = _ray$1.distanceSqToSegment(_vertices2[_i148], _vertices2[_i148 + 1], interRay, interSegment);\n\n if (_distSq2 > localThresholdSq) continue;\n interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation\n\n var _distance2 = raycaster.ray.origin.distanceTo(interRay);\n\n if (_distance2 < raycaster.near || _distance2 > raycaster.far) continue;\n intersects.push({\n distance: _distance2,\n // What do we want? intersection point on the ray or on the segment??\n // point: raycaster.ray.at( distance ),\n point: interSegment.clone().applyMatrix4(this.matrixWorld),\n index: _i148,\n face: null,\n faceIndex: null,\n object: this\n });\n }\n }\n },\n updateMorphTargets: function updateMorphTargets() {\n var geometry = this.geometry;\n\n if (geometry.isBufferGeometry) {\n var morphAttributes = geometry.morphAttributes;\n var keys = Object.keys(morphAttributes);\n\n if (keys.length > 0) {\n var morphAttribute = morphAttributes[keys[0]];\n\n if (morphAttribute !== undefined) {\n this.morphTargetInfluences = [];\n this.morphTargetDictionary = {};\n\n for (var m = 0, ml = morphAttribute.length; m < ml; m++) {\n var name = morphAttribute[m].name || String(m);\n this.morphTargetInfluences.push(0);\n this.morphTargetDictionary[name] = m;\n }\n }\n }\n } else {\n var morphTargets = geometry.morphTargets;\n\n if (morphTargets !== undefined && morphTargets.length > 0) {\n console.error('THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.');\n }\n }\n }\n});\n\nvar _start$1 = new Vector3();\n\nvar _end$1 = new Vector3();\n\nfunction LineSegments(geometry, material) {\n Line.call(this, geometry, material);\n this.type = 'LineSegments';\n}\n\nLineSegments.prototype = Object.assign(Object.create(Line.prototype), {\n constructor: LineSegments,\n isLineSegments: true,\n computeLineDistances: function computeLineDistances() {\n var geometry = this.geometry;\n\n if (geometry.isBufferGeometry) {\n // we assume non-indexed geometry\n if (geometry.index === null) {\n var positionAttribute = geometry.attributes.position;\n var lineDistances = [];\n\n for (var _i149 = 0, l = positionAttribute.count; _i149 < l; _i149 += 2) {\n _start$1.fromBufferAttribute(positionAttribute, _i149);\n\n _end$1.fromBufferAttribute(positionAttribute, _i149 + 1);\n\n lineDistances[_i149] = _i149 === 0 ? 0 : lineDistances[_i149 - 1];\n lineDistances[_i149 + 1] = lineDistances[_i149] + _start$1.distanceTo(_end$1);\n }\n\n geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1));\n } else {\n console.warn('THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.');\n }\n } else if (geometry.isGeometry) {\n var _vertices3 = geometry.vertices;\n var _lineDistances2 = geometry.lineDistances;\n\n for (var _i150 = 0, _l8 = _vertices3.length; _i150 < _l8; _i150 += 2) {\n _start$1.copy(_vertices3[_i150]);\n\n _end$1.copy(_vertices3[_i150 + 1]);\n\n _lineDistances2[_i150] = _i150 === 0 ? 0 : _lineDistances2[_i150 - 1];\n _lineDistances2[_i150 + 1] = _lineDistances2[_i150] + _start$1.distanceTo(_end$1);\n }\n }\n\n return this;\n }\n});\n\nfunction LineLoop(geometry, material) {\n Line.call(this, geometry, material);\n this.type = 'LineLoop';\n}\n\nLineLoop.prototype = Object.assign(Object.create(Line.prototype), {\n constructor: LineLoop,\n isLineLoop: true\n});\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n * alphaMap: new THREE.Texture( ),\n *\n * size: ,\n * sizeAttenuation: \n *\n * morphTargets: \n * }\n */\n\nfunction PointsMaterial(parameters) {\n Material.call(this);\n this.type = 'PointsMaterial';\n this.color = new Color(0xffffff);\n this.map = null;\n this.alphaMap = null;\n this.size = 1;\n this.sizeAttenuation = true;\n this.morphTargets = false;\n this.setValues(parameters);\n}\n\nPointsMaterial.prototype = Object.create(Material.prototype);\nPointsMaterial.prototype.constructor = PointsMaterial;\nPointsMaterial.prototype.isPointsMaterial = true;\n\nPointsMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.color.copy(source.color);\n this.map = source.map;\n this.alphaMap = source.alphaMap;\n this.size = source.size;\n this.sizeAttenuation = source.sizeAttenuation;\n this.morphTargets = source.morphTargets;\n return this;\n};\n\nvar _inverseMatrix$2 = new Matrix4();\n\nvar _ray$2 = new Ray();\n\nvar _sphere$3 = new Sphere();\n\nvar _position$1 = new Vector3();\n\nfunction Points(geometry, material) {\n Object3D.call(this);\n this.type = 'Points';\n this.geometry = geometry !== undefined ? geometry : new BufferGeometry();\n this.material = material !== undefined ? material : new PointsMaterial();\n this.updateMorphTargets();\n}\n\nPoints.prototype = Object.assign(Object.create(Object3D.prototype), {\n constructor: Points,\n isPoints: true,\n copy: function copy(source) {\n Object3D.prototype.copy.call(this, source);\n this.material = source.material;\n this.geometry = source.geometry;\n return this;\n },\n raycast: function raycast(raycaster, intersects) {\n var geometry = this.geometry;\n var matrixWorld = this.matrixWorld;\n var threshold = raycaster.params.Points.threshold; // Checking boundingSphere distance to ray\n\n if (geometry.boundingSphere === null) geometry.computeBoundingSphere();\n\n _sphere$3.copy(geometry.boundingSphere);\n\n _sphere$3.applyMatrix4(matrixWorld);\n\n _sphere$3.radius += threshold;\n if (raycaster.ray.intersectsSphere(_sphere$3) === false) return; //\n\n _inverseMatrix$2.getInverse(matrixWorld);\n\n _ray$2.copy(raycaster.ray).applyMatrix4(_inverseMatrix$2);\n\n var localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);\n var localThresholdSq = localThreshold * localThreshold;\n\n if (geometry.isBufferGeometry) {\n var index = geometry.index;\n var attributes = geometry.attributes;\n var positionAttribute = attributes.position;\n\n if (index !== null) {\n var _indices2 = index.array;\n\n for (var _i151 = 0, il = _indices2.length; _i151 < il; _i151++) {\n var a = _indices2[_i151];\n\n _position$1.fromBufferAttribute(positionAttribute, a);\n\n testPoint(_position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this);\n }\n } else {\n for (var _i152 = 0, l = positionAttribute.count; _i152 < l; _i152++) {\n _position$1.fromBufferAttribute(positionAttribute, _i152);\n\n testPoint(_position$1, _i152, localThresholdSq, matrixWorld, raycaster, intersects, this);\n }\n }\n } else {\n var _vertices4 = geometry.vertices;\n\n for (var _i153 = 0, _l9 = _vertices4.length; _i153 < _l9; _i153++) {\n testPoint(_vertices4[_i153], _i153, localThresholdSq, matrixWorld, raycaster, intersects, this);\n }\n }\n },\n updateMorphTargets: function updateMorphTargets() {\n var geometry = this.geometry;\n\n if (geometry.isBufferGeometry) {\n var morphAttributes = geometry.morphAttributes;\n var keys = Object.keys(morphAttributes);\n\n if (keys.length > 0) {\n var morphAttribute = morphAttributes[keys[0]];\n\n if (morphAttribute !== undefined) {\n this.morphTargetInfluences = [];\n this.morphTargetDictionary = {};\n\n for (var m = 0, ml = morphAttribute.length; m < ml; m++) {\n var name = morphAttribute[m].name || String(m);\n this.morphTargetInfluences.push(0);\n this.morphTargetDictionary[name] = m;\n }\n }\n }\n } else {\n var morphTargets = geometry.morphTargets;\n\n if (morphTargets !== undefined && morphTargets.length > 0) {\n console.error('THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.');\n }\n }\n }\n});\n\nfunction testPoint(point, index, localThresholdSq, matrixWorld, raycaster, intersects, object) {\n var rayPointDistanceSq = _ray$2.distanceSqToPoint(point);\n\n if (rayPointDistanceSq < localThresholdSq) {\n var intersectPoint = new Vector3();\n\n _ray$2.closestPointToPoint(point, intersectPoint);\n\n intersectPoint.applyMatrix4(matrixWorld);\n var distance = raycaster.ray.origin.distanceTo(intersectPoint);\n if (distance < raycaster.near || distance > raycaster.far) return;\n intersects.push({\n distance: distance,\n distanceToRay: Math.sqrt(rayPointDistanceSq),\n point: intersectPoint,\n index: index,\n face: null,\n object: object\n });\n }\n}\n\nfunction VideoTexture(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {\n Texture.call(this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);\n this.format = format !== undefined ? format : RGBFormat;\n this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;\n this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n this.generateMipmaps = false;\n var scope = this;\n\n function updateVideo() {\n scope.needsUpdate = true;\n video.requestVideoFrameCallback(updateVideo);\n }\n\n if ('requestVideoFrameCallback' in video) {\n video.requestVideoFrameCallback(updateVideo);\n }\n}\n\nVideoTexture.prototype = Object.assign(Object.create(Texture.prototype), {\n constructor: VideoTexture,\n clone: function clone() {\n return new this.constructor(this.image).copy(this);\n },\n isVideoTexture: true,\n update: function update() {\n var video = this.image;\n var hasVideoFrameCallback = ('requestVideoFrameCallback' in video);\n\n if (hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA) {\n this.needsUpdate = true;\n }\n }\n});\n\nfunction CompressedTexture(mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding) {\n Texture.call(this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);\n this.image = {\n width: width,\n height: height\n };\n this.mipmaps = mipmaps; // no flipping for cube textures\n // (also flipping doesn't work for compressed textures )\n\n this.flipY = false; // can't generate mipmaps for compressed textures\n // mips must be embedded in DDS files\n\n this.generateMipmaps = false;\n}\n\nCompressedTexture.prototype = Object.create(Texture.prototype);\nCompressedTexture.prototype.constructor = CompressedTexture;\nCompressedTexture.prototype.isCompressedTexture = true;\n\nfunction CanvasTexture(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {\n Texture.call(this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);\n this.needsUpdate = true;\n}\n\nCanvasTexture.prototype = Object.create(Texture.prototype);\nCanvasTexture.prototype.constructor = CanvasTexture;\nCanvasTexture.prototype.isCanvasTexture = true;\n\nfunction DepthTexture(width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format) {\n format = format !== undefined ? format : DepthFormat;\n\n if (format !== DepthFormat && format !== DepthStencilFormat) {\n throw new Error('DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat');\n }\n\n if (type === undefined && format === DepthFormat) type = UnsignedShortType;\n if (type === undefined && format === DepthStencilFormat) type = UnsignedInt248Type;\n Texture.call(this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);\n this.image = {\n width: width,\n height: height\n };\n this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n this.flipY = false;\n this.generateMipmaps = false;\n}\n\nDepthTexture.prototype = Object.create(Texture.prototype);\nDepthTexture.prototype.constructor = DepthTexture;\nDepthTexture.prototype.isDepthTexture = true;\nvar _geometryId = 0; // Geometry uses even numbers as Id\n\nvar _m1$3 = new Matrix4();\n\nvar _obj$1 = new Object3D();\n\nvar _offset$1 = new Vector3();\n\nfunction Geometry() {\n Object.defineProperty(this, 'id', {\n value: _geometryId += 2\n });\n this.uuid = MathUtils.generateUUID();\n this.name = '';\n this.type = 'Geometry';\n this.vertices = [];\n this.colors = [];\n this.faces = [];\n this.faceVertexUvs = [[]];\n this.morphTargets = [];\n this.morphNormals = [];\n this.skinWeights = [];\n this.skinIndices = [];\n this.lineDistances = [];\n this.boundingBox = null;\n this.boundingSphere = null; // update flags\n\n this.elementsNeedUpdate = false;\n this.verticesNeedUpdate = false;\n this.uvsNeedUpdate = false;\n this.normalsNeedUpdate = false;\n this.colorsNeedUpdate = false;\n this.lineDistancesNeedUpdate = false;\n this.groupsNeedUpdate = false;\n}\n\nGeometry.prototype = Object.assign(Object.create(EventDispatcher.prototype), {\n constructor: Geometry,\n isGeometry: true,\n applyMatrix4: function applyMatrix4(matrix) {\n var normalMatrix = new Matrix3().getNormalMatrix(matrix);\n\n for (var _i154 = 0, il = this.vertices.length; _i154 < il; _i154++) {\n var vertex = this.vertices[_i154];\n vertex.applyMatrix4(matrix);\n }\n\n for (var _i155 = 0, _il12 = this.faces.length; _i155 < _il12; _i155++) {\n var face = this.faces[_i155];\n face.normal.applyMatrix3(normalMatrix).normalize();\n\n for (var j = 0, jl = face.vertexNormals.length; j < jl; j++) {\n face.vertexNormals[j].applyMatrix3(normalMatrix).normalize();\n }\n }\n\n if (this.boundingBox !== null) {\n this.computeBoundingBox();\n }\n\n if (this.boundingSphere !== null) {\n this.computeBoundingSphere();\n }\n\n this.verticesNeedUpdate = true;\n this.normalsNeedUpdate = true;\n return this;\n },\n rotateX: function rotateX(angle) {\n // rotate geometry around world x-axis\n _m1$3.makeRotationX(angle);\n\n this.applyMatrix4(_m1$3);\n return this;\n },\n rotateY: function rotateY(angle) {\n // rotate geometry around world y-axis\n _m1$3.makeRotationY(angle);\n\n this.applyMatrix4(_m1$3);\n return this;\n },\n rotateZ: function rotateZ(angle) {\n // rotate geometry around world z-axis\n _m1$3.makeRotationZ(angle);\n\n this.applyMatrix4(_m1$3);\n return this;\n },\n translate: function translate(x, y, z) {\n // translate geometry\n _m1$3.makeTranslation(x, y, z);\n\n this.applyMatrix4(_m1$3);\n return this;\n },\n scale: function scale(x, y, z) {\n // scale geometry\n _m1$3.makeScale(x, y, z);\n\n this.applyMatrix4(_m1$3);\n return this;\n },\n lookAt: function lookAt(vector) {\n _obj$1.lookAt(vector);\n\n _obj$1.updateMatrix();\n\n this.applyMatrix4(_obj$1.matrix);\n return this;\n },\n fromBufferGeometry: function fromBufferGeometry(geometry) {\n var scope = this;\n var index = geometry.index !== null ? geometry.index : undefined;\n var attributes = geometry.attributes;\n\n if (attributes.position === undefined) {\n console.error('THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.');\n return this;\n }\n\n var position = attributes.position;\n var normal = attributes.normal;\n var color = attributes.color;\n var uv = attributes.uv;\n var uv2 = attributes.uv2;\n if (uv2 !== undefined) this.faceVertexUvs[1] = [];\n\n for (var _i156 = 0; _i156 < position.count; _i156++) {\n scope.vertices.push(new Vector3().fromBufferAttribute(position, _i156));\n\n if (color !== undefined) {\n scope.colors.push(new Color().fromBufferAttribute(color, _i156));\n }\n }\n\n function addFace(a, b, c, materialIndex) {\n var vertexColors = color === undefined ? [] : [scope.colors[a].clone(), scope.colors[b].clone(), scope.colors[c].clone()];\n var vertexNormals = normal === undefined ? [] : [new Vector3().fromBufferAttribute(normal, a), new Vector3().fromBufferAttribute(normal, b), new Vector3().fromBufferAttribute(normal, c)];\n var face = new Face3(a, b, c, vertexNormals, vertexColors, materialIndex);\n scope.faces.push(face);\n\n if (uv !== undefined) {\n scope.faceVertexUvs[0].push([new Vector2().fromBufferAttribute(uv, a), new Vector2().fromBufferAttribute(uv, b), new Vector2().fromBufferAttribute(uv, c)]);\n }\n\n if (uv2 !== undefined) {\n scope.faceVertexUvs[1].push([new Vector2().fromBufferAttribute(uv2, a), new Vector2().fromBufferAttribute(uv2, b), new Vector2().fromBufferAttribute(uv2, c)]);\n }\n }\n\n var groups = geometry.groups;\n\n if (groups.length > 0) {\n for (var _i157 = 0; _i157 < groups.length; _i157++) {\n var group = groups[_i157];\n var start = group.start;\n var count = group.count;\n\n for (var j = start, jl = start + count; j < jl; j += 3) {\n if (index !== undefined) {\n addFace(index.getX(j), index.getX(j + 1), index.getX(j + 2), group.materialIndex);\n } else {\n addFace(j, j + 1, j + 2, group.materialIndex);\n }\n }\n }\n } else {\n if (index !== undefined) {\n for (var _i158 = 0; _i158 < index.count; _i158 += 3) {\n addFace(index.getX(_i158), index.getX(_i158 + 1), index.getX(_i158 + 2));\n }\n } else {\n for (var _i159 = 0; _i159 < position.count; _i159 += 3) {\n addFace(_i159, _i159 + 1, _i159 + 2);\n }\n }\n }\n\n this.computeFaceNormals();\n\n if (geometry.boundingBox !== null) {\n this.boundingBox = geometry.boundingBox.clone();\n }\n\n if (geometry.boundingSphere !== null) {\n this.boundingSphere = geometry.boundingSphere.clone();\n }\n\n return this;\n },\n center: function center() {\n this.computeBoundingBox();\n this.boundingBox.getCenter(_offset$1).negate();\n this.translate(_offset$1.x, _offset$1.y, _offset$1.z);\n return this;\n },\n normalize: function normalize() {\n this.computeBoundingSphere();\n var center = this.boundingSphere.center;\n var radius = this.boundingSphere.radius;\n var s = radius === 0 ? 1 : 1.0 / radius;\n var matrix = new Matrix4();\n matrix.set(s, 0, 0, -s * center.x, 0, s, 0, -s * center.y, 0, 0, s, -s * center.z, 0, 0, 0, 1);\n this.applyMatrix4(matrix);\n return this;\n },\n computeFaceNormals: function computeFaceNormals() {\n var cb = new Vector3(),\n ab = new Vector3();\n\n for (var f = 0, fl = this.faces.length; f < fl; f++) {\n var face = this.faces[f];\n var vA = this.vertices[face.a];\n var vB = this.vertices[face.b];\n var vC = this.vertices[face.c];\n cb.subVectors(vC, vB);\n ab.subVectors(vA, vB);\n cb.cross(ab);\n cb.normalize();\n face.normal.copy(cb);\n }\n },\n computeVertexNormals: function computeVertexNormals(areaWeighted) {\n if (areaWeighted === undefined) areaWeighted = true;\n var vertices = new Array(this.vertices.length);\n\n for (var v = 0, vl = this.vertices.length; v < vl; v++) {\n vertices[v] = new Vector3();\n }\n\n if (areaWeighted) {\n // vertex normals weighted by triangle areas\n // http://www.iquilezles.org/www/articles/normals/normals.htm\n var cb = new Vector3(),\n ab = new Vector3();\n\n for (var f = 0, fl = this.faces.length; f < fl; f++) {\n var face = this.faces[f];\n var vA = this.vertices[face.a];\n var vB = this.vertices[face.b];\n var vC = this.vertices[face.c];\n cb.subVectors(vC, vB);\n ab.subVectors(vA, vB);\n cb.cross(ab);\n vertices[face.a].add(cb);\n vertices[face.b].add(cb);\n vertices[face.c].add(cb);\n }\n } else {\n this.computeFaceNormals();\n\n for (var _f = 0, _fl = this.faces.length; _f < _fl; _f++) {\n var _face = this.faces[_f];\n\n vertices[_face.a].add(_face.normal);\n\n vertices[_face.b].add(_face.normal);\n\n vertices[_face.c].add(_face.normal);\n }\n }\n\n for (var _v = 0, _vl = this.vertices.length; _v < _vl; _v++) {\n vertices[_v].normalize();\n }\n\n for (var _f3 = 0, _fl2 = this.faces.length; _f3 < _fl2; _f3++) {\n var _face2 = this.faces[_f3];\n var vertexNormals = _face2.vertexNormals;\n\n if (vertexNormals.length === 3) {\n vertexNormals[0].copy(vertices[_face2.a]);\n vertexNormals[1].copy(vertices[_face2.b]);\n vertexNormals[2].copy(vertices[_face2.c]);\n } else {\n vertexNormals[0] = vertices[_face2.a].clone();\n vertexNormals[1] = vertices[_face2.b].clone();\n vertexNormals[2] = vertices[_face2.c].clone();\n }\n }\n\n if (this.faces.length > 0) {\n this.normalsNeedUpdate = true;\n }\n },\n computeFlatVertexNormals: function computeFlatVertexNormals() {\n this.computeFaceNormals();\n\n for (var f = 0, fl = this.faces.length; f < fl; f++) {\n var face = this.faces[f];\n var vertexNormals = face.vertexNormals;\n\n if (vertexNormals.length === 3) {\n vertexNormals[0].copy(face.normal);\n vertexNormals[1].copy(face.normal);\n vertexNormals[2].copy(face.normal);\n } else {\n vertexNormals[0] = face.normal.clone();\n vertexNormals[1] = face.normal.clone();\n vertexNormals[2] = face.normal.clone();\n }\n }\n\n if (this.faces.length > 0) {\n this.normalsNeedUpdate = true;\n }\n },\n computeMorphNormals: function computeMorphNormals() {\n // save original normals\n // - create temp variables on first access\n // otherwise just copy (for faster repeated calls)\n for (var f = 0, fl = this.faces.length; f < fl; f++) {\n var face = this.faces[f];\n\n if (!face.__originalFaceNormal) {\n face.__originalFaceNormal = face.normal.clone();\n } else {\n face.__originalFaceNormal.copy(face.normal);\n }\n\n if (!face.__originalVertexNormals) face.__originalVertexNormals = [];\n\n for (var _i160 = 0, il = face.vertexNormals.length; _i160 < il; _i160++) {\n if (!face.__originalVertexNormals[_i160]) {\n face.__originalVertexNormals[_i160] = face.vertexNormals[_i160].clone();\n } else {\n face.__originalVertexNormals[_i160].copy(face.vertexNormals[_i160]);\n }\n }\n } // use temp geometry to compute face and vertex normals for each morph\n\n\n var tmpGeo = new Geometry();\n tmpGeo.faces = this.faces;\n\n for (var _i161 = 0, _il13 = this.morphTargets.length; _i161 < _il13; _i161++) {\n // create on first access\n if (!this.morphNormals[_i161]) {\n this.morphNormals[_i161] = {};\n this.morphNormals[_i161].faceNormals = [];\n this.morphNormals[_i161].vertexNormals = [];\n var dstNormalsFace = this.morphNormals[_i161].faceNormals;\n var dstNormalsVertex = this.morphNormals[_i161].vertexNormals;\n\n for (var _f4 = 0, _fl3 = this.faces.length; _f4 < _fl3; _f4++) {\n var faceNormal = new Vector3();\n var vertexNormals = {\n a: new Vector3(),\n b: new Vector3(),\n c: new Vector3()\n };\n dstNormalsFace.push(faceNormal);\n dstNormalsVertex.push(vertexNormals);\n }\n }\n\n var morphNormals = this.morphNormals[_i161]; // set vertices to morph target\n\n tmpGeo.vertices = this.morphTargets[_i161].vertices; // compute morph normals\n\n tmpGeo.computeFaceNormals();\n tmpGeo.computeVertexNormals(); // store morph normals\n\n for (var _f5 = 0, _fl4 = this.faces.length; _f5 < _fl4; _f5++) {\n var _face3 = this.faces[_f5];\n var _faceNormal = morphNormals.faceNormals[_f5];\n var _vertexNormals = morphNormals.vertexNormals[_f5];\n\n _faceNormal.copy(_face3.normal);\n\n _vertexNormals.a.copy(_face3.vertexNormals[0]);\n\n _vertexNormals.b.copy(_face3.vertexNormals[1]);\n\n _vertexNormals.c.copy(_face3.vertexNormals[2]);\n }\n } // restore original normals\n\n\n for (var _f6 = 0, _fl5 = this.faces.length; _f6 < _fl5; _f6++) {\n var _face4 = this.faces[_f6];\n _face4.normal = _face4.__originalFaceNormal;\n _face4.vertexNormals = _face4.__originalVertexNormals;\n }\n },\n computeBoundingBox: function computeBoundingBox() {\n if (this.boundingBox === null) {\n this.boundingBox = new Box3();\n }\n\n this.boundingBox.setFromPoints(this.vertices);\n },\n computeBoundingSphere: function computeBoundingSphere() {\n if (this.boundingSphere === null) {\n this.boundingSphere = new Sphere();\n }\n\n this.boundingSphere.setFromPoints(this.vertices);\n },\n merge: function merge(geometry, matrix, materialIndexOffset) {\n if (!(geometry && geometry.isGeometry)) {\n console.error('THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry);\n return;\n }\n\n var normalMatrix;\n var vertexOffset = this.vertices.length,\n vertices1 = this.vertices,\n vertices2 = geometry.vertices,\n faces1 = this.faces,\n faces2 = geometry.faces,\n colors1 = this.colors,\n colors2 = geometry.colors;\n if (materialIndexOffset === undefined) materialIndexOffset = 0;\n\n if (matrix !== undefined) {\n normalMatrix = new Matrix3().getNormalMatrix(matrix);\n } // vertices\n\n\n for (var _i162 = 0, il = vertices2.length; _i162 < il; _i162++) {\n var vertex = vertices2[_i162];\n var vertexCopy = vertex.clone();\n if (matrix !== undefined) vertexCopy.applyMatrix4(matrix);\n vertices1.push(vertexCopy);\n } // colors\n\n\n for (var _i163 = 0, _il14 = colors2.length; _i163 < _il14; _i163++) {\n colors1.push(colors2[_i163].clone());\n } // faces\n\n\n for (var _i164 = 0, _il15 = faces2.length; _i164 < _il15; _i164++) {\n var face = faces2[_i164];\n var normal = void 0,\n color = void 0;\n var faceVertexNormals = face.vertexNormals,\n faceVertexColors = face.vertexColors;\n var faceCopy = new Face3(face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset);\n faceCopy.normal.copy(face.normal);\n\n if (normalMatrix !== undefined) {\n faceCopy.normal.applyMatrix3(normalMatrix).normalize();\n }\n\n for (var j = 0, jl = faceVertexNormals.length; j < jl; j++) {\n normal = faceVertexNormals[j].clone();\n\n if (normalMatrix !== undefined) {\n normal.applyMatrix3(normalMatrix).normalize();\n }\n\n faceCopy.vertexNormals.push(normal);\n }\n\n faceCopy.color.copy(face.color);\n\n for (var _j5 = 0, _jl2 = faceVertexColors.length; _j5 < _jl2; _j5++) {\n color = faceVertexColors[_j5];\n faceCopy.vertexColors.push(color.clone());\n }\n\n faceCopy.materialIndex = face.materialIndex + materialIndexOffset;\n faces1.push(faceCopy);\n } // uvs\n\n\n for (var _i165 = 0, _il16 = geometry.faceVertexUvs.length; _i165 < _il16; _i165++) {\n var faceVertexUvs2 = geometry.faceVertexUvs[_i165];\n if (this.faceVertexUvs[_i165] === undefined) this.faceVertexUvs[_i165] = [];\n\n for (var _j6 = 0, _jl3 = faceVertexUvs2.length; _j6 < _jl3; _j6++) {\n var uvs2 = faceVertexUvs2[_j6],\n uvsCopy = [];\n\n for (var k = 0, kl = uvs2.length; k < kl; k++) {\n uvsCopy.push(uvs2[k].clone());\n }\n\n this.faceVertexUvs[_i165].push(uvsCopy);\n }\n }\n },\n mergeMesh: function mergeMesh(mesh) {\n if (!(mesh && mesh.isMesh)) {\n console.error('THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh);\n return;\n }\n\n if (mesh.matrixAutoUpdate) mesh.updateMatrix();\n this.merge(mesh.geometry, mesh.matrix);\n },\n\n /*\n * Checks for duplicate vertices with hashmap.\n * Duplicated vertices are removed\n * and faces' vertices are updated.\n */\n mergeVertices: function mergeVertices() {\n var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)\n\n var unique = [],\n changes = [];\n var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001\n\n var precision = Math.pow(10, precisionPoints);\n\n for (var _i166 = 0, il = this.vertices.length; _i166 < il; _i166++) {\n var v = this.vertices[_i166];\n var key = Math.round(v.x * precision) + '_' + Math.round(v.y * precision) + '_' + Math.round(v.z * precision);\n\n if (verticesMap[key] === undefined) {\n verticesMap[key] = _i166;\n unique.push(this.vertices[_i166]);\n changes[_i166] = unique.length - 1;\n } else {\n //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);\n changes[_i166] = changes[verticesMap[key]];\n }\n } // if faces are completely degenerate after merging vertices, we\n // have to remove them from the geometry.\n\n\n var faceIndicesToRemove = [];\n\n for (var _i167 = 0, _il17 = this.faces.length; _i167 < _il17; _i167++) {\n var face = this.faces[_i167];\n face.a = changes[face.a];\n face.b = changes[face.b];\n face.c = changes[face.c];\n var _indices3 = [face.a, face.b, face.c]; // if any duplicate vertices are found in a Face3\n // we have to remove the face as nothing can be saved\n\n for (var n = 0; n < 3; n++) {\n if (_indices3[n] === _indices3[(n + 1) % 3]) {\n faceIndicesToRemove.push(_i167);\n break;\n }\n }\n }\n\n for (var _i168 = faceIndicesToRemove.length - 1; _i168 >= 0; _i168--) {\n var idx = faceIndicesToRemove[_i168];\n this.faces.splice(idx, 1);\n\n for (var j = 0, jl = this.faceVertexUvs.length; j < jl; j++) {\n this.faceVertexUvs[j].splice(idx, 1);\n }\n } // Use unique set of vertices\n\n\n var diff = this.vertices.length - unique.length;\n this.vertices = unique;\n return diff;\n },\n setFromPoints: function setFromPoints(points) {\n this.vertices = [];\n\n for (var _i169 = 0, l = points.length; _i169 < l; _i169++) {\n var point = points[_i169];\n this.vertices.push(new Vector3(point.x, point.y, point.z || 0));\n }\n\n return this;\n },\n sortFacesByMaterialIndex: function sortFacesByMaterialIndex() {\n var faces = this.faces;\n var length = faces.length; // tag faces\n\n for (var _i170 = 0; _i170 < length; _i170++) {\n faces[_i170]._id = _i170;\n } // sort faces\n\n\n function materialIndexSort(a, b) {\n return a.materialIndex - b.materialIndex;\n }\n\n faces.sort(materialIndexSort); // sort uvs\n\n var uvs1 = this.faceVertexUvs[0];\n var uvs2 = this.faceVertexUvs[1];\n var newUvs1, newUvs2;\n if (uvs1 && uvs1.length === length) newUvs1 = [];\n if (uvs2 && uvs2.length === length) newUvs2 = [];\n\n for (var _i171 = 0; _i171 < length; _i171++) {\n var id = faces[_i171]._id;\n if (newUvs1) newUvs1.push(uvs1[id]);\n if (newUvs2) newUvs2.push(uvs2[id]);\n }\n\n if (newUvs1) this.faceVertexUvs[0] = newUvs1;\n if (newUvs2) this.faceVertexUvs[1] = newUvs2;\n },\n toJSON: function toJSON() {\n var data = {\n metadata: {\n version: 4.5,\n type: 'Geometry',\n generator: 'Geometry.toJSON'\n }\n }; // standard Geometry serialization\n\n data.uuid = this.uuid;\n data.type = this.type;\n if (this.name !== '') data.name = this.name;\n\n if (this.parameters !== undefined) {\n var parameters = this.parameters;\n\n for (var key in parameters) {\n if (parameters[key] !== undefined) data[key] = parameters[key];\n }\n\n return data;\n }\n\n var vertices = [];\n\n for (var _i172 = 0; _i172 < this.vertices.length; _i172++) {\n var vertex = this.vertices[_i172];\n vertices.push(vertex.x, vertex.y, vertex.z);\n }\n\n var faces = [];\n var normals = [];\n var normalsHash = {};\n var colors = [];\n var colorsHash = {};\n var uvs = [];\n var uvsHash = {};\n\n for (var _i173 = 0; _i173 < this.faces.length; _i173++) {\n var face = this.faces[_i173];\n var hasMaterial = true;\n var hasFaceUv = false; // deprecated\n\n var hasFaceVertexUv = this.faceVertexUvs[0][_i173] !== undefined;\n var hasFaceNormal = face.normal.length() > 0;\n var hasFaceVertexNormal = face.vertexNormals.length > 0;\n var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;\n var hasFaceVertexColor = face.vertexColors.length > 0;\n var faceType = 0;\n faceType = setBit(faceType, 0, 0); // isQuad\n\n faceType = setBit(faceType, 1, hasMaterial);\n faceType = setBit(faceType, 2, hasFaceUv);\n faceType = setBit(faceType, 3, hasFaceVertexUv);\n faceType = setBit(faceType, 4, hasFaceNormal);\n faceType = setBit(faceType, 5, hasFaceVertexNormal);\n faceType = setBit(faceType, 6, hasFaceColor);\n faceType = setBit(faceType, 7, hasFaceVertexColor);\n faces.push(faceType);\n faces.push(face.a, face.b, face.c);\n faces.push(face.materialIndex);\n\n if (hasFaceVertexUv) {\n var faceVertexUvs = this.faceVertexUvs[0][_i173];\n faces.push(getUvIndex(faceVertexUvs[0]), getUvIndex(faceVertexUvs[1]), getUvIndex(faceVertexUvs[2]));\n }\n\n if (hasFaceNormal) {\n faces.push(getNormalIndex(face.normal));\n }\n\n if (hasFaceVertexNormal) {\n var vertexNormals = face.vertexNormals;\n faces.push(getNormalIndex(vertexNormals[0]), getNormalIndex(vertexNormals[1]), getNormalIndex(vertexNormals[2]));\n }\n\n if (hasFaceColor) {\n faces.push(getColorIndex(face.color));\n }\n\n if (hasFaceVertexColor) {\n var vertexColors = face.vertexColors;\n faces.push(getColorIndex(vertexColors[0]), getColorIndex(vertexColors[1]), getColorIndex(vertexColors[2]));\n }\n }\n\n function setBit(value, position, enabled) {\n return enabled ? value | 1 << position : value & ~(1 << position);\n }\n\n function getNormalIndex(normal) {\n var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();\n\n if (normalsHash[hash] !== undefined) {\n return normalsHash[hash];\n }\n\n normalsHash[hash] = normals.length / 3;\n normals.push(normal.x, normal.y, normal.z);\n return normalsHash[hash];\n }\n\n function getColorIndex(color) {\n var hash = color.r.toString() + color.g.toString() + color.b.toString();\n\n if (colorsHash[hash] !== undefined) {\n return colorsHash[hash];\n }\n\n colorsHash[hash] = colors.length;\n colors.push(color.getHex());\n return colorsHash[hash];\n }\n\n function getUvIndex(uv) {\n var hash = uv.x.toString() + uv.y.toString();\n\n if (uvsHash[hash] !== undefined) {\n return uvsHash[hash];\n }\n\n uvsHash[hash] = uvs.length / 2;\n uvs.push(uv.x, uv.y);\n return uvsHash[hash];\n }\n\n data.data = {};\n data.data.vertices = vertices;\n data.data.normals = normals;\n if (colors.length > 0) data.data.colors = colors;\n if (uvs.length > 0) data.data.uvs = [uvs]; // temporal backward compatibility\n\n data.data.faces = faces;\n return data;\n },\n clone: function clone() {\n /*\n // Handle primitives\n \t const parameters = this.parameters;\n \t if ( parameters !== undefined ) {\n \t const values = [];\n \t for ( const key in parameters ) {\n \t values.push( parameters[ key ] );\n \t }\n \t const geometry = Object.create( this.constructor.prototype );\n this.constructor.apply( geometry, values );\n return geometry;\n \t }\n \t return new this.constructor().copy( this );\n */\n return new Geometry().copy(this);\n },\n copy: function copy(source) {\n // reset\n this.vertices = [];\n this.colors = [];\n this.faces = [];\n this.faceVertexUvs = [[]];\n this.morphTargets = [];\n this.morphNormals = [];\n this.skinWeights = [];\n this.skinIndices = [];\n this.lineDistances = [];\n this.boundingBox = null;\n this.boundingSphere = null; // name\n\n this.name = source.name; // vertices\n\n var vertices = source.vertices;\n\n for (var _i174 = 0, il = vertices.length; _i174 < il; _i174++) {\n this.vertices.push(vertices[_i174].clone());\n } // colors\n\n\n var colors = source.colors;\n\n for (var _i175 = 0, _il18 = colors.length; _i175 < _il18; _i175++) {\n this.colors.push(colors[_i175].clone());\n } // faces\n\n\n var faces = source.faces;\n\n for (var _i176 = 0, _il19 = faces.length; _i176 < _il19; _i176++) {\n this.faces.push(faces[_i176].clone());\n } // face vertex uvs\n\n\n for (var _i177 = 0, _il20 = source.faceVertexUvs.length; _i177 < _il20; _i177++) {\n var faceVertexUvs = source.faceVertexUvs[_i177];\n\n if (this.faceVertexUvs[_i177] === undefined) {\n this.faceVertexUvs[_i177] = [];\n }\n\n for (var j = 0, jl = faceVertexUvs.length; j < jl; j++) {\n var _uvs = faceVertexUvs[j],\n uvsCopy = [];\n\n for (var k = 0, kl = _uvs.length; k < kl; k++) {\n var uv = _uvs[k];\n uvsCopy.push(uv.clone());\n }\n\n this.faceVertexUvs[_i177].push(uvsCopy);\n }\n } // morph targets\n\n\n var morphTargets = source.morphTargets;\n\n for (var _i178 = 0, _il21 = morphTargets.length; _i178 < _il21; _i178++) {\n var morphTarget = {};\n morphTarget.name = morphTargets[_i178].name; // vertices\n\n if (morphTargets[_i178].vertices !== undefined) {\n morphTarget.vertices = [];\n\n for (var _j7 = 0, _jl4 = morphTargets[_i178].vertices.length; _j7 < _jl4; _j7++) {\n morphTarget.vertices.push(morphTargets[_i178].vertices[_j7].clone());\n }\n } // normals\n\n\n if (morphTargets[_i178].normals !== undefined) {\n morphTarget.normals = [];\n\n for (var _j8 = 0, _jl5 = morphTargets[_i178].normals.length; _j8 < _jl5; _j8++) {\n morphTarget.normals.push(morphTargets[_i178].normals[_j8].clone());\n }\n }\n\n this.morphTargets.push(morphTarget);\n } // morph normals\n\n\n var morphNormals = source.morphNormals;\n\n for (var _i179 = 0, _il22 = morphNormals.length; _i179 < _il22; _i179++) {\n var morphNormal = {}; // vertex normals\n\n if (morphNormals[_i179].vertexNormals !== undefined) {\n morphNormal.vertexNormals = [];\n\n for (var _j9 = 0, _jl6 = morphNormals[_i179].vertexNormals.length; _j9 < _jl6; _j9++) {\n var srcVertexNormal = morphNormals[_i179].vertexNormals[_j9];\n var destVertexNormal = {};\n destVertexNormal.a = srcVertexNormal.a.clone();\n destVertexNormal.b = srcVertexNormal.b.clone();\n destVertexNormal.c = srcVertexNormal.c.clone();\n morphNormal.vertexNormals.push(destVertexNormal);\n }\n } // face normals\n\n\n if (morphNormals[_i179].faceNormals !== undefined) {\n morphNormal.faceNormals = [];\n\n for (var _j10 = 0, _jl7 = morphNormals[_i179].faceNormals.length; _j10 < _jl7; _j10++) {\n morphNormal.faceNormals.push(morphNormals[_i179].faceNormals[_j10].clone());\n }\n }\n\n this.morphNormals.push(morphNormal);\n } // skin weights\n\n\n var skinWeights = source.skinWeights;\n\n for (var _i180 = 0, _il23 = skinWeights.length; _i180 < _il23; _i180++) {\n this.skinWeights.push(skinWeights[_i180].clone());\n } // skin indices\n\n\n var skinIndices = source.skinIndices;\n\n for (var _i181 = 0, _il24 = skinIndices.length; _i181 < _il24; _i181++) {\n this.skinIndices.push(skinIndices[_i181].clone());\n } // line distances\n\n\n var lineDistances = source.lineDistances;\n\n for (var _i182 = 0, _il25 = lineDistances.length; _i182 < _il25; _i182++) {\n this.lineDistances.push(lineDistances[_i182]);\n } // bounding box\n\n\n var boundingBox = source.boundingBox;\n\n if (boundingBox !== null) {\n this.boundingBox = boundingBox.clone();\n } // bounding sphere\n\n\n var boundingSphere = source.boundingSphere;\n\n if (boundingSphere !== null) {\n this.boundingSphere = boundingSphere.clone();\n } // update flags\n\n\n this.elementsNeedUpdate = source.elementsNeedUpdate;\n this.verticesNeedUpdate = source.verticesNeedUpdate;\n this.uvsNeedUpdate = source.uvsNeedUpdate;\n this.normalsNeedUpdate = source.normalsNeedUpdate;\n this.colorsNeedUpdate = source.colorsNeedUpdate;\n this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;\n this.groupsNeedUpdate = source.groupsNeedUpdate;\n return this;\n },\n dispose: function dispose() {\n this.dispatchEvent({\n type: 'dispose'\n });\n }\n});\n\nvar BoxGeometry = /*#__PURE__*/function (_Geometry) {\n _inherits(BoxGeometry, _Geometry);\n\n var _super4 = _createSuper(BoxGeometry);\n\n function BoxGeometry(width, height, depth, widthSegments, heightSegments, depthSegments) {\n var _this5;\n\n _classCallCheck(this, BoxGeometry);\n\n _this5 = _super4.call(this);\n _this5.type = 'BoxGeometry';\n _this5.parameters = {\n width: width,\n height: height,\n depth: depth,\n widthSegments: widthSegments,\n heightSegments: heightSegments,\n depthSegments: depthSegments\n };\n\n _this5.fromBufferGeometry(new BoxBufferGeometry(width, height, depth, widthSegments, heightSegments, depthSegments));\n\n _this5.mergeVertices();\n\n return _this5;\n }\n\n return BoxGeometry;\n}(Geometry);\n\nvar CircleBufferGeometry = /*#__PURE__*/function (_BufferGeometry3) {\n _inherits(CircleBufferGeometry, _BufferGeometry3);\n\n var _super5 = _createSuper(CircleBufferGeometry);\n\n function CircleBufferGeometry(radius, segments, thetaStart, thetaLength) {\n var _this6;\n\n _classCallCheck(this, CircleBufferGeometry);\n\n _this6 = _super5.call(this);\n _this6.type = 'CircleBufferGeometry';\n _this6.parameters = {\n radius: radius,\n segments: segments,\n thetaStart: thetaStart,\n thetaLength: thetaLength\n };\n radius = radius || 1;\n segments = segments !== undefined ? Math.max(3, segments) : 8;\n thetaStart = thetaStart !== undefined ? thetaStart : 0;\n thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; // buffers\n\n var indices = [];\n var vertices = [];\n var normals = [];\n var uvs = []; // helper variables\n\n var vertex = new Vector3();\n var uv = new Vector2(); // center point\n\n vertices.push(0, 0, 0);\n normals.push(0, 0, 1);\n uvs.push(0.5, 0.5);\n\n for (var s = 0, _i183 = 3; s <= segments; s++, _i183 += 3) {\n var segment = thetaStart + s / segments * thetaLength; // vertex\n\n vertex.x = radius * Math.cos(segment);\n vertex.y = radius * Math.sin(segment);\n vertices.push(vertex.x, vertex.y, vertex.z); // normal\n\n normals.push(0, 0, 1); // uvs\n\n uv.x = (vertices[_i183] / radius + 1) / 2;\n uv.y = (vertices[_i183 + 1] / radius + 1) / 2;\n uvs.push(uv.x, uv.y);\n } // indices\n\n\n for (var _i184 = 1; _i184 <= segments; _i184++) {\n indices.push(_i184, _i184 + 1, 0);\n } // build geometry\n\n\n _this6.setIndex(indices);\n\n _this6.setAttribute('position', new Float32BufferAttribute(vertices, 3));\n\n _this6.setAttribute('normal', new Float32BufferAttribute(normals, 3));\n\n _this6.setAttribute('uv', new Float32BufferAttribute(uvs, 2));\n\n return _this6;\n }\n\n return CircleBufferGeometry;\n}(BufferGeometry);\n\nvar CircleGeometry = /*#__PURE__*/function (_Geometry2) {\n _inherits(CircleGeometry, _Geometry2);\n\n var _super6 = _createSuper(CircleGeometry);\n\n function CircleGeometry(radius, segments, thetaStart, thetaLength) {\n var _this7;\n\n _classCallCheck(this, CircleGeometry);\n\n _this7 = _super6.call(this);\n _this7.type = 'CircleGeometry';\n _this7.parameters = {\n radius: radius,\n segments: segments,\n thetaStart: thetaStart,\n thetaLength: thetaLength\n };\n\n _this7.fromBufferGeometry(new CircleBufferGeometry(radius, segments, thetaStart, thetaLength));\n\n _this7.mergeVertices();\n\n return _this7;\n }\n\n return CircleGeometry;\n}(Geometry);\n\nvar CylinderBufferGeometry = /*#__PURE__*/function (_BufferGeometry4) {\n _inherits(CylinderBufferGeometry, _BufferGeometry4);\n\n var _super7 = _createSuper(CylinderBufferGeometry);\n\n function CylinderBufferGeometry(radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) {\n var _this8;\n\n _classCallCheck(this, CylinderBufferGeometry);\n\n _this8 = _super7.call(this);\n _this8.type = 'CylinderBufferGeometry';\n _this8.parameters = {\n radiusTop: radiusTop,\n radiusBottom: radiusBottom,\n height: height,\n radialSegments: radialSegments,\n heightSegments: heightSegments,\n openEnded: openEnded,\n thetaStart: thetaStart,\n thetaLength: thetaLength\n };\n\n var scope = _assertThisInitialized(_this8);\n\n radiusTop = radiusTop !== undefined ? radiusTop : 1;\n radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;\n height = height || 1;\n radialSegments = Math.floor(radialSegments) || 8;\n heightSegments = Math.floor(heightSegments) || 1;\n openEnded = openEnded !== undefined ? openEnded : false;\n thetaStart = thetaStart !== undefined ? thetaStart : 0.0;\n thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; // buffers\n\n var indices = [];\n var vertices = [];\n var normals = [];\n var uvs = []; // helper variables\n\n var index = 0;\n var indexArray = [];\n var halfHeight = height / 2;\n var groupStart = 0; // generate geometry\n\n generateTorso();\n\n if (openEnded === false) {\n if (radiusTop > 0) generateCap(true);\n if (radiusBottom > 0) generateCap(false);\n } // build geometry\n\n\n _this8.setIndex(indices);\n\n _this8.setAttribute('position', new Float32BufferAttribute(vertices, 3));\n\n _this8.setAttribute('normal', new Float32BufferAttribute(normals, 3));\n\n _this8.setAttribute('uv', new Float32BufferAttribute(uvs, 2));\n\n function generateTorso() {\n var normal = new Vector3();\n var vertex = new Vector3();\n var groupCount = 0; // this will be used to calculate the normal\n\n var slope = (radiusBottom - radiusTop) / height; // generate vertices, normals and uvs\n\n for (var y = 0; y <= heightSegments; y++) {\n var indexRow = [];\n var v = y / heightSegments; // calculate the radius of the current row\n\n var radius = v * (radiusBottom - radiusTop) + radiusTop;\n\n for (var x = 0; x <= radialSegments; x++) {\n var u = x / radialSegments;\n var theta = u * thetaLength + thetaStart;\n var sinTheta = Math.sin(theta);\n var cosTheta = Math.cos(theta); // vertex\n\n vertex.x = radius * sinTheta;\n vertex.y = -v * height + halfHeight;\n vertex.z = radius * cosTheta;\n vertices.push(vertex.x, vertex.y, vertex.z); // normal\n\n normal.set(sinTheta, slope, cosTheta).normalize();\n normals.push(normal.x, normal.y, normal.z); // uv\n\n uvs.push(u, 1 - v); // save index of vertex in respective row\n\n indexRow.push(index++);\n } // now save vertices of the row in our index array\n\n\n indexArray.push(indexRow);\n } // generate indices\n\n\n for (var _x2 = 0; _x2 < radialSegments; _x2++) {\n for (var _y2 = 0; _y2 < heightSegments; _y2++) {\n // we use the index array to access the correct indices\n var a = indexArray[_y2][_x2];\n var b = indexArray[_y2 + 1][_x2];\n var c = indexArray[_y2 + 1][_x2 + 1];\n var d = indexArray[_y2][_x2 + 1]; // faces\n\n indices.push(a, b, d);\n indices.push(b, c, d); // update group counter\n\n groupCount += 6;\n }\n } // add a group to the geometry. this will ensure multi material support\n\n\n scope.addGroup(groupStart, groupCount, 0); // calculate new start value for groups\n\n groupStart += groupCount;\n }\n\n function generateCap(top) {\n // save the index of the first center vertex\n var centerIndexStart = index;\n var uv = new Vector2();\n var vertex = new Vector3();\n var groupCount = 0;\n var radius = top === true ? radiusTop : radiusBottom;\n var sign = top === true ? 1 : -1; // first we generate the center vertex data of the cap.\n // because the geometry needs one set of uvs per face,\n // we must generate a center vertex per face/segment\n\n for (var x = 1; x <= radialSegments; x++) {\n // vertex\n vertices.push(0, halfHeight * sign, 0); // normal\n\n normals.push(0, sign, 0); // uv\n\n uvs.push(0.5, 0.5); // increase index\n\n index++;\n } // save the index of the last center vertex\n\n\n var centerIndexEnd = index; // now we generate the surrounding vertices, normals and uvs\n\n for (var _x3 = 0; _x3 <= radialSegments; _x3++) {\n var u = _x3 / radialSegments;\n var theta = u * thetaLength + thetaStart;\n var cosTheta = Math.cos(theta);\n var sinTheta = Math.sin(theta); // vertex\n\n vertex.x = radius * sinTheta;\n vertex.y = halfHeight * sign;\n vertex.z = radius * cosTheta;\n vertices.push(vertex.x, vertex.y, vertex.z); // normal\n\n normals.push(0, sign, 0); // uv\n\n uv.x = cosTheta * 0.5 + 0.5;\n uv.y = sinTheta * 0.5 * sign + 0.5;\n uvs.push(uv.x, uv.y); // increase index\n\n index++;\n } // generate indices\n\n\n for (var _x4 = 0; _x4 < radialSegments; _x4++) {\n var c = centerIndexStart + _x4;\n\n var _i185 = centerIndexEnd + _x4;\n\n if (top === true) {\n // face top\n indices.push(_i185, _i185 + 1, c);\n } else {\n // face bottom\n indices.push(_i185 + 1, _i185, c);\n }\n\n groupCount += 3;\n } // add a group to the geometry. this will ensure multi material support\n\n\n scope.addGroup(groupStart, groupCount, top === true ? 1 : 2); // calculate new start value for groups\n\n groupStart += groupCount;\n }\n\n return _this8;\n }\n\n return CylinderBufferGeometry;\n}(BufferGeometry);\n\nvar CylinderGeometry = /*#__PURE__*/function (_Geometry3) {\n _inherits(CylinderGeometry, _Geometry3);\n\n var _super8 = _createSuper(CylinderGeometry);\n\n function CylinderGeometry(radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) {\n var _this9;\n\n _classCallCheck(this, CylinderGeometry);\n\n _this9 = _super8.call(this);\n _this9.type = 'CylinderGeometry';\n _this9.parameters = {\n radiusTop: radiusTop,\n radiusBottom: radiusBottom,\n height: height,\n radialSegments: radialSegments,\n heightSegments: heightSegments,\n openEnded: openEnded,\n thetaStart: thetaStart,\n thetaLength: thetaLength\n };\n\n _this9.fromBufferGeometry(new CylinderBufferGeometry(radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength));\n\n _this9.mergeVertices();\n\n return _this9;\n }\n\n return CylinderGeometry;\n}(Geometry);\n\nvar ConeGeometry = /*#__PURE__*/function (_CylinderGeometry) {\n _inherits(ConeGeometry, _CylinderGeometry);\n\n var _super9 = _createSuper(ConeGeometry);\n\n function ConeGeometry(radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) {\n var _this10;\n\n _classCallCheck(this, ConeGeometry);\n\n _this10 = _super9.call(this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength);\n _this10.type = 'ConeGeometry';\n _this10.parameters = {\n radius: radius,\n height: height,\n radialSegments: radialSegments,\n heightSegments: heightSegments,\n openEnded: openEnded,\n thetaStart: thetaStart,\n thetaLength: thetaLength\n };\n return _this10;\n }\n\n return ConeGeometry;\n}(CylinderGeometry);\n\nvar ConeBufferGeometry = /*#__PURE__*/function (_CylinderBufferGeomet) {\n _inherits(ConeBufferGeometry, _CylinderBufferGeomet);\n\n var _super10 = _createSuper(ConeBufferGeometry);\n\n function ConeBufferGeometry(radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength) {\n var _this11;\n\n _classCallCheck(this, ConeBufferGeometry);\n\n _this11 = _super10.call(this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength);\n _this11.type = 'ConeBufferGeometry';\n _this11.parameters = {\n radius: radius,\n height: height,\n radialSegments: radialSegments,\n heightSegments: heightSegments,\n openEnded: openEnded,\n thetaStart: thetaStart,\n thetaLength: thetaLength\n };\n return _this11;\n }\n\n return ConeBufferGeometry;\n}(CylinderBufferGeometry);\n\nvar PolyhedronBufferGeometry = /*#__PURE__*/function (_BufferGeometry5) {\n _inherits(PolyhedronBufferGeometry, _BufferGeometry5);\n\n var _super11 = _createSuper(PolyhedronBufferGeometry);\n\n function PolyhedronBufferGeometry(vertices, indices, radius, detail) {\n var _this12;\n\n _classCallCheck(this, PolyhedronBufferGeometry);\n\n _this12 = _super11.call(this);\n _this12.type = 'PolyhedronBufferGeometry';\n _this12.parameters = {\n vertices: vertices,\n indices: indices,\n radius: radius,\n detail: detail\n };\n radius = radius || 1;\n detail = detail || 0; // default buffer data\n\n var vertexBuffer = [];\n var uvBuffer = []; // the subdivision creates the vertex buffer data\n\n subdivide(detail); // all vertices should lie on a conceptual sphere with a given radius\n\n applyRadius(radius); // finally, create the uv data\n\n generateUVs(); // build non-indexed geometry\n\n _this12.setAttribute('position', new Float32BufferAttribute(vertexBuffer, 3));\n\n _this12.setAttribute('normal', new Float32BufferAttribute(vertexBuffer.slice(), 3));\n\n _this12.setAttribute('uv', new Float32BufferAttribute(uvBuffer, 2));\n\n if (detail === 0) {\n _this12.computeVertexNormals(); // flat normals\n\n } else {\n _this12.normalizeNormals(); // smooth normals\n\n } // helper functions\n\n\n function subdivide(detail) {\n var a = new Vector3();\n var b = new Vector3();\n var c = new Vector3(); // iterate over all faces and apply a subdivison with the given detail value\n\n for (var _i186 = 0; _i186 < indices.length; _i186 += 3) {\n // get the vertices of the face\n getVertexByIndex(indices[_i186 + 0], a);\n getVertexByIndex(indices[_i186 + 1], b);\n getVertexByIndex(indices[_i186 + 2], c); // perform subdivision\n\n subdivideFace(a, b, c, detail);\n }\n }\n\n function subdivideFace(a, b, c, detail) {\n var cols = detail + 1; // we use this multidimensional array as a data structure for creating the subdivision\n\n var v = []; // construct all of the vertices for this subdivision\n\n for (var _i187 = 0; _i187 <= cols; _i187++) {\n v[_i187] = [];\n var aj = a.clone().lerp(c, _i187 / cols);\n var bj = b.clone().lerp(c, _i187 / cols);\n var rows = cols - _i187;\n\n for (var j = 0; j <= rows; j++) {\n if (j === 0 && _i187 === cols) {\n v[_i187][j] = aj;\n } else {\n v[_i187][j] = aj.clone().lerp(bj, j / rows);\n }\n }\n } // construct all of the faces\n\n\n for (var _i188 = 0; _i188 < cols; _i188++) {\n for (var _j11 = 0; _j11 < 2 * (cols - _i188) - 1; _j11++) {\n var k = Math.floor(_j11 / 2);\n\n if (_j11 % 2 === 0) {\n pushVertex(v[_i188][k + 1]);\n pushVertex(v[_i188 + 1][k]);\n pushVertex(v[_i188][k]);\n } else {\n pushVertex(v[_i188][k + 1]);\n pushVertex(v[_i188 + 1][k + 1]);\n pushVertex(v[_i188 + 1][k]);\n }\n }\n }\n }\n\n function applyRadius(radius) {\n var vertex = new Vector3(); // iterate over the entire buffer and apply the radius to each vertex\n\n for (var _i189 = 0; _i189 < vertexBuffer.length; _i189 += 3) {\n vertex.x = vertexBuffer[_i189 + 0];\n vertex.y = vertexBuffer[_i189 + 1];\n vertex.z = vertexBuffer[_i189 + 2];\n vertex.normalize().multiplyScalar(radius);\n vertexBuffer[_i189 + 0] = vertex.x;\n vertexBuffer[_i189 + 1] = vertex.y;\n vertexBuffer[_i189 + 2] = vertex.z;\n }\n }\n\n function generateUVs() {\n var vertex = new Vector3();\n\n for (var _i190 = 0; _i190 < vertexBuffer.length; _i190 += 3) {\n vertex.x = vertexBuffer[_i190 + 0];\n vertex.y = vertexBuffer[_i190 + 1];\n vertex.z = vertexBuffer[_i190 + 2];\n var u = azimuth(vertex) / 2 / Math.PI + 0.5;\n var v = inclination(vertex) / Math.PI + 0.5;\n uvBuffer.push(u, 1 - v);\n }\n\n correctUVs();\n correctSeam();\n }\n\n function correctSeam() {\n // handle case when face straddles the seam, see #3269\n for (var _i191 = 0; _i191 < uvBuffer.length; _i191 += 6) {\n // uv data of a single face\n var x0 = uvBuffer[_i191 + 0];\n var x1 = uvBuffer[_i191 + 2];\n var x2 = uvBuffer[_i191 + 4];\n var max = Math.max(x0, x1, x2);\n var min = Math.min(x0, x1, x2); // 0.9 is somewhat arbitrary\n\n if (max > 0.9 && min < 0.1) {\n if (x0 < 0.2) uvBuffer[_i191 + 0] += 1;\n if (x1 < 0.2) uvBuffer[_i191 + 2] += 1;\n if (x2 < 0.2) uvBuffer[_i191 + 4] += 1;\n }\n }\n }\n\n function pushVertex(vertex) {\n vertexBuffer.push(vertex.x, vertex.y, vertex.z);\n }\n\n function getVertexByIndex(index, vertex) {\n var stride = index * 3;\n vertex.x = vertices[stride + 0];\n vertex.y = vertices[stride + 1];\n vertex.z = vertices[stride + 2];\n }\n\n function correctUVs() {\n var a = new Vector3();\n var b = new Vector3();\n var c = new Vector3();\n var centroid = new Vector3();\n var uvA = new Vector2();\n var uvB = new Vector2();\n var uvC = new Vector2();\n\n for (var _i192 = 0, j = 0; _i192 < vertexBuffer.length; _i192 += 9, j += 6) {\n a.set(vertexBuffer[_i192 + 0], vertexBuffer[_i192 + 1], vertexBuffer[_i192 + 2]);\n b.set(vertexBuffer[_i192 + 3], vertexBuffer[_i192 + 4], vertexBuffer[_i192 + 5]);\n c.set(vertexBuffer[_i192 + 6], vertexBuffer[_i192 + 7], vertexBuffer[_i192 + 8]);\n uvA.set(uvBuffer[j + 0], uvBuffer[j + 1]);\n uvB.set(uvBuffer[j + 2], uvBuffer[j + 3]);\n uvC.set(uvBuffer[j + 4], uvBuffer[j + 5]);\n centroid.copy(a).add(b).add(c).divideScalar(3);\n var azi = azimuth(centroid);\n correctUV(uvA, j + 0, a, azi);\n correctUV(uvB, j + 2, b, azi);\n correctUV(uvC, j + 4, c, azi);\n }\n }\n\n function correctUV(uv, stride, vector, azimuth) {\n if (azimuth < 0 && uv.x === 1) {\n uvBuffer[stride] = uv.x - 1;\n }\n\n if (vector.x === 0 && vector.z === 0) {\n uvBuffer[stride] = azimuth / 2 / Math.PI + 0.5;\n }\n } // Angle around the Y axis, counter-clockwise when looking from above.\n\n\n function azimuth(vector) {\n return Math.atan2(vector.z, -vector.x);\n } // Angle above the XZ plane.\n\n\n function inclination(vector) {\n return Math.atan2(-vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z));\n }\n\n return _this12;\n }\n\n return PolyhedronBufferGeometry;\n}(BufferGeometry);\n\nvar DodecahedronBufferGeometry = /*#__PURE__*/function (_PolyhedronBufferGeom) {\n _inherits(DodecahedronBufferGeometry, _PolyhedronBufferGeom);\n\n var _super12 = _createSuper(DodecahedronBufferGeometry);\n\n function DodecahedronBufferGeometry(radius, detail) {\n var _this13;\n\n _classCallCheck(this, DodecahedronBufferGeometry);\n\n var t = (1 + Math.sqrt(5)) / 2;\n var r = 1 / t;\n var vertices = [// (±1, ±1, ±1)\n -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, ±1/φ, ±φ)\n 0, -r, -t, 0, -r, t, 0, r, -t, 0, r, t, // (±1/φ, ±φ, 0)\n -r, -t, 0, -r, t, 0, r, -t, 0, r, t, 0, // (±φ, 0, ±1/φ)\n -t, 0, -r, t, 0, -r, -t, 0, r, t, 0, r];\n var indices = [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];\n _this13 = _super12.call(this, vertices, indices, radius, detail);\n _this13.type = 'DodecahedronBufferGeometry';\n _this13.parameters = {\n radius: radius,\n detail: detail\n };\n return _this13;\n }\n\n return DodecahedronBufferGeometry;\n}(PolyhedronBufferGeometry);\n\nvar DodecahedronGeometry = /*#__PURE__*/function (_Geometry4) {\n _inherits(DodecahedronGeometry, _Geometry4);\n\n var _super13 = _createSuper(DodecahedronGeometry);\n\n function DodecahedronGeometry(radius, detail) {\n var _this14;\n\n _classCallCheck(this, DodecahedronGeometry);\n\n _this14 = _super13.call(this);\n _this14.type = 'DodecahedronGeometry';\n _this14.parameters = {\n radius: radius,\n detail: detail\n };\n\n _this14.fromBufferGeometry(new DodecahedronBufferGeometry(radius, detail));\n\n _this14.mergeVertices();\n\n return _this14;\n }\n\n return DodecahedronGeometry;\n}(Geometry);\n\nvar _v0$2 = new Vector3();\n\nvar _v1$5 = new Vector3();\n\nvar _normal$1 = new Vector3();\n\nvar _triangle = new Triangle();\n\nvar EdgesGeometry = /*#__PURE__*/function (_BufferGeometry6) {\n _inherits(EdgesGeometry, _BufferGeometry6);\n\n var _super14 = _createSuper(EdgesGeometry);\n\n function EdgesGeometry(geometry, thresholdAngle) {\n var _this15;\n\n _classCallCheck(this, EdgesGeometry);\n\n _this15 = _super14.call(this);\n _this15.type = 'EdgesGeometry';\n _this15.parameters = {\n thresholdAngle: thresholdAngle\n };\n thresholdAngle = thresholdAngle !== undefined ? thresholdAngle : 1;\n\n if (geometry.isGeometry) {\n geometry = new BufferGeometry().fromGeometry(geometry);\n }\n\n var precisionPoints = 4;\n var precision = Math.pow(10, precisionPoints);\n var thresholdDot = Math.cos(MathUtils.DEG2RAD * thresholdAngle);\n var indexAttr = geometry.getIndex();\n var positionAttr = geometry.getAttribute('position');\n var indexCount = indexAttr ? indexAttr.count : positionAttr.count;\n var indexArr = [0, 0, 0];\n var vertKeys = ['a', 'b', 'c'];\n var hashes = new Array(3);\n var edgeData = {};\n var vertices = [];\n\n for (var _i193 = 0; _i193 < indexCount; _i193 += 3) {\n if (indexAttr) {\n indexArr[0] = indexAttr.getX(_i193);\n indexArr[1] = indexAttr.getX(_i193 + 1);\n indexArr[2] = indexAttr.getX(_i193 + 2);\n } else {\n indexArr[0] = _i193;\n indexArr[1] = _i193 + 1;\n indexArr[2] = _i193 + 2;\n }\n\n var a = _triangle.a,\n b = _triangle.b,\n c = _triangle.c;\n a.fromBufferAttribute(positionAttr, indexArr[0]);\n b.fromBufferAttribute(positionAttr, indexArr[1]);\n c.fromBufferAttribute(positionAttr, indexArr[2]);\n\n _triangle.getNormal(_normal$1); // create hashes for the edge from the vertices\n\n\n hashes[0] = \"\".concat(Math.round(a.x * precision), \",\").concat(Math.round(a.y * precision), \",\").concat(Math.round(a.z * precision));\n hashes[1] = \"\".concat(Math.round(b.x * precision), \",\").concat(Math.round(b.y * precision), \",\").concat(Math.round(b.z * precision));\n hashes[2] = \"\".concat(Math.round(c.x * precision), \",\").concat(Math.round(c.y * precision), \",\").concat(Math.round(c.z * precision)); // skip degenerate triangles\n\n if (hashes[0] === hashes[1] || hashes[1] === hashes[2] || hashes[2] === hashes[0]) {\n continue;\n } // iterate over every edge\n\n\n for (var j = 0; j < 3; j++) {\n // get the first and next vertex making up the edge\n var jNext = (j + 1) % 3;\n var vecHash0 = hashes[j];\n var vecHash1 = hashes[jNext];\n var v0 = _triangle[vertKeys[j]];\n var v1 = _triangle[vertKeys[jNext]];\n var hash = \"\".concat(vecHash0, \"_\").concat(vecHash1);\n var reverseHash = \"\".concat(vecHash1, \"_\").concat(vecHash0);\n\n if (reverseHash in edgeData && edgeData[reverseHash]) {\n // if we found a sibling edge add it into the vertex array if\n // it meets the angle threshold and delete the edge from the map.\n if (_normal$1.dot(edgeData[reverseHash].normal) <= thresholdDot) {\n vertices.push(v0.x, v0.y, v0.z);\n vertices.push(v1.x, v1.y, v1.z);\n }\n\n edgeData[reverseHash] = null;\n } else if (!(hash in edgeData)) {\n // if we've already got an edge here then skip adding a new one\n edgeData[hash] = {\n index0: indexArr[j],\n index1: indexArr[jNext],\n normal: _normal$1.clone()\n };\n }\n }\n } // iterate over all remaining, unmatched edges and add them to the vertex array\n\n\n for (var key in edgeData) {\n if (edgeData[key]) {\n var _edgeData$key = edgeData[key],\n index0 = _edgeData$key.index0,\n index1 = _edgeData$key.index1;\n\n _v0$2.fromBufferAttribute(positionAttr, index0);\n\n _v1$5.fromBufferAttribute(positionAttr, index1);\n\n vertices.push(_v0$2.x, _v0$2.y, _v0$2.z);\n vertices.push(_v1$5.x, _v1$5.y, _v1$5.z);\n }\n }\n\n _this15.setAttribute('position', new Float32BufferAttribute(vertices, 3));\n\n return _this15;\n }\n\n return EdgesGeometry;\n}(BufferGeometry);\n/**\n * Port from https://github.com/mapbox/earcut (v2.2.2)\n */\n\n\nvar Earcut = {\n triangulate: function triangulate(data, holeIndices, dim) {\n dim = dim || 2;\n var hasHoles = holeIndices && holeIndices.length;\n var outerLen = hasHoles ? holeIndices[0] * dim : data.length;\n var outerNode = linkedList(data, 0, outerLen, dim, true);\n var triangles = [];\n if (!outerNode || outerNode.next === outerNode.prev) return triangles;\n var minX, minY, maxX, maxY, x, y, invSize;\n if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim); // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n\n if (data.length > 80 * dim) {\n minX = maxX = data[0];\n minY = maxY = data[1];\n\n for (var _i194 = dim; _i194 < outerLen; _i194 += dim) {\n x = data[_i194];\n y = data[_i194 + 1];\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n } // minX, minY and invSize are later used to transform coords into integers for z-order calculation\n\n\n invSize = Math.max(maxX - minX, maxY - minY);\n invSize = invSize !== 0 ? 1 / invSize : 0;\n }\n\n earcutLinked(outerNode, triangles, dim, minX, minY, invSize);\n return triangles;\n }\n}; // create a circular doubly linked list from polygon points in the specified winding order\n\nfunction linkedList(data, start, end, dim, clockwise) {\n var i, last;\n\n if (clockwise === signedArea(data, start, end, dim) > 0) {\n for (i = start; i < end; i += dim) {\n last = insertNode(i, data[i], data[i + 1], last);\n }\n } else {\n for (i = end - dim; i >= start; i -= dim) {\n last = insertNode(i, data[i], data[i + 1], last);\n }\n }\n\n if (last && equals(last, last.next)) {\n removeNode(last);\n last = last.next;\n }\n\n return last;\n} // eliminate colinear or duplicate points\n\n\nfunction filterPoints(start, end) {\n if (!start) return start;\n if (!end) end = start;\n var p = start,\n again;\n\n do {\n again = false;\n\n if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {\n removeNode(p);\n p = end = p.prev;\n if (p === p.next) break;\n again = true;\n } else {\n p = p.next;\n }\n } while (again || p !== end);\n\n return end;\n} // main ear slicing loop which triangulates a polygon (given as a linked list)\n\n\nfunction earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {\n if (!ear) return; // interlink polygon nodes in z-order\n\n if (!pass && invSize) indexCurve(ear, minX, minY, invSize);\n var stop = ear,\n prev,\n next; // iterate through ears, slicing them one by one\n\n while (ear.prev !== ear.next) {\n prev = ear.prev;\n next = ear.next;\n\n if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {\n // cut off the triangle\n triangles.push(prev.i / dim);\n triangles.push(ear.i / dim);\n triangles.push(next.i / dim);\n removeNode(ear); // skipping the next vertex leads to less sliver triangles\n\n ear = next.next;\n stop = next.next;\n continue;\n }\n\n ear = next; // if we looped through the whole remaining polygon and can't find any more ears\n\n if (ear === stop) {\n // try filtering points and slicing again\n if (!pass) {\n earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); // if this didn't work, try curing all small self-intersections locally\n } else if (pass === 1) {\n ear = cureLocalIntersections(filterPoints(ear), triangles, dim);\n earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); // as a last resort, try splitting the remaining polygon into two\n } else if (pass === 2) {\n splitEarcut(ear, triangles, dim, minX, minY, invSize);\n }\n\n break;\n }\n }\n} // check whether a polygon node forms a valid ear with adjacent nodes\n\n\nfunction isEar(ear) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n // now make sure we don't have other points inside the potential ear\n\n var p = ear.next.next;\n\n while (p !== ear.prev) {\n if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;\n p = p.next;\n }\n\n return true;\n}\n\nfunction isEarHashed(ear, minX, minY, invSize) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n // triangle bbox; min & max are calculated like this for speed\n\n var minTX = a.x < b.x ? a.x < c.x ? a.x : c.x : b.x < c.x ? b.x : c.x,\n minTY = a.y < b.y ? a.y < c.y ? a.y : c.y : b.y < c.y ? b.y : c.y,\n maxTX = a.x > b.x ? a.x > c.x ? a.x : c.x : b.x > c.x ? b.x : c.x,\n maxTY = a.y > b.y ? a.y > c.y ? a.y : c.y : b.y > c.y ? b.y : c.y; // z-order range for the current triangle bbox;\n\n var minZ = zOrder(minTX, minTY, minX, minY, invSize),\n maxZ = zOrder(maxTX, maxTY, minX, minY, invSize);\n var p = ear.prevZ,\n n = ear.nextZ; // look for points inside the triangle in both directions\n\n while (p && p.z >= minZ && n && n.z <= maxZ) {\n if (p !== ear.prev && p !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n if (n !== ear.prev && n !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n } // look for remaining points in decreasing z-order\n\n\n while (p && p.z >= minZ) {\n if (p !== ear.prev && p !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n } // look for remaining points in increasing z-order\n\n\n while (n && n.z <= maxZ) {\n if (n !== ear.prev && n !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n return true;\n} // go through all polygon nodes and cure small local self-intersections\n\n\nfunction cureLocalIntersections(start, triangles, dim) {\n var p = start;\n\n do {\n var a = p.prev,\n b = p.next.next;\n\n if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {\n triangles.push(a.i / dim);\n triangles.push(p.i / dim);\n triangles.push(b.i / dim); // remove two nodes involved\n\n removeNode(p);\n removeNode(p.next);\n p = start = b;\n }\n\n p = p.next;\n } while (p !== start);\n\n return filterPoints(p);\n} // try splitting polygon into two and triangulate them independently\n\n\nfunction splitEarcut(start, triangles, dim, minX, minY, invSize) {\n // look for a valid diagonal that divides the polygon into two\n var a = start;\n\n do {\n var b = a.next.next;\n\n while (b !== a.prev) {\n if (a.i !== b.i && isValidDiagonal(a, b)) {\n // split the polygon in two by the diagonal\n var c = splitPolygon(a, b); // filter colinear points around the cuts\n\n a = filterPoints(a, a.next);\n c = filterPoints(c, c.next); // run earcut on each half\n\n earcutLinked(a, triangles, dim, minX, minY, invSize);\n earcutLinked(c, triangles, dim, minX, minY, invSize);\n return;\n }\n\n b = b.next;\n }\n\n a = a.next;\n } while (a !== start);\n} // link every hole into the outer loop, producing a single-ring polygon without holes\n\n\nfunction eliminateHoles(data, holeIndices, outerNode, dim) {\n var queue = [];\n var i, len, start, end, list;\n\n for (i = 0, len = holeIndices.length; i < len; i++) {\n start = holeIndices[i] * dim;\n end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n list = linkedList(data, start, end, dim, false);\n if (list === list.next) list.steiner = true;\n queue.push(getLeftmost(list));\n }\n\n queue.sort(compareX); // process holes from left to right\n\n for (i = 0; i < queue.length; i++) {\n eliminateHole(queue[i], outerNode);\n outerNode = filterPoints(outerNode, outerNode.next);\n }\n\n return outerNode;\n}\n\nfunction compareX(a, b) {\n return a.x - b.x;\n} // find a bridge between vertices that connects hole with an outer ring and and link it\n\n\nfunction eliminateHole(hole, outerNode) {\n outerNode = findHoleBridge(hole, outerNode);\n\n if (outerNode) {\n var b = splitPolygon(outerNode, hole); // filter collinear points around the cuts\n\n filterPoints(outerNode, outerNode.next);\n filterPoints(b, b.next);\n }\n} // David Eberly's algorithm for finding a bridge between hole and outer polygon\n\n\nfunction findHoleBridge(hole, outerNode) {\n var p = outerNode;\n var hx = hole.x;\n var hy = hole.y;\n var qx = -Infinity,\n m; // find a segment intersected by a ray from the hole's leftmost point to the left;\n // segment's endpoint with lesser x will be potential connection point\n\n do {\n if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {\n var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);\n\n if (x <= hx && x > qx) {\n qx = x;\n\n if (x === hx) {\n if (hy === p.y) return p;\n if (hy === p.next.y) return p.next;\n }\n\n m = p.x < p.next.x ? p : p.next;\n }\n }\n\n p = p.next;\n } while (p !== outerNode);\n\n if (!m) return null;\n if (hx === qx) return m; // hole touches outer segment; pick leftmost endpoint\n // look for points inside the triangle of hole point, segment intersection and endpoint;\n // if there are no points found, we have a valid connection;\n // otherwise choose the point of the minimum angle with the ray as connection point\n\n var stop = m,\n mx = m.x,\n my = m.y;\n var tanMin = Infinity,\n tan;\n p = m;\n\n do {\n if (hx >= p.x && p.x >= mx && hx !== p.x && pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {\n tan = Math.abs(hy - p.y) / (hx - p.x); // tangential\n\n if (locallyInside(p, hole) && (tan < tanMin || tan === tanMin && (p.x > m.x || p.x === m.x && sectorContainsSector(m, p)))) {\n m = p;\n tanMin = tan;\n }\n }\n\n p = p.next;\n } while (p !== stop);\n\n return m;\n} // whether sector in vertex m contains sector in vertex p in the same coordinates\n\n\nfunction sectorContainsSector(m, p) {\n return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;\n} // interlink polygon nodes in z-order\n\n\nfunction indexCurve(start, minX, minY, invSize) {\n var p = start;\n\n do {\n if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, invSize);\n p.prevZ = p.prev;\n p.nextZ = p.next;\n p = p.next;\n } while (p !== start);\n\n p.prevZ.nextZ = null;\n p.prevZ = null;\n sortLinked(p);\n} // Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\n\n\nfunction sortLinked(list) {\n var i,\n p,\n q,\n e,\n tail,\n numMerges,\n pSize,\n qSize,\n inSize = 1;\n\n do {\n p = list;\n list = null;\n tail = null;\n numMerges = 0;\n\n while (p) {\n numMerges++;\n q = p;\n pSize = 0;\n\n for (i = 0; i < inSize; i++) {\n pSize++;\n q = q.nextZ;\n if (!q) break;\n }\n\n qSize = inSize;\n\n while (pSize > 0 || qSize > 0 && q) {\n if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {\n e = p;\n p = p.nextZ;\n pSize--;\n } else {\n e = q;\n q = q.nextZ;\n qSize--;\n }\n\n if (tail) tail.nextZ = e;else list = e;\n e.prevZ = tail;\n tail = e;\n }\n\n p = q;\n }\n\n tail.nextZ = null;\n inSize *= 2;\n } while (numMerges > 1);\n\n return list;\n} // z-order of a point given coords and inverse of the longer side of data bbox\n\n\nfunction zOrder(x, y, minX, minY, invSize) {\n // coords are transformed into non-negative 15-bit integer range\n x = 32767 * (x - minX) * invSize;\n y = 32767 * (y - minY) * invSize;\n x = (x | x << 8) & 0x00FF00FF;\n x = (x | x << 4) & 0x0F0F0F0F;\n x = (x | x << 2) & 0x33333333;\n x = (x | x << 1) & 0x55555555;\n y = (y | y << 8) & 0x00FF00FF;\n y = (y | y << 4) & 0x0F0F0F0F;\n y = (y | y << 2) & 0x33333333;\n y = (y | y << 1) & 0x55555555;\n return x | y << 1;\n} // find the leftmost node of a polygon ring\n\n\nfunction getLeftmost(start) {\n var p = start,\n leftmost = start;\n\n do {\n if (p.x < leftmost.x || p.x === leftmost.x && p.y < leftmost.y) leftmost = p;\n p = p.next;\n } while (p !== start);\n\n return leftmost;\n} // check if a point lies within a convex triangle\n\n\nfunction pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {\n return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 && (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 && (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;\n} // check if a diagonal between two polygon nodes is valid (lies in polygon interior)\n\n\nfunction isValidDiagonal(a, b) {\n return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && ( // dones't intersect other edges\n locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && ( // locally visible\n area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors\n equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case\n} // signed area of a triangle\n\n\nfunction area(p, q, r) {\n return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);\n} // check if two points are equal\n\n\nfunction equals(p1, p2) {\n return p1.x === p2.x && p1.y === p2.y;\n} // check if two segments intersect\n\n\nfunction intersects(p1, q1, p2, q2) {\n var o1 = sign(area(p1, q1, p2));\n var o2 = sign(area(p1, q1, q2));\n var o3 = sign(area(p2, q2, p1));\n var o4 = sign(area(p2, q2, q1));\n if (o1 !== o2 && o3 !== o4) return true; // general case\n\n if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n\n if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n\n if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n\n if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n return false;\n} // for collinear points p, q, r, check if point q lies on segment pr\n\n\nfunction onSegment(p, q, r) {\n return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);\n}\n\nfunction sign(num) {\n return num > 0 ? 1 : num < 0 ? -1 : 0;\n} // check if a polygon diagonal intersects any polygon segments\n\n\nfunction intersectsPolygon(a, b) {\n var p = a;\n\n do {\n if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && intersects(p, p.next, a, b)) return true;\n p = p.next;\n } while (p !== a);\n\n return false;\n} // check if a polygon diagonal is locally inside the polygon\n\n\nfunction locallyInside(a, b) {\n return area(a.prev, a, a.next) < 0 ? area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;\n} // check if the middle point of a polygon diagonal is inside the polygon\n\n\nfunction middleInside(a, b) {\n var p = a,\n inside = false;\n var px = (a.x + b.x) / 2,\n py = (a.y + b.y) / 2;\n\n do {\n if (p.y > py !== p.next.y > py && p.next.y !== p.y && px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x) inside = !inside;\n p = p.next;\n } while (p !== a);\n\n return inside;\n} // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\n\n\nfunction splitPolygon(a, b) {\n var a2 = new Node(a.i, a.x, a.y),\n b2 = new Node(b.i, b.x, b.y),\n an = a.next,\n bp = b.prev;\n a.next = b;\n b.prev = a;\n a2.next = an;\n an.prev = a2;\n b2.next = a2;\n a2.prev = b2;\n bp.next = b2;\n b2.prev = bp;\n return b2;\n} // create a node and optionally link it with previous one (in a circular doubly linked list)\n\n\nfunction insertNode(i, x, y, last) {\n var p = new Node(i, x, y);\n\n if (!last) {\n p.prev = p;\n p.next = p;\n } else {\n p.next = last.next;\n p.prev = last;\n last.next.prev = p;\n last.next = p;\n }\n\n return p;\n}\n\nfunction removeNode(p) {\n p.next.prev = p.prev;\n p.prev.next = p.next;\n if (p.prevZ) p.prevZ.nextZ = p.nextZ;\n if (p.nextZ) p.nextZ.prevZ = p.prevZ;\n}\n\nfunction Node(i, x, y) {\n // vertex index in coordinates array\n this.i = i; // vertex coordinates\n\n this.x = x;\n this.y = y; // previous and next vertex nodes in a polygon ring\n\n this.prev = null;\n this.next = null; // z-order curve value\n\n this.z = null; // previous and next nodes in z-order\n\n this.prevZ = null;\n this.nextZ = null; // indicates whether this is a steiner point\n\n this.steiner = false;\n}\n\nfunction signedArea(data, start, end, dim) {\n var sum = 0;\n\n for (var _i195 = start, j = end - dim; _i195 < end; _i195 += dim) {\n sum += (data[j] - data[_i195]) * (data[_i195 + 1] + data[j + 1]);\n j = _i195;\n }\n\n return sum;\n}\n\nvar ShapeUtils = {\n // calculate area of the contour polygon\n area: function area(contour) {\n var n = contour.length;\n var a = 0.0;\n\n for (var p = n - 1, q = 0; q < n; p = q++) {\n a += contour[p].x * contour[q].y - contour[q].x * contour[p].y;\n }\n\n return a * 0.5;\n },\n isClockWise: function isClockWise(pts) {\n return ShapeUtils.area(pts) < 0;\n },\n triangulateShape: function triangulateShape(contour, holes) {\n var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]\n\n var holeIndices = []; // array of hole indices\n\n var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]\n\n removeDupEndPts(contour);\n addContour(vertices, contour); //\n\n var holeIndex = contour.length;\n holes.forEach(removeDupEndPts);\n\n for (var _i196 = 0; _i196 < holes.length; _i196++) {\n holeIndices.push(holeIndex);\n holeIndex += holes[_i196].length;\n addContour(vertices, holes[_i196]);\n } //\n\n\n var triangles = Earcut.triangulate(vertices, holeIndices); //\n\n for (var _i197 = 0; _i197 < triangles.length; _i197 += 3) {\n faces.push(triangles.slice(_i197, _i197 + 3));\n }\n\n return faces;\n }\n};\n\nfunction removeDupEndPts(points) {\n var l = points.length;\n\n if (l > 2 && points[l - 1].equals(points[0])) {\n points.pop();\n }\n}\n\nfunction addContour(vertices, contour) {\n for (var _i198 = 0; _i198 < contour.length; _i198++) {\n vertices.push(contour[_i198].x);\n vertices.push(contour[_i198].y);\n }\n}\n/**\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n * curveSegments: , // number of points on the curves\n * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n * depth: , // Depth to extrude the shape\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into the original shape bevel goes\n * bevelSize: , // how far from shape outline (including bevelOffset) is bevel\n * bevelOffset: , // how far from shape outline does bevel start\n * bevelSegments: , // number of bevel layers\n *\n * extrudePath: // curve to extrude shape along\n *\n * UVGenerator: // object that provides UV generator functions\n *\n * }\n */\n\n\nvar ExtrudeBufferGeometry = /*#__PURE__*/function (_BufferGeometry7) {\n _inherits(ExtrudeBufferGeometry, _BufferGeometry7);\n\n var _super15 = _createSuper(ExtrudeBufferGeometry);\n\n function ExtrudeBufferGeometry(shapes, options) {\n var _this16;\n\n _classCallCheck(this, ExtrudeBufferGeometry);\n\n _this16 = _super15.call(this);\n _this16.type = 'ExtrudeBufferGeometry';\n _this16.parameters = {\n shapes: shapes,\n options: options\n };\n shapes = Array.isArray(shapes) ? shapes : [shapes];\n\n var scope = _assertThisInitialized(_this16);\n\n var verticesArray = [];\n var uvArray = [];\n\n for (var _i199 = 0, l = shapes.length; _i199 < l; _i199++) {\n var shape = shapes[_i199];\n addShape(shape);\n } // build geometry\n\n\n _this16.setAttribute('position', new Float32BufferAttribute(verticesArray, 3));\n\n _this16.setAttribute('uv', new Float32BufferAttribute(uvArray, 2));\n\n _this16.computeVertexNormals(); // functions\n\n\n function addShape(shape) {\n var placeholder = []; // options\n\n var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;\n var steps = options.steps !== undefined ? options.steps : 1;\n var depth = options.depth !== undefined ? options.depth : 100;\n var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;\n var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;\n var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;\n var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;\n var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;\n var extrudePath = options.extrudePath;\n var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; // deprecated options\n\n if (options.amount !== undefined) {\n console.warn('THREE.ExtrudeBufferGeometry: amount has been renamed to depth.');\n depth = options.amount;\n } //\n\n\n var extrudePts,\n extrudeByPath = false;\n var splineTube, binormal, normal, position2;\n\n if (extrudePath) {\n extrudePts = extrudePath.getSpacedPoints(steps);\n extrudeByPath = true;\n bevelEnabled = false; // bevels not supported for path extrusion\n // SETUP TNB variables\n // TODO1 - have a .isClosed in spline?\n\n splineTube = extrudePath.computeFrenetFrames(steps, false); // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\n\n binormal = new Vector3();\n normal = new Vector3();\n position2 = new Vector3();\n } // Safeguards if bevels are not enabled\n\n\n if (!bevelEnabled) {\n bevelSegments = 0;\n bevelThickness = 0;\n bevelSize = 0;\n bevelOffset = 0;\n } // Variables initialization\n\n\n var shapePoints = shape.extractPoints(curveSegments);\n var vertices = shapePoints.shape;\n var holes = shapePoints.holes;\n var reverse = !ShapeUtils.isClockWise(vertices);\n\n if (reverse) {\n vertices = vertices.reverse(); // Maybe we should also check if holes are in the opposite direction, just to be safe ...\n\n for (var h = 0, hl = holes.length; h < hl; h++) {\n var ahole = holes[h];\n\n if (ShapeUtils.isClockWise(ahole)) {\n holes[h] = ahole.reverse();\n }\n }\n }\n\n var faces = ShapeUtils.triangulateShape(vertices, holes);\n /* Vertices */\n\n var contour = vertices; // vertices has all points but contour has only points of circumference\n\n for (var _h = 0, _hl = holes.length; _h < _hl; _h++) {\n var _ahole = holes[_h];\n vertices = vertices.concat(_ahole);\n }\n\n function scalePt2(pt, vec, size) {\n if (!vec) console.error(\"THREE.ExtrudeGeometry: vec does not exist\");\n return vec.clone().multiplyScalar(size).add(pt);\n }\n\n var vlen = vertices.length,\n flen = faces.length; // Find directions for point movement\n\n function getBevelVec(inPt, inPrev, inNext) {\n // computes for inPt the corresponding point inPt' on a new contour\n // shifted by 1 unit (length of normalized vector) to the left\n // if we walk along contour clockwise, this new contour is outside the old one\n //\n // inPt' is the intersection of the two lines parallel to the two\n // adjacent edges of inPt at a distance of 1 unit on the left side.\n var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt\n // good reading for geometry algorithms (here: line-line intersection)\n // http://geomalgorithms.com/a05-_intersect-1.html\n\n var v_prev_x = inPt.x - inPrev.x,\n v_prev_y = inPt.y - inPrev.y;\n var v_next_x = inNext.x - inPt.x,\n v_next_y = inNext.y - inPt.y;\n var v_prev_lensq = v_prev_x * v_prev_x + v_prev_y * v_prev_y; // check for collinear edges\n\n var collinear0 = v_prev_x * v_next_y - v_prev_y * v_next_x;\n\n if (Math.abs(collinear0) > Number.EPSILON) {\n // not collinear\n // length of vectors for normalizing\n var v_prev_len = Math.sqrt(v_prev_lensq);\n var v_next_len = Math.sqrt(v_next_x * v_next_x + v_next_y * v_next_y); // shift adjacent points by unit vectors to the left\n\n var ptPrevShift_x = inPrev.x - v_prev_y / v_prev_len;\n var ptPrevShift_y = inPrev.y + v_prev_x / v_prev_len;\n var ptNextShift_x = inNext.x - v_next_y / v_next_len;\n var ptNextShift_y = inNext.y + v_next_x / v_next_len; // scaling factor for v_prev to intersection point\n\n var sf = ((ptNextShift_x - ptPrevShift_x) * v_next_y - (ptNextShift_y - ptPrevShift_y) * v_next_x) / (v_prev_x * v_next_y - v_prev_y * v_next_x); // vector from inPt to intersection point\n\n v_trans_x = ptPrevShift_x + v_prev_x * sf - inPt.x;\n v_trans_y = ptPrevShift_y + v_prev_y * sf - inPt.y; // Don't normalize!, otherwise sharp corners become ugly\n // but prevent crazy spikes\n\n var v_trans_lensq = v_trans_x * v_trans_x + v_trans_y * v_trans_y;\n\n if (v_trans_lensq <= 2) {\n return new Vector2(v_trans_x, v_trans_y);\n } else {\n shrink_by = Math.sqrt(v_trans_lensq / 2);\n }\n } else {\n // handle special case of collinear edges\n var direction_eq = false; // assumes: opposite\n\n if (v_prev_x > Number.EPSILON) {\n if (v_next_x > Number.EPSILON) {\n direction_eq = true;\n }\n } else {\n if (v_prev_x < -Number.EPSILON) {\n if (v_next_x < -Number.EPSILON) {\n direction_eq = true;\n }\n } else {\n if (Math.sign(v_prev_y) === Math.sign(v_next_y)) {\n direction_eq = true;\n }\n }\n }\n\n if (direction_eq) {\n // console.log(\"Warning: lines are a straight sequence\");\n v_trans_x = -v_prev_y;\n v_trans_y = v_prev_x;\n shrink_by = Math.sqrt(v_prev_lensq);\n } else {\n // console.log(\"Warning: lines are a straight spike\");\n v_trans_x = v_prev_x;\n v_trans_y = v_prev_y;\n shrink_by = Math.sqrt(v_prev_lensq / 2);\n }\n }\n\n return new Vector2(v_trans_x / shrink_by, v_trans_y / shrink_by);\n }\n\n var contourMovements = [];\n\n for (var _i200 = 0, il = contour.length, j = il - 1, k = _i200 + 1; _i200 < il; _i200++, j++, k++) {\n if (j === il) j = 0;\n if (k === il) k = 0; // (j)---(i)---(k)\n // console.log('i,j,k', i, j , k)\n\n contourMovements[_i200] = getBevelVec(contour[_i200], contour[j], contour[k]);\n }\n\n var holesMovements = [];\n var oneHoleMovements,\n verticesMovements = contourMovements.concat();\n\n for (var _h2 = 0, _hl2 = holes.length; _h2 < _hl2; _h2++) {\n var _ahole2 = holes[_h2];\n oneHoleMovements = [];\n\n for (var _i201 = 0, _il26 = _ahole2.length, _j12 = _il26 - 1, _k = _i201 + 1; _i201 < _il26; _i201++, _j12++, _k++) {\n if (_j12 === _il26) _j12 = 0;\n if (_k === _il26) _k = 0; // (j)---(i)---(k)\n\n oneHoleMovements[_i201] = getBevelVec(_ahole2[_i201], _ahole2[_j12], _ahole2[_k]);\n }\n\n holesMovements.push(oneHoleMovements);\n verticesMovements = verticesMovements.concat(oneHoleMovements);\n } // Loop bevelSegments, 1 for the front, 1 for the back\n\n\n for (var b = 0; b < bevelSegments; b++) {\n //for ( b = bevelSegments; b > 0; b -- ) {\n var t = b / bevelSegments;\n var z = bevelThickness * Math.cos(t * Math.PI / 2);\n\n var _bs = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset; // contract shape\n\n\n for (var _i202 = 0, _il27 = contour.length; _i202 < _il27; _i202++) {\n var vert = scalePt2(contour[_i202], contourMovements[_i202], _bs);\n v(vert.x, vert.y, -z);\n } // expand holes\n\n\n for (var _h3 = 0, _hl3 = holes.length; _h3 < _hl3; _h3++) {\n var _ahole3 = holes[_h3];\n oneHoleMovements = holesMovements[_h3];\n\n for (var _i203 = 0, _il28 = _ahole3.length; _i203 < _il28; _i203++) {\n var _vert = scalePt2(_ahole3[_i203], oneHoleMovements[_i203], _bs);\n\n v(_vert.x, _vert.y, -z);\n }\n }\n }\n\n var bs = bevelSize + bevelOffset; // Back facing vertices\n\n for (var _i204 = 0; _i204 < vlen; _i204++) {\n var _vert2 = bevelEnabled ? scalePt2(vertices[_i204], verticesMovements[_i204], bs) : vertices[_i204];\n\n if (!extrudeByPath) {\n v(_vert2.x, _vert2.y, 0);\n } else {\n // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\n normal.copy(splineTube.normals[0]).multiplyScalar(_vert2.x);\n binormal.copy(splineTube.binormals[0]).multiplyScalar(_vert2.y);\n position2.copy(extrudePts[0]).add(normal).add(binormal);\n v(position2.x, position2.y, position2.z);\n }\n } // Add stepped vertices...\n // Including front facing vertices\n\n\n for (var s = 1; s <= steps; s++) {\n for (var _i205 = 0; _i205 < vlen; _i205++) {\n var _vert3 = bevelEnabled ? scalePt2(vertices[_i205], verticesMovements[_i205], bs) : vertices[_i205];\n\n if (!extrudeByPath) {\n v(_vert3.x, _vert3.y, depth / steps * s);\n } else {\n // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\n normal.copy(splineTube.normals[s]).multiplyScalar(_vert3.x);\n binormal.copy(splineTube.binormals[s]).multiplyScalar(_vert3.y);\n position2.copy(extrudePts[s]).add(normal).add(binormal);\n v(position2.x, position2.y, position2.z);\n }\n }\n } // Add bevel segments planes\n //for ( b = 1; b <= bevelSegments; b ++ ) {\n\n\n for (var _b5 = bevelSegments - 1; _b5 >= 0; _b5--) {\n var _t = _b5 / bevelSegments;\n\n var _z2 = bevelThickness * Math.cos(_t * Math.PI / 2);\n\n var _bs2 = bevelSize * Math.sin(_t * Math.PI / 2) + bevelOffset; // contract shape\n\n\n for (var _i206 = 0, _il29 = contour.length; _i206 < _il29; _i206++) {\n var _vert4 = scalePt2(contour[_i206], contourMovements[_i206], _bs2);\n\n v(_vert4.x, _vert4.y, depth + _z2);\n } // expand holes\n\n\n for (var _h4 = 0, _hl4 = holes.length; _h4 < _hl4; _h4++) {\n var _ahole4 = holes[_h4];\n oneHoleMovements = holesMovements[_h4];\n\n for (var _i207 = 0, _il30 = _ahole4.length; _i207 < _il30; _i207++) {\n var _vert5 = scalePt2(_ahole4[_i207], oneHoleMovements[_i207], _bs2);\n\n if (!extrudeByPath) {\n v(_vert5.x, _vert5.y, depth + _z2);\n } else {\n v(_vert5.x, _vert5.y + extrudePts[steps - 1].y, extrudePts[steps - 1].x + _z2);\n }\n }\n }\n }\n /* Faces */\n // Top and bottom faces\n\n\n buildLidFaces(); // Sides faces\n\n buildSideFaces(); ///// Internal functions\n\n function buildLidFaces() {\n var start = verticesArray.length / 3;\n\n if (bevelEnabled) {\n var layer = 0; // steps + 1\n\n var offset = vlen * layer; // Bottom faces\n\n for (var _i208 = 0; _i208 < flen; _i208++) {\n var face = faces[_i208];\n f3(face[2] + offset, face[1] + offset, face[0] + offset);\n }\n\n layer = steps + bevelSegments * 2;\n offset = vlen * layer; // Top faces\n\n for (var _i209 = 0; _i209 < flen; _i209++) {\n var _face5 = faces[_i209];\n f3(_face5[0] + offset, _face5[1] + offset, _face5[2] + offset);\n }\n } else {\n // Bottom faces\n for (var _i210 = 0; _i210 < flen; _i210++) {\n var _face6 = faces[_i210];\n f3(_face6[2], _face6[1], _face6[0]);\n } // Top faces\n\n\n for (var _i211 = 0; _i211 < flen; _i211++) {\n var _face7 = faces[_i211];\n f3(_face7[0] + vlen * steps, _face7[1] + vlen * steps, _face7[2] + vlen * steps);\n }\n }\n\n scope.addGroup(start, verticesArray.length / 3 - start, 0);\n } // Create faces for the z-sides of the shape\n\n\n function buildSideFaces() {\n var start = verticesArray.length / 3;\n var layeroffset = 0;\n sidewalls(contour, layeroffset);\n layeroffset += contour.length;\n\n for (var _h5 = 0, _hl5 = holes.length; _h5 < _hl5; _h5++) {\n var _ahole5 = holes[_h5];\n sidewalls(_ahole5, layeroffset); //, true\n\n layeroffset += _ahole5.length;\n }\n\n scope.addGroup(start, verticesArray.length / 3 - start, 1);\n }\n\n function sidewalls(contour, layeroffset) {\n var i = contour.length;\n\n while (--i >= 0) {\n var _j13 = i;\n\n var _k2 = i - 1;\n\n if (_k2 < 0) _k2 = contour.length - 1; //console.log('b', i,j, i-1, k,vertices.length);\n\n for (var _s4 = 0, sl = steps + bevelSegments * 2; _s4 < sl; _s4++) {\n var slen1 = vlen * _s4;\n var slen2 = vlen * (_s4 + 1);\n\n var a = layeroffset + _j13 + slen1,\n _b6 = layeroffset + _k2 + slen1,\n c = layeroffset + _k2 + slen2,\n d = layeroffset + _j13 + slen2;\n\n f4(a, _b6, c, d);\n }\n }\n }\n\n function v(x, y, z) {\n placeholder.push(x);\n placeholder.push(y);\n placeholder.push(z);\n }\n\n function f3(a, b, c) {\n addVertex(a);\n addVertex(b);\n addVertex(c);\n var nextIndex = verticesArray.length / 3;\n var uvs = uvgen.generateTopUV(scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1);\n addUV(uvs[0]);\n addUV(uvs[1]);\n addUV(uvs[2]);\n }\n\n function f4(a, b, c, d) {\n addVertex(a);\n addVertex(b);\n addVertex(d);\n addVertex(b);\n addVertex(c);\n addVertex(d);\n var nextIndex = verticesArray.length / 3;\n var uvs = uvgen.generateSideWallUV(scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1);\n addUV(uvs[0]);\n addUV(uvs[1]);\n addUV(uvs[3]);\n addUV(uvs[1]);\n addUV(uvs[2]);\n addUV(uvs[3]);\n }\n\n function addVertex(index) {\n verticesArray.push(placeholder[index * 3 + 0]);\n verticesArray.push(placeholder[index * 3 + 1]);\n verticesArray.push(placeholder[index * 3 + 2]);\n }\n\n function addUV(vector2) {\n uvArray.push(vector2.x);\n uvArray.push(vector2.y);\n }\n }\n\n return _this16;\n }\n\n _createClass(ExtrudeBufferGeometry, [{\n key: \"toJSON\",\n value: function toJSON() {\n var data = BufferGeometry.prototype.toJSON.call(this);\n var shapes = this.parameters.shapes;\n var options = this.parameters.options;\n return _toJSON(shapes, options, data);\n }\n }]);\n\n return ExtrudeBufferGeometry;\n}(BufferGeometry);\n\nvar WorldUVGenerator = {\n generateTopUV: function generateTopUV(geometry, vertices, indexA, indexB, indexC) {\n var a_x = vertices[indexA * 3];\n var a_y = vertices[indexA * 3 + 1];\n var b_x = vertices[indexB * 3];\n var b_y = vertices[indexB * 3 + 1];\n var c_x = vertices[indexC * 3];\n var c_y = vertices[indexC * 3 + 1];\n return [new Vector2(a_x, a_y), new Vector2(b_x, b_y), new Vector2(c_x, c_y)];\n },\n generateSideWallUV: function generateSideWallUV(geometry, vertices, indexA, indexB, indexC, indexD) {\n var a_x = vertices[indexA * 3];\n var a_y = vertices[indexA * 3 + 1];\n var a_z = vertices[indexA * 3 + 2];\n var b_x = vertices[indexB * 3];\n var b_y = vertices[indexB * 3 + 1];\n var b_z = vertices[indexB * 3 + 2];\n var c_x = vertices[indexC * 3];\n var c_y = vertices[indexC * 3 + 1];\n var c_z = vertices[indexC * 3 + 2];\n var d_x = vertices[indexD * 3];\n var d_y = vertices[indexD * 3 + 1];\n var d_z = vertices[indexD * 3 + 2];\n\n if (Math.abs(a_y - b_y) < 0.01) {\n return [new Vector2(a_x, 1 - a_z), new Vector2(b_x, 1 - b_z), new Vector2(c_x, 1 - c_z), new Vector2(d_x, 1 - d_z)];\n } else {\n return [new Vector2(a_y, 1 - a_z), new Vector2(b_y, 1 - b_z), new Vector2(c_y, 1 - c_z), new Vector2(d_y, 1 - d_z)];\n }\n }\n};\n\nfunction _toJSON(shapes, options, data) {\n data.shapes = [];\n\n if (Array.isArray(shapes)) {\n for (var _i212 = 0, l = shapes.length; _i212 < l; _i212++) {\n var shape = shapes[_i212];\n data.shapes.push(shape.uuid);\n }\n } else {\n data.shapes.push(shapes.uuid);\n }\n\n if (options.extrudePath !== undefined) data.options.extrudePath = options.extrudePath.toJSON();\n return data;\n}\n/**\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n * curveSegments: , // number of points on the curves\n * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n * depth: , // Depth to extrude the shape\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into the original shape bevel goes\n * bevelSize: , // how far from shape outline (including bevelOffset) is bevel\n * bevelOffset: , // how far from shape outline does bevel start\n * bevelSegments: , // number of bevel layers\n *\n * extrudePath: // curve to extrude shape along\n *\n * UVGenerator: // object that provides UV generator functions\n *\n * }\n */\n\n\nvar ExtrudeGeometry = /*#__PURE__*/function (_Geometry5) {\n _inherits(ExtrudeGeometry, _Geometry5);\n\n var _super16 = _createSuper(ExtrudeGeometry);\n\n function ExtrudeGeometry(shapes, options) {\n var _this17;\n\n _classCallCheck(this, ExtrudeGeometry);\n\n _this17 = _super16.call(this);\n _this17.type = 'ExtrudeGeometry';\n _this17.parameters = {\n shapes: shapes,\n options: options\n };\n\n _this17.fromBufferGeometry(new ExtrudeBufferGeometry(shapes, options));\n\n _this17.mergeVertices();\n\n return _this17;\n }\n\n _createClass(ExtrudeGeometry, [{\n key: \"toJSON\",\n value: function toJSON() {\n var data = _get(_getPrototypeOf(ExtrudeGeometry.prototype), \"toJSON\", this).call(this);\n\n var shapes = this.parameters.shapes;\n var options = this.parameters.options;\n return toJSON$1(shapes, options, data);\n }\n }]);\n\n return ExtrudeGeometry;\n}(Geometry);\n\nfunction toJSON$1(shapes, options, data) {\n data.shapes = [];\n\n if (Array.isArray(shapes)) {\n for (var _i213 = 0, l = shapes.length; _i213 < l; _i213++) {\n var shape = shapes[_i213];\n data.shapes.push(shape.uuid);\n }\n } else {\n data.shapes.push(shapes.uuid);\n }\n\n if (options.extrudePath !== undefined) data.options.extrudePath = options.extrudePath.toJSON();\n return data;\n}\n\nvar IcosahedronBufferGeometry = /*#__PURE__*/function (_PolyhedronBufferGeom2) {\n _inherits(IcosahedronBufferGeometry, _PolyhedronBufferGeom2);\n\n var _super17 = _createSuper(IcosahedronBufferGeometry);\n\n function IcosahedronBufferGeometry(radius, detail) {\n var _this18;\n\n _classCallCheck(this, IcosahedronBufferGeometry);\n\n var t = (1 + Math.sqrt(5)) / 2;\n var vertices = [-1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, 0, -1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, t, 0, -1, t, 0, 1, -t, 0, -1, -t, 0, 1];\n var indices = [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];\n _this18 = _super17.call(this, vertices, indices, radius, detail);\n _this18.type = 'IcosahedronBufferGeometry';\n _this18.parameters = {\n radius: radius,\n detail: detail\n };\n return _this18;\n }\n\n return IcosahedronBufferGeometry;\n}(PolyhedronBufferGeometry);\n\nvar IcosahedronGeometry = /*#__PURE__*/function (_Geometry6) {\n _inherits(IcosahedronGeometry, _Geometry6);\n\n var _super18 = _createSuper(IcosahedronGeometry);\n\n function IcosahedronGeometry(radius, detail) {\n var _this19;\n\n _classCallCheck(this, IcosahedronGeometry);\n\n _this19 = _super18.call(this);\n _this19.type = 'IcosahedronGeometry';\n _this19.parameters = {\n radius: radius,\n detail: detail\n };\n\n _this19.fromBufferGeometry(new IcosahedronBufferGeometry(radius, detail));\n\n _this19.mergeVertices();\n\n return _this19;\n }\n\n return IcosahedronGeometry;\n}(Geometry);\n\nvar LatheBufferGeometry = /*#__PURE__*/function (_BufferGeometry8) {\n _inherits(LatheBufferGeometry, _BufferGeometry8);\n\n var _super19 = _createSuper(LatheBufferGeometry);\n\n function LatheBufferGeometry(points, segments, phiStart, phiLength) {\n var _this20;\n\n _classCallCheck(this, LatheBufferGeometry);\n\n _this20 = _super19.call(this);\n _this20.type = 'LatheBufferGeometry';\n _this20.parameters = {\n points: points,\n segments: segments,\n phiStart: phiStart,\n phiLength: phiLength\n };\n segments = Math.floor(segments) || 12;\n phiStart = phiStart || 0;\n phiLength = phiLength || Math.PI * 2; // clamp phiLength so it's in range of [ 0, 2PI ]\n\n phiLength = MathUtils.clamp(phiLength, 0, Math.PI * 2); // buffers\n\n var indices = [];\n var vertices = [];\n var uvs = []; // helper variables\n\n var inverseSegments = 1.0 / segments;\n var vertex = new Vector3();\n var uv = new Vector2(); // generate vertices and uvs\n\n for (var _i214 = 0; _i214 <= segments; _i214++) {\n var phi = phiStart + _i214 * inverseSegments * phiLength;\n var sin = Math.sin(phi);\n var cos = Math.cos(phi);\n\n for (var j = 0; j <= points.length - 1; j++) {\n // vertex\n vertex.x = points[j].x * sin;\n vertex.y = points[j].y;\n vertex.z = points[j].x * cos;\n vertices.push(vertex.x, vertex.y, vertex.z); // uv\n\n uv.x = _i214 / segments;\n uv.y = j / (points.length - 1);\n uvs.push(uv.x, uv.y);\n }\n } // indices\n\n\n for (var _i215 = 0; _i215 < segments; _i215++) {\n for (var _j14 = 0; _j14 < points.length - 1; _j14++) {\n var base = _j14 + _i215 * points.length;\n var a = base;\n var b = base + points.length;\n var c = base + points.length + 1;\n var d = base + 1; // faces\n\n indices.push(a, b, d);\n indices.push(b, c, d);\n }\n } // build geometry\n\n\n _this20.setIndex(indices);\n\n _this20.setAttribute('position', new Float32BufferAttribute(vertices, 3));\n\n _this20.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // generate normals\n\n\n _this20.computeVertexNormals(); // if the geometry is closed, we need to average the normals along the seam.\n // because the corresponding vertices are identical (but still have different UVs).\n\n\n if (phiLength === Math.PI * 2) {\n var _normals = _this20.attributes.normal.array;\n var n1 = new Vector3();\n var n2 = new Vector3();\n var n = new Vector3(); // this is the buffer offset for the last line of vertices\n\n var _base = segments * points.length * 3;\n\n for (var _i216 = 0, _j15 = 0; _i216 < points.length; _i216++, _j15 += 3) {\n // select the normal of the vertex in the first line\n n1.x = _normals[_j15 + 0];\n n1.y = _normals[_j15 + 1];\n n1.z = _normals[_j15 + 2]; // select the normal of the vertex in the last line\n\n n2.x = _normals[_base + _j15 + 0];\n n2.y = _normals[_base + _j15 + 1];\n n2.z = _normals[_base + _j15 + 2]; // average normals\n\n n.addVectors(n1, n2).normalize(); // assign the new values to both normals\n\n _normals[_j15 + 0] = _normals[_base + _j15 + 0] = n.x;\n _normals[_j15 + 1] = _normals[_base + _j15 + 1] = n.y;\n _normals[_j15 + 2] = _normals[_base + _j15 + 2] = n.z;\n }\n }\n\n return _this20;\n }\n\n return LatheBufferGeometry;\n}(BufferGeometry);\n\nvar LatheGeometry = /*#__PURE__*/function (_Geometry7) {\n _inherits(LatheGeometry, _Geometry7);\n\n var _super20 = _createSuper(LatheGeometry);\n\n function LatheGeometry(points, segments, phiStart, phiLength) {\n var _this21;\n\n _classCallCheck(this, LatheGeometry);\n\n _this21 = _super20.call(this);\n _this21.type = 'LatheGeometry';\n _this21.parameters = {\n points: points,\n segments: segments,\n phiStart: phiStart,\n phiLength: phiLength\n };\n\n _this21.fromBufferGeometry(new LatheBufferGeometry(points, segments, phiStart, phiLength));\n\n _this21.mergeVertices();\n\n return _this21;\n }\n\n return LatheGeometry;\n}(Geometry);\n\nvar OctahedronBufferGeometry = /*#__PURE__*/function (_PolyhedronBufferGeom3) {\n _inherits(OctahedronBufferGeometry, _PolyhedronBufferGeom3);\n\n var _super21 = _createSuper(OctahedronBufferGeometry);\n\n function OctahedronBufferGeometry(radius, detail) {\n var _this22;\n\n _classCallCheck(this, OctahedronBufferGeometry);\n\n var vertices = [1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1];\n var indices = [0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2];\n _this22 = _super21.call(this, vertices, indices, radius, detail);\n _this22.type = 'OctahedronBufferGeometry';\n _this22.parameters = {\n radius: radius,\n detail: detail\n };\n return _this22;\n }\n\n return OctahedronBufferGeometry;\n}(PolyhedronBufferGeometry);\n\nvar OctahedronGeometry = /*#__PURE__*/function (_Geometry8) {\n _inherits(OctahedronGeometry, _Geometry8);\n\n var _super22 = _createSuper(OctahedronGeometry);\n\n function OctahedronGeometry(radius, detail) {\n var _this23;\n\n _classCallCheck(this, OctahedronGeometry);\n\n _this23 = _super22.call(this);\n _this23.type = 'OctahedronGeometry';\n _this23.parameters = {\n radius: radius,\n detail: detail\n };\n\n _this23.fromBufferGeometry(new OctahedronBufferGeometry(radius, detail));\n\n _this23.mergeVertices();\n\n return _this23;\n }\n\n return OctahedronGeometry;\n}(Geometry);\n/**\n * Parametric Surfaces Geometry\n * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html\n */\n\n\nfunction ParametricBufferGeometry(func, slices, stacks) {\n BufferGeometry.call(this);\n this.type = 'ParametricBufferGeometry';\n this.parameters = {\n func: func,\n slices: slices,\n stacks: stacks\n }; // buffers\n\n var indices = [];\n var vertices = [];\n var normals = [];\n var uvs = [];\n var EPS = 0.00001;\n var normal = new Vector3();\n var p0 = new Vector3(),\n p1 = new Vector3();\n var pu = new Vector3(),\n pv = new Vector3();\n\n if (func.length < 3) {\n console.error('THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.');\n } // generate vertices, normals and uvs\n\n\n var sliceCount = slices + 1;\n\n for (var _i217 = 0; _i217 <= stacks; _i217++) {\n var v = _i217 / stacks;\n\n for (var j = 0; j <= slices; j++) {\n var u = j / slices; // vertex\n\n func(u, v, p0);\n vertices.push(p0.x, p0.y, p0.z); // normal\n // approximate tangent vectors via finite differences\n\n if (u - EPS >= 0) {\n func(u - EPS, v, p1);\n pu.subVectors(p0, p1);\n } else {\n func(u + EPS, v, p1);\n pu.subVectors(p1, p0);\n }\n\n if (v - EPS >= 0) {\n func(u, v - EPS, p1);\n pv.subVectors(p0, p1);\n } else {\n func(u, v + EPS, p1);\n pv.subVectors(p1, p0);\n } // cross product of tangent vectors returns surface normal\n\n\n normal.crossVectors(pu, pv).normalize();\n normals.push(normal.x, normal.y, normal.z); // uv\n\n uvs.push(u, v);\n }\n } // generate indices\n\n\n for (var _i218 = 0; _i218 < stacks; _i218++) {\n for (var _j16 = 0; _j16 < slices; _j16++) {\n var a = _i218 * sliceCount + _j16;\n var b = _i218 * sliceCount + _j16 + 1;\n var c = (_i218 + 1) * sliceCount + _j16 + 1;\n var d = (_i218 + 1) * sliceCount + _j16; // faces one and two\n\n indices.push(a, b, d);\n indices.push(b, c, d);\n }\n } // build geometry\n\n\n this.setIndex(indices);\n this.setAttribute('position', new Float32BufferAttribute(vertices, 3));\n this.setAttribute('normal', new Float32BufferAttribute(normals, 3));\n this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));\n}\n\nParametricBufferGeometry.prototype = Object.create(BufferGeometry.prototype);\nParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;\n/**\n * Parametric Surfaces Geometry\n * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html\n */\n\nfunction ParametricGeometry(func, slices, stacks) {\n Geometry.call(this);\n this.type = 'ParametricGeometry';\n this.parameters = {\n func: func,\n slices: slices,\n stacks: stacks\n };\n this.fromBufferGeometry(new ParametricBufferGeometry(func, slices, stacks));\n this.mergeVertices();\n}\n\nParametricGeometry.prototype = Object.create(Geometry.prototype);\nParametricGeometry.prototype.constructor = ParametricGeometry;\n\nvar PlaneGeometry = /*#__PURE__*/function (_Geometry9) {\n _inherits(PlaneGeometry, _Geometry9);\n\n var _super23 = _createSuper(PlaneGeometry);\n\n function PlaneGeometry(width, height, widthSegments, heightSegments) {\n var _this24;\n\n _classCallCheck(this, PlaneGeometry);\n\n _this24 = _super23.call(this);\n _this24.type = 'PlaneGeometry';\n _this24.parameters = {\n width: width,\n height: height,\n widthSegments: widthSegments,\n heightSegments: heightSegments\n };\n\n _this24.fromBufferGeometry(new PlaneBufferGeometry(width, height, widthSegments, heightSegments));\n\n _this24.mergeVertices();\n\n return _this24;\n }\n\n return PlaneGeometry;\n}(Geometry);\n\nvar PolyhedronGeometry = /*#__PURE__*/function (_Geometry10) {\n _inherits(PolyhedronGeometry, _Geometry10);\n\n var _super24 = _createSuper(PolyhedronGeometry);\n\n function PolyhedronGeometry(vertices, indices, radius, detail) {\n var _this25;\n\n _classCallCheck(this, PolyhedronGeometry);\n\n _this25 = _super24.call(this);\n _this25.type = 'PolyhedronGeometry';\n _this25.parameters = {\n vertices: vertices,\n indices: indices,\n radius: radius,\n detail: detail\n };\n\n _this25.fromBufferGeometry(new PolyhedronBufferGeometry(vertices, indices, radius, detail));\n\n _this25.mergeVertices();\n\n return _this25;\n }\n\n return PolyhedronGeometry;\n}(Geometry);\n\nvar RingBufferGeometry = /*#__PURE__*/function (_BufferGeometry9) {\n _inherits(RingBufferGeometry, _BufferGeometry9);\n\n var _super25 = _createSuper(RingBufferGeometry);\n\n function RingBufferGeometry(innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength) {\n var _this26;\n\n _classCallCheck(this, RingBufferGeometry);\n\n _this26 = _super25.call(this);\n _this26.type = 'RingBufferGeometry';\n _this26.parameters = {\n innerRadius: innerRadius,\n outerRadius: outerRadius,\n thetaSegments: thetaSegments,\n phiSegments: phiSegments,\n thetaStart: thetaStart,\n thetaLength: thetaLength\n };\n innerRadius = innerRadius || 0.5;\n outerRadius = outerRadius || 1;\n thetaStart = thetaStart !== undefined ? thetaStart : 0;\n thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;\n thetaSegments = thetaSegments !== undefined ? Math.max(3, thetaSegments) : 8;\n phiSegments = phiSegments !== undefined ? Math.max(1, phiSegments) : 1; // buffers\n\n var indices = [];\n var vertices = [];\n var normals = [];\n var uvs = []; // some helper variables\n\n var radius = innerRadius;\n var radiusStep = (outerRadius - innerRadius) / phiSegments;\n var vertex = new Vector3();\n var uv = new Vector2(); // generate vertices, normals and uvs\n\n for (var j = 0; j <= phiSegments; j++) {\n for (var _i219 = 0; _i219 <= thetaSegments; _i219++) {\n // values are generate from the inside of the ring to the outside\n var segment = thetaStart + _i219 / thetaSegments * thetaLength; // vertex\n\n vertex.x = radius * Math.cos(segment);\n vertex.y = radius * Math.sin(segment);\n vertices.push(vertex.x, vertex.y, vertex.z); // normal\n\n normals.push(0, 0, 1); // uv\n\n uv.x = (vertex.x / outerRadius + 1) / 2;\n uv.y = (vertex.y / outerRadius + 1) / 2;\n uvs.push(uv.x, uv.y);\n } // increase the radius for next row of vertices\n\n\n radius += radiusStep;\n } // indices\n\n\n for (var _j17 = 0; _j17 < phiSegments; _j17++) {\n var thetaSegmentLevel = _j17 * (thetaSegments + 1);\n\n for (var _i220 = 0; _i220 < thetaSegments; _i220++) {\n var _segment = _i220 + thetaSegmentLevel;\n\n var a = _segment;\n var b = _segment + thetaSegments + 1;\n var c = _segment + thetaSegments + 2;\n var d = _segment + 1; // faces\n\n indices.push(a, b, d);\n indices.push(b, c, d);\n }\n } // build geometry\n\n\n _this26.setIndex(indices);\n\n _this26.setAttribute('position', new Float32BufferAttribute(vertices, 3));\n\n _this26.setAttribute('normal', new Float32BufferAttribute(normals, 3));\n\n _this26.setAttribute('uv', new Float32BufferAttribute(uvs, 2));\n\n return _this26;\n }\n\n return RingBufferGeometry;\n}(BufferGeometry);\n\nvar RingGeometry = /*#__PURE__*/function (_Geometry11) {\n _inherits(RingGeometry, _Geometry11);\n\n var _super26 = _createSuper(RingGeometry);\n\n function RingGeometry(innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength) {\n var _this27;\n\n _classCallCheck(this, RingGeometry);\n\n _this27 = _super26.call(this);\n _this27.type = 'RingGeometry';\n _this27.parameters = {\n innerRadius: innerRadius,\n outerRadius: outerRadius,\n thetaSegments: thetaSegments,\n phiSegments: phiSegments,\n thetaStart: thetaStart,\n thetaLength: thetaLength\n };\n\n _this27.fromBufferGeometry(new RingBufferGeometry(innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength));\n\n _this27.mergeVertices();\n\n return _this27;\n }\n\n return RingGeometry;\n}(Geometry);\n\nvar ShapeBufferGeometry = /*#__PURE__*/function (_BufferGeometry10) {\n _inherits(ShapeBufferGeometry, _BufferGeometry10);\n\n var _super27 = _createSuper(ShapeBufferGeometry);\n\n function ShapeBufferGeometry(shapes, curveSegments) {\n var _this28;\n\n _classCallCheck(this, ShapeBufferGeometry);\n\n _this28 = _super27.call(this);\n _this28.type = 'ShapeBufferGeometry';\n _this28.parameters = {\n shapes: shapes,\n curveSegments: curveSegments\n };\n curveSegments = curveSegments || 12; // buffers\n\n var indices = [];\n var vertices = [];\n var normals = [];\n var uvs = []; // helper variables\n\n var groupStart = 0;\n var groupCount = 0; // allow single and array values for \"shapes\" parameter\n\n if (Array.isArray(shapes) === false) {\n addShape(shapes);\n } else {\n for (var _i221 = 0; _i221 < shapes.length; _i221++) {\n addShape(shapes[_i221]);\n\n _this28.addGroup(groupStart, groupCount, _i221); // enables MultiMaterial support\n\n\n groupStart += groupCount;\n groupCount = 0;\n }\n } // build geometry\n\n\n _this28.setIndex(indices);\n\n _this28.setAttribute('position', new Float32BufferAttribute(vertices, 3));\n\n _this28.setAttribute('normal', new Float32BufferAttribute(normals, 3));\n\n _this28.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // helper functions\n\n\n function addShape(shape) {\n var indexOffset = vertices.length / 3;\n var points = shape.extractPoints(curveSegments);\n var shapeVertices = points.shape;\n var shapeHoles = points.holes; // check direction of vertices\n\n if (ShapeUtils.isClockWise(shapeVertices) === false) {\n shapeVertices = shapeVertices.reverse();\n }\n\n for (var _i222 = 0, l = shapeHoles.length; _i222 < l; _i222++) {\n var shapeHole = shapeHoles[_i222];\n\n if (ShapeUtils.isClockWise(shapeHole) === true) {\n shapeHoles[_i222] = shapeHole.reverse();\n }\n }\n\n var faces = ShapeUtils.triangulateShape(shapeVertices, shapeHoles); // join vertices of inner and outer paths to a single array\n\n for (var _i223 = 0, _l10 = shapeHoles.length; _i223 < _l10; _i223++) {\n var _shapeHole = shapeHoles[_i223];\n shapeVertices = shapeVertices.concat(_shapeHole);\n } // vertices, normals, uvs\n\n\n for (var _i224 = 0, _l11 = shapeVertices.length; _i224 < _l11; _i224++) {\n var _vertex = shapeVertices[_i224];\n vertices.push(_vertex.x, _vertex.y, 0);\n normals.push(0, 0, 1);\n uvs.push(_vertex.x, _vertex.y); // world uvs\n } // incides\n\n\n for (var _i225 = 0, _l12 = faces.length; _i225 < _l12; _i225++) {\n var face = faces[_i225];\n var a = face[0] + indexOffset;\n var b = face[1] + indexOffset;\n var c = face[2] + indexOffset;\n indices.push(a, b, c);\n groupCount += 3;\n }\n }\n\n return _this28;\n }\n\n _createClass(ShapeBufferGeometry, [{\n key: \"toJSON\",\n value: function toJSON() {\n var data = BufferGeometry.prototype.toJSON.call(this);\n var shapes = this.parameters.shapes;\n return toJSON$2(shapes, data);\n }\n }]);\n\n return ShapeBufferGeometry;\n}(BufferGeometry);\n\nfunction toJSON$2(shapes, data) {\n data.shapes = [];\n\n if (Array.isArray(shapes)) {\n for (var _i226 = 0, l = shapes.length; _i226 < l; _i226++) {\n var shape = shapes[_i226];\n data.shapes.push(shape.uuid);\n }\n } else {\n data.shapes.push(shapes.uuid);\n }\n\n return data;\n}\n\nvar ShapeGeometry = /*#__PURE__*/function (_Geometry12) {\n _inherits(ShapeGeometry, _Geometry12);\n\n var _super28 = _createSuper(ShapeGeometry);\n\n function ShapeGeometry(shapes, curveSegments) {\n var _this29;\n\n _classCallCheck(this, ShapeGeometry);\n\n _this29 = _super28.call(this);\n _this29.type = 'ShapeGeometry';\n\n if (typeof curveSegments === 'object') {\n console.warn('THREE.ShapeGeometry: Options parameter has been removed.');\n curveSegments = curveSegments.curveSegments;\n }\n\n _this29.parameters = {\n shapes: shapes,\n curveSegments: curveSegments\n };\n\n _this29.fromBufferGeometry(new ShapeBufferGeometry(shapes, curveSegments));\n\n _this29.mergeVertices();\n\n return _this29;\n }\n\n _createClass(ShapeGeometry, [{\n key: \"toJSON\",\n value: function toJSON() {\n var data = Geometry.prototype.toJSON.call(this);\n var shapes = this.parameters.shapes;\n return toJSON$3(shapes, data);\n }\n }]);\n\n return ShapeGeometry;\n}(Geometry);\n\nfunction toJSON$3(shapes, data) {\n data.shapes = [];\n\n if (Array.isArray(shapes)) {\n for (var _i227 = 0, l = shapes.length; _i227 < l; _i227++) {\n var shape = shapes[_i227];\n data.shapes.push(shape.uuid);\n }\n } else {\n data.shapes.push(shapes.uuid);\n }\n\n return data;\n}\n\nvar SphereBufferGeometry = /*#__PURE__*/function (_BufferGeometry11) {\n _inherits(SphereBufferGeometry, _BufferGeometry11);\n\n var _super29 = _createSuper(SphereBufferGeometry);\n\n function SphereBufferGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength) {\n var _this30;\n\n _classCallCheck(this, SphereBufferGeometry);\n\n _this30 = _super29.call(this);\n _this30.type = 'SphereBufferGeometry';\n _this30.parameters = {\n radius: radius,\n widthSegments: widthSegments,\n heightSegments: heightSegments,\n phiStart: phiStart,\n phiLength: phiLength,\n thetaStart: thetaStart,\n thetaLength: thetaLength\n };\n radius = radius || 1;\n widthSegments = Math.max(3, Math.floor(widthSegments) || 8);\n heightSegments = Math.max(2, Math.floor(heightSegments) || 6);\n phiStart = phiStart !== undefined ? phiStart : 0;\n phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;\n thetaStart = thetaStart !== undefined ? thetaStart : 0;\n thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;\n var thetaEnd = Math.min(thetaStart + thetaLength, Math.PI);\n var index = 0;\n var grid = [];\n var vertex = new Vector3();\n var normal = new Vector3(); // buffers\n\n var indices = [];\n var vertices = [];\n var normals = [];\n var uvs = []; // generate vertices, normals and uvs\n\n for (var iy = 0; iy <= heightSegments; iy++) {\n var verticesRow = [];\n var v = iy / heightSegments; // special case for the poles\n\n var uOffset = 0;\n\n if (iy == 0 && thetaStart == 0) {\n uOffset = 0.5 / widthSegments;\n } else if (iy == heightSegments && thetaEnd == Math.PI) {\n uOffset = -0.5 / widthSegments;\n }\n\n for (var ix = 0; ix <= widthSegments; ix++) {\n var u = ix / widthSegments; // vertex\n\n vertex.x = -radius * Math.cos(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);\n vertex.y = radius * Math.cos(thetaStart + v * thetaLength);\n vertex.z = radius * Math.sin(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);\n vertices.push(vertex.x, vertex.y, vertex.z); // normal\n\n normal.copy(vertex).normalize();\n normals.push(normal.x, normal.y, normal.z); // uv\n\n uvs.push(u + uOffset, 1 - v);\n verticesRow.push(index++);\n }\n\n grid.push(verticesRow);\n } // indices\n\n\n for (var _iy3 = 0; _iy3 < heightSegments; _iy3++) {\n for (var _ix3 = 0; _ix3 < widthSegments; _ix3++) {\n var a = grid[_iy3][_ix3 + 1];\n var b = grid[_iy3][_ix3];\n var c = grid[_iy3 + 1][_ix3];\n var d = grid[_iy3 + 1][_ix3 + 1];\n if (_iy3 !== 0 || thetaStart > 0) indices.push(a, b, d);\n if (_iy3 !== heightSegments - 1 || thetaEnd < Math.PI) indices.push(b, c, d);\n }\n } // build geometry\n\n\n _this30.setIndex(indices);\n\n _this30.setAttribute('position', new Float32BufferAttribute(vertices, 3));\n\n _this30.setAttribute('normal', new Float32BufferAttribute(normals, 3));\n\n _this30.setAttribute('uv', new Float32BufferAttribute(uvs, 2));\n\n return _this30;\n }\n\n return SphereBufferGeometry;\n}(BufferGeometry);\n\nvar SphereGeometry = /*#__PURE__*/function (_Geometry13) {\n _inherits(SphereGeometry, _Geometry13);\n\n var _super30 = _createSuper(SphereGeometry);\n\n function SphereGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength) {\n var _this31;\n\n _classCallCheck(this, SphereGeometry);\n\n _this31 = _super30.call(this);\n _this31.type = 'SphereGeometry';\n _this31.parameters = {\n radius: radius,\n widthSegments: widthSegments,\n heightSegments: heightSegments,\n phiStart: phiStart,\n phiLength: phiLength,\n thetaStart: thetaStart,\n thetaLength: thetaLength\n };\n\n _this31.fromBufferGeometry(new SphereBufferGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength));\n\n _this31.mergeVertices();\n\n return _this31;\n }\n\n return SphereGeometry;\n}(Geometry);\n\nvar TetrahedronBufferGeometry = /*#__PURE__*/function (_PolyhedronBufferGeom4) {\n _inherits(TetrahedronBufferGeometry, _PolyhedronBufferGeom4);\n\n var _super31 = _createSuper(TetrahedronBufferGeometry);\n\n function TetrahedronBufferGeometry(radius, detail) {\n var _this32;\n\n _classCallCheck(this, TetrahedronBufferGeometry);\n\n var vertices = [1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1];\n var indices = [2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1];\n _this32 = _super31.call(this, vertices, indices, radius, detail);\n _this32.type = 'TetrahedronBufferGeometry';\n _this32.parameters = {\n radius: radius,\n detail: detail\n };\n return _this32;\n }\n\n return TetrahedronBufferGeometry;\n}(PolyhedronBufferGeometry);\n\nvar TetrahedronGeometry = /*#__PURE__*/function (_Geometry14) {\n _inherits(TetrahedronGeometry, _Geometry14);\n\n var _super32 = _createSuper(TetrahedronGeometry);\n\n function TetrahedronGeometry(radius, detail) {\n var _this33;\n\n _classCallCheck(this, TetrahedronGeometry);\n\n _this33 = _super32.call(this);\n _this33.type = 'TetrahedronGeometry';\n _this33.parameters = {\n radius: radius,\n detail: detail\n };\n\n _this33.fromBufferGeometry(new TetrahedronBufferGeometry(radius, detail));\n\n _this33.mergeVertices();\n\n return _this33;\n }\n\n return TetrahedronGeometry;\n}(Geometry);\n/**\n * Text = 3D Text\n *\n * parameters = {\n * font: , // font\n *\n * size: , // size of the text\n * height: , // thickness to extrude text\n * curveSegments: , // number of points on the curves\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into text bevel goes\n * bevelSize: , // how far from text outline (including bevelOffset) is bevel\n * bevelOffset: // how far from text outline does bevel start\n * }\n */\n\n\nvar TextBufferGeometry = /*#__PURE__*/function (_ExtrudeBufferGeometr) {\n _inherits(TextBufferGeometry, _ExtrudeBufferGeometr);\n\n var _super33 = _createSuper(TextBufferGeometry);\n\n function TextBufferGeometry(text, parameters) {\n var _this34;\n\n _classCallCheck(this, TextBufferGeometry);\n\n parameters = parameters || {};\n var font = parameters.font;\n\n if (!(font && font.isFont)) {\n console.error('THREE.TextGeometry: font parameter is not an instance of THREE.Font.');\n return _possibleConstructorReturn(_this34, new BufferGeometry());\n }\n\n var shapes = font.generateShapes(text, parameters.size); // translate parameters to ExtrudeGeometry API\n\n parameters.depth = parameters.height !== undefined ? parameters.height : 50; // defaults\n\n if (parameters.bevelThickness === undefined) parameters.bevelThickness = 10;\n if (parameters.bevelSize === undefined) parameters.bevelSize = 8;\n if (parameters.bevelEnabled === undefined) parameters.bevelEnabled = false;\n _this34 = _super33.call(this, shapes, parameters);\n _this34.type = 'TextBufferGeometry';\n return _this34;\n }\n\n return TextBufferGeometry;\n}(ExtrudeBufferGeometry);\n/**\n * Text = 3D Text\n *\n * parameters = {\n * font: , // font\n *\n * size: , // size of the text\n * height: , // thickness to extrude text\n * curveSegments: , // number of points on the curves\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into text bevel goes\n * bevelSize: , // how far from text outline (including bevelOffset) is bevel\n * bevelOffset: // how far from text outline does bevel start\n * }\n */\n\n\nvar TextGeometry = /*#__PURE__*/function (_Geometry15) {\n _inherits(TextGeometry, _Geometry15);\n\n var _super34 = _createSuper(TextGeometry);\n\n function TextGeometry(text, parameters) {\n var _this35;\n\n _classCallCheck(this, TextGeometry);\n\n _this35 = _super34.call(this);\n _this35.type = 'TextGeometry';\n _this35.parameters = {\n text: text,\n parameters: parameters\n };\n\n _this35.fromBufferGeometry(new TextBufferGeometry(text, parameters));\n\n _this35.mergeVertices();\n\n return _this35;\n }\n\n return TextGeometry;\n}(Geometry);\n\nvar TorusBufferGeometry = /*#__PURE__*/function (_BufferGeometry12) {\n _inherits(TorusBufferGeometry, _BufferGeometry12);\n\n var _super35 = _createSuper(TorusBufferGeometry);\n\n function TorusBufferGeometry(radius, tube, radialSegments, tubularSegments, arc) {\n var _this36;\n\n _classCallCheck(this, TorusBufferGeometry);\n\n _this36 = _super35.call(this);\n _this36.type = 'TorusBufferGeometry';\n _this36.parameters = {\n radius: radius,\n tube: tube,\n radialSegments: radialSegments,\n tubularSegments: tubularSegments,\n arc: arc\n };\n radius = radius || 1;\n tube = tube || 0.4;\n radialSegments = Math.floor(radialSegments) || 8;\n tubularSegments = Math.floor(tubularSegments) || 6;\n arc = arc || Math.PI * 2; // buffers\n\n var indices = [];\n var vertices = [];\n var normals = [];\n var uvs = []; // helper variables\n\n var center = new Vector3();\n var vertex = new Vector3();\n var normal = new Vector3(); // generate vertices, normals and uvs\n\n for (var j = 0; j <= radialSegments; j++) {\n for (var _i228 = 0; _i228 <= tubularSegments; _i228++) {\n var u = _i228 / tubularSegments * arc;\n var v = j / radialSegments * Math.PI * 2; // vertex\n\n vertex.x = (radius + tube * Math.cos(v)) * Math.cos(u);\n vertex.y = (radius + tube * Math.cos(v)) * Math.sin(u);\n vertex.z = tube * Math.sin(v);\n vertices.push(vertex.x, vertex.y, vertex.z); // normal\n\n center.x = radius * Math.cos(u);\n center.y = radius * Math.sin(u);\n normal.subVectors(vertex, center).normalize();\n normals.push(normal.x, normal.y, normal.z); // uv\n\n uvs.push(_i228 / tubularSegments);\n uvs.push(j / radialSegments);\n }\n } // generate indices\n\n\n for (var _j18 = 1; _j18 <= radialSegments; _j18++) {\n for (var _i229 = 1; _i229 <= tubularSegments; _i229++) {\n // indices\n var a = (tubularSegments + 1) * _j18 + _i229 - 1;\n var b = (tubularSegments + 1) * (_j18 - 1) + _i229 - 1;\n var c = (tubularSegments + 1) * (_j18 - 1) + _i229;\n var d = (tubularSegments + 1) * _j18 + _i229; // faces\n\n indices.push(a, b, d);\n indices.push(b, c, d);\n }\n } // build geometry\n\n\n _this36.setIndex(indices);\n\n _this36.setAttribute('position', new Float32BufferAttribute(vertices, 3));\n\n _this36.setAttribute('normal', new Float32BufferAttribute(normals, 3));\n\n _this36.setAttribute('uv', new Float32BufferAttribute(uvs, 2));\n\n return _this36;\n }\n\n return TorusBufferGeometry;\n}(BufferGeometry);\n\nvar TorusGeometry = /*#__PURE__*/function (_Geometry16) {\n _inherits(TorusGeometry, _Geometry16);\n\n var _super36 = _createSuper(TorusGeometry);\n\n function TorusGeometry(radius, tube, radialSegments, tubularSegments, arc) {\n var _this37;\n\n _classCallCheck(this, TorusGeometry);\n\n _this37 = _super36.call(this);\n _this37.type = 'TorusGeometry';\n _this37.parameters = {\n radius: radius,\n tube: tube,\n radialSegments: radialSegments,\n tubularSegments: tubularSegments,\n arc: arc\n };\n\n _this37.fromBufferGeometry(new TorusBufferGeometry(radius, tube, radialSegments, tubularSegments, arc));\n\n _this37.mergeVertices();\n\n return _this37;\n }\n\n return TorusGeometry;\n}(Geometry);\n\nvar TorusKnotBufferGeometry = /*#__PURE__*/function (_BufferGeometry13) {\n _inherits(TorusKnotBufferGeometry, _BufferGeometry13);\n\n var _super37 = _createSuper(TorusKnotBufferGeometry);\n\n function TorusKnotBufferGeometry(radius, tube, tubularSegments, radialSegments, p, q) {\n var _this38;\n\n _classCallCheck(this, TorusKnotBufferGeometry);\n\n _this38 = _super37.call(this);\n _this38.type = 'TorusKnotBufferGeometry';\n _this38.parameters = {\n radius: radius,\n tube: tube,\n tubularSegments: tubularSegments,\n radialSegments: radialSegments,\n p: p,\n q: q\n };\n radius = radius || 1;\n tube = tube || 0.4;\n tubularSegments = Math.floor(tubularSegments) || 64;\n radialSegments = Math.floor(radialSegments) || 8;\n p = p || 2;\n q = q || 3; // buffers\n\n var indices = [];\n var vertices = [];\n var normals = [];\n var uvs = []; // helper variables\n\n var vertex = new Vector3();\n var normal = new Vector3();\n var P1 = new Vector3();\n var P2 = new Vector3();\n var B = new Vector3();\n var T = new Vector3();\n var N = new Vector3(); // generate vertices, normals and uvs\n\n for (var _i230 = 0; _i230 <= tubularSegments; ++_i230) {\n // the radian \"u\" is used to calculate the position on the torus curve of the current tubular segement\n var u = _i230 / tubularSegments * p * Math.PI * 2; // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n // these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\n\n calculatePositionOnCurve(u, p, q, radius, P1);\n calculatePositionOnCurve(u + 0.01, p, q, radius, P2); // calculate orthonormal basis\n\n T.subVectors(P2, P1);\n N.addVectors(P2, P1);\n B.crossVectors(T, N);\n N.crossVectors(B, T); // normalize B, N. T can be ignored, we don't use it\n\n B.normalize();\n N.normalize();\n\n for (var j = 0; j <= radialSegments; ++j) {\n // now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\n var v = j / radialSegments * Math.PI * 2;\n var cx = -tube * Math.cos(v);\n var cy = tube * Math.sin(v); // now calculate the final vertex position.\n // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve\n\n vertex.x = P1.x + (cx * N.x + cy * B.x);\n vertex.y = P1.y + (cx * N.y + cy * B.y);\n vertex.z = P1.z + (cx * N.z + cy * B.z);\n vertices.push(vertex.x, vertex.y, vertex.z); // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\n\n normal.subVectors(vertex, P1).normalize();\n normals.push(normal.x, normal.y, normal.z); // uv\n\n uvs.push(_i230 / tubularSegments);\n uvs.push(j / radialSegments);\n }\n } // generate indices\n\n\n for (var _j19 = 1; _j19 <= tubularSegments; _j19++) {\n for (var _i231 = 1; _i231 <= radialSegments; _i231++) {\n // indices\n var a = (radialSegments + 1) * (_j19 - 1) + (_i231 - 1);\n var b = (radialSegments + 1) * _j19 + (_i231 - 1);\n var c = (radialSegments + 1) * _j19 + _i231;\n var d = (radialSegments + 1) * (_j19 - 1) + _i231; // faces\n\n indices.push(a, b, d);\n indices.push(b, c, d);\n }\n } // build geometry\n\n\n _this38.setIndex(indices);\n\n _this38.setAttribute('position', new Float32BufferAttribute(vertices, 3));\n\n _this38.setAttribute('normal', new Float32BufferAttribute(normals, 3));\n\n _this38.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // this function calculates the current position on the torus curve\n\n\n function calculatePositionOnCurve(u, p, q, radius, position) {\n var cu = Math.cos(u);\n var su = Math.sin(u);\n var quOverP = q / p * u;\n var cs = Math.cos(quOverP);\n position.x = radius * (2 + cs) * 0.5 * cu;\n position.y = radius * (2 + cs) * su * 0.5;\n position.z = radius * Math.sin(quOverP) * 0.5;\n }\n\n return _this38;\n }\n\n return TorusKnotBufferGeometry;\n}(BufferGeometry);\n\nvar TorusKnotGeometry = /*#__PURE__*/function (_Geometry17) {\n _inherits(TorusKnotGeometry, _Geometry17);\n\n var _super38 = _createSuper(TorusKnotGeometry);\n\n function TorusKnotGeometry(radius, tube, tubularSegments, radialSegments, p, q, heightScale) {\n var _this39;\n\n _classCallCheck(this, TorusKnotGeometry);\n\n _this39 = _super38.call(this);\n _this39.type = 'TorusKnotGeometry';\n _this39.parameters = {\n radius: radius,\n tube: tube,\n tubularSegments: tubularSegments,\n radialSegments: radialSegments,\n p: p,\n q: q\n };\n if (heightScale !== undefined) console.warn('THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.');\n\n _this39.fromBufferGeometry(new TorusKnotBufferGeometry(radius, tube, tubularSegments, radialSegments, p, q));\n\n _this39.mergeVertices();\n\n return _this39;\n }\n\n return TorusKnotGeometry;\n}(Geometry);\n\nvar TubeBufferGeometry = /*#__PURE__*/function (_BufferGeometry14) {\n _inherits(TubeBufferGeometry, _BufferGeometry14);\n\n var _super39 = _createSuper(TubeBufferGeometry);\n\n function TubeBufferGeometry(path, tubularSegments, radius, radialSegments, closed) {\n var _this40;\n\n _classCallCheck(this, TubeBufferGeometry);\n\n _this40 = _super39.call(this);\n _this40.type = 'TubeBufferGeometry';\n _this40.parameters = {\n path: path,\n tubularSegments: tubularSegments,\n radius: radius,\n radialSegments: radialSegments,\n closed: closed\n };\n tubularSegments = tubularSegments || 64;\n radius = radius || 1;\n radialSegments = radialSegments || 8;\n closed = closed || false;\n var frames = path.computeFrenetFrames(tubularSegments, closed); // expose internals\n\n _this40.tangents = frames.tangents;\n _this40.normals = frames.normals;\n _this40.binormals = frames.binormals; // helper variables\n\n var vertex = new Vector3();\n var normal = new Vector3();\n var uv = new Vector2();\n var P = new Vector3(); // buffer\n\n var vertices = [];\n var normals = [];\n var uvs = [];\n var indices = []; // create buffer data\n\n generateBufferData(); // build geometry\n\n _this40.setIndex(indices);\n\n _this40.setAttribute('position', new Float32BufferAttribute(vertices, 3));\n\n _this40.setAttribute('normal', new Float32BufferAttribute(normals, 3));\n\n _this40.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // functions\n\n\n function generateBufferData() {\n for (var _i232 = 0; _i232 < tubularSegments; _i232++) {\n generateSegment(_i232);\n } // if the geometry is not closed, generate the last row of vertices and normals\n // at the regular position on the given path\n //\n // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)\n\n\n generateSegment(closed === false ? tubularSegments : 0); // uvs are generated in a separate function.\n // this makes it easy compute correct values for closed geometries\n\n generateUVs(); // finally create faces\n\n generateIndices();\n }\n\n function generateSegment(i) {\n // we use getPointAt to sample evenly distributed points from the given path\n P = path.getPointAt(i / tubularSegments, P); // retrieve corresponding normal and binormal\n\n var N = frames.normals[i];\n var B = frames.binormals[i]; // generate normals and vertices for the current segment\n\n for (var j = 0; j <= radialSegments; j++) {\n var v = j / radialSegments * Math.PI * 2;\n var sin = Math.sin(v);\n var cos = -Math.cos(v); // normal\n\n normal.x = cos * N.x + sin * B.x;\n normal.y = cos * N.y + sin * B.y;\n normal.z = cos * N.z + sin * B.z;\n normal.normalize();\n normals.push(normal.x, normal.y, normal.z); // vertex\n\n vertex.x = P.x + radius * normal.x;\n vertex.y = P.y + radius * normal.y;\n vertex.z = P.z + radius * normal.z;\n vertices.push(vertex.x, vertex.y, vertex.z);\n }\n }\n\n function generateIndices() {\n for (var j = 1; j <= tubularSegments; j++) {\n for (var _i233 = 1; _i233 <= radialSegments; _i233++) {\n var a = (radialSegments + 1) * (j - 1) + (_i233 - 1);\n var b = (radialSegments + 1) * j + (_i233 - 1);\n var c = (radialSegments + 1) * j + _i233;\n var d = (radialSegments + 1) * (j - 1) + _i233; // faces\n\n indices.push(a, b, d);\n indices.push(b, c, d);\n }\n }\n }\n\n function generateUVs() {\n for (var _i234 = 0; _i234 <= tubularSegments; _i234++) {\n for (var j = 0; j <= radialSegments; j++) {\n uv.x = _i234 / tubularSegments;\n uv.y = j / radialSegments;\n uvs.push(uv.x, uv.y);\n }\n }\n }\n\n return _this40;\n }\n\n _createClass(TubeBufferGeometry, [{\n key: \"toJSON\",\n value: function toJSON() {\n var data = BufferGeometry.prototype.toJSON.call(this);\n data.path = this.parameters.path.toJSON();\n return data;\n }\n }]);\n\n return TubeBufferGeometry;\n}(BufferGeometry);\n\nvar TubeGeometry = /*#__PURE__*/function (_Geometry18) {\n _inherits(TubeGeometry, _Geometry18);\n\n var _super40 = _createSuper(TubeGeometry);\n\n function TubeGeometry(path, tubularSegments, radius, radialSegments, closed, taper) {\n var _this41;\n\n _classCallCheck(this, TubeGeometry);\n\n _this41 = _super40.call(this);\n _this41.type = 'TubeGeometry';\n _this41.parameters = {\n path: path,\n tubularSegments: tubularSegments,\n radius: radius,\n radialSegments: radialSegments,\n closed: closed\n };\n if (taper !== undefined) console.warn('THREE.TubeGeometry: taper has been removed.');\n var bufferGeometry = new TubeBufferGeometry(path, tubularSegments, radius, radialSegments, closed); // expose internals\n\n _this41.tangents = bufferGeometry.tangents;\n _this41.normals = bufferGeometry.normals;\n _this41.binormals = bufferGeometry.binormals; // create geometry\n\n _this41.fromBufferGeometry(bufferGeometry);\n\n _this41.mergeVertices();\n\n return _this41;\n }\n\n return TubeGeometry;\n}(Geometry);\n\nvar WireframeGeometry = /*#__PURE__*/function (_BufferGeometry15) {\n _inherits(WireframeGeometry, _BufferGeometry15);\n\n var _super41 = _createSuper(WireframeGeometry);\n\n function WireframeGeometry(geometry) {\n var _this42;\n\n _classCallCheck(this, WireframeGeometry);\n\n _this42 = _super41.call(this);\n _this42.type = 'WireframeGeometry'; // buffer\n\n var vertices = []; // helper variables\n\n var edge = [0, 0],\n edges = {};\n var keys = ['a', 'b', 'c']; // different logic for Geometry and BufferGeometry\n\n if (geometry && geometry.isGeometry) {\n // create a data structure that contains all edges without duplicates\n var faces = geometry.faces;\n\n for (var _i235 = 0, l = faces.length; _i235 < l; _i235++) {\n var face = faces[_i235];\n\n for (var j = 0; j < 3; j++) {\n var edge1 = face[keys[j]];\n var edge2 = face[keys[(j + 1) % 3]];\n edge[0] = Math.min(edge1, edge2); // sorting prevents duplicates\n\n edge[1] = Math.max(edge1, edge2);\n var key = edge[0] + ',' + edge[1];\n\n if (edges[key] === undefined) {\n edges[key] = {\n index1: edge[0],\n index2: edge[1]\n };\n }\n }\n } // generate vertices\n\n\n for (var _key3 in edges) {\n var e = edges[_key3];\n var _vertex2 = geometry.vertices[e.index1];\n vertices.push(_vertex2.x, _vertex2.y, _vertex2.z);\n _vertex2 = geometry.vertices[e.index2];\n vertices.push(_vertex2.x, _vertex2.y, _vertex2.z);\n }\n } else if (geometry && geometry.isBufferGeometry) {\n var _vertex3 = new Vector3();\n\n if (geometry.index !== null) {\n // indexed BufferGeometry\n var position = geometry.attributes.position;\n var _indices4 = geometry.index;\n var groups = geometry.groups;\n\n if (groups.length === 0) {\n groups = [{\n start: 0,\n count: _indices4.count,\n materialIndex: 0\n }];\n } // create a data structure that contains all eges without duplicates\n\n\n for (var o = 0, ol = groups.length; o < ol; ++o) {\n var group = groups[o];\n var start = group.start;\n var count = group.count;\n\n for (var _i236 = start, _l13 = start + count; _i236 < _l13; _i236 += 3) {\n for (var _j20 = 0; _j20 < 3; _j20++) {\n var _edge = _indices4.getX(_i236 + _j20);\n\n var _edge3 = _indices4.getX(_i236 + (_j20 + 1) % 3);\n\n edge[0] = Math.min(_edge, _edge3); // sorting prevents duplicates\n\n edge[1] = Math.max(_edge, _edge3);\n\n var _key4 = edge[0] + ',' + edge[1];\n\n if (edges[_key4] === undefined) {\n edges[_key4] = {\n index1: edge[0],\n index2: edge[1]\n };\n }\n }\n }\n } // generate vertices\n\n\n for (var _key5 in edges) {\n var _e = edges[_key5];\n\n _vertex3.fromBufferAttribute(position, _e.index1);\n\n vertices.push(_vertex3.x, _vertex3.y, _vertex3.z);\n\n _vertex3.fromBufferAttribute(position, _e.index2);\n\n vertices.push(_vertex3.x, _vertex3.y, _vertex3.z);\n }\n } else {\n // non-indexed BufferGeometry\n var _position2 = geometry.attributes.position;\n\n for (var _i237 = 0, _l14 = _position2.count / 3; _i237 < _l14; _i237++) {\n for (var _j21 = 0; _j21 < 3; _j21++) {\n // three edges per triangle, an edge is represented as (index1, index2)\n // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n var index1 = 3 * _i237 + _j21;\n\n _vertex3.fromBufferAttribute(_position2, index1);\n\n vertices.push(_vertex3.x, _vertex3.y, _vertex3.z);\n var index2 = 3 * _i237 + (_j21 + 1) % 3;\n\n _vertex3.fromBufferAttribute(_position2, index2);\n\n vertices.push(_vertex3.x, _vertex3.y, _vertex3.z);\n }\n }\n }\n } // build geometry\n\n\n _this42.setAttribute('position', new Float32BufferAttribute(vertices, 3));\n\n return _this42;\n }\n\n return WireframeGeometry;\n}(BufferGeometry);\n\nvar Geometries = /*#__PURE__*/Object.freeze({\n __proto__: null,\n BoxGeometry: BoxGeometry,\n BoxBufferGeometry: BoxBufferGeometry,\n CircleGeometry: CircleGeometry,\n CircleBufferGeometry: CircleBufferGeometry,\n ConeGeometry: ConeGeometry,\n ConeBufferGeometry: ConeBufferGeometry,\n CylinderGeometry: CylinderGeometry,\n CylinderBufferGeometry: CylinderBufferGeometry,\n DodecahedronGeometry: DodecahedronGeometry,\n DodecahedronBufferGeometry: DodecahedronBufferGeometry,\n EdgesGeometry: EdgesGeometry,\n ExtrudeGeometry: ExtrudeGeometry,\n ExtrudeBufferGeometry: ExtrudeBufferGeometry,\n IcosahedronGeometry: IcosahedronGeometry,\n IcosahedronBufferGeometry: IcosahedronBufferGeometry,\n LatheGeometry: LatheGeometry,\n LatheBufferGeometry: LatheBufferGeometry,\n OctahedronGeometry: OctahedronGeometry,\n OctahedronBufferGeometry: OctahedronBufferGeometry,\n ParametricGeometry: ParametricGeometry,\n ParametricBufferGeometry: ParametricBufferGeometry,\n PlaneGeometry: PlaneGeometry,\n PlaneBufferGeometry: PlaneBufferGeometry,\n PolyhedronGeometry: PolyhedronGeometry,\n PolyhedronBufferGeometry: PolyhedronBufferGeometry,\n RingGeometry: RingGeometry,\n RingBufferGeometry: RingBufferGeometry,\n ShapeGeometry: ShapeGeometry,\n ShapeBufferGeometry: ShapeBufferGeometry,\n SphereGeometry: SphereGeometry,\n SphereBufferGeometry: SphereBufferGeometry,\n TetrahedronGeometry: TetrahedronGeometry,\n TetrahedronBufferGeometry: TetrahedronBufferGeometry,\n TextGeometry: TextGeometry,\n TextBufferGeometry: TextBufferGeometry,\n TorusGeometry: TorusGeometry,\n TorusBufferGeometry: TorusBufferGeometry,\n TorusKnotGeometry: TorusKnotGeometry,\n TorusKnotBufferGeometry: TorusKnotBufferGeometry,\n TubeGeometry: TubeGeometry,\n TubeBufferGeometry: TubeBufferGeometry,\n WireframeGeometry: WireframeGeometry\n});\n/**\n * parameters = {\n * color: \n * }\n */\n\nfunction ShadowMaterial(parameters) {\n Material.call(this);\n this.type = 'ShadowMaterial';\n this.color = new Color(0x000000);\n this.transparent = true;\n this.setValues(parameters);\n}\n\nShadowMaterial.prototype = Object.create(Material.prototype);\nShadowMaterial.prototype.constructor = ShadowMaterial;\nShadowMaterial.prototype.isShadowMaterial = true;\n\nShadowMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.color.copy(source.color);\n return this;\n};\n\nfunction RawShaderMaterial(parameters) {\n ShaderMaterial.call(this, parameters);\n this.type = 'RawShaderMaterial';\n}\n\nRawShaderMaterial.prototype = Object.create(ShaderMaterial.prototype);\nRawShaderMaterial.prototype.constructor = RawShaderMaterial;\nRawShaderMaterial.prototype.isRawShaderMaterial = true;\n/**\n * parameters = {\n * color: ,\n * roughness: ,\n * metalness: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * roughnessMap: new THREE.Texture( ),\n *\n * metalnessMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * envMapIntensity: \n *\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshStandardMaterial(parameters) {\n Material.call(this);\n this.defines = {\n 'STANDARD': ''\n };\n this.type = 'MeshStandardMaterial';\n this.color = new Color(0xffffff); // diffuse\n\n this.roughness = 1.0;\n this.metalness = 0.0;\n this.map = null;\n this.lightMap = null;\n this.lightMapIntensity = 1.0;\n this.aoMap = null;\n this.aoMapIntensity = 1.0;\n this.emissive = new Color(0x000000);\n this.emissiveIntensity = 1.0;\n this.emissiveMap = null;\n this.bumpMap = null;\n this.bumpScale = 1;\n this.normalMap = null;\n this.normalMapType = TangentSpaceNormalMap;\n this.normalScale = new Vector2(1, 1);\n this.displacementMap = null;\n this.displacementScale = 1;\n this.displacementBias = 0;\n this.roughnessMap = null;\n this.metalnessMap = null;\n this.alphaMap = null;\n this.envMap = null;\n this.envMapIntensity = 1.0;\n this.refractionRatio = 0.98;\n this.wireframe = false;\n this.wireframeLinewidth = 1;\n this.wireframeLinecap = 'round';\n this.wireframeLinejoin = 'round';\n this.skinning = false;\n this.morphTargets = false;\n this.morphNormals = false;\n this.vertexTangents = false;\n this.setValues(parameters);\n}\n\nMeshStandardMaterial.prototype = Object.create(Material.prototype);\nMeshStandardMaterial.prototype.constructor = MeshStandardMaterial;\nMeshStandardMaterial.prototype.isMeshStandardMaterial = true;\n\nMeshStandardMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.defines = {\n 'STANDARD': ''\n };\n this.color.copy(source.color);\n this.roughness = source.roughness;\n this.metalness = source.metalness;\n this.map = source.map;\n this.lightMap = source.lightMap;\n this.lightMapIntensity = source.lightMapIntensity;\n this.aoMap = source.aoMap;\n this.aoMapIntensity = source.aoMapIntensity;\n this.emissive.copy(source.emissive);\n this.emissiveMap = source.emissiveMap;\n this.emissiveIntensity = source.emissiveIntensity;\n this.bumpMap = source.bumpMap;\n this.bumpScale = source.bumpScale;\n this.normalMap = source.normalMap;\n this.normalMapType = source.normalMapType;\n this.normalScale.copy(source.normalScale);\n this.displacementMap = source.displacementMap;\n this.displacementScale = source.displacementScale;\n this.displacementBias = source.displacementBias;\n this.roughnessMap = source.roughnessMap;\n this.metalnessMap = source.metalnessMap;\n this.alphaMap = source.alphaMap;\n this.envMap = source.envMap;\n this.envMapIntensity = source.envMapIntensity;\n this.refractionRatio = source.refractionRatio;\n this.wireframe = source.wireframe;\n this.wireframeLinewidth = source.wireframeLinewidth;\n this.wireframeLinecap = source.wireframeLinecap;\n this.wireframeLinejoin = source.wireframeLinejoin;\n this.skinning = source.skinning;\n this.morphTargets = source.morphTargets;\n this.morphNormals = source.morphNormals;\n this.vertexTangents = source.vertexTangents;\n return this;\n};\n/**\n * parameters = {\n * clearcoat: ,\n * clearcoatMap: new THREE.Texture( ),\n * clearcoatRoughness: ,\n * clearcoatRoughnessMap: new THREE.Texture( ),\n * clearcoatNormalScale: ,\n * clearcoatNormalMap: new THREE.Texture( ),\n *\n * reflectivity: ,\n * ior: ,\n *\n * sheen: ,\n *\n * transmission: ,\n * transmissionMap: new THREE.Texture( )\n * }\n */\n\n\nfunction MeshPhysicalMaterial(parameters) {\n MeshStandardMaterial.call(this);\n this.defines = {\n 'STANDARD': '',\n 'PHYSICAL': ''\n };\n this.type = 'MeshPhysicalMaterial';\n this.clearcoat = 0.0;\n this.clearcoatMap = null;\n this.clearcoatRoughness = 0.0;\n this.clearcoatRoughnessMap = null;\n this.clearcoatNormalScale = new Vector2(1, 1);\n this.clearcoatNormalMap = null;\n this.reflectivity = 0.5; // maps to F0 = 0.04\n\n Object.defineProperty(this, 'ior', {\n get: function get() {\n return (1 + 0.4 * this.reflectivity) / (1 - 0.4 * this.reflectivity);\n },\n set: function set(ior) {\n this.reflectivity = MathUtils.clamp(2.5 * (ior - 1) / (ior + 1), 0, 1);\n }\n });\n this.sheen = null; // null will disable sheen bsdf\n\n this.transmission = 0.0;\n this.transmissionMap = null;\n this.setValues(parameters);\n}\n\nMeshPhysicalMaterial.prototype = Object.create(MeshStandardMaterial.prototype);\nMeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;\nMeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;\n\nMeshPhysicalMaterial.prototype.copy = function (source) {\n MeshStandardMaterial.prototype.copy.call(this, source);\n this.defines = {\n 'STANDARD': '',\n 'PHYSICAL': ''\n };\n this.clearcoat = source.clearcoat;\n this.clearcoatMap = source.clearcoatMap;\n this.clearcoatRoughness = source.clearcoatRoughness;\n this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;\n this.clearcoatNormalMap = source.clearcoatNormalMap;\n this.clearcoatNormalScale.copy(source.clearcoatNormalScale);\n this.reflectivity = source.reflectivity;\n\n if (source.sheen) {\n this.sheen = (this.sheen || new Color()).copy(source.sheen);\n } else {\n this.sheen = null;\n }\n\n this.transmission = source.transmission;\n this.transmissionMap = source.transmissionMap;\n return this;\n};\n/**\n * parameters = {\n * color: ,\n * specular: ,\n * shininess: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.MultiplyOperation,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\n\nfunction MeshPhongMaterial(parameters) {\n Material.call(this);\n this.type = 'MeshPhongMaterial';\n this.color = new Color(0xffffff); // diffuse\n\n this.specular = new Color(0x111111);\n this.shininess = 30;\n this.map = null;\n this.lightMap = null;\n this.lightMapIntensity = 1.0;\n this.aoMap = null;\n this.aoMapIntensity = 1.0;\n this.emissive = new Color(0x000000);\n this.emissiveIntensity = 1.0;\n this.emissiveMap = null;\n this.bumpMap = null;\n this.bumpScale = 1;\n this.normalMap = null;\n this.normalMapType = TangentSpaceNormalMap;\n this.normalScale = new Vector2(1, 1);\n this.displacementMap = null;\n this.displacementScale = 1;\n this.displacementBias = 0;\n this.specularMap = null;\n this.alphaMap = null;\n this.envMap = null;\n this.combine = MultiplyOperation;\n this.reflectivity = 1;\n this.refractionRatio = 0.98;\n this.wireframe = false;\n this.wireframeLinewidth = 1;\n this.wireframeLinecap = 'round';\n this.wireframeLinejoin = 'round';\n this.skinning = false;\n this.morphTargets = false;\n this.morphNormals = false;\n this.setValues(parameters);\n}\n\nMeshPhongMaterial.prototype = Object.create(Material.prototype);\nMeshPhongMaterial.prototype.constructor = MeshPhongMaterial;\nMeshPhongMaterial.prototype.isMeshPhongMaterial = true;\n\nMeshPhongMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.color.copy(source.color);\n this.specular.copy(source.specular);\n this.shininess = source.shininess;\n this.map = source.map;\n this.lightMap = source.lightMap;\n this.lightMapIntensity = source.lightMapIntensity;\n this.aoMap = source.aoMap;\n this.aoMapIntensity = source.aoMapIntensity;\n this.emissive.copy(source.emissive);\n this.emissiveMap = source.emissiveMap;\n this.emissiveIntensity = source.emissiveIntensity;\n this.bumpMap = source.bumpMap;\n this.bumpScale = source.bumpScale;\n this.normalMap = source.normalMap;\n this.normalMapType = source.normalMapType;\n this.normalScale.copy(source.normalScale);\n this.displacementMap = source.displacementMap;\n this.displacementScale = source.displacementScale;\n this.displacementBias = source.displacementBias;\n this.specularMap = source.specularMap;\n this.alphaMap = source.alphaMap;\n this.envMap = source.envMap;\n this.combine = source.combine;\n this.reflectivity = source.reflectivity;\n this.refractionRatio = source.refractionRatio;\n this.wireframe = source.wireframe;\n this.wireframeLinewidth = source.wireframeLinewidth;\n this.wireframeLinecap = source.wireframeLinecap;\n this.wireframeLinejoin = source.wireframeLinejoin;\n this.skinning = source.skinning;\n this.morphTargets = source.morphTargets;\n this.morphNormals = source.morphNormals;\n return this;\n};\n/**\n * parameters = {\n * color: ,\n *\n * map: new THREE.Texture( ),\n * gradientMap: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * alphaMap: new THREE.Texture( ),\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\n\nfunction MeshToonMaterial(parameters) {\n Material.call(this);\n this.defines = {\n 'TOON': ''\n };\n this.type = 'MeshToonMaterial';\n this.color = new Color(0xffffff);\n this.map = null;\n this.gradientMap = null;\n this.lightMap = null;\n this.lightMapIntensity = 1.0;\n this.aoMap = null;\n this.aoMapIntensity = 1.0;\n this.emissive = new Color(0x000000);\n this.emissiveIntensity = 1.0;\n this.emissiveMap = null;\n this.bumpMap = null;\n this.bumpScale = 1;\n this.normalMap = null;\n this.normalMapType = TangentSpaceNormalMap;\n this.normalScale = new Vector2(1, 1);\n this.displacementMap = null;\n this.displacementScale = 1;\n this.displacementBias = 0;\n this.alphaMap = null;\n this.wireframe = false;\n this.wireframeLinewidth = 1;\n this.wireframeLinecap = 'round';\n this.wireframeLinejoin = 'round';\n this.skinning = false;\n this.morphTargets = false;\n this.morphNormals = false;\n this.setValues(parameters);\n}\n\nMeshToonMaterial.prototype = Object.create(Material.prototype);\nMeshToonMaterial.prototype.constructor = MeshToonMaterial;\nMeshToonMaterial.prototype.isMeshToonMaterial = true;\n\nMeshToonMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.color.copy(source.color);\n this.map = source.map;\n this.gradientMap = source.gradientMap;\n this.lightMap = source.lightMap;\n this.lightMapIntensity = source.lightMapIntensity;\n this.aoMap = source.aoMap;\n this.aoMapIntensity = source.aoMapIntensity;\n this.emissive.copy(source.emissive);\n this.emissiveMap = source.emissiveMap;\n this.emissiveIntensity = source.emissiveIntensity;\n this.bumpMap = source.bumpMap;\n this.bumpScale = source.bumpScale;\n this.normalMap = source.normalMap;\n this.normalMapType = source.normalMapType;\n this.normalScale.copy(source.normalScale);\n this.displacementMap = source.displacementMap;\n this.displacementScale = source.displacementScale;\n this.displacementBias = source.displacementBias;\n this.alphaMap = source.alphaMap;\n this.wireframe = source.wireframe;\n this.wireframeLinewidth = source.wireframeLinewidth;\n this.wireframeLinecap = source.wireframeLinecap;\n this.wireframeLinejoin = source.wireframeLinejoin;\n this.skinning = source.skinning;\n this.morphTargets = source.morphTargets;\n this.morphNormals = source.morphNormals;\n return this;\n};\n/**\n * parameters = {\n * opacity: ,\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\n\nfunction MeshNormalMaterial(parameters) {\n Material.call(this);\n this.type = 'MeshNormalMaterial';\n this.bumpMap = null;\n this.bumpScale = 1;\n this.normalMap = null;\n this.normalMapType = TangentSpaceNormalMap;\n this.normalScale = new Vector2(1, 1);\n this.displacementMap = null;\n this.displacementScale = 1;\n this.displacementBias = 0;\n this.wireframe = false;\n this.wireframeLinewidth = 1;\n this.fog = false;\n this.skinning = false;\n this.morphTargets = false;\n this.morphNormals = false;\n this.setValues(parameters);\n}\n\nMeshNormalMaterial.prototype = Object.create(Material.prototype);\nMeshNormalMaterial.prototype.constructor = MeshNormalMaterial;\nMeshNormalMaterial.prototype.isMeshNormalMaterial = true;\n\nMeshNormalMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.bumpMap = source.bumpMap;\n this.bumpScale = source.bumpScale;\n this.normalMap = source.normalMap;\n this.normalMapType = source.normalMapType;\n this.normalScale.copy(source.normalScale);\n this.displacementMap = source.displacementMap;\n this.displacementScale = source.displacementScale;\n this.displacementBias = source.displacementBias;\n this.wireframe = source.wireframe;\n this.wireframeLinewidth = source.wireframeLinewidth;\n this.skinning = source.skinning;\n this.morphTargets = source.morphTargets;\n this.morphNormals = source.morphNormals;\n return this;\n};\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\n\nfunction MeshLambertMaterial(parameters) {\n Material.call(this);\n this.type = 'MeshLambertMaterial';\n this.color = new Color(0xffffff); // diffuse\n\n this.map = null;\n this.lightMap = null;\n this.lightMapIntensity = 1.0;\n this.aoMap = null;\n this.aoMapIntensity = 1.0;\n this.emissive = new Color(0x000000);\n this.emissiveIntensity = 1.0;\n this.emissiveMap = null;\n this.specularMap = null;\n this.alphaMap = null;\n this.envMap = null;\n this.combine = MultiplyOperation;\n this.reflectivity = 1;\n this.refractionRatio = 0.98;\n this.wireframe = false;\n this.wireframeLinewidth = 1;\n this.wireframeLinecap = 'round';\n this.wireframeLinejoin = 'round';\n this.skinning = false;\n this.morphTargets = false;\n this.morphNormals = false;\n this.setValues(parameters);\n}\n\nMeshLambertMaterial.prototype = Object.create(Material.prototype);\nMeshLambertMaterial.prototype.constructor = MeshLambertMaterial;\nMeshLambertMaterial.prototype.isMeshLambertMaterial = true;\n\nMeshLambertMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.color.copy(source.color);\n this.map = source.map;\n this.lightMap = source.lightMap;\n this.lightMapIntensity = source.lightMapIntensity;\n this.aoMap = source.aoMap;\n this.aoMapIntensity = source.aoMapIntensity;\n this.emissive.copy(source.emissive);\n this.emissiveMap = source.emissiveMap;\n this.emissiveIntensity = source.emissiveIntensity;\n this.specularMap = source.specularMap;\n this.alphaMap = source.alphaMap;\n this.envMap = source.envMap;\n this.combine = source.combine;\n this.reflectivity = source.reflectivity;\n this.refractionRatio = source.refractionRatio;\n this.wireframe = source.wireframe;\n this.wireframeLinewidth = source.wireframeLinewidth;\n this.wireframeLinecap = source.wireframeLinecap;\n this.wireframeLinejoin = source.wireframeLinejoin;\n this.skinning = source.skinning;\n this.morphTargets = source.morphTargets;\n this.morphNormals = source.morphNormals;\n return this;\n};\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * matcap: new THREE.Texture( ),\n *\n * map: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * alphaMap: new THREE.Texture( ),\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\n\nfunction MeshMatcapMaterial(parameters) {\n Material.call(this);\n this.defines = {\n 'MATCAP': ''\n };\n this.type = 'MeshMatcapMaterial';\n this.color = new Color(0xffffff); // diffuse\n\n this.matcap = null;\n this.map = null;\n this.bumpMap = null;\n this.bumpScale = 1;\n this.normalMap = null;\n this.normalMapType = TangentSpaceNormalMap;\n this.normalScale = new Vector2(1, 1);\n this.displacementMap = null;\n this.displacementScale = 1;\n this.displacementBias = 0;\n this.alphaMap = null;\n this.skinning = false;\n this.morphTargets = false;\n this.morphNormals = false;\n this.setValues(parameters);\n}\n\nMeshMatcapMaterial.prototype = Object.create(Material.prototype);\nMeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;\nMeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;\n\nMeshMatcapMaterial.prototype.copy = function (source) {\n Material.prototype.copy.call(this, source);\n this.defines = {\n 'MATCAP': ''\n };\n this.color.copy(source.color);\n this.matcap = source.matcap;\n this.map = source.map;\n this.bumpMap = source.bumpMap;\n this.bumpScale = source.bumpScale;\n this.normalMap = source.normalMap;\n this.normalMapType = source.normalMapType;\n this.normalScale.copy(source.normalScale);\n this.displacementMap = source.displacementMap;\n this.displacementScale = source.displacementScale;\n this.displacementBias = source.displacementBias;\n this.alphaMap = source.alphaMap;\n this.skinning = source.skinning;\n this.morphTargets = source.morphTargets;\n this.morphNormals = source.morphNormals;\n return this;\n};\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n *\n * scale: ,\n * dashSize: ,\n * gapSize: \n * }\n */\n\n\nfunction LineDashedMaterial(parameters) {\n LineBasicMaterial.call(this);\n this.type = 'LineDashedMaterial';\n this.scale = 1;\n this.dashSize = 3;\n this.gapSize = 1;\n this.setValues(parameters);\n}\n\nLineDashedMaterial.prototype = Object.create(LineBasicMaterial.prototype);\nLineDashedMaterial.prototype.constructor = LineDashedMaterial;\nLineDashedMaterial.prototype.isLineDashedMaterial = true;\n\nLineDashedMaterial.prototype.copy = function (source) {\n LineBasicMaterial.prototype.copy.call(this, source);\n this.scale = source.scale;\n this.dashSize = source.dashSize;\n this.gapSize = source.gapSize;\n return this;\n};\n\nvar Materials = /*#__PURE__*/Object.freeze({\n __proto__: null,\n ShadowMaterial: ShadowMaterial,\n SpriteMaterial: SpriteMaterial,\n RawShaderMaterial: RawShaderMaterial,\n ShaderMaterial: ShaderMaterial,\n PointsMaterial: PointsMaterial,\n MeshPhysicalMaterial: MeshPhysicalMaterial,\n MeshStandardMaterial: MeshStandardMaterial,\n MeshPhongMaterial: MeshPhongMaterial,\n MeshToonMaterial: MeshToonMaterial,\n MeshNormalMaterial: MeshNormalMaterial,\n MeshLambertMaterial: MeshLambertMaterial,\n MeshDepthMaterial: MeshDepthMaterial,\n MeshDistanceMaterial: MeshDistanceMaterial,\n MeshBasicMaterial: MeshBasicMaterial,\n MeshMatcapMaterial: MeshMatcapMaterial,\n LineDashedMaterial: LineDashedMaterial,\n LineBasicMaterial: LineBasicMaterial,\n Material: Material\n});\nvar AnimationUtils = {\n // same as Array.prototype.slice, but also works on typed arrays\n arraySlice: function arraySlice(array, from, to) {\n if (AnimationUtils.isTypedArray(array)) {\n // in ios9 array.subarray(from, undefined) will return empty array\n // but array.subarray(from) or array.subarray(from, len) is correct\n return new array.constructor(array.subarray(from, to !== undefined ? to : array.length));\n }\n\n return array.slice(from, to);\n },\n // converts an array to a specific type\n convertArray: function convertArray(array, type, forceClone) {\n if (!array || // let 'undefined' and 'null' pass\n !forceClone && array.constructor === type) return array;\n\n if (typeof type.BYTES_PER_ELEMENT === 'number') {\n return new type(array); // create typed array\n }\n\n return Array.prototype.slice.call(array); // create Array\n },\n isTypedArray: function isTypedArray(object) {\n return ArrayBuffer.isView(object) && !(object instanceof DataView);\n },\n // returns an array by which times and values can be sorted\n getKeyframeOrder: function getKeyframeOrder(times) {\n function compareTime(i, j) {\n return times[i] - times[j];\n }\n\n var n = times.length;\n var result = new Array(n);\n\n for (var _i238 = 0; _i238 !== n; ++_i238) {\n result[_i238] = _i238;\n }\n\n result.sort(compareTime);\n return result;\n },\n // uses the array previously returned by 'getKeyframeOrder' to sort data\n sortedArray: function sortedArray(values, stride, order) {\n var nValues = values.length;\n var result = new values.constructor(nValues);\n\n for (var _i239 = 0, dstOffset = 0; dstOffset !== nValues; ++_i239) {\n var srcOffset = order[_i239] * stride;\n\n for (var j = 0; j !== stride; ++j) {\n result[dstOffset++] = values[srcOffset + j];\n }\n }\n\n return result;\n },\n // function for parsing AOS keyframe formats\n flattenJSON: function flattenJSON(jsonKeys, times, values, valuePropertyName) {\n var i = 1,\n key = jsonKeys[0];\n\n while (key !== undefined && key[valuePropertyName] === undefined) {\n key = jsonKeys[i++];\n }\n\n if (key === undefined) return; // no data\n\n var value = key[valuePropertyName];\n if (value === undefined) return; // no data\n\n if (Array.isArray(value)) {\n do {\n value = key[valuePropertyName];\n\n if (value !== undefined) {\n times.push(key.time);\n values.push.apply(values, value); // push all elements\n }\n\n key = jsonKeys[i++];\n } while (key !== undefined);\n } else if (value.toArray !== undefined) {\n // ...assume THREE.Math-ish\n do {\n value = key[valuePropertyName];\n\n if (value !== undefined) {\n times.push(key.time);\n value.toArray(values, values.length);\n }\n\n key = jsonKeys[i++];\n } while (key !== undefined);\n } else {\n // otherwise push as-is\n do {\n value = key[valuePropertyName];\n\n if (value !== undefined) {\n times.push(key.time);\n values.push(value);\n }\n\n key = jsonKeys[i++];\n } while (key !== undefined);\n }\n },\n subclip: function subclip(sourceClip, name, startFrame, endFrame, fps) {\n fps = fps || 30;\n var clip = sourceClip.clone();\n clip.name = name;\n var tracks = [];\n\n for (var _i240 = 0; _i240 < clip.tracks.length; ++_i240) {\n var track = clip.tracks[_i240];\n var valueSize = track.getValueSize();\n var times = [];\n var values = [];\n\n for (var j = 0; j < track.times.length; ++j) {\n var frame = track.times[j] * fps;\n if (frame < startFrame || frame >= endFrame) continue;\n times.push(track.times[j]);\n\n for (var k = 0; k < valueSize; ++k) {\n values.push(track.values[j * valueSize + k]);\n }\n }\n\n if (times.length === 0) continue;\n track.times = AnimationUtils.convertArray(times, track.times.constructor);\n track.values = AnimationUtils.convertArray(values, track.values.constructor);\n tracks.push(track);\n }\n\n clip.tracks = tracks; // find minimum .times value across all tracks in the trimmed clip\n\n var minStartTime = Infinity;\n\n for (var _i241 = 0; _i241 < clip.tracks.length; ++_i241) {\n if (minStartTime > clip.tracks[_i241].times[0]) {\n minStartTime = clip.tracks[_i241].times[0];\n }\n } // shift all tracks such that clip begins at t=0\n\n\n for (var _i242 = 0; _i242 < clip.tracks.length; ++_i242) {\n clip.tracks[_i242].shift(-1 * minStartTime);\n }\n\n clip.resetDuration();\n return clip;\n },\n makeClipAdditive: function makeClipAdditive(targetClip, referenceFrame, referenceClip, fps) {\n if (referenceFrame === undefined) referenceFrame = 0;\n if (referenceClip === undefined) referenceClip = targetClip;\n if (fps === undefined || fps <= 0) fps = 30;\n var numTracks = referenceClip.tracks.length;\n var referenceTime = referenceFrame / fps; // Make each track's values relative to the values at the reference frame\n\n var _loop = function _loop(_i243) {\n var referenceTrack = referenceClip.tracks[_i243];\n var referenceTrackType = referenceTrack.ValueTypeName; // Skip this track if it's non-numeric\n\n if (referenceTrackType === 'bool' || referenceTrackType === 'string') return \"continue\"; // Find the track in the target clip whose name and type matches the reference track\n\n var targetTrack = targetClip.tracks.find(function (track) {\n return track.name === referenceTrack.name && track.ValueTypeName === referenceTrackType;\n });\n if (targetTrack === undefined) return \"continue\";\n var referenceOffset = 0;\n var referenceValueSize = referenceTrack.getValueSize();\n\n if (referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) {\n referenceOffset = referenceValueSize / 3;\n }\n\n var targetOffset = 0;\n var targetValueSize = targetTrack.getValueSize();\n\n if (targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) {\n targetOffset = targetValueSize / 3;\n }\n\n var lastIndex = referenceTrack.times.length - 1;\n var referenceValue = void 0; // Find the value to subtract out of the track\n\n if (referenceTime <= referenceTrack.times[0]) {\n // Reference frame is earlier than the first keyframe, so just use the first keyframe\n var startIndex = referenceOffset;\n var endIndex = referenceValueSize - referenceOffset;\n referenceValue = AnimationUtils.arraySlice(referenceTrack.values, startIndex, endIndex);\n } else if (referenceTime >= referenceTrack.times[lastIndex]) {\n // Reference frame is after the last keyframe, so just use the last keyframe\n var _startIndex = lastIndex * referenceValueSize + referenceOffset;\n\n var _endIndex = _startIndex + referenceValueSize - referenceOffset;\n\n referenceValue = AnimationUtils.arraySlice(referenceTrack.values, _startIndex, _endIndex);\n } else {\n // Interpolate to the reference value\n var interpolant = referenceTrack.createInterpolant();\n var _startIndex2 = referenceOffset;\n\n var _endIndex2 = referenceValueSize - referenceOffset;\n\n interpolant.evaluate(referenceTime);\n referenceValue = AnimationUtils.arraySlice(interpolant.resultBuffer, _startIndex2, _endIndex2);\n } // Conjugate the quaternion\n\n\n if (referenceTrackType === 'quaternion') {\n var referenceQuat = new Quaternion().fromArray(referenceValue).normalize().conjugate();\n referenceQuat.toArray(referenceValue);\n } // Subtract the reference value from all of the track values\n\n\n var numTimes = targetTrack.times.length;\n\n for (var j = 0; j < numTimes; ++j) {\n var valueStart = j * targetValueSize + targetOffset;\n\n if (referenceTrackType === 'quaternion') {\n // Multiply the conjugate for quaternion track types\n Quaternion.multiplyQuaternionsFlat(targetTrack.values, valueStart, referenceValue, 0, targetTrack.values, valueStart);\n } else {\n var valueEnd = targetValueSize - targetOffset * 2; // Subtract each value for all other numeric track types\n\n for (var k = 0; k < valueEnd; ++k) {\n targetTrack.values[valueStart + k] -= referenceValue[k];\n }\n }\n }\n };\n\n for (var _i243 = 0; _i243 < numTracks; ++_i243) {\n var _ret = _loop(_i243);\n\n if (_ret === \"continue\") continue;\n }\n\n targetClip.blendMode = AdditiveAnimationBlendMode;\n return targetClip;\n }\n};\n/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n */\n\nfunction Interpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {\n this.parameterPositions = parameterPositions;\n this._cachedIndex = 0;\n this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor(sampleSize);\n this.sampleValues = sampleValues;\n this.valueSize = sampleSize;\n}\n\nObject.assign(Interpolant.prototype, {\n evaluate: function evaluate(t) {\n var pp = this.parameterPositions;\n var i1 = this._cachedIndex,\n t1 = pp[i1],\n t0 = pp[i1 - 1];\n\n validate_interval: {\n seek: {\n var right;\n\n linear_scan: {\n //- See http://jsperf.com/comparison-to-undefined/3\n //- slower code:\n //-\n //- \t\t\t\tif ( t >= t1 || t1 === undefined ) {\n forward_scan: if (!(t < t1)) {\n for (var giveUpAt = i1 + 2;;) {\n if (t1 === undefined) {\n if (t < t0) break forward_scan; // after end\n\n i1 = pp.length;\n this._cachedIndex = i1;\n return this.afterEnd_(i1 - 1, t, t0);\n }\n\n if (i1 === giveUpAt) break; // this loop\n\n t0 = t1;\n t1 = pp[++i1];\n\n if (t < t1) {\n // we have arrived at the sought interval\n break seek;\n }\n } // prepare binary search on the right side of the index\n\n\n right = pp.length;\n break linear_scan;\n } //- slower code:\n //-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\n\n if (!(t >= t0)) {\n // looping?\n var t1global = pp[1];\n\n if (t < t1global) {\n i1 = 2; // + 1, using the scan for the details\n\n t0 = t1global;\n } // linear reverse scan\n\n\n for (var _giveUpAt = i1 - 2;;) {\n if (t0 === undefined) {\n // before start\n this._cachedIndex = 0;\n return this.beforeStart_(0, t, t1);\n }\n\n if (i1 === _giveUpAt) break; // this loop\n\n t1 = t0;\n t0 = pp[--i1 - 1];\n\n if (t >= t0) {\n // we have arrived at the sought interval\n break seek;\n }\n } // prepare binary search on the left side of the index\n\n\n right = i1;\n i1 = 0;\n break linear_scan;\n } // the interval is valid\n\n\n break validate_interval;\n } // linear scan\n // binary search\n\n\n while (i1 < right) {\n var mid = i1 + right >>> 1;\n\n if (t < pp[mid]) {\n right = mid;\n } else {\n i1 = mid + 1;\n }\n }\n\n t1 = pp[i1];\n t0 = pp[i1 - 1]; // check boundary cases, again\n\n if (t0 === undefined) {\n this._cachedIndex = 0;\n return this.beforeStart_(0, t, t1);\n }\n\n if (t1 === undefined) {\n i1 = pp.length;\n this._cachedIndex = i1;\n return this.afterEnd_(i1 - 1, t0, t);\n }\n } // seek\n\n\n this._cachedIndex = i1;\n this.intervalChanged_(i1, t0, t1);\n } // validate_interval\n\n\n return this.interpolate_(i1, t0, t, t1);\n },\n settings: null,\n // optional, subclass-specific settings structure\n // Note: The indirection allows central control of many interpolants.\n // --- Protected interface\n DefaultSettings_: {},\n getSettings_: function getSettings_() {\n return this.settings || this.DefaultSettings_;\n },\n copySampleValue_: function copySampleValue_(index) {\n // copies a sample value to the result buffer\n var result = this.resultBuffer,\n values = this.sampleValues,\n stride = this.valueSize,\n offset = index * stride;\n\n for (var _i244 = 0; _i244 !== stride; ++_i244) {\n result[_i244] = values[offset + _i244];\n }\n\n return result;\n },\n // Template methods for derived classes:\n interpolate_: function interpolate_()\n /* i1, t0, t, t1 */\n {\n throw new Error('call to abstract method'); // implementations shall return this.resultBuffer\n },\n intervalChanged_: function intervalChanged_()\n /* i1, t0, t1 */\n {// empty\n }\n}); // DECLARE ALIAS AFTER assign prototype\n\nObject.assign(Interpolant.prototype, {\n //( 0, t, t0 ), returns this.resultBuffer\n beforeStart_: Interpolant.prototype.copySampleValue_,\n //( N-1, tN-1, t ), returns this.resultBuffer\n afterEnd_: Interpolant.prototype.copySampleValue_\n});\n/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n */\n\nfunction CubicInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {\n Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer);\n this._weightPrev = -0;\n this._offsetPrev = -0;\n this._weightNext = -0;\n this._offsetNext = -0;\n}\n\nCubicInterpolant.prototype = Object.assign(Object.create(Interpolant.prototype), {\n constructor: CubicInterpolant,\n DefaultSettings_: {\n endingStart: ZeroCurvatureEnding,\n endingEnd: ZeroCurvatureEnding\n },\n intervalChanged_: function intervalChanged_(i1, t0, t1) {\n var pp = this.parameterPositions;\n var iPrev = i1 - 2,\n iNext = i1 + 1,\n tPrev = pp[iPrev],\n tNext = pp[iNext];\n\n if (tPrev === undefined) {\n switch (this.getSettings_().endingStart) {\n case ZeroSlopeEnding:\n // f'(t0) = 0\n iPrev = i1;\n tPrev = 2 * t0 - t1;\n break;\n\n case WrapAroundEnding:\n // use the other end of the curve\n iPrev = pp.length - 2;\n tPrev = t0 + pp[iPrev] - pp[iPrev + 1];\n break;\n\n default:\n // ZeroCurvatureEnding\n // f''(t0) = 0 a.k.a. Natural Spline\n iPrev = i1;\n tPrev = t1;\n }\n }\n\n if (tNext === undefined) {\n switch (this.getSettings_().endingEnd) {\n case ZeroSlopeEnding:\n // f'(tN) = 0\n iNext = i1;\n tNext = 2 * t1 - t0;\n break;\n\n case WrapAroundEnding:\n // use the other end of the curve\n iNext = 1;\n tNext = t1 + pp[1] - pp[0];\n break;\n\n default:\n // ZeroCurvatureEnding\n // f''(tN) = 0, a.k.a. Natural Spline\n iNext = i1 - 1;\n tNext = t0;\n }\n }\n\n var halfDt = (t1 - t0) * 0.5,\n stride = this.valueSize;\n this._weightPrev = halfDt / (t0 - tPrev);\n this._weightNext = halfDt / (tNext - t1);\n this._offsetPrev = iPrev * stride;\n this._offsetNext = iNext * stride;\n },\n interpolate_: function interpolate_(i1, t0, t, t1) {\n var result = this.resultBuffer,\n values = this.sampleValues,\n stride = this.valueSize,\n o1 = i1 * stride,\n o0 = o1 - stride,\n oP = this._offsetPrev,\n oN = this._offsetNext,\n wP = this._weightPrev,\n wN = this._weightNext,\n p = (t - t0) / (t1 - t0),\n pp = p * p,\n ppp = pp * p; // evaluate polynomials\n\n var sP = -wP * ppp + 2 * wP * pp - wP * p;\n var s0 = (1 + wP) * ppp + (-1.5 - 2 * wP) * pp + (-0.5 + wP) * p + 1;\n var s1 = (-1 - wN) * ppp + (1.5 + wN) * pp + 0.5 * p;\n var sN = wN * ppp - wN * pp; // combine data linearly\n\n for (var _i245 = 0; _i245 !== stride; ++_i245) {\n result[_i245] = sP * values[oP + _i245] + s0 * values[o0 + _i245] + s1 * values[o1 + _i245] + sN * values[oN + _i245];\n }\n\n return result;\n }\n});\n\nfunction LinearInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {\n Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer);\n}\n\nLinearInterpolant.prototype = Object.assign(Object.create(Interpolant.prototype), {\n constructor: LinearInterpolant,\n interpolate_: function interpolate_(i1, t0, t, t1) {\n var result = this.resultBuffer,\n values = this.sampleValues,\n stride = this.valueSize,\n offset1 = i1 * stride,\n offset0 = offset1 - stride,\n weight1 = (t - t0) / (t1 - t0),\n weight0 = 1 - weight1;\n\n for (var _i246 = 0; _i246 !== stride; ++_i246) {\n result[_i246] = values[offset0 + _i246] * weight0 + values[offset1 + _i246] * weight1;\n }\n\n return result;\n }\n});\n/**\n *\n * Interpolant that evaluates to the sample value at the position preceeding\n * the parameter.\n */\n\nfunction DiscreteInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {\n Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer);\n}\n\nDiscreteInterpolant.prototype = Object.assign(Object.create(Interpolant.prototype), {\n constructor: DiscreteInterpolant,\n interpolate_: function interpolate_(i1\n /*, t0, t, t1 */\n ) {\n return this.copySampleValue_(i1 - 1);\n }\n});\n\nfunction KeyframeTrack(name, times, values, interpolation) {\n if (name === undefined) throw new Error('THREE.KeyframeTrack: track name is undefined');\n if (times === undefined || times.length === 0) throw new Error('THREE.KeyframeTrack: no keyframes in track named ' + name);\n this.name = name;\n this.times = AnimationUtils.convertArray(times, this.TimeBufferType);\n this.values = AnimationUtils.convertArray(values, this.ValueBufferType);\n this.setInterpolation(interpolation || this.DefaultInterpolation);\n} // Static methods\n\n\nObject.assign(KeyframeTrack, {\n // Serialization (in static context, because of constructor invocation\n // and automatic invocation of .toJSON):\n toJSON: function toJSON(track) {\n var trackType = track.constructor;\n var json; // derived classes can define a static toJSON method\n\n if (trackType.toJSON !== undefined) {\n json = trackType.toJSON(track);\n } else {\n // by default, we assume the data can be serialized as-is\n json = {\n 'name': track.name,\n 'times': AnimationUtils.convertArray(track.times, Array),\n 'values': AnimationUtils.convertArray(track.values, Array)\n };\n var interpolation = track.getInterpolation();\n\n if (interpolation !== track.DefaultInterpolation) {\n json.interpolation = interpolation;\n }\n }\n\n json.type = track.ValueTypeName; // mandatory\n\n return json;\n }\n});\nObject.assign(KeyframeTrack.prototype, {\n constructor: KeyframeTrack,\n TimeBufferType: Float32Array,\n ValueBufferType: Float32Array,\n DefaultInterpolation: InterpolateLinear,\n InterpolantFactoryMethodDiscrete: function InterpolantFactoryMethodDiscrete(result) {\n return new DiscreteInterpolant(this.times, this.values, this.getValueSize(), result);\n },\n InterpolantFactoryMethodLinear: function InterpolantFactoryMethodLinear(result) {\n return new LinearInterpolant(this.times, this.values, this.getValueSize(), result);\n },\n InterpolantFactoryMethodSmooth: function InterpolantFactoryMethodSmooth(result) {\n return new CubicInterpolant(this.times, this.values, this.getValueSize(), result);\n },\n setInterpolation: function setInterpolation(interpolation) {\n var factoryMethod;\n\n switch (interpolation) {\n case InterpolateDiscrete:\n factoryMethod = this.InterpolantFactoryMethodDiscrete;\n break;\n\n case InterpolateLinear:\n factoryMethod = this.InterpolantFactoryMethodLinear;\n break;\n\n case InterpolateSmooth:\n factoryMethod = this.InterpolantFactoryMethodSmooth;\n break;\n }\n\n if (factoryMethod === undefined) {\n var message = \"unsupported interpolation for \" + this.ValueTypeName + \" keyframe track named \" + this.name;\n\n if (this.createInterpolant === undefined) {\n // fall back to default, unless the default itself is messed up\n if (interpolation !== this.DefaultInterpolation) {\n this.setInterpolation(this.DefaultInterpolation);\n } else {\n throw new Error(message); // fatal, in this case\n }\n }\n\n console.warn('THREE.KeyframeTrack:', message);\n return this;\n }\n\n this.createInterpolant = factoryMethod;\n return this;\n },\n getInterpolation: function getInterpolation() {\n switch (this.createInterpolant) {\n case this.InterpolantFactoryMethodDiscrete:\n return InterpolateDiscrete;\n\n case this.InterpolantFactoryMethodLinear:\n return InterpolateLinear;\n\n case this.InterpolantFactoryMethodSmooth:\n return InterpolateSmooth;\n }\n },\n getValueSize: function getValueSize() {\n return this.values.length / this.times.length;\n },\n // move all keyframes either forwards or backwards in time\n shift: function shift(timeOffset) {\n if (timeOffset !== 0.0) {\n var times = this.times;\n\n for (var _i247 = 0, n = times.length; _i247 !== n; ++_i247) {\n times[_i247] += timeOffset;\n }\n }\n\n return this;\n },\n // scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n scale: function scale(timeScale) {\n if (timeScale !== 1.0) {\n var times = this.times;\n\n for (var _i248 = 0, n = times.length; _i248 !== n; ++_i248) {\n times[_i248] *= timeScale;\n }\n }\n\n return this;\n },\n // removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n trim: function trim(startTime, endTime) {\n var times = this.times,\n nKeys = times.length;\n var from = 0,\n to = nKeys - 1;\n\n while (from !== nKeys && times[from] < startTime) {\n ++from;\n }\n\n while (to !== -1 && times[to] > endTime) {\n --to;\n }\n\n ++to; // inclusive -> exclusive bound\n\n if (from !== 0 || to !== nKeys) {\n // empty tracks are forbidden, so keep at least one keyframe\n if (from >= to) {\n to = Math.max(to, 1);\n from = to - 1;\n }\n\n var stride = this.getValueSize();\n this.times = AnimationUtils.arraySlice(times, from, to);\n this.values = AnimationUtils.arraySlice(this.values, from * stride, to * stride);\n }\n\n return this;\n },\n // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n validate: function validate() {\n var valid = true;\n var valueSize = this.getValueSize();\n\n if (valueSize - Math.floor(valueSize) !== 0) {\n console.error('THREE.KeyframeTrack: Invalid value size in track.', this);\n valid = false;\n }\n\n var times = this.times,\n values = this.values,\n nKeys = times.length;\n\n if (nKeys === 0) {\n console.error('THREE.KeyframeTrack: Track is empty.', this);\n valid = false;\n }\n\n var prevTime = null;\n\n for (var _i249 = 0; _i249 !== nKeys; _i249++) {\n var currTime = times[_i249];\n\n if (typeof currTime === 'number' && isNaN(currTime)) {\n console.error('THREE.KeyframeTrack: Time is not a valid number.', this, _i249, currTime);\n valid = false;\n break;\n }\n\n if (prevTime !== null && prevTime > currTime) {\n console.error('THREE.KeyframeTrack: Out of order keys.', this, _i249, currTime, prevTime);\n valid = false;\n break;\n }\n\n prevTime = currTime;\n }\n\n if (values !== undefined) {\n if (AnimationUtils.isTypedArray(values)) {\n for (var _i250 = 0, n = values.length; _i250 !== n; ++_i250) {\n var value = values[_i250];\n\n if (isNaN(value)) {\n console.error('THREE.KeyframeTrack: Value is not a valid number.', this, _i250, value);\n valid = false;\n break;\n }\n }\n }\n }\n\n return valid;\n },\n // removes equivalent sequential keys as common in morph target sequences\n // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n optimize: function optimize() {\n // times or values may be shared with other tracks, so overwriting is unsafe\n var times = AnimationUtils.arraySlice(this.times),\n values = AnimationUtils.arraySlice(this.values),\n stride = this.getValueSize(),\n smoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n lastIndex = times.length - 1;\n var writeIndex = 1;\n\n for (var _i251 = 1; _i251 < lastIndex; ++_i251) {\n var keep = false;\n var time = times[_i251];\n var timeNext = times[_i251 + 1]; // remove adjacent keyframes scheduled at the same time\n\n if (time !== timeNext && (_i251 !== 1 || time !== time[0])) {\n if (!smoothInterpolation) {\n // remove unnecessary keyframes same as their neighbors\n var offset = _i251 * stride,\n offsetP = offset - stride,\n offsetN = offset + stride;\n\n for (var j = 0; j !== stride; ++j) {\n var value = values[offset + j];\n\n if (value !== values[offsetP + j] || value !== values[offsetN + j]) {\n keep = true;\n break;\n }\n }\n } else {\n keep = true;\n }\n } // in-place compaction\n\n\n if (keep) {\n if (_i251 !== writeIndex) {\n times[writeIndex] = times[_i251];\n var readOffset = _i251 * stride,\n writeOffset = writeIndex * stride;\n\n for (var _j22 = 0; _j22 !== stride; ++_j22) {\n values[writeOffset + _j22] = values[readOffset + _j22];\n }\n }\n\n ++writeIndex;\n }\n } // flush last keyframe (compaction looks ahead)\n\n\n if (lastIndex > 0) {\n times[writeIndex] = times[lastIndex];\n\n for (var _readOffset = lastIndex * stride, _writeOffset = writeIndex * stride, _j23 = 0; _j23 !== stride; ++_j23) {\n values[_writeOffset + _j23] = values[_readOffset + _j23];\n }\n\n ++writeIndex;\n }\n\n if (writeIndex !== times.length) {\n this.times = AnimationUtils.arraySlice(times, 0, writeIndex);\n this.values = AnimationUtils.arraySlice(values, 0, writeIndex * stride);\n } else {\n this.times = times;\n this.values = values;\n }\n\n return this;\n },\n clone: function clone() {\n var times = AnimationUtils.arraySlice(this.times, 0);\n var values = AnimationUtils.arraySlice(this.values, 0);\n var TypedKeyframeTrack = this.constructor;\n var track = new TypedKeyframeTrack(this.name, times, values); // Interpolant argument to constructor is not saved, so copy the factory method directly.\n\n track.createInterpolant = this.createInterpolant;\n return track;\n }\n});\n/**\n * A Track of Boolean keyframe values.\n */\n\nfunction BooleanKeyframeTrack(name, times, values) {\n KeyframeTrack.call(this, name, times, values);\n}\n\nBooleanKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {\n constructor: BooleanKeyframeTrack,\n ValueTypeName: 'bool',\n ValueBufferType: Array,\n DefaultInterpolation: InterpolateDiscrete,\n InterpolantFactoryMethodLinear: undefined,\n InterpolantFactoryMethodSmooth: undefined // Note: Actually this track could have a optimized / compressed\n // representation of a single value and a custom interpolant that\n // computes \"firstValue ^ isOdd( index )\".\n\n});\n/**\n * A Track of keyframe values that represent color.\n */\n\nfunction ColorKeyframeTrack(name, times, values, interpolation) {\n KeyframeTrack.call(this, name, times, values, interpolation);\n}\n\nColorKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {\n constructor: ColorKeyframeTrack,\n ValueTypeName: 'color' // ValueBufferType is inherited\n // DefaultInterpolation is inherited\n // Note: Very basic implementation and nothing special yet.\n // However, this is the place for color space parameterization.\n\n});\n/**\n * A Track of numeric keyframe values.\n */\n\nfunction NumberKeyframeTrack(name, times, values, interpolation) {\n KeyframeTrack.call(this, name, times, values, interpolation);\n}\n\nNumberKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {\n constructor: NumberKeyframeTrack,\n ValueTypeName: 'number' // ValueBufferType is inherited\n // DefaultInterpolation is inherited\n\n});\n/**\n * Spherical linear unit quaternion interpolant.\n */\n\nfunction QuaternionLinearInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {\n Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer);\n}\n\nQuaternionLinearInterpolant.prototype = Object.assign(Object.create(Interpolant.prototype), {\n constructor: QuaternionLinearInterpolant,\n interpolate_: function interpolate_(i1, t0, t, t1) {\n var result = this.resultBuffer,\n values = this.sampleValues,\n stride = this.valueSize,\n alpha = (t - t0) / (t1 - t0);\n var offset = i1 * stride;\n\n for (var end = offset + stride; offset !== end; offset += 4) {\n Quaternion.slerpFlat(result, 0, values, offset - stride, values, offset, alpha);\n }\n\n return result;\n }\n});\n/**\n * A Track of quaternion keyframe values.\n */\n\nfunction QuaternionKeyframeTrack(name, times, values, interpolation) {\n KeyframeTrack.call(this, name, times, values, interpolation);\n}\n\nQuaternionKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {\n constructor: QuaternionKeyframeTrack,\n ValueTypeName: 'quaternion',\n // ValueBufferType is inherited\n DefaultInterpolation: InterpolateLinear,\n InterpolantFactoryMethodLinear: function InterpolantFactoryMethodLinear(result) {\n return new QuaternionLinearInterpolant(this.times, this.values, this.getValueSize(), result);\n },\n InterpolantFactoryMethodSmooth: undefined // not yet implemented\n\n});\n/**\n * A Track that interpolates Strings\n */\n\nfunction StringKeyframeTrack(name, times, values, interpolation) {\n KeyframeTrack.call(this, name, times, values, interpolation);\n}\n\nStringKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {\n constructor: StringKeyframeTrack,\n ValueTypeName: 'string',\n ValueBufferType: Array,\n DefaultInterpolation: InterpolateDiscrete,\n InterpolantFactoryMethodLinear: undefined,\n InterpolantFactoryMethodSmooth: undefined\n});\n/**\n * A Track of vectored keyframe values.\n */\n\nfunction VectorKeyframeTrack(name, times, values, interpolation) {\n KeyframeTrack.call(this, name, times, values, interpolation);\n}\n\nVectorKeyframeTrack.prototype = Object.assign(Object.create(KeyframeTrack.prototype), {\n constructor: VectorKeyframeTrack,\n ValueTypeName: 'vector' // ValueBufferType is inherited\n // DefaultInterpolation is inherited\n\n});\n\nfunction AnimationClip(name, duration, tracks, blendMode) {\n this.name = name;\n this.tracks = tracks;\n this.duration = duration !== undefined ? duration : -1;\n this.blendMode = blendMode !== undefined ? blendMode : NormalAnimationBlendMode;\n this.uuid = MathUtils.generateUUID(); // this means it should figure out its duration by scanning the tracks\n\n if (this.duration < 0) {\n this.resetDuration();\n }\n}\n\nfunction getTrackTypeForValueTypeName(typeName) {\n switch (typeName.toLowerCase()) {\n case 'scalar':\n case 'double':\n case 'float':\n case 'number':\n case 'integer':\n return NumberKeyframeTrack;\n\n case 'vector':\n case 'vector2':\n case 'vector3':\n case 'vector4':\n return VectorKeyframeTrack;\n\n case 'color':\n return ColorKeyframeTrack;\n\n case 'quaternion':\n return QuaternionKeyframeTrack;\n\n case 'bool':\n case 'boolean':\n return BooleanKeyframeTrack;\n\n case 'string':\n return StringKeyframeTrack;\n }\n\n throw new Error('THREE.KeyframeTrack: Unsupported typeName: ' + typeName);\n}\n\nfunction parseKeyframeTrack(json) {\n if (json.type === undefined) {\n throw new Error('THREE.KeyframeTrack: track type undefined, can not parse');\n }\n\n var trackType = getTrackTypeForValueTypeName(json.type);\n\n if (json.times === undefined) {\n var times = [],\n values = [];\n AnimationUtils.flattenJSON(json.keys, times, values, 'value');\n json.times = times;\n json.values = values;\n } // derived classes can define a static parse method\n\n\n if (trackType.parse !== undefined) {\n return trackType.parse(json);\n } else {\n // by default, we assume a constructor compatible with the base\n return new trackType(json.name, json.times, json.values, json.interpolation);\n }\n}\n\nObject.assign(AnimationClip, {\n parse: function parse(json) {\n var tracks = [],\n jsonTracks = json.tracks,\n frameTime = 1.0 / (json.fps || 1.0);\n\n for (var _i252 = 0, n = jsonTracks.length; _i252 !== n; ++_i252) {\n tracks.push(parseKeyframeTrack(jsonTracks[_i252]).scale(frameTime));\n }\n\n return new AnimationClip(json.name, json.duration, tracks, json.blendMode);\n },\n toJSON: function toJSON(clip) {\n var tracks = [],\n clipTracks = clip.tracks;\n var json = {\n 'name': clip.name,\n 'duration': clip.duration,\n 'tracks': tracks,\n 'uuid': clip.uuid,\n 'blendMode': clip.blendMode\n };\n\n for (var _i253 = 0, n = clipTracks.length; _i253 !== n; ++_i253) {\n tracks.push(KeyframeTrack.toJSON(clipTracks[_i253]));\n }\n\n return json;\n },\n CreateFromMorphTargetSequence: function CreateFromMorphTargetSequence(name, morphTargetSequence, fps, noLoop) {\n var numMorphTargets = morphTargetSequence.length;\n var tracks = [];\n\n for (var _i254 = 0; _i254 < numMorphTargets; _i254++) {\n var times = [];\n var values = [];\n times.push((_i254 + numMorphTargets - 1) % numMorphTargets, _i254, (_i254 + 1) % numMorphTargets);\n values.push(0, 1, 0);\n var order = AnimationUtils.getKeyframeOrder(times);\n times = AnimationUtils.sortedArray(times, 1, order);\n values = AnimationUtils.sortedArray(values, 1, order); // if there is a key at the first frame, duplicate it as the\n // last frame as well for perfect loop.\n\n if (!noLoop && times[0] === 0) {\n times.push(numMorphTargets);\n values.push(values[0]);\n }\n\n tracks.push(new NumberKeyframeTrack('.morphTargetInfluences[' + morphTargetSequence[_i254].name + ']', times, values).scale(1.0 / fps));\n }\n\n return new AnimationClip(name, -1, tracks);\n },\n findByName: function findByName(objectOrClipArray, name) {\n var clipArray = objectOrClipArray;\n\n if (!Array.isArray(objectOrClipArray)) {\n var o = objectOrClipArray;\n clipArray = o.geometry && o.geometry.animations || o.animations;\n }\n\n for (var _i255 = 0; _i255 < clipArray.length; _i255++) {\n if (clipArray[_i255].name === name) {\n return clipArray[_i255];\n }\n }\n\n return null;\n },\n CreateClipsFromMorphTargetSequences: function CreateClipsFromMorphTargetSequences(morphTargets, fps, noLoop) {\n var animationToMorphTargets = {}; // tested with https://regex101.com/ on trick sequences\n // such flamingo_flyA_003, flamingo_run1_003, crdeath0059\n\n var pattern = /^([\\w-]*?)([\\d]+)$/; // sort morph target names into animation groups based\n // patterns like Walk_001, Walk_002, Run_001, Run_002\n\n for (var _i256 = 0, il = morphTargets.length; _i256 < il; _i256++) {\n var morphTarget = morphTargets[_i256];\n var parts = morphTarget.name.match(pattern);\n\n if (parts && parts.length > 1) {\n var name = parts[1];\n var animationMorphTargets = animationToMorphTargets[name];\n\n if (!animationMorphTargets) {\n animationToMorphTargets[name] = animationMorphTargets = [];\n }\n\n animationMorphTargets.push(morphTarget);\n }\n }\n\n var clips = [];\n\n for (var _name4 in animationToMorphTargets) {\n clips.push(AnimationClip.CreateFromMorphTargetSequence(_name4, animationToMorphTargets[_name4], fps, noLoop));\n }\n\n return clips;\n },\n // parse the animation.hierarchy format\n parseAnimation: function parseAnimation(animation, bones) {\n if (!animation) {\n console.error('THREE.AnimationClip: No animation in JSONLoader data.');\n return null;\n }\n\n var addNonemptyTrack = function addNonemptyTrack(trackType, trackName, animationKeys, propertyName, destTracks) {\n // only return track if there are actually keys.\n if (animationKeys.length !== 0) {\n var times = [];\n var values = [];\n AnimationUtils.flattenJSON(animationKeys, times, values, propertyName); // empty keys are filtered out, so check again\n\n if (times.length !== 0) {\n destTracks.push(new trackType(trackName, times, values));\n }\n }\n };\n\n var tracks = [];\n var clipName = animation.name || 'default';\n var fps = animation.fps || 30;\n var blendMode = animation.blendMode; // automatic length determination in AnimationClip.\n\n var duration = animation.length || -1;\n var hierarchyTracks = animation.hierarchy || [];\n\n for (var h = 0; h < hierarchyTracks.length; h++) {\n var animationKeys = hierarchyTracks[h].keys; // skip empty tracks\n\n if (!animationKeys || animationKeys.length === 0) continue; // process morph targets\n\n if (animationKeys[0].morphTargets) {\n // figure out all morph targets used in this track\n var morphTargetNames = {};\n var k = void 0;\n\n for (k = 0; k < animationKeys.length; k++) {\n if (animationKeys[k].morphTargets) {\n for (var m = 0; m < animationKeys[k].morphTargets.length; m++) {\n morphTargetNames[animationKeys[k].morphTargets[m]] = -1;\n }\n }\n } // create a track for each morph target with all zero\n // morphTargetInfluences except for the keys in which\n // the morphTarget is named.\n\n\n for (var morphTargetName in morphTargetNames) {\n var times = [];\n var values = [];\n\n for (var _m = 0; _m !== animationKeys[k].morphTargets.length; ++_m) {\n var animationKey = animationKeys[k];\n times.push(animationKey.time);\n values.push(animationKey.morphTarget === morphTargetName ? 1 : 0);\n }\n\n tracks.push(new NumberKeyframeTrack('.morphTargetInfluence[' + morphTargetName + ']', times, values));\n }\n\n duration = morphTargetNames.length * (fps || 1.0);\n } else {\n // ...assume skeletal animation\n var boneName = '.bones[' + bones[h].name + ']';\n addNonemptyTrack(VectorKeyframeTrack, boneName + '.position', animationKeys, 'pos', tracks);\n addNonemptyTrack(QuaternionKeyframeTrack, boneName + '.quaternion', animationKeys, 'rot', tracks);\n addNonemptyTrack(VectorKeyframeTrack, boneName + '.scale', animationKeys, 'scl', tracks);\n }\n }\n\n if (tracks.length === 0) {\n return null;\n }\n\n var clip = new AnimationClip(clipName, duration, tracks, blendMode);\n return clip;\n }\n});\nObject.assign(AnimationClip.prototype, {\n resetDuration: function resetDuration() {\n var tracks = this.tracks;\n var duration = 0;\n\n for (var _i257 = 0, n = tracks.length; _i257 !== n; ++_i257) {\n var track = this.tracks[_i257];\n duration = Math.max(duration, track.times[track.times.length - 1]);\n }\n\n this.duration = duration;\n return this;\n },\n trim: function trim() {\n for (var _i258 = 0; _i258 < this.tracks.length; _i258++) {\n this.tracks[_i258].trim(0, this.duration);\n }\n\n return this;\n },\n validate: function validate() {\n var valid = true;\n\n for (var _i259 = 0; _i259 < this.tracks.length; _i259++) {\n valid = valid && this.tracks[_i259].validate();\n }\n\n return valid;\n },\n optimize: function optimize() {\n for (var _i260 = 0; _i260 < this.tracks.length; _i260++) {\n this.tracks[_i260].optimize();\n }\n\n return this;\n },\n clone: function clone() {\n var tracks = [];\n\n for (var _i261 = 0; _i261 < this.tracks.length; _i261++) {\n tracks.push(this.tracks[_i261].clone());\n }\n\n return new AnimationClip(this.name, this.duration, tracks, this.blendMode);\n }\n});\nvar Cache = {\n enabled: false,\n files: {},\n add: function add(key, file) {\n if (this.enabled === false) return; // console.log( 'THREE.Cache', 'Adding key:', key );\n\n this.files[key] = file;\n },\n get: function get(key) {\n if (this.enabled === false) return; // console.log( 'THREE.Cache', 'Checking key:', key );\n\n return this.files[key];\n },\n remove: function remove(key) {\n delete this.files[key];\n },\n clear: function clear() {\n this.files = {};\n }\n};\n\nfunction LoadingManager(onLoad, onProgress, onError) {\n var scope = this;\n var isLoading = false;\n var itemsLoaded = 0;\n var itemsTotal = 0;\n var urlModifier = undefined;\n var handlers = []; // Refer to #5689 for the reason why we don't set .onStart\n // in the constructor\n\n this.onStart = undefined;\n this.onLoad = onLoad;\n this.onProgress = onProgress;\n this.onError = onError;\n\n this.itemStart = function (url) {\n itemsTotal++;\n\n if (isLoading === false) {\n if (scope.onStart !== undefined) {\n scope.onStart(url, itemsLoaded, itemsTotal);\n }\n }\n\n isLoading = true;\n };\n\n this.itemEnd = function (url) {\n itemsLoaded++;\n\n if (scope.onProgress !== undefined) {\n scope.onProgress(url, itemsLoaded, itemsTotal);\n }\n\n if (itemsLoaded === itemsTotal) {\n isLoading = false;\n\n if (scope.onLoad !== undefined) {\n scope.onLoad();\n }\n }\n };\n\n this.itemError = function (url) {\n if (scope.onError !== undefined) {\n scope.onError(url);\n }\n };\n\n this.resolveURL = function (url) {\n if (urlModifier) {\n return urlModifier(url);\n }\n\n return url;\n };\n\n this.setURLModifier = function (transform) {\n urlModifier = transform;\n return this;\n };\n\n this.addHandler = function (regex, loader) {\n handlers.push(regex, loader);\n return this;\n };\n\n this.removeHandler = function (regex) {\n var index = handlers.indexOf(regex);\n\n if (index !== -1) {\n handlers.splice(index, 2);\n }\n\n return this;\n };\n\n this.getHandler = function (file) {\n for (var _i262 = 0, l = handlers.length; _i262 < l; _i262 += 2) {\n var regex = handlers[_i262];\n var loader = handlers[_i262 + 1];\n if (regex.global) regex.lastIndex = 0; // see #17920\n\n if (regex.test(file)) {\n return loader;\n }\n }\n\n return null;\n };\n}\n\nvar DefaultLoadingManager = new LoadingManager();\n\nfunction Loader(manager) {\n this.manager = manager !== undefined ? manager : DefaultLoadingManager;\n this.crossOrigin = 'anonymous';\n this.withCredentials = false;\n this.path = '';\n this.resourcePath = '';\n this.requestHeader = {};\n}\n\nObject.assign(Loader.prototype, {\n load: function load()\n /* url, onLoad, onProgress, onError */\n {},\n loadAsync: function loadAsync(url, onProgress) {\n var scope = this;\n return new Promise(function (resolve, reject) {\n scope.load(url, resolve, onProgress, reject);\n });\n },\n parse: function parse()\n /* data */\n {},\n setCrossOrigin: function setCrossOrigin(crossOrigin) {\n this.crossOrigin = crossOrigin;\n return this;\n },\n setWithCredentials: function setWithCredentials(value) {\n this.withCredentials = value;\n return this;\n },\n setPath: function setPath(path) {\n this.path = path;\n return this;\n },\n setResourcePath: function setResourcePath(resourcePath) {\n this.resourcePath = resourcePath;\n return this;\n },\n setRequestHeader: function setRequestHeader(requestHeader) {\n this.requestHeader = requestHeader;\n return this;\n }\n});\nvar loading = {};\n\nfunction FileLoader(manager) {\n Loader.call(this, manager);\n}\n\nFileLoader.prototype = Object.assign(Object.create(Loader.prototype), {\n constructor: FileLoader,\n load: function load(url, onLoad, onProgress, onError) {\n if (url === undefined) url = '';\n if (this.path !== undefined) url = this.path + url;\n url = this.manager.resolveURL(url);\n var scope = this;\n var cached = Cache.get(url);\n\n if (cached !== undefined) {\n scope.manager.itemStart(url);\n setTimeout(function () {\n if (onLoad) onLoad(cached);\n scope.manager.itemEnd(url);\n }, 0);\n return cached;\n } // Check if request is duplicate\n\n\n if (loading[url] !== undefined) {\n loading[url].push({\n onLoad: onLoad,\n onProgress: onProgress,\n onError: onError\n });\n return;\n } // Check for data: URI\n\n\n var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;\n var dataUriRegexResult = url.match(dataUriRegex);\n var request; // Safari can not handle Data URIs through XMLHttpRequest so process manually\n\n if (dataUriRegexResult) {\n var mimeType = dataUriRegexResult[1];\n var isBase64 = !!dataUriRegexResult[2];\n var data = dataUriRegexResult[3];\n data = decodeURIComponent(data);\n if (isBase64) data = atob(data);\n\n try {\n var response;\n var responseType = (this.responseType || '').toLowerCase();\n\n switch (responseType) {\n case 'arraybuffer':\n case 'blob':\n var view = new Uint8Array(data.length);\n\n for (var _i263 = 0; _i263 < data.length; _i263++) {\n view[_i263] = data.charCodeAt(_i263);\n }\n\n if (responseType === 'blob') {\n response = new Blob([view.buffer], {\n type: mimeType\n });\n } else {\n response = view.buffer;\n }\n\n break;\n\n case 'document':\n var parser = new DOMParser();\n response = parser.parseFromString(data, mimeType);\n break;\n\n case 'json':\n response = JSON.parse(data);\n break;\n\n default:\n // 'text' or other\n response = data;\n break;\n } // Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\n\n setTimeout(function () {\n if (onLoad) onLoad(response);\n scope.manager.itemEnd(url);\n }, 0);\n } catch (error) {\n // Wait for next browser tick like standard XMLHttpRequest event dispatching does\n setTimeout(function () {\n if (onError) onError(error);\n scope.manager.itemError(url);\n scope.manager.itemEnd(url);\n }, 0);\n }\n } else {\n // Initialise array for duplicate requests\n loading[url] = [];\n loading[url].push({\n onLoad: onLoad,\n onProgress: onProgress,\n onError: onError\n });\n request = new XMLHttpRequest();\n request.open('GET', url, true);\n request.addEventListener('load', function (event) {\n var response = this.response;\n var callbacks = loading[url];\n delete loading[url];\n\n if (this.status === 200 || this.status === 0) {\n // Some browsers return HTTP Status 0 when using non-http protocol\n // e.g. 'file://' or 'data://'. Handle as success.\n if (this.status === 0) console.warn('THREE.FileLoader: HTTP Status 0 received.'); // Add to cache only on HTTP success, so that we do not cache\n // error response bodies as proper responses to requests.\n\n Cache.add(url, response);\n\n for (var _i264 = 0, il = callbacks.length; _i264 < il; _i264++) {\n var callback = callbacks[_i264];\n if (callback.onLoad) callback.onLoad(response);\n }\n\n scope.manager.itemEnd(url);\n } else {\n for (var _i265 = 0, _il31 = callbacks.length; _i265 < _il31; _i265++) {\n var _callback = callbacks[_i265];\n if (_callback.onError) _callback.onError(event);\n }\n\n scope.manager.itemError(url);\n scope.manager.itemEnd(url);\n }\n }, false);\n request.addEventListener('progress', function (event) {\n var callbacks = loading[url];\n\n for (var _i266 = 0, il = callbacks.length; _i266 < il; _i266++) {\n var callback = callbacks[_i266];\n if (callback.onProgress) callback.onProgress(event);\n }\n }, false);\n request.addEventListener('error', function (event) {\n var callbacks = loading[url];\n delete loading[url];\n\n for (var _i267 = 0, il = callbacks.length; _i267 < il; _i267++) {\n var callback = callbacks[_i267];\n if (callback.onError) callback.onError(event);\n }\n\n scope.manager.itemError(url);\n scope.manager.itemEnd(url);\n }, false);\n request.addEventListener('abort', function (event) {\n var callbacks = loading[url];\n delete loading[url];\n\n for (var _i268 = 0, il = callbacks.length; _i268 < il; _i268++) {\n var callback = callbacks[_i268];\n if (callback.onError) callback.onError(event);\n }\n\n scope.manager.itemError(url);\n scope.manager.itemEnd(url);\n }, false);\n if (this.responseType !== undefined) request.responseType = this.responseType;\n if (this.withCredentials !== undefined) request.withCredentials = this.withCredentials;\n if (request.overrideMimeType) request.overrideMimeType(this.mimeType !== undefined ? this.mimeType : 'text/plain');\n\n for (var header in this.requestHeader) {\n request.setRequestHeader(header, this.requestHeader[header]);\n }\n\n request.send(null);\n }\n\n scope.manager.itemStart(url);\n return request;\n },\n setResponseType: function setResponseType(value) {\n this.responseType = value;\n return this;\n },\n setMimeType: function setMimeType(value) {\n this.mimeType = value;\n return this;\n }\n});\n\nfunction AnimationLoader(manager) {\n Loader.call(this, manager);\n}\n\nAnimationLoader.prototype = Object.assign(Object.create(Loader.prototype), {\n constructor: AnimationLoader,\n load: function load(url, onLoad, onProgress, onError) {\n var scope = this;\n var loader = new FileLoader(scope.manager);\n loader.setPath(scope.path);\n loader.setRequestHeader(scope.requestHeader);\n loader.setWithCredentials(scope.withCredentials);\n loader.load(url, function (text) {\n try {\n onLoad(scope.parse(JSON.parse(text)));\n } catch (e) {\n if (onError) {\n onError(e);\n } else {\n console.error(e);\n }\n\n scope.manager.itemError(url);\n }\n }, onProgress, onError);\n },\n parse: function parse(json) {\n var animations = [];\n\n for (var _i269 = 0; _i269 < json.length; _i269++) {\n var clip = AnimationClip.parse(json[_i269]);\n animations.push(clip);\n }\n\n return animations;\n }\n});\n/**\n * Abstract Base class to block based textures loader (dds, pvr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction CompressedTextureLoader(manager) {\n Loader.call(this, manager);\n}\n\nCompressedTextureLoader.prototype = Object.assign(Object.create(Loader.prototype), {\n constructor: CompressedTextureLoader,\n load: function load(url, onLoad, onProgress, onError) {\n var scope = this;\n var images = [];\n var texture = new CompressedTexture();\n texture.image = images;\n var loader = new FileLoader(this.manager);\n loader.setPath(this.path);\n loader.setResponseType('arraybuffer');\n loader.setRequestHeader(this.requestHeader);\n loader.setWithCredentials(scope.withCredentials);\n var loaded = 0;\n\n function loadTexture(i) {\n loader.load(url[i], function (buffer) {\n var texDatas = scope.parse(buffer, true);\n images[i] = {\n width: texDatas.width,\n height: texDatas.height,\n format: texDatas.format,\n mipmaps: texDatas.mipmaps\n };\n loaded += 1;\n\n if (loaded === 6) {\n if (texDatas.mipmapCount === 1) texture.minFilter = LinearFilter;\n texture.format = texDatas.format;\n texture.needsUpdate = true;\n if (onLoad) onLoad(texture);\n }\n }, onProgress, onError);\n }\n\n if (Array.isArray(url)) {\n for (var _i270 = 0, il = url.length; _i270 < il; ++_i270) {\n loadTexture(_i270);\n }\n } else {\n // compressed cubemap texture stored in a single DDS file\n loader.load(url, function (buffer) {\n var texDatas = scope.parse(buffer, true);\n\n if (texDatas.isCubemap) {\n var faces = texDatas.mipmaps.length / texDatas.mipmapCount;\n\n for (var f = 0; f < faces; f++) {\n images[f] = {\n mipmaps: []\n };\n\n for (var _i271 = 0; _i271 < texDatas.mipmapCount; _i271++) {\n images[f].mipmaps.push(texDatas.mipmaps[f * texDatas.mipmapCount + _i271]);\n images[f].format = texDatas.format;\n images[f].width = texDatas.width;\n images[f].height = texDatas.height;\n }\n }\n } else {\n texture.image.width = texDatas.width;\n texture.image.height = texDatas.height;\n texture.mipmaps = texDatas.mipmaps;\n }\n\n if (texDatas.mipmapCount === 1) {\n texture.minFilter = LinearFilter;\n }\n\n texture.format = texDatas.format;\n texture.needsUpdate = true;\n if (onLoad) onLoad(texture);\n }, onProgress, onError);\n }\n\n return texture;\n }\n});\n\nfunction ImageLoader(manager) {\n Loader.call(this, manager);\n}\n\nImageLoader.prototype = Object.assign(Object.create(Loader.prototype), {\n constructor: ImageLoader,\n load: function load(url, onLoad, onProgress, onError) {\n if (this.path !== undefined) url = this.path + url;\n url = this.manager.resolveURL(url);\n var scope = this;\n var cached = Cache.get(url);\n\n if (cached !== undefined) {\n scope.manager.itemStart(url);\n setTimeout(function () {\n if (onLoad) onLoad(cached);\n scope.manager.itemEnd(url);\n }, 0);\n return cached;\n }\n\n var image = document.createElementNS('http://www.w3.org/1999/xhtml', 'img');\n\n function onImageLoad() {\n image.removeEventListener('load', onImageLoad, false);\n image.removeEventListener('error', onImageError, false);\n Cache.add(url, this);\n if (onLoad) onLoad(this);\n scope.manager.itemEnd(url);\n }\n\n function onImageError(event) {\n image.removeEventListener('load', onImageLoad, false);\n image.removeEventListener('error', onImageError, false);\n if (onError) onError(event);\n scope.manager.itemError(url);\n scope.manager.itemEnd(url);\n }\n\n image.addEventListener('load', onImageLoad, false);\n image.addEventListener('error', onImageError, false);\n\n if (url.substr(0, 5) !== 'data:') {\n if (this.crossOrigin !== undefined) image.crossOrigin = this.crossOrigin;\n }\n\n scope.manager.itemStart(url);\n image.src = url;\n return image;\n }\n});\n\nfunction CubeTextureLoader(manager) {\n Loader.call(this, manager);\n}\n\nCubeTextureLoader.prototype = Object.assign(Object.create(Loader.prototype), {\n constructor: CubeTextureLoader,\n load: function load(urls, onLoad, onProgress, onError) {\n var texture = new CubeTexture();\n var loader = new ImageLoader(this.manager);\n loader.setCrossOrigin(this.crossOrigin);\n loader.setPath(this.path);\n var loaded = 0;\n\n function loadTexture(i) {\n loader.load(urls[i], function (image) {\n texture.images[i] = image;\n loaded++;\n\n if (loaded === 6) {\n texture.needsUpdate = true;\n if (onLoad) onLoad(texture);\n }\n }, undefined, onError);\n }\n\n for (var _i272 = 0; _i272 < urls.length; ++_i272) {\n loadTexture(_i272);\n }\n\n return texture;\n }\n});\n/**\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction DataTextureLoader(manager) {\n Loader.call(this, manager);\n}\n\nDataTextureLoader.prototype = Object.assign(Object.create(Loader.prototype), {\n constructor: DataTextureLoader,\n load: function load(url, onLoad, onProgress, onError) {\n var scope = this;\n var texture = new DataTexture();\n var loader = new FileLoader(this.manager);\n loader.setResponseType('arraybuffer');\n loader.setRequestHeader(this.requestHeader);\n loader.setPath(this.path);\n loader.setWithCredentials(scope.withCredentials);\n loader.load(url, function (buffer) {\n var texData = scope.parse(buffer);\n if (!texData) return;\n\n if (texData.image !== undefined) {\n texture.image = texData.image;\n } else if (texData.data !== undefined) {\n texture.image.width = texData.width;\n texture.image.height = texData.height;\n texture.image.data = texData.data;\n }\n\n texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;\n texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;\n texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;\n texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;\n texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;\n\n if (texData.format !== undefined) {\n texture.format = texData.format;\n }\n\n if (texData.type !== undefined) {\n texture.type = texData.type;\n }\n\n if (texData.mipmaps !== undefined) {\n texture.mipmaps = texData.mipmaps;\n texture.minFilter = LinearMipmapLinearFilter; // presumably...\n }\n\n if (texData.mipmapCount === 1) {\n texture.minFilter = LinearFilter;\n }\n\n texture.needsUpdate = true;\n if (onLoad) onLoad(texture, texData);\n }, onProgress, onError);\n return texture;\n }\n});\n\nfunction TextureLoader(manager) {\n Loader.call(this, manager);\n}\n\nTextureLoader.prototype = Object.assign(Object.create(Loader.prototype), {\n constructor: TextureLoader,\n load: function load(url, onLoad, onProgress, onError) {\n var texture = new Texture();\n var loader = new ImageLoader(this.manager);\n loader.setCrossOrigin(this.crossOrigin);\n loader.setPath(this.path);\n loader.load(url, function (image) {\n texture.image = image; // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.\n\n var isJPEG = url.search(/\\.jpe?g($|\\?)/i) > 0 || url.search(/^data\\:image\\/jpeg/) === 0;\n texture.format = isJPEG ? RGBFormat : RGBAFormat;\n texture.needsUpdate = true;\n\n if (onLoad !== undefined) {\n onLoad(texture);\n }\n }, onProgress, onError);\n return texture;\n }\n});\n/**\n * Extensible curve object.\n *\n * Some common of curve methods:\n * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )\n * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )\n * .getPoints(), .getSpacedPoints()\n * .getLength()\n * .updateArcLengths()\n *\n * This following curves inherit from THREE.Curve:\n *\n * -- 2D curves --\n * THREE.ArcCurve\n * THREE.CubicBezierCurve\n * THREE.EllipseCurve\n * THREE.LineCurve\n * THREE.QuadraticBezierCurve\n * THREE.SplineCurve\n *\n * -- 3D curves --\n * THREE.CatmullRomCurve3\n * THREE.CubicBezierCurve3\n * THREE.LineCurve3\n * THREE.QuadraticBezierCurve3\n *\n * A series of curves can be represented as a THREE.CurvePath.\n *\n **/\n\nfunction Curve() {\n this.type = 'Curve';\n this.arcLengthDivisions = 200;\n}\n\nObject.assign(Curve.prototype, {\n // Virtual base class method to overwrite and implement in subclasses\n //\t- t [0 .. 1]\n getPoint: function getPoint()\n /* t, optionalTarget */\n {\n console.warn('THREE.Curve: .getPoint() not implemented.');\n return null;\n },\n // Get point at relative position in curve according to arc length\n // - u [0 .. 1]\n getPointAt: function getPointAt(u, optionalTarget) {\n var t = this.getUtoTmapping(u);\n return this.getPoint(t, optionalTarget);\n },\n // Get sequence of points using getPoint( t )\n getPoints: function getPoints(divisions) {\n if (divisions === undefined) divisions = 5;\n var points = [];\n\n for (var d = 0; d <= divisions; d++) {\n points.push(this.getPoint(d / divisions));\n }\n\n return points;\n },\n // Get sequence of points using getPointAt( u )\n getSpacedPoints: function getSpacedPoints(divisions) {\n if (divisions === undefined) divisions = 5;\n var points = [];\n\n for (var d = 0; d <= divisions; d++) {\n points.push(this.getPointAt(d / divisions));\n }\n\n return points;\n },\n // Get total curve arc length\n getLength: function getLength() {\n var lengths = this.getLengths();\n return lengths[lengths.length - 1];\n },\n // Get list of cumulative segment lengths\n getLengths: function getLengths(divisions) {\n if (divisions === undefined) divisions = this.arcLengthDivisions;\n\n if (this.cacheArcLengths && this.cacheArcLengths.length === divisions + 1 && !this.needsUpdate) {\n return this.cacheArcLengths;\n }\n\n this.needsUpdate = false;\n var cache = [];\n var current,\n last = this.getPoint(0);\n var sum = 0;\n cache.push(0);\n\n for (var p = 1; p <= divisions; p++) {\n current = this.getPoint(p / divisions);\n sum += current.distanceTo(last);\n cache.push(sum);\n last = current;\n }\n\n this.cacheArcLengths = cache;\n return cache; // { sums: cache, sum: sum }; Sum is in the last element.\n },\n updateArcLengths: function updateArcLengths() {\n this.needsUpdate = true;\n this.getLengths();\n },\n // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\n getUtoTmapping: function getUtoTmapping(u, distance) {\n var arcLengths = this.getLengths();\n var i = 0;\n var il = arcLengths.length;\n var targetArcLength; // The targeted u distance value to get\n\n if (distance) {\n targetArcLength = distance;\n } else {\n targetArcLength = u * arcLengths[il - 1];\n } // binary search for the index with largest value smaller than target u distance\n\n\n var low = 0,\n high = il - 1,\n comparison;\n\n while (low <= high) {\n i = Math.floor(low + (high - low) / 2); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats\n\n comparison = arcLengths[i] - targetArcLength;\n\n if (comparison < 0) {\n low = i + 1;\n } else if (comparison > 0) {\n high = i - 1;\n } else {\n high = i;\n break; // DONE\n }\n }\n\n i = high;\n\n if (arcLengths[i] === targetArcLength) {\n return i / (il - 1);\n } // we could get finer grain at lengths, or use simple interpolation between two points\n\n\n var lengthBefore = arcLengths[i];\n var lengthAfter = arcLengths[i + 1];\n var segmentLength = lengthAfter - lengthBefore; // determine where we are between the 'before' and 'after' points\n\n var segmentFraction = (targetArcLength - lengthBefore) / segmentLength; // add that fractional amount to t\n\n var t = (i + segmentFraction) / (il - 1);\n return t;\n },\n // Returns a unit vector tangent at t\n // In case any sub curve does not implement its tangent derivation,\n // 2 points a small delta apart will be used to find its gradient\n // which seems to give a reasonable approximation\n getTangent: function getTangent(t, optionalTarget) {\n var delta = 0.0001;\n var t1 = t - delta;\n var t2 = t + delta; // Capping in case of danger\n\n if (t1 < 0) t1 = 0;\n if (t2 > 1) t2 = 1;\n var pt1 = this.getPoint(t1);\n var pt2 = this.getPoint(t2);\n var tangent = optionalTarget || (pt1.isVector2 ? new Vector2() : new Vector3());\n tangent.copy(pt2).sub(pt1).normalize();\n return tangent;\n },\n getTangentAt: function getTangentAt(u, optionalTarget) {\n var t = this.getUtoTmapping(u);\n return this.getTangent(t, optionalTarget);\n },\n computeFrenetFrames: function computeFrenetFrames(segments, closed) {\n // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n var normal = new Vector3();\n var tangents = [];\n var normals = [];\n var binormals = [];\n var vec = new Vector3();\n var mat = new Matrix4(); // compute the tangent vectors for each segment on the curve\n\n for (var _i273 = 0; _i273 <= segments; _i273++) {\n var u = _i273 / segments;\n tangents[_i273] = this.getTangentAt(u, new Vector3());\n\n tangents[_i273].normalize();\n } // select an initial normal vector perpendicular to the first tangent vector,\n // and in the direction of the minimum tangent xyz component\n\n\n normals[0] = new Vector3();\n binormals[0] = new Vector3();\n var min = Number.MAX_VALUE;\n var tx = Math.abs(tangents[0].x);\n var ty = Math.abs(tangents[0].y);\n var tz = Math.abs(tangents[0].z);\n\n if (tx <= min) {\n min = tx;\n normal.set(1, 0, 0);\n }\n\n if (ty <= min) {\n min = ty;\n normal.set(0, 1, 0);\n }\n\n if (tz <= min) {\n normal.set(0, 0, 1);\n }\n\n vec.crossVectors(tangents[0], normal).normalize();\n normals[0].crossVectors(tangents[0], vec);\n binormals[0].crossVectors(tangents[0], normals[0]); // compute the slowly-varying normal and binormal vectors for each segment on the curve\n\n for (var _i274 = 1; _i274 <= segments; _i274++) {\n normals[_i274] = normals[_i274 - 1].clone();\n binormals[_i274] = binormals[_i274 - 1].clone();\n vec.crossVectors(tangents[_i274 - 1], tangents[_i274]);\n\n if (vec.length() > Number.EPSILON) {\n vec.normalize();\n var theta = Math.acos(MathUtils.clamp(tangents[_i274 - 1].dot(tangents[_i274]), -1, 1)); // clamp for floating pt errors\n\n normals[_i274].applyMatrix4(mat.makeRotationAxis(vec, theta));\n }\n\n binormals[_i274].crossVectors(tangents[_i274], normals[_i274]);\n } // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\n\n\n if (closed === true) {\n var _theta = Math.acos(MathUtils.clamp(normals[0].dot(normals[segments]), -1, 1));\n\n _theta /= segments;\n\n if (tangents[0].dot(vec.crossVectors(normals[0], normals[segments])) > 0) {\n _theta = -_theta;\n }\n\n for (var _i275 = 1; _i275 <= segments; _i275++) {\n // twist a little...\n normals[_i275].applyMatrix4(mat.makeRotationAxis(tangents[_i275], _theta * _i275));\n\n binormals[_i275].crossVectors(tangents[_i275], normals[_i275]);\n }\n }\n\n return {\n tangents: tangents,\n normals: normals,\n binormals: binormals\n };\n },\n clone: function clone() {\n return new this.constructor().copy(this);\n },\n copy: function copy(source) {\n this.arcLengthDivisions = source.arcLengthDivisions;\n return this;\n },\n toJSON: function toJSON() {\n var data = {\n metadata: {\n version: 4.5,\n type: 'Curve',\n generator: 'Curve.toJSON'\n }\n };\n data.arcLengthDivisions = this.arcLengthDivisions;\n data.type = this.type;\n return data;\n },\n fromJSON: function fromJSON(json) {\n this.arcLengthDivisions = json.arcLengthDivisions;\n return this;\n }\n});\n\nfunction EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {\n Curve.call(this);\n this.type = 'EllipseCurve';\n this.aX = aX || 0;\n this.aY = aY || 0;\n this.xRadius = xRadius || 1;\n this.yRadius = yRadius || 1;\n this.aStartAngle = aStartAngle || 0;\n this.aEndAngle = aEndAngle || 2 * Math.PI;\n this.aClockwise = aClockwise || false;\n this.aRotation = aRotation || 0;\n}\n\nEllipseCurve.prototype = Object.create(Curve.prototype);\nEllipseCurve.prototype.constructor = EllipseCurve;\nEllipseCurve.prototype.isEllipseCurve = true;\n\nEllipseCurve.prototype.getPoint = function (t, optionalTarget) {\n var point = optionalTarget || new Vector2();\n var twoPi = Math.PI * 2;\n var deltaAngle = this.aEndAngle - this.aStartAngle;\n var samePoints = Math.abs(deltaAngle) < Number.EPSILON; // ensures that deltaAngle is 0 .. 2 PI\n\n while (deltaAngle < 0) {\n deltaAngle += twoPi;\n }\n\n while (deltaAngle > twoPi) {\n deltaAngle -= twoPi;\n }\n\n if (deltaAngle < Number.EPSILON) {\n if (samePoints) {\n deltaAngle = 0;\n } else {\n deltaAngle = twoPi;\n }\n }\n\n if (this.aClockwise === true && !samePoints) {\n if (deltaAngle === twoPi) {\n deltaAngle = -twoPi;\n } else {\n deltaAngle = deltaAngle - twoPi;\n }\n }\n\n var angle = this.aStartAngle + t * deltaAngle;\n var x = this.aX + this.xRadius * Math.cos(angle);\n var y = this.aY + this.yRadius * Math.sin(angle);\n\n if (this.aRotation !== 0) {\n var cos = Math.cos(this.aRotation);\n var sin = Math.sin(this.aRotation);\n var tx = x - this.aX;\n var ty = y - this.aY; // Rotate the point about the center of the ellipse.\n\n x = tx * cos - ty * sin + this.aX;\n y = tx * sin + ty * cos + this.aY;\n }\n\n return point.set(x, y);\n};\n\nEllipseCurve.prototype.copy = function (source) {\n Curve.prototype.copy.call(this, source);\n this.aX = source.aX;\n this.aY = source.aY;\n this.xRadius = source.xRadius;\n this.yRadius = source.yRadius;\n this.aStartAngle = source.aStartAngle;\n this.aEndAngle = source.aEndAngle;\n this.aClockwise = source.aClockwise;\n this.aRotation = source.aRotation;\n return this;\n};\n\nEllipseCurve.prototype.toJSON = function () {\n var data = Curve.prototype.toJSON.call(this);\n data.aX = this.aX;\n data.aY = this.aY;\n data.xRadius = this.xRadius;\n data.yRadius = this.yRadius;\n data.aStartAngle = this.aStartAngle;\n data.aEndAngle = this.aEndAngle;\n data.aClockwise = this.aClockwise;\n data.aRotation = this.aRotation;\n return data;\n};\n\nEllipseCurve.prototype.fromJSON = function (json) {\n Curve.prototype.fromJSON.call(this, json);\n this.aX = json.aX;\n this.aY = json.aY;\n this.xRadius = json.xRadius;\n this.yRadius = json.yRadius;\n this.aStartAngle = json.aStartAngle;\n this.aEndAngle = json.aEndAngle;\n this.aClockwise = json.aClockwise;\n this.aRotation = json.aRotation;\n return this;\n};\n\nfunction ArcCurve(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {\n EllipseCurve.call(this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);\n this.type = 'ArcCurve';\n}\n\nArcCurve.prototype = Object.create(EllipseCurve.prototype);\nArcCurve.prototype.constructor = ArcCurve;\nArcCurve.prototype.isArcCurve = true;\n/**\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */\n\n/*\nBased on an optimized c++ solution in\n - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n - http://ideone.com/NoEbVM\n\nThis CubicPoly class could be used for reusing some variables and calculations,\nbut for three.js curve use, it could be possible inlined and flatten into a single function call\nwhich can be placed in CurveUtils.\n*/\n\nfunction CubicPoly() {\n var c0 = 0,\n c1 = 0,\n c2 = 0,\n c3 = 0;\n /*\n * Compute coefficients for a cubic polynomial\n * p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n * such that\n * p(0) = x0, p(1) = x1\n * and\n * p'(0) = t0, p'(1) = t1.\n */\n\n function init(x0, x1, t0, t1) {\n c0 = x0;\n c1 = t0;\n c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;\n c3 = 2 * x0 - 2 * x1 + t0 + t1;\n }\n\n return {\n initCatmullRom: function initCatmullRom(x0, x1, x2, x3, tension) {\n init(x1, x2, tension * (x2 - x0), tension * (x3 - x1));\n },\n initNonuniformCatmullRom: function initNonuniformCatmullRom(x0, x1, x2, x3, dt0, dt1, dt2) {\n // compute tangents when parameterized in [t1,t2]\n var t1 = (x1 - x0) / dt0 - (x2 - x0) / (dt0 + dt1) + (x2 - x1) / dt1;\n var t2 = (x2 - x1) / dt1 - (x3 - x1) / (dt1 + dt2) + (x3 - x2) / dt2; // rescale tangents for parametrization in [0,1]\n\n t1 *= dt1;\n t2 *= dt1;\n init(x1, x2, t1, t2);\n },\n calc: function calc(t) {\n var t2 = t * t;\n var t3 = t2 * t;\n return c0 + c1 * t + c2 * t2 + c3 * t3;\n }\n };\n} //\n\n\nvar tmp = new Vector3();\nvar px = new CubicPoly(),\n py = new CubicPoly(),\n pz = new CubicPoly();\n\nfunction CatmullRomCurve3(points, closed, curveType, tension) {\n Curve.call(this);\n this.type = 'CatmullRomCurve3';\n this.points = points || [];\n this.closed = closed || false;\n this.curveType = curveType || 'centripetal';\n this.tension = tension !== undefined ? tension : 0.5;\n}\n\nCatmullRomCurve3.prototype = Object.create(Curve.prototype);\nCatmullRomCurve3.prototype.constructor = CatmullRomCurve3;\nCatmullRomCurve3.prototype.isCatmullRomCurve3 = true;\n\nCatmullRomCurve3.prototype.getPoint = function (t, optionalTarget) {\n var point = optionalTarget || new Vector3();\n var points = this.points;\n var l = points.length;\n var p = (l - (this.closed ? 0 : 1)) * t;\n var intPoint = Math.floor(p);\n var weight = p - intPoint;\n\n if (this.closed) {\n intPoint += intPoint > 0 ? 0 : (Math.floor(Math.abs(intPoint) / l) + 1) * l;\n } else if (weight === 0 && intPoint === l - 1) {\n intPoint = l - 2;\n weight = 1;\n }\n\n var p0, p3; // 4 points (p1 & p2 defined below)\n\n if (this.closed || intPoint > 0) {\n p0 = points[(intPoint - 1) % l];\n } else {\n // extrapolate first point\n tmp.subVectors(points[0], points[1]).add(points[0]);\n p0 = tmp;\n }\n\n var p1 = points[intPoint % l];\n var p2 = points[(intPoint + 1) % l];\n\n if (this.closed || intPoint + 2 < l) {\n p3 = points[(intPoint + 2) % l];\n } else {\n // extrapolate last point\n tmp.subVectors(points[l - 1], points[l - 2]).add(points[l - 1]);\n p3 = tmp;\n }\n\n if (this.curveType === 'centripetal' || this.curveType === 'chordal') {\n // init Centripetal / Chordal Catmull-Rom\n var pow = this.curveType === 'chordal' ? 0.5 : 0.25;\n var dt0 = Math.pow(p0.distanceToSquared(p1), pow);\n var dt1 = Math.pow(p1.distanceToSquared(p2), pow);\n var dt2 = Math.pow(p2.distanceToSquared(p3), pow); // safety check for repeated points\n\n if (dt1 < 1e-4) dt1 = 1.0;\n if (dt0 < 1e-4) dt0 = dt1;\n if (dt2 < 1e-4) dt2 = dt1;\n px.initNonuniformCatmullRom(p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2);\n py.initNonuniformCatmullRom(p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2);\n pz.initNonuniformCatmullRom(p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2);\n } else if (this.curveType === 'catmullrom') {\n px.initCatmullRom(p0.x, p1.x, p2.x, p3.x, this.tension);\n py.initCatmullRom(p0.y, p1.y, p2.y, p3.y, this.tension);\n pz.initCatmullRom(p0.z, p1.z, p2.z, p3.z, this.tension);\n }\n\n point.set(px.calc(weight), py.calc(weight), pz.calc(weight));\n return point;\n};\n\nCatmullRomCurve3.prototype.copy = function (source) {\n Curve.prototype.copy.call(this, source);\n this.points = [];\n\n for (var _i276 = 0, l = source.points.length; _i276 < l; _i276++) {\n var point = source.points[_i276];\n this.points.push(point.clone());\n }\n\n this.closed = source.closed;\n this.curveType = source.curveType;\n this.tension = source.tension;\n return this;\n};\n\nCatmullRomCurve3.prototype.toJSON = function () {\n var data = Curve.prototype.toJSON.call(this);\n data.points = [];\n\n for (var _i277 = 0, l = this.points.length; _i277 < l; _i277++) {\n var point = this.points[_i277];\n data.points.push(point.toArray());\n }\n\n data.closed = this.closed;\n data.curveType = this.curveType;\n data.tension = this.tension;\n return data;\n};\n\nCatmullRomCurve3.prototype.fromJSON = function (json) {\n Curve.prototype.fromJSON.call(this, json);\n this.points = [];\n\n for (var _i278 = 0, l = json.points.length; _i278 < l; _i278++) {\n var point = json.points[_i278];\n this.points.push(new Vector3().fromArray(point));\n }\n\n this.closed = json.closed;\n this.curveType = json.curveType;\n this.tension = json.tension;\n return this;\n};\n/**\n * Bezier Curves formulas obtained from\n * http://en.wikipedia.org/wiki/Bézier_curve\n */\n\n\nfunction CatmullRom(t, p0, p1, p2, p3) {\n var v0 = (p2 - p0) * 0.5;\n var v1 = (p3 - p1) * 0.5;\n var t2 = t * t;\n var t3 = t * t2;\n return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;\n} //\n\n\nfunction QuadraticBezierP0(t, p) {\n var k = 1 - t;\n return k * k * p;\n}\n\nfunction QuadraticBezierP1(t, p) {\n return 2 * (1 - t) * t * p;\n}\n\nfunction QuadraticBezierP2(t, p) {\n return t * t * p;\n}\n\nfunction QuadraticBezier(t, p0, p1, p2) {\n return QuadraticBezierP0(t, p0) + QuadraticBezierP1(t, p1) + QuadraticBezierP2(t, p2);\n} //\n\n\nfunction CubicBezierP0(t, p) {\n var k = 1 - t;\n return k * k * k * p;\n}\n\nfunction CubicBezierP1(t, p) {\n var k = 1 - t;\n return 3 * k * k * t * p;\n}\n\nfunction CubicBezierP2(t, p) {\n return 3 * (1 - t) * t * t * p;\n}\n\nfunction CubicBezierP3(t, p) {\n return t * t * t * p;\n}\n\nfunction CubicBezier(t, p0, p1, p2, p3) {\n return CubicBezierP0(t, p0) + CubicBezierP1(t, p1) + CubicBezierP2(t, p2) + CubicBezierP3(t, p3);\n}\n\nfunction CubicBezierCurve(v0, v1, v2, v3) {\n Curve.call(this);\n this.type = 'CubicBezierCurve';\n this.v0 = v0 || new Vector2();\n this.v1 = v1 || new Vector2();\n this.v2 = v2 || new Vector2();\n this.v3 = v3 || new Vector2();\n}\n\nCubicBezierCurve.prototype = Object.create(Curve.prototype);\nCubicBezierCurve.prototype.constructor = CubicBezierCurve;\nCubicBezierCurve.prototype.isCubicBezierCurve = true;\n\nCubicBezierCurve.prototype.getPoint = function (t, optionalTarget) {\n var point = optionalTarget || new Vector2();\n var v0 = this.v0,\n v1 = this.v1,\n v2 = this.v2,\n v3 = this.v3;\n point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y));\n return point;\n};\n\nCubicBezierCurve.prototype.copy = function (source) {\n Curve.prototype.copy.call(this, source);\n this.v0.copy(source.v0);\n this.v1.copy(source.v1);\n this.v2.copy(source.v2);\n this.v3.copy(source.v3);\n return this;\n};\n\nCubicBezierCurve.prototype.toJSON = function () {\n var data = Curve.prototype.toJSON.call(this);\n data.v0 = this.v0.toArray();\n data.v1 = this.v1.toArray();\n data.v2 = this.v2.toArray();\n data.v3 = this.v3.toArray();\n return data;\n};\n\nCubicBezierCurve.prototype.fromJSON = function (json) {\n Curve.prototype.fromJSON.call(this, json);\n this.v0.fromArray(json.v0);\n this.v1.fromArray(json.v1);\n this.v2.fromArray(json.v2);\n this.v3.fromArray(json.v3);\n return this;\n};\n\nfunction CubicBezierCurve3(v0, v1, v2, v3) {\n Curve.call(this);\n this.type = 'CubicBezierCurve3';\n this.v0 = v0 || new Vector3();\n this.v1 = v1 || new Vector3();\n this.v2 = v2 || new Vector3();\n this.v3 = v3 || new Vector3();\n}\n\nCubicBezierCurve3.prototype = Object.create(Curve.prototype);\nCubicBezierCurve3.prototype.constructor = CubicBezierCurve3;\nCubicBezierCurve3.prototype.isCubicBezierCurve3 = true;\n\nCubicBezierCurve3.prototype.getPoint = function (t, optionalTarget) {\n var point = optionalTarget || new Vector3();\n var v0 = this.v0,\n v1 = this.v1,\n v2 = this.v2,\n v3 = this.v3;\n point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y), CubicBezier(t, v0.z, v1.z, v2.z, v3.z));\n return point;\n};\n\nCubicBezierCurve3.prototype.copy = function (source) {\n Curve.prototype.copy.call(this, source);\n this.v0.copy(source.v0);\n this.v1.copy(source.v1);\n this.v2.copy(source.v2);\n this.v3.copy(source.v3);\n return this;\n};\n\nCubicBezierCurve3.prototype.toJSON = function () {\n var data = Curve.prototype.toJSON.call(this);\n data.v0 = this.v0.toArray();\n data.v1 = this.v1.toArray();\n data.v2 = this.v2.toArray();\n data.v3 = this.v3.toArray();\n return data;\n};\n\nCubicBezierCurve3.prototype.fromJSON = function (json) {\n Curve.prototype.fromJSON.call(this, json);\n this.v0.fromArray(json.v0);\n this.v1.fromArray(json.v1);\n this.v2.fromArray(json.v2);\n this.v3.fromArray(json.v3);\n return this;\n};\n\nfunction LineCurve(v1, v2) {\n Curve.call(this);\n this.type = 'LineCurve';\n this.v1 = v1 || new Vector2();\n this.v2 = v2 || new Vector2();\n}\n\nLineCurve.prototype = Object.create(Curve.prototype);\nLineCurve.prototype.constructor = LineCurve;\nLineCurve.prototype.isLineCurve = true;\n\nLineCurve.prototype.getPoint = function (t, optionalTarget) {\n var point = optionalTarget || new Vector2();\n\n if (t === 1) {\n point.copy(this.v2);\n } else {\n point.copy(this.v2).sub(this.v1);\n point.multiplyScalar(t).add(this.v1);\n }\n\n return point;\n}; // Line curve is linear, so we can overwrite default getPointAt\n\n\nLineCurve.prototype.getPointAt = function (u, optionalTarget) {\n return this.getPoint(u, optionalTarget);\n};\n\nLineCurve.prototype.getTangent = function (t, optionalTarget) {\n var tangent = optionalTarget || new Vector2();\n tangent.copy(this.v2).sub(this.v1).normalize();\n return tangent;\n};\n\nLineCurve.prototype.copy = function (source) {\n Curve.prototype.copy.call(this, source);\n this.v1.copy(source.v1);\n this.v2.copy(source.v2);\n return this;\n};\n\nLineCurve.prototype.toJSON = function () {\n var data = Curve.prototype.toJSON.call(this);\n data.v1 = this.v1.toArray();\n data.v2 = this.v2.toArray();\n return data;\n};\n\nLineCurve.prototype.fromJSON = function (json) {\n Curve.prototype.fromJSON.call(this, json);\n this.v1.fromArray(json.v1);\n this.v2.fromArray(json.v2);\n return this;\n};\n\nfunction LineCurve3(v1, v2) {\n Curve.call(this);\n this.type = 'LineCurve3';\n this.v1 = v1 || new Vector3();\n this.v2 = v2 || new Vector3();\n}\n\nLineCurve3.prototype = Object.create(Curve.prototype);\nLineCurve3.prototype.constructor = LineCurve3;\nLineCurve3.prototype.isLineCurve3 = true;\n\nLineCurve3.prototype.getPoint = function (t, optionalTarget) {\n var point = optionalTarget || new Vector3();\n\n if (t === 1) {\n point.copy(this.v2);\n } else {\n point.copy(this.v2).sub(this.v1);\n point.multiplyScalar(t).add(this.v1);\n }\n\n return point;\n}; // Line curve is linear, so we can overwrite default getPointAt\n\n\nLineCurve3.prototype.getPointAt = function (u, optionalTarget) {\n return this.getPoint(u, optionalTarget);\n};\n\nLineCurve3.prototype.copy = function (source) {\n Curve.prototype.copy.call(this, source);\n this.v1.copy(source.v1);\n this.v2.copy(source.v2);\n return this;\n};\n\nLineCurve3.prototype.toJSON = function () {\n var data = Curve.prototype.toJSON.call(this);\n data.v1 = this.v1.toArray();\n data.v2 = this.v2.toArray();\n return data;\n};\n\nLineCurve3.prototype.fromJSON = function (json) {\n Curve.prototype.fromJSON.call(this, json);\n this.v1.fromArray(json.v1);\n this.v2.fromArray(json.v2);\n return this;\n};\n\nfunction QuadraticBezierCurve(v0, v1, v2) {\n Curve.call(this);\n this.type = 'QuadraticBezierCurve';\n this.v0 = v0 || new Vector2();\n this.v1 = v1 || new Vector2();\n this.v2 = v2 || new Vector2();\n}\n\nQuadraticBezierCurve.prototype = Object.create(Curve.prototype);\nQuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;\nQuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;\n\nQuadraticBezierCurve.prototype.getPoint = function (t, optionalTarget) {\n var point = optionalTarget || new Vector2();\n var v0 = this.v0,\n v1 = this.v1,\n v2 = this.v2;\n point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y));\n return point;\n};\n\nQuadraticBezierCurve.prototype.copy = function (source) {\n Curve.prototype.copy.call(this, source);\n this.v0.copy(source.v0);\n this.v1.copy(source.v1);\n this.v2.copy(source.v2);\n return this;\n};\n\nQuadraticBezierCurve.prototype.toJSON = function () {\n var data = Curve.prototype.toJSON.call(this);\n data.v0 = this.v0.toArray();\n data.v1 = this.v1.toArray();\n data.v2 = this.v2.toArray();\n return data;\n};\n\nQuadraticBezierCurve.prototype.fromJSON = function (json) {\n Curve.prototype.fromJSON.call(this, json);\n this.v0.fromArray(json.v0);\n this.v1.fromArray(json.v1);\n this.v2.fromArray(json.v2);\n return this;\n};\n\nfunction QuadraticBezierCurve3(v0, v1, v2) {\n Curve.call(this);\n this.type = 'QuadraticBezierCurve3';\n this.v0 = v0 || new Vector3();\n this.v1 = v1 || new Vector3();\n this.v2 = v2 || new Vector3();\n}\n\nQuadraticBezierCurve3.prototype = Object.create(Curve.prototype);\nQuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;\nQuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;\n\nQuadraticBezierCurve3.prototype.getPoint = function (t, optionalTarget) {\n var point = optionalTarget || new Vector3();\n var v0 = this.v0,\n v1 = this.v1,\n v2 = this.v2;\n point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y), QuadraticBezier(t, v0.z, v1.z, v2.z));\n return point;\n};\n\nQuadraticBezierCurve3.prototype.copy = function (source) {\n Curve.prototype.copy.call(this, source);\n this.v0.copy(source.v0);\n this.v1.copy(source.v1);\n this.v2.copy(source.v2);\n return this;\n};\n\nQuadraticBezierCurve3.prototype.toJSON = function () {\n var data = Curve.prototype.toJSON.call(this);\n data.v0 = this.v0.toArray();\n data.v1 = this.v1.toArray();\n data.v2 = this.v2.toArray();\n return data;\n};\n\nQuadraticBezierCurve3.prototype.fromJSON = function (json) {\n Curve.prototype.fromJSON.call(this, json);\n this.v0.fromArray(json.v0);\n this.v1.fromArray(json.v1);\n this.v2.fromArray(json.v2);\n return this;\n};\n\nfunction SplineCurve(points) {\n Curve.call(this);\n this.type = 'SplineCurve';\n this.points = points || [];\n}\n\nSplineCurve.prototype = Object.create(Curve.prototype);\nSplineCurve.prototype.constructor = SplineCurve;\nSplineCurve.prototype.isSplineCurve = true;\n\nSplineCurve.prototype.getPoint = function (t, optionalTarget) {\n var point = optionalTarget || new Vector2();\n var points = this.points;\n var p = (points.length - 1) * t;\n var intPoint = Math.floor(p);\n var weight = p - intPoint;\n var p0 = points[intPoint === 0 ? intPoint : intPoint - 1];\n var p1 = points[intPoint];\n var p2 = points[intPoint > points.length - 2 ? points.length - 1 : intPoint + 1];\n var p3 = points[intPoint > points.length - 3 ? points.length - 1 : intPoint + 2];\n point.set(CatmullRom(weight, p0.x, p1.x, p2.x, p3.x), CatmullRom(weight, p0.y, p1.y, p2.y, p3.y));\n return point;\n};\n\nSplineCurve.prototype.copy = function (source) {\n Curve.prototype.copy.call(this, source);\n this.points = [];\n\n for (var _i279 = 0, l = source.points.length; _i279 < l; _i279++) {\n var point = source.points[_i279];\n this.points.push(point.clone());\n }\n\n return this;\n};\n\nSplineCurve.prototype.toJSON = function () {\n var data = Curve.prototype.toJSON.call(this);\n data.points = [];\n\n for (var _i280 = 0, l = this.points.length; _i280 < l; _i280++) {\n var point = this.points[_i280];\n data.points.push(point.toArray());\n }\n\n return data;\n};\n\nSplineCurve.prototype.fromJSON = function (json) {\n Curve.prototype.fromJSON.call(this, json);\n this.points = [];\n\n for (var _i281 = 0, l = json.points.length; _i281 < l; _i281++) {\n var point = json.points[_i281];\n this.points.push(new Vector2().fromArray(point));\n }\n\n return this;\n};\n\nvar Curves = /*#__PURE__*/Object.freeze({\n __proto__: null,\n ArcCurve: ArcCurve,\n CatmullRomCurve3: CatmullRomCurve3,\n CubicBezierCurve: CubicBezierCurve,\n CubicBezierCurve3: CubicBezierCurve3,\n EllipseCurve: EllipseCurve,\n LineCurve: LineCurve,\n LineCurve3: LineCurve3,\n QuadraticBezierCurve: QuadraticBezierCurve,\n QuadraticBezierCurve3: QuadraticBezierCurve3,\n SplineCurve: SplineCurve\n});\n/**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n * curves, but retains the api of a curve\n **************************************************************/\n\nfunction CurvePath() {\n Curve.call(this);\n this.type = 'CurvePath';\n this.curves = [];\n this.autoClose = false; // Automatically closes the path\n}\n\nCurvePath.prototype = Object.assign(Object.create(Curve.prototype), {\n constructor: CurvePath,\n add: function add(curve) {\n this.curves.push(curve);\n },\n closePath: function closePath() {\n // Add a line curve if start and end of lines are not connected\n var startPoint = this.curves[0].getPoint(0);\n var endPoint = this.curves[this.curves.length - 1].getPoint(1);\n\n if (!startPoint.equals(endPoint)) {\n this.curves.push(new LineCurve(endPoint, startPoint));\n }\n },\n // To get accurate point with reference to\n // entire path distance at time t,\n // following has to be done:\n // 1. Length of each sub path have to be known\n // 2. Locate and identify type of curve\n // 3. Get t for the curve\n // 4. Return curve.getPointAt(t')\n getPoint: function getPoint(t) {\n var d = t * this.getLength();\n var curveLengths = this.getCurveLengths();\n var i = 0; // To think about boundaries points.\n\n while (i < curveLengths.length) {\n if (curveLengths[i] >= d) {\n var diff = curveLengths[i] - d;\n var curve = this.curves[i];\n var segmentLength = curve.getLength();\n var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n return curve.getPointAt(u);\n }\n\n i++;\n }\n\n return null; // loop where sum != 0, sum > d , sum+1 1 && !points[points.length - 1].equals(points[0])) {\n points.push(points[0]);\n }\n\n return points;\n },\n copy: function copy(source) {\n Curve.prototype.copy.call(this, source);\n this.curves = [];\n\n for (var _i285 = 0, l = source.curves.length; _i285 < l; _i285++) {\n var curve = source.curves[_i285];\n this.curves.push(curve.clone());\n }\n\n this.autoClose = source.autoClose;\n return this;\n },\n toJSON: function toJSON() {\n var data = Curve.prototype.toJSON.call(this);\n data.autoClose = this.autoClose;\n data.curves = [];\n\n for (var _i286 = 0, l = this.curves.length; _i286 < l; _i286++) {\n var curve = this.curves[_i286];\n data.curves.push(curve.toJSON());\n }\n\n return data;\n },\n fromJSON: function fromJSON(json) {\n Curve.prototype.fromJSON.call(this, json);\n this.autoClose = json.autoClose;\n this.curves = [];\n\n for (var _i287 = 0, l = json.curves.length; _i287 < l; _i287++) {\n var curve = json.curves[_i287];\n this.curves.push(new Curves[curve.type]().fromJSON(curve));\n }\n\n return this;\n }\n});\n\nfunction Path(points) {\n CurvePath.call(this);\n this.type = 'Path';\n this.currentPoint = new Vector2();\n\n if (points) {\n this.setFromPoints(points);\n }\n}\n\nPath.prototype = Object.assign(Object.create(CurvePath.prototype), {\n constructor: Path,\n setFromPoints: function setFromPoints(points) {\n this.moveTo(points[0].x, points[0].y);\n\n for (var _i288 = 1, l = points.length; _i288 < l; _i288++) {\n this.lineTo(points[_i288].x, points[_i288].y);\n }\n\n return this;\n },\n moveTo: function moveTo(x, y) {\n this.currentPoint.set(x, y); // TODO consider referencing vectors instead of copying?\n\n return this;\n },\n lineTo: function lineTo(x, y) {\n var curve = new LineCurve(this.currentPoint.clone(), new Vector2(x, y));\n this.curves.push(curve);\n this.currentPoint.set(x, y);\n return this;\n },\n quadraticCurveTo: function quadraticCurveTo(aCPx, aCPy, aX, aY) {\n var curve = new QuadraticBezierCurve(this.currentPoint.clone(), new Vector2(aCPx, aCPy), new Vector2(aX, aY));\n this.curves.push(curve);\n this.currentPoint.set(aX, aY);\n return this;\n },\n bezierCurveTo: function bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {\n var curve = new CubicBezierCurve(this.currentPoint.clone(), new Vector2(aCP1x, aCP1y), new Vector2(aCP2x, aCP2y), new Vector2(aX, aY));\n this.curves.push(curve);\n this.currentPoint.set(aX, aY);\n return this;\n },\n splineThru: function splineThru(pts\n /*Array of Vector*/\n ) {\n var npts = [this.currentPoint.clone()].concat(pts);\n var curve = new SplineCurve(npts);\n this.curves.push(curve);\n this.currentPoint.copy(pts[pts.length - 1]);\n return this;\n },\n arc: function arc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {\n var x0 = this.currentPoint.x;\n var y0 = this.currentPoint.y;\n this.absarc(aX + x0, aY + y0, aRadius, aStartAngle, aEndAngle, aClockwise);\n return this;\n },\n absarc: function absarc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {\n this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);\n return this;\n },\n ellipse: function ellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {\n var x0 = this.currentPoint.x;\n var y0 = this.currentPoint.y;\n this.absellipse(aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);\n return this;\n },\n absellipse: function absellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {\n var curve = new EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);\n\n if (this.curves.length > 0) {\n // if a previous curve is present, attempt to join\n var firstPoint = curve.getPoint(0);\n\n if (!firstPoint.equals(this.currentPoint)) {\n this.lineTo(firstPoint.x, firstPoint.y);\n }\n }\n\n this.curves.push(curve);\n var lastPoint = curve.getPoint(1);\n this.currentPoint.copy(lastPoint);\n return this;\n },\n copy: function copy(source) {\n CurvePath.prototype.copy.call(this, source);\n this.currentPoint.copy(source.currentPoint);\n return this;\n },\n toJSON: function toJSON() {\n var data = CurvePath.prototype.toJSON.call(this);\n data.currentPoint = this.currentPoint.toArray();\n return data;\n },\n fromJSON: function fromJSON(json) {\n CurvePath.prototype.fromJSON.call(this, json);\n this.currentPoint.fromArray(json.currentPoint);\n return this;\n }\n});\n\nfunction Shape(points) {\n Path.call(this, points);\n this.uuid = MathUtils.generateUUID();\n this.type = 'Shape';\n this.holes = [];\n}\n\nShape.prototype = Object.assign(Object.create(Path.prototype), {\n constructor: Shape,\n getPointsHoles: function getPointsHoles(divisions) {\n var holesPts = [];\n\n for (var _i289 = 0, l = this.holes.length; _i289 < l; _i289++) {\n holesPts[_i289] = this.holes[_i289].getPoints(divisions);\n }\n\n return holesPts;\n },\n // get points of shape and holes (keypoints based on segments parameter)\n extractPoints: function extractPoints(divisions) {\n return {\n shape: this.getPoints(divisions),\n holes: this.getPointsHoles(divisions)\n };\n },\n copy: function copy(source) {\n Path.prototype.copy.call(this, source);\n this.holes = [];\n\n for (var _i290 = 0, l = source.holes.length; _i290 < l; _i290++) {\n var hole = source.holes[_i290];\n this.holes.push(hole.clone());\n }\n\n return this;\n },\n toJSON: function toJSON() {\n var data = Path.prototype.toJSON.call(this);\n data.uuid = this.uuid;\n data.holes = [];\n\n for (var _i291 = 0, l = this.holes.length; _i291 < l; _i291++) {\n var hole = this.holes[_i291];\n data.holes.push(hole.toJSON());\n }\n\n return data;\n },\n fromJSON: function fromJSON(json) {\n Path.prototype.fromJSON.call(this, json);\n this.uuid = json.uuid;\n this.holes = [];\n\n for (var _i292 = 0, l = json.holes.length; _i292 < l; _i292++) {\n var hole = json.holes[_i292];\n this.holes.push(new Path().fromJSON(hole));\n }\n\n return this;\n }\n});\n\nfunction Light(color, intensity) {\n Object3D.call(this);\n this.type = 'Light';\n this.color = new Color(color);\n this.intensity = intensity !== undefined ? intensity : 1;\n}\n\nLight.prototype = Object.assign(Object.create(Object3D.prototype), {\n constructor: Light,\n isLight: true,\n copy: function copy(source) {\n Object3D.prototype.copy.call(this, source);\n this.color.copy(source.color);\n this.intensity = source.intensity;\n return this;\n },\n toJSON: function toJSON(meta) {\n var data = Object3D.prototype.toJSON.call(this, meta);\n data.object.color = this.color.getHex();\n data.object.intensity = this.intensity;\n if (this.groundColor !== undefined) data.object.groundColor = this.groundColor.getHex();\n if (this.distance !== undefined) data.object.distance = this.distance;\n if (this.angle !== undefined) data.object.angle = this.angle;\n if (this.decay !== undefined) data.object.decay = this.decay;\n if (this.penumbra !== undefined) data.object.penumbra = this.penumbra;\n if (this.shadow !== undefined) data.object.shadow = this.shadow.toJSON();\n return data;\n }\n});\n\nfunction HemisphereLight(skyColor, groundColor, intensity) {\n Light.call(this, skyColor, intensity);\n this.type = 'HemisphereLight';\n this.position.copy(Object3D.DefaultUp);\n this.updateMatrix();\n this.groundColor = new Color(groundColor);\n}\n\nHemisphereLight.prototype = Object.assign(Object.create(Light.prototype), {\n constructor: HemisphereLight,\n isHemisphereLight: true,\n copy: function copy(source) {\n Light.prototype.copy.call(this, source);\n this.groundColor.copy(source.groundColor);\n return this;\n }\n});\n\nfunction LightShadow(camera) {\n this.camera = camera;\n this.bias = 0;\n this.normalBias = 0;\n this.radius = 1;\n this.mapSize = new Vector2(512, 512);\n this.map = null;\n this.mapPass = null;\n this.matrix = new Matrix4();\n this.autoUpdate = true;\n this.needsUpdate = false;\n this._frustum = new Frustum();\n this._frameExtents = new Vector2(1, 1);\n this._viewportCount = 1;\n this._viewports = [new Vector4(0, 0, 1, 1)];\n}\n\nObject.assign(LightShadow.prototype, {\n _projScreenMatrix: new Matrix4(),\n _lightPositionWorld: new Vector3(),\n _lookTarget: new Vector3(),\n getViewportCount: function getViewportCount() {\n return this._viewportCount;\n },\n getFrustum: function getFrustum() {\n return this._frustum;\n },\n updateMatrices: function updateMatrices(light) {\n var shadowCamera = this.camera,\n shadowMatrix = this.matrix,\n projScreenMatrix = this._projScreenMatrix,\n lookTarget = this._lookTarget,\n lightPositionWorld = this._lightPositionWorld;\n lightPositionWorld.setFromMatrixPosition(light.matrixWorld);\n shadowCamera.position.copy(lightPositionWorld);\n lookTarget.setFromMatrixPosition(light.target.matrixWorld);\n shadowCamera.lookAt(lookTarget);\n shadowCamera.updateMatrixWorld();\n projScreenMatrix.multiplyMatrices(shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse);\n\n this._frustum.setFromProjectionMatrix(projScreenMatrix);\n\n shadowMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);\n shadowMatrix.multiply(shadowCamera.projectionMatrix);\n shadowMatrix.multiply(shadowCamera.matrixWorldInverse);\n },\n getViewport: function getViewport(viewportIndex) {\n return this._viewports[viewportIndex];\n },\n getFrameExtents: function getFrameExtents() {\n return this._frameExtents;\n },\n copy: function copy(source) {\n this.camera = source.camera.clone();\n this.bias = source.bias;\n this.radius = source.radius;\n this.mapSize.copy(source.mapSize);\n return this;\n },\n clone: function clone() {\n return new this.constructor().copy(this);\n },\n toJSON: function toJSON() {\n var object = {};\n if (this.bias !== 0) object.bias = this.bias;\n if (this.normalBias !== 0) object.normalBias = this.normalBias;\n if (this.radius !== 1) object.radius = this.radius;\n if (this.mapSize.x !== 512 || this.mapSize.y !== 512) object.mapSize = this.mapSize.toArray();\n object.camera = this.camera.toJSON(false).object;\n delete object.camera.matrix;\n return object;\n }\n});\n\nfunction SpotLightShadow() {\n LightShadow.call(this, new PerspectiveCamera(50, 1, 0.5, 500));\n this.focus = 1;\n}\n\nSpotLightShadow.prototype = Object.assign(Object.create(LightShadow.prototype), {\n constructor: SpotLightShadow,\n isSpotLightShadow: true,\n updateMatrices: function updateMatrices(light) {\n var camera = this.camera;\n var fov = MathUtils.RAD2DEG * 2 * light.angle * this.focus;\n var aspect = this.mapSize.width / this.mapSize.height;\n var far = light.distance || camera.far;\n\n if (fov !== camera.fov || aspect !== camera.aspect || far !== camera.far) {\n camera.fov = fov;\n camera.aspect = aspect;\n camera.far = far;\n camera.updateProjectionMatrix();\n }\n\n LightShadow.prototype.updateMatrices.call(this, light);\n }\n});\n\nfunction SpotLight(color, intensity, distance, angle, penumbra, decay) {\n Light.call(this, color, intensity);\n this.type = 'SpotLight';\n this.position.copy(Object3D.DefaultUp);\n this.updateMatrix();\n this.target = new Object3D();\n Object.defineProperty(this, 'power', {\n get: function get() {\n // intensity = power per solid angle.\n // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n return this.intensity * Math.PI;\n },\n set: function set(power) {\n // intensity = power per solid angle.\n // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n this.intensity = power / Math.PI;\n }\n });\n this.distance = distance !== undefined ? distance : 0;\n this.angle = angle !== undefined ? angle : Math.PI / 3;\n this.penumbra = penumbra !== undefined ? penumbra : 0;\n this.decay = decay !== undefined ? decay : 1; // for physically correct lights, should be 2.\n\n this.shadow = new SpotLightShadow();\n}\n\nSpotLight.prototype = Object.assign(Object.create(Light.prototype), {\n constructor: SpotLight,\n isSpotLight: true,\n copy: function copy(source) {\n Light.prototype.copy.call(this, source);\n this.distance = source.distance;\n this.angle = source.angle;\n this.penumbra = source.penumbra;\n this.decay = source.decay;\n this.target = source.target.clone();\n this.shadow = source.shadow.clone();\n return this;\n }\n});\n\nfunction PointLightShadow() {\n LightShadow.call(this, new PerspectiveCamera(90, 1, 0.5, 500));\n this._frameExtents = new Vector2(4, 2);\n this._viewportCount = 6;\n this._viewports = [// These viewports map a cube-map onto a 2D texture with the\n // following orientation:\n //\n // xzXZ\n // y Y\n //\n // X - Positive x direction\n // x - Negative x direction\n // Y - Positive y direction\n // y - Negative y direction\n // Z - Positive z direction\n // z - Negative z direction\n // positive X\n new Vector4(2, 1, 1, 1), // negative X\n new Vector4(0, 1, 1, 1), // positive Z\n new Vector4(3, 1, 1, 1), // negative Z\n new Vector4(1, 1, 1, 1), // positive Y\n new Vector4(3, 0, 1, 1), // negative Y\n new Vector4(1, 0, 1, 1)];\n 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)];\n 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\nPointLightShadow.prototype = Object.assign(Object.create(LightShadow.prototype), {\n constructor: PointLightShadow,\n isPointLightShadow: true,\n updateMatrices: function updateMatrices(light, viewportIndex) {\n if (viewportIndex === undefined) viewportIndex = 0;\n var camera = this.camera,\n shadowMatrix = this.matrix,\n lightPositionWorld = this._lightPositionWorld,\n lookTarget = this._lookTarget,\n projScreenMatrix = this._projScreenMatrix;\n lightPositionWorld.setFromMatrixPosition(light.matrixWorld);\n camera.position.copy(lightPositionWorld);\n lookTarget.copy(camera.position);\n lookTarget.add(this._cubeDirections[viewportIndex]);\n camera.up.copy(this._cubeUps[viewportIndex]);\n camera.lookAt(lookTarget);\n camera.updateMatrixWorld();\n shadowMatrix.makeTranslation(-lightPositionWorld.x, -lightPositionWorld.y, -lightPositionWorld.z);\n projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);\n\n this._frustum.setFromProjectionMatrix(projScreenMatrix);\n }\n});\n\nfunction PointLight(color, intensity, distance, decay) {\n Light.call(this, color, intensity);\n this.type = 'PointLight';\n Object.defineProperty(this, 'power', {\n get: function get() {\n // intensity = power per solid angle.\n // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n return this.intensity * 4 * Math.PI;\n },\n set: function set(power) {\n // intensity = power per solid angle.\n // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n this.intensity = power / (4 * Math.PI);\n }\n });\n this.distance = distance !== undefined ? distance : 0;\n this.decay = decay !== undefined ? decay : 1; // for physically correct lights, should be 2.\n\n this.shadow = new PointLightShadow();\n}\n\nPointLight.prototype = Object.assign(Object.create(Light.prototype), {\n constructor: PointLight,\n isPointLight: true,\n copy: function copy(source) {\n Light.prototype.copy.call(this, source);\n this.distance = source.distance;\n this.decay = source.decay;\n this.shadow = source.shadow.clone();\n return this;\n }\n});\n\nfunction OrthographicCamera(left, right, top, bottom, near, far) {\n Camera.call(this);\n this.type = 'OrthographicCamera';\n this.zoom = 1;\n this.view = null;\n this.left = left !== undefined ? left : -1;\n this.right = right !== undefined ? right : 1;\n this.top = top !== undefined ? top : 1;\n this.bottom = bottom !== undefined ? bottom : -1;\n this.near = near !== undefined ? near : 0.1;\n this.far = far !== undefined ? far : 2000;\n this.updateProjectionMatrix();\n}\n\nOrthographicCamera.prototype = Object.assign(Object.create(Camera.prototype), {\n constructor: OrthographicCamera,\n isOrthographicCamera: true,\n copy: function copy(source, recursive) {\n Camera.prototype.copy.call(this, source, recursive);\n this.left = source.left;\n this.right = source.right;\n this.top = source.top;\n this.bottom = source.bottom;\n this.near = source.near;\n this.far = source.far;\n this.zoom = source.zoom;\n this.view = source.view === null ? null : Object.assign({}, source.view);\n return this;\n },\n setViewOffset: function setViewOffset(fullWidth, fullHeight, x, y, width, height) {\n if (this.view === null) {\n this.view = {\n enabled: true,\n fullWidth: 1,\n fullHeight: 1,\n offsetX: 0,\n offsetY: 0,\n width: 1,\n height: 1\n };\n }\n\n this.view.enabled = true;\n this.view.fullWidth = fullWidth;\n this.view.fullHeight = fullHeight;\n this.view.offsetX = x;\n this.view.offsetY = y;\n this.view.width = width;\n this.view.height = height;\n this.updateProjectionMatrix();\n },\n clearViewOffset: function clearViewOffset() {\n if (this.view !== null) {\n this.view.enabled = false;\n }\n\n this.updateProjectionMatrix();\n },\n updateProjectionMatrix: function updateProjectionMatrix() {\n var dx = (this.right - this.left) / (2 * this.zoom);\n var dy = (this.top - this.bottom) / (2 * this.zoom);\n var cx = (this.right + this.left) / 2;\n var cy = (this.top + this.bottom) / 2;\n var left = cx - dx;\n var right = cx + dx;\n var top = cy + dy;\n var bottom = cy - dy;\n\n if (this.view !== null && this.view.enabled) {\n var scaleW = (this.right - this.left) / this.view.fullWidth / this.zoom;\n var scaleH = (this.top - this.bottom) / this.view.fullHeight / this.zoom;\n left += scaleW * this.view.offsetX;\n right = left + scaleW * this.view.width;\n top -= scaleH * this.view.offsetY;\n bottom = top - scaleH * this.view.height;\n }\n\n this.projectionMatrix.makeOrthographic(left, right, top, bottom, this.near, this.far);\n this.projectionMatrixInverse.getInverse(this.projectionMatrix);\n },\n toJSON: function toJSON(meta) {\n var data = Object3D.prototype.toJSON.call(this, meta);\n data.object.zoom = this.zoom;\n data.object.left = this.left;\n data.object.right = this.right;\n data.object.top = this.top;\n data.object.bottom = this.bottom;\n data.object.near = this.near;\n data.object.far = this.far;\n if (this.view !== null) data.object.view = Object.assign({}, this.view);\n return data;\n }\n});\n\nfunction DirectionalLightShadow() {\n LightShadow.call(this, new OrthographicCamera(-5, 5, 5, -5, 0.5, 500));\n}\n\nDirectionalLightShadow.prototype = Object.assign(Object.create(LightShadow.prototype), {\n constructor: DirectionalLightShadow,\n isDirectionalLightShadow: true,\n updateMatrices: function updateMatrices(light) {\n LightShadow.prototype.updateMatrices.call(this, light);\n }\n});\n\nfunction DirectionalLight(color, intensity) {\n Light.call(this, color, intensity);\n this.type = 'DirectionalLight';\n this.position.copy(Object3D.DefaultUp);\n this.updateMatrix();\n this.target = new Object3D();\n this.shadow = new DirectionalLightShadow();\n}\n\nDirectionalLight.prototype = Object.assign(Object.create(Light.prototype), {\n constructor: DirectionalLight,\n isDirectionalLight: true,\n copy: function copy(source) {\n Light.prototype.copy.call(this, source);\n this.target = source.target.clone();\n this.shadow = source.shadow.clone();\n return this;\n }\n});\n\nfunction AmbientLight(color, intensity) {\n Light.call(this, color, intensity);\n this.type = 'AmbientLight';\n}\n\nAmbientLight.prototype = Object.assign(Object.create(Light.prototype), {\n constructor: AmbientLight,\n isAmbientLight: true\n});\n\nfunction RectAreaLight(color, intensity, width, height) {\n Light.call(this, color, intensity);\n this.type = 'RectAreaLight';\n this.width = width !== undefined ? width : 10;\n this.height = height !== undefined ? height : 10;\n}\n\nRectAreaLight.prototype = Object.assign(Object.create(Light.prototype), {\n constructor: RectAreaLight,\n isRectAreaLight: true,\n copy: function copy(source) {\n Light.prototype.copy.call(this, source);\n this.width = source.width;\n this.height = source.height;\n return this;\n },\n toJSON: function toJSON(meta) {\n var data = Light.prototype.toJSON.call(this, meta);\n data.object.width = this.width;\n data.object.height = this.height;\n return data;\n }\n});\n/**\n * Primary reference:\n * https://graphics.stanford.edu/papers/envmap/envmap.pdf\n *\n * Secondary reference:\n * https://www.ppsloan.org/publications/StupidSH36.pdf\n */\n// 3-band SH defined by 9 coefficients\n\nvar SphericalHarmonics3 = /*#__PURE__*/function () {\n function SphericalHarmonics3() {\n _classCallCheck(this, SphericalHarmonics3);\n\n Object.defineProperty(this, 'isSphericalHarmonics3', {\n value: true\n });\n this.coefficients = [];\n\n for (var _i293 = 0; _i293 < 9; _i293++) {\n this.coefficients.push(new Vector3());\n }\n }\n\n _createClass(SphericalHarmonics3, [{\n key: \"set\",\n value: function set(coefficients) {\n for (var _i294 = 0; _i294 < 9; _i294++) {\n this.coefficients[_i294].copy(coefficients[_i294]);\n }\n\n return this;\n }\n }, {\n key: \"zero\",\n value: function zero() {\n for (var _i295 = 0; _i295 < 9; _i295++) {\n this.coefficients[_i295].set(0, 0, 0);\n }\n\n return this;\n } // get the radiance in the direction of the normal\n // target is a Vector3\n\n }, {\n key: \"getAt\",\n value: function getAt(normal, target) {\n // normal is assumed to be unit length\n var x = normal.x,\n y = normal.y,\n z = normal.z;\n var coeff = this.coefficients; // band 0\n\n target.copy(coeff[0]).multiplyScalar(0.282095); // band 1\n\n target.addScaledVector(coeff[1], 0.488603 * y);\n target.addScaledVector(coeff[2], 0.488603 * z);\n target.addScaledVector(coeff[3], 0.488603 * x); // band 2\n\n target.addScaledVector(coeff[4], 1.092548 * (x * y));\n target.addScaledVector(coeff[5], 1.092548 * (y * z));\n target.addScaledVector(coeff[6], 0.315392 * (3.0 * z * z - 1.0));\n target.addScaledVector(coeff[7], 1.092548 * (x * z));\n target.addScaledVector(coeff[8], 0.546274 * (x * x - y * y));\n return target;\n } // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal\n // target is a Vector3\n // https://graphics.stanford.edu/papers/envmap/envmap.pdf\n\n }, {\n key: \"getIrradianceAt\",\n value: function getIrradianceAt(normal, target) {\n // normal is assumed to be unit length\n var x = normal.x,\n y = normal.y,\n z = normal.z;\n var coeff = this.coefficients; // band 0\n\n target.copy(coeff[0]).multiplyScalar(0.886227); // π * 0.282095\n // band 1\n\n target.addScaledVector(coeff[1], 2.0 * 0.511664 * y); // ( 2 * π / 3 ) * 0.488603\n\n target.addScaledVector(coeff[2], 2.0 * 0.511664 * z);\n target.addScaledVector(coeff[3], 2.0 * 0.511664 * x); // band 2\n\n target.addScaledVector(coeff[4], 2.0 * 0.429043 * x * y); // ( π / 4 ) * 1.092548\n\n target.addScaledVector(coeff[5], 2.0 * 0.429043 * y * z);\n target.addScaledVector(coeff[6], 0.743125 * z * z - 0.247708); // ( π / 4 ) * 0.315392 * 3\n\n target.addScaledVector(coeff[7], 2.0 * 0.429043 * x * z);\n target.addScaledVector(coeff[8], 0.429043 * (x * x - y * y)); // ( π / 4 ) * 0.546274\n\n return target;\n }\n }, {\n key: \"add\",\n value: function add(sh) {\n for (var _i296 = 0; _i296 < 9; _i296++) {\n this.coefficients[_i296].add(sh.coefficients[_i296]);\n }\n\n return this;\n }\n }, {\n key: \"addScaledSH\",\n value: function addScaledSH(sh, s) {\n for (var _i297 = 0; _i297 < 9; _i297++) {\n this.coefficients[_i297].addScaledVector(sh.coefficients[_i297], s);\n }\n\n return this;\n }\n }, {\n key: \"scale\",\n value: function scale(s) {\n for (var _i298 = 0; _i298 < 9; _i298++) {\n this.coefficients[_i298].multiplyScalar(s);\n }\n\n return this;\n }\n }, {\n key: \"lerp\",\n value: function lerp(sh, alpha) {\n for (var _i299 = 0; _i299 < 9; _i299++) {\n this.coefficients[_i299].lerp(sh.coefficients[_i299], alpha);\n }\n\n return this;\n }\n }, {\n key: \"equals\",\n value: function equals(sh) {\n for (var _i300 = 0; _i300 < 9; _i300++) {\n if (!this.coefficients[_i300].equals(sh.coefficients[_i300])) {\n return false;\n }\n }\n\n return true;\n }\n }, {\n key: \"copy\",\n value: function copy(sh) {\n return this.set(sh.coefficients);\n }\n }, {\n key: \"clone\",\n value: function clone() {\n return new this.constructor().copy(this);\n }\n }, {\n key: \"fromArray\",\n value: function fromArray(array) {\n var offset = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var coefficients = this.coefficients;\n\n for (var _i301 = 0; _i301 < 9; _i301++) {\n coefficients[_i301].fromArray(array, offset + _i301 * 3);\n }\n\n return this;\n }\n }, {\n key: \"toArray\",\n value: function toArray() {\n var array = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];\n var offset = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var coefficients = this.coefficients;\n\n for (var _i302 = 0; _i302 < 9; _i302++) {\n coefficients[_i302].toArray(array, offset + _i302 * 3);\n }\n\n return array;\n } // evaluate the basis functions\n // shBasis is an Array[ 9 ]\n\n }], [{\n key: \"getBasisAt\",\n value: function getBasisAt(normal, shBasis) {\n // normal is assumed to be unit length\n var x = normal.x,\n y = normal.y,\n z = normal.z; // band 0\n\n shBasis[0] = 0.282095; // band 1\n\n shBasis[1] = 0.488603 * y;\n shBasis[2] = 0.488603 * z;\n shBasis[3] = 0.488603 * x; // band 2\n\n shBasis[4] = 1.092548 * x * y;\n shBasis[5] = 1.092548 * y * z;\n shBasis[6] = 0.315392 * (3 * z * z - 1);\n shBasis[7] = 1.092548 * x * z;\n shBasis[8] = 0.546274 * (x * x - y * y);\n }\n }]);\n\n return SphericalHarmonics3;\n}();\n\nfunction LightProbe(sh, intensity) {\n Light.call(this, undefined, intensity);\n this.type = 'LightProbe';\n this.sh = sh !== undefined ? sh : new SphericalHarmonics3();\n}\n\nLightProbe.prototype = Object.assign(Object.create(Light.prototype), {\n constructor: LightProbe,\n isLightProbe: true,\n copy: function copy(source) {\n Light.prototype.copy.call(this, source);\n this.sh.copy(source.sh);\n return this;\n },\n fromJSON: function fromJSON(json) {\n this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();\n\n this.sh.fromArray(json.sh);\n return this;\n },\n toJSON: function toJSON(meta) {\n var data = Light.prototype.toJSON.call(this, meta);\n data.object.sh = this.sh.toArray();\n return data;\n }\n});\n\nfunction MaterialLoader(manager) {\n Loader.call(this, manager);\n this.textures = {};\n}\n\nMaterialLoader.prototype = Object.assign(Object.create(Loader.prototype), {\n constructor: MaterialLoader,\n load: function load(url, onLoad, onProgress, onError) {\n var scope = this;\n var loader = new FileLoader(scope.manager);\n loader.setPath(scope.path);\n loader.setRequestHeader(scope.requestHeader);\n loader.setWithCredentials(scope.withCredentials);\n loader.load(url, function (text) {\n try {\n onLoad(scope.parse(JSON.parse(text)));\n } catch (e) {\n if (onError) {\n onError(e);\n } else {\n console.error(e);\n }\n\n scope.manager.itemError(url);\n }\n }, onProgress, onError);\n },\n parse: function parse(json) {\n var textures = this.textures;\n\n function getTexture(name) {\n if (textures[name] === undefined) {\n console.warn('THREE.MaterialLoader: Undefined texture', name);\n }\n\n return textures[name];\n }\n\n var material = new Materials[json.type]();\n if (json.uuid !== undefined) material.uuid = json.uuid;\n if (json.name !== undefined) material.name = json.name;\n if (json.color !== undefined && material.color !== undefined) material.color.setHex(json.color);\n if (json.roughness !== undefined) material.roughness = json.roughness;\n if (json.metalness !== undefined) material.metalness = json.metalness;\n if (json.sheen !== undefined) material.sheen = new Color().setHex(json.sheen);\n if (json.emissive !== undefined && material.emissive !== undefined) material.emissive.setHex(json.emissive);\n if (json.specular !== undefined && material.specular !== undefined) material.specular.setHex(json.specular);\n if (json.shininess !== undefined) material.shininess = json.shininess;\n if (json.clearcoat !== undefined) material.clearcoat = json.clearcoat;\n if (json.clearcoatRoughness !== undefined) material.clearcoatRoughness = json.clearcoatRoughness;\n if (json.fog !== undefined) material.fog = json.fog;\n if (json.flatShading !== undefined) material.flatShading = json.flatShading;\n if (json.blending !== undefined) material.blending = json.blending;\n if (json.combine !== undefined) material.combine = json.combine;\n if (json.side !== undefined) material.side = json.side;\n if (json.opacity !== undefined) material.opacity = json.opacity;\n if (json.transparent !== undefined) material.transparent = json.transparent;\n if (json.alphaTest !== undefined) material.alphaTest = json.alphaTest;\n if (json.depthTest !== undefined) material.depthTest = json.depthTest;\n if (json.depthWrite !== undefined) material.depthWrite = json.depthWrite;\n if (json.colorWrite !== undefined) material.colorWrite = json.colorWrite;\n if (json.stencilWrite !== undefined) material.stencilWrite = json.stencilWrite;\n if (json.stencilWriteMask !== undefined) material.stencilWriteMask = json.stencilWriteMask;\n if (json.stencilFunc !== undefined) material.stencilFunc = json.stencilFunc;\n if (json.stencilRef !== undefined) material.stencilRef = json.stencilRef;\n if (json.stencilFuncMask !== undefined) material.stencilFuncMask = json.stencilFuncMask;\n if (json.stencilFail !== undefined) material.stencilFail = json.stencilFail;\n if (json.stencilZFail !== undefined) material.stencilZFail = json.stencilZFail;\n if (json.stencilZPass !== undefined) material.stencilZPass = json.stencilZPass;\n if (json.wireframe !== undefined) material.wireframe = json.wireframe;\n if (json.wireframeLinewidth !== undefined) material.wireframeLinewidth = json.wireframeLinewidth;\n if (json.wireframeLinecap !== undefined) material.wireframeLinecap = json.wireframeLinecap;\n if (json.wireframeLinejoin !== undefined) material.wireframeLinejoin = json.wireframeLinejoin;\n if (json.rotation !== undefined) material.rotation = json.rotation;\n if (json.linewidth !== 1) material.linewidth = json.linewidth;\n if (json.dashSize !== undefined) material.dashSize = json.dashSize;\n if (json.gapSize !== undefined) material.gapSize = json.gapSize;\n if (json.scale !== undefined) material.scale = json.scale;\n if (json.polygonOffset !== undefined) material.polygonOffset = json.polygonOffset;\n if (json.polygonOffsetFactor !== undefined) material.polygonOffsetFactor = json.polygonOffsetFactor;\n if (json.polygonOffsetUnits !== undefined) material.polygonOffsetUnits = json.polygonOffsetUnits;\n if (json.skinning !== undefined) material.skinning = json.skinning;\n if (json.morphTargets !== undefined) material.morphTargets = json.morphTargets;\n if (json.morphNormals !== undefined) material.morphNormals = json.morphNormals;\n if (json.dithering !== undefined) material.dithering = json.dithering;\n if (json.vertexTangents !== undefined) material.vertexTangents = json.vertexTangents;\n if (json.visible !== undefined) material.visible = json.visible;\n if (json.toneMapped !== undefined) material.toneMapped = json.toneMapped;\n if (json.userData !== undefined) material.userData = json.userData;\n\n if (json.vertexColors !== undefined) {\n if (typeof json.vertexColors === 'number') {\n material.vertexColors = json.vertexColors > 0 ? true : false;\n } else {\n material.vertexColors = json.vertexColors;\n }\n } // Shader Material\n\n\n if (json.uniforms !== undefined) {\n for (var name in json.uniforms) {\n var uniform = json.uniforms[name];\n material.uniforms[name] = {};\n\n switch (uniform.type) {\n case 't':\n material.uniforms[name].value = getTexture(uniform.value);\n break;\n\n case 'c':\n material.uniforms[name].value = new Color().setHex(uniform.value);\n break;\n\n case 'v2':\n material.uniforms[name].value = new Vector2().fromArray(uniform.value);\n break;\n\n case 'v3':\n material.uniforms[name].value = new Vector3().fromArray(uniform.value);\n break;\n\n case 'v4':\n material.uniforms[name].value = new Vector4().fromArray(uniform.value);\n break;\n\n case 'm3':\n material.uniforms[name].value = new Matrix3().fromArray(uniform.value);\n break;\n\n case 'm4':\n material.uniforms[name].value = new Matrix4().fromArray(uniform.value);\n break;\n\n default:\n material.uniforms[name].value = uniform.value;\n }\n }\n }\n\n if (json.defines !== undefined) material.defines = json.defines;\n if (json.vertexShader !== undefined) material.vertexShader = json.vertexShader;\n if (json.fragmentShader !== undefined) material.fragmentShader = json.fragmentShader;\n\n if (json.extensions !== undefined) {\n for (var key in json.extensions) {\n material.extensions[key] = json.extensions[key];\n }\n } // Deprecated\n\n\n if (json.shading !== undefined) material.flatShading = json.shading === 1; // THREE.FlatShading\n // for PointsMaterial\n\n if (json.size !== undefined) material.size = json.size;\n if (json.sizeAttenuation !== undefined) material.sizeAttenuation = json.sizeAttenuation; // maps\n\n if (json.map !== undefined) material.map = getTexture(json.map);\n if (json.matcap !== undefined) material.matcap = getTexture(json.matcap);\n if (json.alphaMap !== undefined) material.alphaMap = getTexture(json.alphaMap);\n if (json.bumpMap !== undefined) material.bumpMap = getTexture(json.bumpMap);\n if (json.bumpScale !== undefined) material.bumpScale = json.bumpScale;\n if (json.normalMap !== undefined) material.normalMap = getTexture(json.normalMap);\n if (json.normalMapType !== undefined) material.normalMapType = json.normalMapType;\n\n if (json.normalScale !== undefined) {\n var normalScale = json.normalScale;\n\n if (Array.isArray(normalScale) === false) {\n // Blender exporter used to export a scalar. See #7459\n normalScale = [normalScale, normalScale];\n }\n\n material.normalScale = new Vector2().fromArray(normalScale);\n }\n\n if (json.displacementMap !== undefined) material.displacementMap = getTexture(json.displacementMap);\n if (json.displacementScale !== undefined) material.displacementScale = json.displacementScale;\n if (json.displacementBias !== undefined) material.displacementBias = json.displacementBias;\n if (json.roughnessMap !== undefined) material.roughnessMap = getTexture(json.roughnessMap);\n if (json.metalnessMap !== undefined) material.metalnessMap = getTexture(json.metalnessMap);\n if (json.emissiveMap !== undefined) material.emissiveMap = getTexture(json.emissiveMap);\n if (json.emissiveIntensity !== undefined) material.emissiveIntensity = json.emissiveIntensity;\n if (json.specularMap !== undefined) material.specularMap = getTexture(json.specularMap);\n if (json.envMap !== undefined) material.envMap = getTexture(json.envMap);\n if (json.envMapIntensity !== undefined) material.envMapIntensity = json.envMapIntensity;\n if (json.reflectivity !== undefined) material.reflectivity = json.reflectivity;\n if (json.refractionRatio !== undefined) material.refractionRatio = json.refractionRatio;\n if (json.lightMap !== undefined) material.lightMap = getTexture(json.lightMap);\n if (json.lightMapIntensity !== undefined) material.lightMapIntensity = json.lightMapIntensity;\n if (json.aoMap !== undefined) material.aoMap = getTexture(json.aoMap);\n if (json.aoMapIntensity !== undefined) material.aoMapIntensity = json.aoMapIntensity;\n if (json.gradientMap !== undefined) material.gradientMap = getTexture(json.gradientMap);\n if (json.clearcoatMap !== undefined) material.clearcoatMap = getTexture(json.clearcoatMap);\n if (json.clearcoatRoughnessMap !== undefined) material.clearcoatRoughnessMap = getTexture(json.clearcoatRoughnessMap);\n if (json.clearcoatNormalMap !== undefined) material.clearcoatNormalMap = getTexture(json.clearcoatNormalMap);\n if (json.clearcoatNormalScale !== undefined) material.clearcoatNormalScale = new Vector2().fromArray(json.clearcoatNormalScale);\n if (json.transmission !== undefined) material.transmission = json.transmission;\n if (json.transmissionMap !== undefined) material.transmissionMap = getTexture(json.transmissionMap);\n return material;\n },\n setTextures: function setTextures(value) {\n this.textures = value;\n return this;\n }\n});\nvar LoaderUtils = {\n decodeText: function decodeText(array) {\n if (typeof TextDecoder !== 'undefined') {\n return new TextDecoder().decode(array);\n } // Avoid the String.fromCharCode.apply(null, array) shortcut, which\n // throws a \"maximum call stack size exceeded\" error for large arrays.\n\n\n var s = '';\n\n for (var _i303 = 0, il = array.length; _i303 < il; _i303++) {\n // Implicitly assumes little-endian.\n s += String.fromCharCode(array[_i303]);\n }\n\n try {\n // merges multi-byte utf-8 characters.\n return decodeURIComponent(escape(s));\n } catch (e) {\n // see #16358\n return s;\n }\n },\n extractUrlBase: function extractUrlBase(url) {\n var index = url.lastIndexOf('/');\n if (index === -1) return './';\n return url.substr(0, index + 1);\n }\n};\n\nfunction InstancedBufferGeometry() {\n BufferGeometry.call(this);\n this.type = 'InstancedBufferGeometry';\n this.instanceCount = Infinity;\n}\n\nInstancedBufferGeometry.prototype = Object.assign(Object.create(BufferGeometry.prototype), {\n constructor: InstancedBufferGeometry,\n isInstancedBufferGeometry: true,\n copy: function copy(source) {\n BufferGeometry.prototype.copy.call(this, source);\n this.instanceCount = source.instanceCount;\n return this;\n },\n clone: function clone() {\n return new this.constructor().copy(this);\n },\n toJSON: function toJSON() {\n var data = BufferGeometry.prototype.toJSON.call(this);\n data.instanceCount = this.instanceCount;\n data.isInstancedBufferGeometry = true;\n return data;\n }\n});\n\nfunction InstancedBufferAttribute(array, itemSize, normalized, meshPerAttribute) {\n if (typeof normalized === 'number') {\n meshPerAttribute = normalized;\n normalized = false;\n console.error('THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.');\n }\n\n BufferAttribute.call(this, array, itemSize, normalized);\n this.meshPerAttribute = meshPerAttribute || 1;\n}\n\nInstancedBufferAttribute.prototype = Object.assign(Object.create(BufferAttribute.prototype), {\n constructor: InstancedBufferAttribute,\n isInstancedBufferAttribute: true,\n copy: function copy(source) {\n BufferAttribute.prototype.copy.call(this, source);\n this.meshPerAttribute = source.meshPerAttribute;\n return this;\n },\n toJSON: function toJSON() {\n var data = BufferAttribute.prototype.toJSON.call(this);\n data.meshPerAttribute = this.meshPerAttribute;\n data.isInstancedBufferAttribute = true;\n return data;\n }\n});\n\nfunction BufferGeometryLoader(manager) {\n Loader.call(this, manager);\n}\n\nBufferGeometryLoader.prototype = Object.assign(Object.create(Loader.prototype), {\n constructor: BufferGeometryLoader,\n load: function load(url, onLoad, onProgress, onError) {\n var scope = this;\n var loader = new FileLoader(scope.manager);\n loader.setPath(scope.path);\n loader.setRequestHeader(scope.requestHeader);\n loader.setWithCredentials(scope.withCredentials);\n loader.load(url, function (text) {\n try {\n onLoad(scope.parse(JSON.parse(text)));\n } catch (e) {\n if (onError) {\n onError(e);\n } else {\n console.error(e);\n }\n\n scope.manager.itemError(url);\n }\n }, onProgress, onError);\n },\n parse: function parse(json) {\n var interleavedBufferMap = {};\n var arrayBufferMap = {};\n\n function getInterleavedBuffer(json, uuid) {\n if (interleavedBufferMap[uuid] !== undefined) return interleavedBufferMap[uuid];\n var interleavedBuffers = json.interleavedBuffers;\n var interleavedBuffer = interleavedBuffers[uuid];\n var buffer = getArrayBuffer(json, interleavedBuffer.buffer);\n var array = new TYPED_ARRAYS[interleavedBuffer.type](buffer);\n var ib = new InterleavedBuffer(array, interleavedBuffer.stride);\n ib.uuid = interleavedBuffer.uuid;\n interleavedBufferMap[uuid] = ib;\n return ib;\n }\n\n function getArrayBuffer(json, uuid) {\n if (arrayBufferMap[uuid] !== undefined) return arrayBufferMap[uuid];\n var arrayBuffers = json.arrayBuffers;\n var arrayBuffer = arrayBuffers[uuid];\n var ab = new Uint32Array(arrayBuffer).buffer;\n arrayBufferMap[uuid] = ab;\n return ab;\n }\n\n var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();\n var index = json.data.index;\n\n if (index !== undefined) {\n var typedArray = new TYPED_ARRAYS[index.type](index.array);\n geometry.setIndex(new BufferAttribute(typedArray, 1));\n }\n\n var attributes = json.data.attributes;\n\n for (var key in attributes) {\n var attribute = attributes[key];\n var bufferAttribute = void 0;\n\n if (attribute.isInterleavedBufferAttribute) {\n var interleavedBuffer = getInterleavedBuffer(json.data, attribute.data);\n bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized);\n } else {\n var _typedArray = new TYPED_ARRAYS[attribute.type](attribute.array);\n\n var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;\n bufferAttribute = new bufferAttributeConstr(_typedArray, attribute.itemSize, attribute.normalized);\n }\n\n if (attribute.name !== undefined) bufferAttribute.name = attribute.name;\n geometry.setAttribute(key, bufferAttribute);\n }\n\n var morphAttributes = json.data.morphAttributes;\n\n if (morphAttributes) {\n for (var _key6 in morphAttributes) {\n var attributeArray = morphAttributes[_key6];\n var array = [];\n\n for (var _i304 = 0, il = attributeArray.length; _i304 < il; _i304++) {\n var _attribute9 = attributeArray[_i304];\n\n var _bufferAttribute = void 0;\n\n if (_attribute9.isInterleavedBufferAttribute) {\n var _interleavedBuffer = getInterleavedBuffer(json.data, _attribute9.data);\n\n _bufferAttribute = new InterleavedBufferAttribute(_interleavedBuffer, _attribute9.itemSize, _attribute9.offset, _attribute9.normalized);\n } else {\n var _typedArray2 = new TYPED_ARRAYS[_attribute9.type](_attribute9.array);\n\n _bufferAttribute = new BufferAttribute(_typedArray2, _attribute9.itemSize, _attribute9.normalized);\n }\n\n if (_attribute9.name !== undefined) _bufferAttribute.name = _attribute9.name;\n array.push(_bufferAttribute);\n }\n\n geometry.morphAttributes[_key6] = array;\n }\n }\n\n var morphTargetsRelative = json.data.morphTargetsRelative;\n\n if (morphTargetsRelative) {\n geometry.morphTargetsRelative = true;\n }\n\n var groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n\n if (groups !== undefined) {\n for (var _i305 = 0, n = groups.length; _i305 !== n; ++_i305) {\n var group = groups[_i305];\n geometry.addGroup(group.start, group.count, group.materialIndex);\n }\n }\n\n var boundingSphere = json.data.boundingSphere;\n\n if (boundingSphere !== undefined) {\n var _center2 = new Vector3();\n\n if (boundingSphere.center !== undefined) {\n _center2.fromArray(boundingSphere.center);\n }\n\n geometry.boundingSphere = new Sphere(_center2, boundingSphere.radius);\n }\n\n if (json.name) geometry.name = json.name;\n if (json.userData) geometry.userData = json.userData;\n return geometry;\n }\n});\nvar TYPED_ARRAYS = {\n Int8Array: Int8Array,\n Uint8Array: Uint8Array,\n // Workaround for IE11 pre KB2929437. See #11440\n Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,\n Int16Array: Int16Array,\n Uint16Array: Uint16Array,\n Int32Array: Int32Array,\n Uint32Array: Uint32Array,\n Float32Array: Float32Array,\n Float64Array: Float64Array\n};\n\nvar ObjectLoader = /*#__PURE__*/function (_Loader) {\n _inherits(ObjectLoader, _Loader);\n\n var _super42 = _createSuper(ObjectLoader);\n\n function ObjectLoader(manager) {\n _classCallCheck(this, ObjectLoader);\n\n return _super42.call(this, manager);\n }\n\n _createClass(ObjectLoader, [{\n key: \"load\",\n value: function load(url, onLoad, onProgress, onError) {\n var scope = this;\n var path = this.path === '' ? LoaderUtils.extractUrlBase(url) : this.path;\n this.resourcePath = this.resourcePath || path;\n var loader = new FileLoader(this.manager);\n loader.setPath(this.path);\n loader.setRequestHeader(this.requestHeader);\n loader.setWithCredentials(this.withCredentials);\n loader.load(url, function (text) {\n var json = null;\n\n try {\n json = JSON.parse(text);\n } catch (error) {\n if (onError !== undefined) onError(error);\n console.error('THREE:ObjectLoader: Can\\'t parse ' + url + '.', error.message);\n return;\n }\n\n var metadata = json.metadata;\n\n if (metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry') {\n console.error('THREE.ObjectLoader: Can\\'t load ' + url);\n return;\n }\n\n scope.parse(json, onLoad);\n }, onProgress, onError);\n }\n }, {\n key: \"parse\",\n value: function parse(json, onLoad) {\n var shapes = this.parseShape(json.shapes);\n var geometries = this.parseGeometries(json.geometries, shapes);\n var images = this.parseImages(json.images, function () {\n if (onLoad !== undefined) onLoad(object);\n });\n var textures = this.parseTextures(json.textures, images);\n var materials = this.parseMaterials(json.materials, textures);\n var object = this.parseObject(json.object, geometries, materials);\n\n if (json.animations) {\n object.animations = this.parseAnimations(json.animations);\n }\n\n if (json.images === undefined || json.images.length === 0) {\n if (onLoad !== undefined) onLoad(object);\n }\n\n return object;\n }\n }, {\n key: \"parseShape\",\n value: function parseShape(json) {\n var shapes = {};\n\n if (json !== undefined) {\n for (var _i306 = 0, l = json.length; _i306 < l; _i306++) {\n var shape = new Shape().fromJSON(json[_i306]);\n shapes[shape.uuid] = shape;\n }\n }\n\n return shapes;\n }\n }, {\n key: \"parseGeometries\",\n value: function parseGeometries(json, shapes) {\n var geometries = {};\n var geometryShapes;\n\n if (json !== undefined) {\n var bufferGeometryLoader = new BufferGeometryLoader();\n\n for (var _i307 = 0, l = json.length; _i307 < l; _i307++) {\n var geometry = void 0;\n var data = json[_i307];\n\n switch (data.type) {\n case 'PlaneGeometry':\n case 'PlaneBufferGeometry':\n geometry = new Geometries[data.type](data.width, data.height, data.widthSegments, data.heightSegments);\n break;\n\n case 'BoxGeometry':\n case 'BoxBufferGeometry':\n case 'CubeGeometry':\n // backwards compatible\n geometry = new Geometries[data.type](data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments);\n break;\n\n case 'CircleGeometry':\n case 'CircleBufferGeometry':\n geometry = new Geometries[data.type](data.radius, data.segments, data.thetaStart, data.thetaLength);\n break;\n\n case 'CylinderGeometry':\n case 'CylinderBufferGeometry':\n geometry = new Geometries[data.type](data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);\n break;\n\n case 'ConeGeometry':\n case 'ConeBufferGeometry':\n geometry = new Geometries[data.type](data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);\n break;\n\n case 'SphereGeometry':\n case 'SphereBufferGeometry':\n geometry = new Geometries[data.type](data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength);\n break;\n\n case 'DodecahedronGeometry':\n case 'DodecahedronBufferGeometry':\n case 'IcosahedronGeometry':\n case 'IcosahedronBufferGeometry':\n case 'OctahedronGeometry':\n case 'OctahedronBufferGeometry':\n case 'TetrahedronGeometry':\n case 'TetrahedronBufferGeometry':\n geometry = new Geometries[data.type](data.radius, data.detail);\n break;\n\n case 'RingGeometry':\n case 'RingBufferGeometry':\n geometry = new Geometries[data.type](data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength);\n break;\n\n case 'TorusGeometry':\n case 'TorusBufferGeometry':\n geometry = new Geometries[data.type](data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc);\n break;\n\n case 'TorusKnotGeometry':\n case 'TorusKnotBufferGeometry':\n geometry = new Geometries[data.type](data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q);\n break;\n\n case 'TubeGeometry':\n case 'TubeBufferGeometry':\n // This only works for built-in curves (e.g. CatmullRomCurve3).\n // User defined curves or instances of CurvePath will not be deserialized.\n geometry = new Geometries[data.type](new Curves[data.path.type]().fromJSON(data.path), data.tubularSegments, data.radius, data.radialSegments, data.closed);\n break;\n\n case 'LatheGeometry':\n case 'LatheBufferGeometry':\n geometry = new Geometries[data.type](data.points, data.segments, data.phiStart, data.phiLength);\n break;\n\n case 'PolyhedronGeometry':\n case 'PolyhedronBufferGeometry':\n geometry = new Geometries[data.type](data.vertices, data.indices, data.radius, data.details);\n break;\n\n case 'ShapeGeometry':\n case 'ShapeBufferGeometry':\n geometryShapes = [];\n\n for (var j = 0, jl = data.shapes.length; j < jl; j++) {\n var shape = shapes[data.shapes[j]];\n geometryShapes.push(shape);\n }\n\n geometry = new Geometries[data.type](geometryShapes, data.curveSegments);\n break;\n\n case 'ExtrudeGeometry':\n case 'ExtrudeBufferGeometry':\n geometryShapes = [];\n\n for (var _j24 = 0, _jl8 = data.shapes.length; _j24 < _jl8; _j24++) {\n var _shape = shapes[data.shapes[_j24]];\n geometryShapes.push(_shape);\n }\n\n var extrudePath = data.options.extrudePath;\n\n if (extrudePath !== undefined) {\n data.options.extrudePath = new Curves[extrudePath.type]().fromJSON(extrudePath);\n }\n\n geometry = new Geometries[data.type](geometryShapes, data.options);\n break;\n\n case 'BufferGeometry':\n case 'InstancedBufferGeometry':\n geometry = bufferGeometryLoader.parse(data);\n break;\n\n case 'Geometry':\n console.error('THREE.ObjectLoader: Loading \"Geometry\" is not supported anymore.');\n break;\n\n default:\n console.warn('THREE.ObjectLoader: Unsupported geometry type \"' + data.type + '\"');\n continue;\n }\n\n geometry.uuid = data.uuid;\n if (data.name !== undefined) geometry.name = data.name;\n if (geometry.isBufferGeometry === true && data.userData !== undefined) geometry.userData = data.userData;\n geometries[data.uuid] = geometry;\n }\n }\n\n return geometries;\n }\n }, {\n key: \"parseMaterials\",\n value: function parseMaterials(json, textures) {\n var cache = {}; // MultiMaterial\n\n var materials = {};\n\n if (json !== undefined) {\n var loader = new MaterialLoader();\n loader.setTextures(textures);\n\n for (var _i308 = 0, l = json.length; _i308 < l; _i308++) {\n var data = json[_i308];\n\n if (data.type === 'MultiMaterial') {\n // Deprecated\n var array = [];\n\n for (var j = 0; j < data.materials.length; j++) {\n var material = data.materials[j];\n\n if (cache[material.uuid] === undefined) {\n cache[material.uuid] = loader.parse(material);\n }\n\n array.push(cache[material.uuid]);\n }\n\n materials[data.uuid] = array;\n } else {\n if (cache[data.uuid] === undefined) {\n cache[data.uuid] = loader.parse(data);\n }\n\n materials[data.uuid] = cache[data.uuid];\n }\n }\n }\n\n return materials;\n }\n }, {\n key: \"parseAnimations\",\n value: function parseAnimations(json) {\n var animations = [];\n\n for (var _i309 = 0; _i309 < json.length; _i309++) {\n var data = json[_i309];\n var clip = AnimationClip.parse(data);\n if (data.uuid !== undefined) clip.uuid = data.uuid;\n animations.push(clip);\n }\n\n return animations;\n }\n }, {\n key: \"parseImages\",\n value: function parseImages(json, onLoad) {\n var scope = this;\n var images = {};\n var loader;\n\n function loadImage(url) {\n scope.manager.itemStart(url);\n return loader.load(url, function () {\n scope.manager.itemEnd(url);\n }, undefined, function () {\n scope.manager.itemError(url);\n scope.manager.itemEnd(url);\n });\n }\n\n if (json !== undefined && json.length > 0) {\n var manager = new LoadingManager(onLoad);\n loader = new ImageLoader(manager);\n loader.setCrossOrigin(this.crossOrigin);\n\n for (var _i310 = 0, il = json.length; _i310 < il; _i310++) {\n var image = json[_i310];\n var url = image.url;\n\n if (Array.isArray(url)) {\n // load array of images e.g CubeTexture\n images[image.uuid] = [];\n\n for (var j = 0, jl = url.length; j < jl; j++) {\n var currentUrl = url[j];\n var path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test(currentUrl) ? currentUrl : scope.resourcePath + currentUrl;\n images[image.uuid].push(loadImage(path));\n }\n } else {\n // load single image\n var _path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test(image.url) ? image.url : scope.resourcePath + image.url;\n\n images[image.uuid] = loadImage(_path);\n }\n }\n }\n\n return images;\n }\n }, {\n key: \"parseTextures\",\n value: function parseTextures(json, images) {\n function parseConstant(value, type) {\n if (typeof value === 'number') return value;\n console.warn('THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value);\n return type[value];\n }\n\n var textures = {};\n\n if (json !== undefined) {\n for (var _i311 = 0, l = json.length; _i311 < l; _i311++) {\n var data = json[_i311];\n\n if (data.image === undefined) {\n console.warn('THREE.ObjectLoader: No \"image\" specified for', data.uuid);\n }\n\n if (images[data.image] === undefined) {\n console.warn('THREE.ObjectLoader: Undefined image', data.image);\n }\n\n var texture = void 0;\n\n if (Array.isArray(images[data.image])) {\n texture = new CubeTexture(images[data.image]);\n } else {\n texture = new Texture(images[data.image]);\n }\n\n texture.needsUpdate = true;\n texture.uuid = data.uuid;\n if (data.name !== undefined) texture.name = data.name;\n if (data.mapping !== undefined) texture.mapping = parseConstant(data.mapping, TEXTURE_MAPPING);\n if (data.offset !== undefined) texture.offset.fromArray(data.offset);\n if (data.repeat !== undefined) texture.repeat.fromArray(data.repeat);\n if (data.center !== undefined) texture.center.fromArray(data.center);\n if (data.rotation !== undefined) texture.rotation = data.rotation;\n\n if (data.wrap !== undefined) {\n texture.wrapS = parseConstant(data.wrap[0], TEXTURE_WRAPPING);\n texture.wrapT = parseConstant(data.wrap[1], TEXTURE_WRAPPING);\n }\n\n if (data.format !== undefined) texture.format = data.format;\n if (data.type !== undefined) texture.type = data.type;\n if (data.encoding !== undefined) texture.encoding = data.encoding;\n if (data.minFilter !== undefined) texture.minFilter = parseConstant(data.minFilter, TEXTURE_FILTER);\n if (data.magFilter !== undefined) texture.magFilter = parseConstant(data.magFilter, TEXTURE_FILTER);\n if (data.anisotropy !== undefined) texture.anisotropy = data.anisotropy;\n if (data.flipY !== undefined) texture.flipY = data.flipY;\n if (data.premultiplyAlpha !== undefined) texture.premultiplyAlpha = data.premultiplyAlpha;\n if (data.unpackAlignment !== undefined) texture.unpackAlignment = data.unpackAlignment;\n textures[data.uuid] = texture;\n }\n }\n\n return textures;\n }\n }, {\n key: \"parseObject\",\n value: function parseObject(data, geometries, materials) {\n var object;\n\n function getGeometry(name) {\n if (geometries[name] === undefined) {\n console.warn('THREE.ObjectLoader: Undefined geometry', name);\n }\n\n return geometries[name];\n }\n\n function getMaterial(name) {\n if (name === undefined) return undefined;\n\n if (Array.isArray(name)) {\n var array = [];\n\n for (var _i312 = 0, l = name.length; _i312 < l; _i312++) {\n var uuid = name[_i312];\n\n if (materials[uuid] === undefined) {\n console.warn('THREE.ObjectLoader: Undefined material', uuid);\n }\n\n array.push(materials[uuid]);\n }\n\n return array;\n }\n\n if (materials[name] === undefined) {\n console.warn('THREE.ObjectLoader: Undefined material', name);\n }\n\n return materials[name];\n }\n\n var geometry, material;\n\n switch (data.type) {\n case 'Scene':\n object = new Scene();\n\n if (data.background !== undefined) {\n if (Number.isInteger(data.background)) {\n object.background = new Color(data.background);\n }\n }\n\n if (data.fog !== undefined) {\n if (data.fog.type === 'Fog') {\n object.fog = new Fog(data.fog.color, data.fog.near, data.fog.far);\n } else if (data.fog.type === 'FogExp2') {\n object.fog = new FogExp2(data.fog.color, data.fog.density);\n }\n }\n\n break;\n\n case 'PerspectiveCamera':\n object = new PerspectiveCamera(data.fov, data.aspect, data.near, data.far);\n if (data.focus !== undefined) object.focus = data.focus;\n if (data.zoom !== undefined) object.zoom = data.zoom;\n if (data.filmGauge !== undefined) object.filmGauge = data.filmGauge;\n if (data.filmOffset !== undefined) object.filmOffset = data.filmOffset;\n if (data.view !== undefined) object.view = Object.assign({}, data.view);\n break;\n\n case 'OrthographicCamera':\n object = new OrthographicCamera(data.left, data.right, data.top, data.bottom, data.near, data.far);\n if (data.zoom !== undefined) object.zoom = data.zoom;\n if (data.view !== undefined) object.view = Object.assign({}, data.view);\n break;\n\n case 'AmbientLight':\n object = new AmbientLight(data.color, data.intensity);\n break;\n\n case 'DirectionalLight':\n object = new DirectionalLight(data.color, data.intensity);\n break;\n\n case 'PointLight':\n object = new PointLight(data.color, data.intensity, data.distance, data.decay);\n break;\n\n case 'RectAreaLight':\n object = new RectAreaLight(data.color, data.intensity, data.width, data.height);\n break;\n\n case 'SpotLight':\n object = new SpotLight(data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay);\n break;\n\n case 'HemisphereLight':\n object = new HemisphereLight(data.color, data.groundColor, data.intensity);\n break;\n\n case 'LightProbe':\n object = new LightProbe().fromJSON(data);\n break;\n\n case 'SkinnedMesh':\n console.warn('THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.');\n\n case 'Mesh':\n geometry = getGeometry(data.geometry);\n material = getMaterial(data.material);\n object = new Mesh(geometry, material);\n break;\n\n case 'InstancedMesh':\n geometry = getGeometry(data.geometry);\n material = getMaterial(data.material);\n var count = data.count;\n var instanceMatrix = data.instanceMatrix;\n object = new InstancedMesh(geometry, material, count);\n object.instanceMatrix = new BufferAttribute(new Float32Array(instanceMatrix.array), 16);\n break;\n\n case 'LOD':\n object = new LOD();\n break;\n\n case 'Line':\n object = new Line(getGeometry(data.geometry), getMaterial(data.material), data.mode);\n break;\n\n case 'LineLoop':\n object = new LineLoop(getGeometry(data.geometry), getMaterial(data.material));\n break;\n\n case 'LineSegments':\n object = new LineSegments(getGeometry(data.geometry), getMaterial(data.material));\n break;\n\n case 'PointCloud':\n case 'Points':\n object = new Points(getGeometry(data.geometry), getMaterial(data.material));\n break;\n\n case 'Sprite':\n object = new Sprite(getMaterial(data.material));\n break;\n\n case 'Group':\n object = new Group();\n break;\n\n default:\n object = new Object3D();\n }\n\n object.uuid = data.uuid;\n if (data.name !== undefined) object.name = data.name;\n\n if (data.matrix !== undefined) {\n object.matrix.fromArray(data.matrix);\n if (data.matrixAutoUpdate !== undefined) object.matrixAutoUpdate = data.matrixAutoUpdate;\n if (object.matrixAutoUpdate) object.matrix.decompose(object.position, object.quaternion, object.scale);\n } else {\n if (data.position !== undefined) object.position.fromArray(data.position);\n if (data.rotation !== undefined) object.rotation.fromArray(data.rotation);\n if (data.quaternion !== undefined) object.quaternion.fromArray(data.quaternion);\n if (data.scale !== undefined) object.scale.fromArray(data.scale);\n }\n\n if (data.castShadow !== undefined) object.castShadow = data.castShadow;\n if (data.receiveShadow !== undefined) object.receiveShadow = data.receiveShadow;\n\n if (data.shadow) {\n if (data.shadow.bias !== undefined) object.shadow.bias = data.shadow.bias;\n if (data.shadow.normalBias !== undefined) object.shadow.normalBias = data.shadow.normalBias;\n if (data.shadow.radius !== undefined) object.shadow.radius = data.shadow.radius;\n if (data.shadow.mapSize !== undefined) object.shadow.mapSize.fromArray(data.shadow.mapSize);\n if (data.shadow.camera !== undefined) object.shadow.camera = this.parseObject(data.shadow.camera);\n }\n\n if (data.visible !== undefined) object.visible = data.visible;\n if (data.frustumCulled !== undefined) object.frustumCulled = data.frustumCulled;\n if (data.renderOrder !== undefined) object.renderOrder = data.renderOrder;\n if (data.userData !== undefined) object.userData = data.userData;\n if (data.layers !== undefined) object.layers.mask = data.layers;\n\n if (data.children !== undefined) {\n var children = data.children;\n\n for (var _i313 = 0; _i313 < children.length; _i313++) {\n object.add(this.parseObject(children[_i313], geometries, materials));\n }\n }\n\n if (data.type === 'LOD') {\n if (data.autoUpdate !== undefined) object.autoUpdate = data.autoUpdate;\n var levels = data.levels;\n\n for (var l = 0; l < levels.length; l++) {\n var level = levels[l];\n var child = object.getObjectByProperty('uuid', level.object);\n\n if (child !== undefined) {\n object.addLevel(child, level.distance);\n }\n }\n }\n\n return object;\n }\n /* DEPRECATED */\n\n }, {\n key: \"setTexturePath\",\n value: function setTexturePath(value) {\n console.warn('THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().');\n return this.setResourcePath(value);\n }\n }]);\n\n return ObjectLoader;\n}(Loader);\n\nvar TEXTURE_MAPPING = {\n UVMapping: UVMapping,\n CubeReflectionMapping: CubeReflectionMapping,\n CubeRefractionMapping: CubeRefractionMapping,\n EquirectangularReflectionMapping: EquirectangularReflectionMapping,\n EquirectangularRefractionMapping: EquirectangularRefractionMapping,\n CubeUVReflectionMapping: CubeUVReflectionMapping,\n CubeUVRefractionMapping: CubeUVRefractionMapping\n};\nvar TEXTURE_WRAPPING = {\n RepeatWrapping: RepeatWrapping,\n ClampToEdgeWrapping: ClampToEdgeWrapping,\n MirroredRepeatWrapping: MirroredRepeatWrapping\n};\nvar TEXTURE_FILTER = {\n NearestFilter: NearestFilter,\n NearestMipmapNearestFilter: NearestMipmapNearestFilter,\n NearestMipmapLinearFilter: NearestMipmapLinearFilter,\n LinearFilter: LinearFilter,\n LinearMipmapNearestFilter: LinearMipmapNearestFilter,\n LinearMipmapLinearFilter: LinearMipmapLinearFilter\n};\n\nfunction ImageBitmapLoader(manager) {\n if (typeof createImageBitmap === 'undefined') {\n console.warn('THREE.ImageBitmapLoader: createImageBitmap() not supported.');\n }\n\n if (typeof fetch === 'undefined') {\n console.warn('THREE.ImageBitmapLoader: fetch() not supported.');\n }\n\n Loader.call(this, manager);\n this.options = {\n premultiplyAlpha: 'none'\n };\n}\n\nImageBitmapLoader.prototype = Object.assign(Object.create(Loader.prototype), {\n constructor: ImageBitmapLoader,\n isImageBitmapLoader: true,\n setOptions: function setOptions(options) {\n this.options = options;\n return this;\n },\n load: function load(url, onLoad, onProgress, onError) {\n if (url === undefined) url = '';\n if (this.path !== undefined) url = this.path + url;\n url = this.manager.resolveURL(url);\n var scope = this;\n var cached = Cache.get(url);\n\n if (cached !== undefined) {\n scope.manager.itemStart(url);\n setTimeout(function () {\n if (onLoad) onLoad(cached);\n scope.manager.itemEnd(url);\n }, 0);\n return cached;\n }\n\n var fetchOptions = {};\n fetchOptions.credentials = this.crossOrigin === 'anonymous' ? 'same-origin' : 'include';\n fetch(url, fetchOptions).then(function (res) {\n return res.blob();\n }).then(function (blob) {\n return createImageBitmap(blob, scope.options);\n }).then(function (imageBitmap) {\n Cache.add(url, imageBitmap);\n if (onLoad) onLoad(imageBitmap);\n scope.manager.itemEnd(url);\n }).catch(function (e) {\n if (onError) onError(e);\n scope.manager.itemError(url);\n scope.manager.itemEnd(url);\n });\n scope.manager.itemStart(url);\n }\n});\n\nfunction ShapePath() {\n this.type = 'ShapePath';\n this.color = new Color();\n this.subPaths = [];\n this.currentPath = null;\n}\n\nObject.assign(ShapePath.prototype, {\n moveTo: function moveTo(x, y) {\n this.currentPath = new Path();\n this.subPaths.push(this.currentPath);\n this.currentPath.moveTo(x, y);\n return this;\n },\n lineTo: function lineTo(x, y) {\n this.currentPath.lineTo(x, y);\n return this;\n },\n quadraticCurveTo: function quadraticCurveTo(aCPx, aCPy, aX, aY) {\n this.currentPath.quadraticCurveTo(aCPx, aCPy, aX, aY);\n return this;\n },\n bezierCurveTo: function bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {\n this.currentPath.bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY);\n return this;\n },\n splineThru: function splineThru(pts) {\n this.currentPath.splineThru(pts);\n return this;\n },\n toShapes: function toShapes(isCCW, noHoles) {\n function toShapesNoHoles(inSubpaths) {\n var shapes = [];\n\n for (var _i314 = 0, l = inSubpaths.length; _i314 < l; _i314++) {\n var _tmpPath = inSubpaths[_i314];\n\n var _tmpShape = new Shape();\n\n _tmpShape.curves = _tmpPath.curves;\n shapes.push(_tmpShape);\n }\n\n return shapes;\n }\n\n function isPointInsidePolygon(inPt, inPolygon) {\n var polyLen = inPolygon.length; // inPt on polygon contour => immediate success or\n // toggling of inside/outside at every single! intersection point of an edge\n // with the horizontal line through inPt, left of inPt\n // not counting lowerY endpoints of edges and whole edges on that line\n\n var inside = false;\n\n for (var p = polyLen - 1, q = 0; q < polyLen; p = q++) {\n var edgeLowPt = inPolygon[p];\n var edgeHighPt = inPolygon[q];\n var edgeDx = edgeHighPt.x - edgeLowPt.x;\n var edgeDy = edgeHighPt.y - edgeLowPt.y;\n\n if (Math.abs(edgeDy) > Number.EPSILON) {\n // not parallel\n if (edgeDy < 0) {\n edgeLowPt = inPolygon[q];\n edgeDx = -edgeDx;\n edgeHighPt = inPolygon[p];\n edgeDy = -edgeDy;\n }\n\n if (inPt.y < edgeLowPt.y || inPt.y > edgeHighPt.y) continue;\n\n if (inPt.y === edgeLowPt.y) {\n if (inPt.x === edgeLowPt.x) return true; // inPt is on contour ?\n // continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n } else {\n var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);\n if (perpEdge === 0) return true; // inPt is on contour ?\n\n if (perpEdge < 0) continue;\n inside = !inside; // true intersection left of inPt\n }\n } else {\n // parallel or collinear\n if (inPt.y !== edgeLowPt.y) continue; // parallel\n // edge lies on the same horizontal line as inPt\n\n if (edgeHighPt.x <= inPt.x && inPt.x <= edgeLowPt.x || edgeLowPt.x <= inPt.x && inPt.x <= edgeHighPt.x) return true; // inPt: Point on contour !\n // continue;\n }\n }\n\n return inside;\n }\n\n var isClockWise = ShapeUtils.isClockWise;\n var subPaths = this.subPaths;\n if (subPaths.length === 0) return [];\n if (noHoles === true) return toShapesNoHoles(subPaths);\n var solid, tmpPath, tmpShape;\n var shapes = [];\n\n if (subPaths.length === 1) {\n tmpPath = subPaths[0];\n tmpShape = new Shape();\n tmpShape.curves = tmpPath.curves;\n shapes.push(tmpShape);\n return shapes;\n }\n\n var holesFirst = !isClockWise(subPaths[0].getPoints());\n holesFirst = isCCW ? !holesFirst : holesFirst; // console.log(\"Holes first\", holesFirst);\n\n var betterShapeHoles = [];\n var newShapes = [];\n var newShapeHoles = [];\n var mainIdx = 0;\n var tmpPoints;\n newShapes[mainIdx] = undefined;\n newShapeHoles[mainIdx] = [];\n\n for (var _i315 = 0, l = subPaths.length; _i315 < l; _i315++) {\n tmpPath = subPaths[_i315];\n tmpPoints = tmpPath.getPoints();\n solid = isClockWise(tmpPoints);\n solid = isCCW ? !solid : solid;\n\n if (solid) {\n if (!holesFirst && newShapes[mainIdx]) mainIdx++;\n newShapes[mainIdx] = {\n s: new Shape(),\n p: tmpPoints\n };\n newShapes[mainIdx].s.curves = tmpPath.curves;\n if (holesFirst) mainIdx++;\n newShapeHoles[mainIdx] = []; //console.log('cw', i);\n } else {\n newShapeHoles[mainIdx].push({\n h: tmpPath,\n p: tmpPoints[0]\n }); //console.log('ccw', i);\n }\n } // only Holes? -> probably all Shapes with wrong orientation\n\n\n if (!newShapes[0]) return toShapesNoHoles(subPaths);\n\n if (newShapes.length > 1) {\n var ambiguous = false;\n var toChange = [];\n\n for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {\n betterShapeHoles[sIdx] = [];\n }\n\n for (var _sIdx = 0, _sLen = newShapes.length; _sIdx < _sLen; _sIdx++) {\n var sho = newShapeHoles[_sIdx];\n\n for (var hIdx = 0; hIdx < sho.length; hIdx++) {\n var ho = sho[hIdx];\n var hole_unassigned = true;\n\n for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx++) {\n if (isPointInsidePolygon(ho.p, newShapes[s2Idx].p)) {\n if (_sIdx !== s2Idx) toChange.push({\n froms: _sIdx,\n tos: s2Idx,\n hole: hIdx\n });\n\n if (hole_unassigned) {\n hole_unassigned = false;\n betterShapeHoles[s2Idx].push(ho);\n } else {\n ambiguous = true;\n }\n }\n }\n\n if (hole_unassigned) {\n betterShapeHoles[_sIdx].push(ho);\n }\n }\n } // console.log(\"ambiguous: \", ambiguous);\n\n\n if (toChange.length > 0) {\n // console.log(\"to change: \", toChange);\n if (!ambiguous) newShapeHoles = betterShapeHoles;\n }\n }\n\n var tmpHoles;\n\n for (var _i316 = 0, il = newShapes.length; _i316 < il; _i316++) {\n tmpShape = newShapes[_i316].s;\n shapes.push(tmpShape);\n tmpHoles = newShapeHoles[_i316];\n\n for (var j = 0, jl = tmpHoles.length; j < jl; j++) {\n tmpShape.holes.push(tmpHoles[j].h);\n }\n } //console.log(\"shape\", shapes);\n\n\n return shapes;\n }\n});\n\nfunction Font(data) {\n this.type = 'Font';\n this.data = data;\n}\n\nObject.assign(Font.prototype, {\n isFont: true,\n generateShapes: function generateShapes(text, size) {\n if (size === undefined) size = 100;\n var shapes = [];\n var paths = createPaths(text, size, this.data);\n\n for (var p = 0, pl = paths.length; p < pl; p++) {\n Array.prototype.push.apply(shapes, paths[p].toShapes());\n }\n\n return shapes;\n }\n});\n\nfunction createPaths(text, size, data) {\n var chars = Array.from ? Array.from(text) : String(text).split(''); // workaround for IE11, see #13988\n\n var scale = size / data.resolution;\n var line_height = (data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness) * scale;\n var paths = [];\n var offsetX = 0,\n offsetY = 0;\n\n for (var _i317 = 0; _i317 < chars.length; _i317++) {\n var char = chars[_i317];\n\n if (char === '\\n') {\n offsetX = 0;\n offsetY -= line_height;\n } else {\n var ret = createPath(char, scale, offsetX, offsetY, data);\n offsetX += ret.offsetX;\n paths.push(ret.path);\n }\n }\n\n return paths;\n}\n\nfunction createPath(char, scale, offsetX, offsetY, data) {\n var glyph = data.glyphs[char] || data.glyphs['?'];\n\n if (!glyph) {\n console.error('THREE.Font: character \"' + char + '\" does not exists in font family ' + data.familyName + '.');\n return;\n }\n\n var path = new ShapePath();\n var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;\n\n if (glyph.o) {\n var outline = glyph._cachedOutline || (glyph._cachedOutline = glyph.o.split(' '));\n\n for (var _i318 = 0, l = outline.length; _i318 < l;) {\n var action = outline[_i318++];\n\n switch (action) {\n case 'm':\n // moveTo\n x = outline[_i318++] * scale + offsetX;\n y = outline[_i318++] * scale + offsetY;\n path.moveTo(x, y);\n break;\n\n case 'l':\n // lineTo\n x = outline[_i318++] * scale + offsetX;\n y = outline[_i318++] * scale + offsetY;\n path.lineTo(x, y);\n break;\n\n case 'q':\n // quadraticCurveTo\n cpx = outline[_i318++] * scale + offsetX;\n cpy = outline[_i318++] * scale + offsetY;\n cpx1 = outline[_i318++] * scale + offsetX;\n cpy1 = outline[_i318++] * scale + offsetY;\n path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);\n break;\n\n case 'b':\n // bezierCurveTo\n cpx = outline[_i318++] * scale + offsetX;\n cpy = outline[_i318++] * scale + offsetY;\n cpx1 = outline[_i318++] * scale + offsetX;\n cpy1 = outline[_i318++] * scale + offsetY;\n cpx2 = outline[_i318++] * scale + offsetX;\n cpy2 = outline[_i318++] * scale + offsetY;\n path.bezierCurveTo(cpx1, cpy1, cpx2, cpy2, cpx, cpy);\n break;\n }\n }\n }\n\n return {\n offsetX: glyph.ha * scale,\n path: path\n };\n}\n\nfunction FontLoader(manager) {\n Loader.call(this, manager);\n}\n\nFontLoader.prototype = Object.assign(Object.create(Loader.prototype), {\n constructor: FontLoader,\n load: function load(url, onLoad, onProgress, onError) {\n var scope = this;\n var loader = new FileLoader(this.manager);\n loader.setPath(this.path);\n loader.setRequestHeader(this.requestHeader);\n loader.setWithCredentials(scope.withCredentials);\n loader.load(url, function (text) {\n var json;\n\n try {\n json = JSON.parse(text);\n } catch (e) {\n console.warn('THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.');\n json = JSON.parse(text.substring(65, text.length - 2));\n }\n\n var font = scope.parse(json);\n if (onLoad) onLoad(font);\n }, onProgress, onError);\n },\n parse: function parse(json) {\n return new Font(json);\n }\n});\n\nvar _context;\n\nvar AudioContext = {\n getContext: function getContext() {\n if (_context === undefined) {\n _context = new (window.AudioContext || window.webkitAudioContext)();\n }\n\n return _context;\n },\n setContext: function setContext(value) {\n _context = value;\n }\n};\n\nfunction AudioLoader(manager) {\n Loader.call(this, manager);\n}\n\nAudioLoader.prototype = Object.assign(Object.create(Loader.prototype), {\n constructor: AudioLoader,\n load: function load(url, onLoad, onProgress, onError) {\n var scope = this;\n var loader = new FileLoader(scope.manager);\n loader.setResponseType('arraybuffer');\n loader.setPath(scope.path);\n loader.setRequestHeader(scope.requestHeader);\n loader.setWithCredentials(scope.withCredentials);\n loader.load(url, function (buffer) {\n try {\n // Create a copy of the buffer. The `decodeAudioData` method\n // detaches the buffer when complete, preventing reuse.\n var bufferCopy = buffer.slice(0);\n var context = AudioContext.getContext();\n context.decodeAudioData(bufferCopy, function (audioBuffer) {\n onLoad(audioBuffer);\n });\n } catch (e) {\n if (onError) {\n onError(e);\n } else {\n console.error(e);\n }\n\n scope.manager.itemError(url);\n }\n }, onProgress, onError);\n }\n});\n\nfunction HemisphereLightProbe(skyColor, groundColor, intensity) {\n LightProbe.call(this, undefined, intensity);\n var color1 = new Color().set(skyColor);\n var color2 = new Color().set(groundColor);\n var sky = new Vector3(color1.r, color1.g, color1.b);\n var ground = new Vector3(color2.r, color2.g, color2.b); // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );\n\n var c0 = Math.sqrt(Math.PI);\n var c1 = c0 * Math.sqrt(0.75);\n this.sh.coefficients[0].copy(sky).add(ground).multiplyScalar(c0);\n this.sh.coefficients[1].copy(sky).sub(ground).multiplyScalar(c1);\n}\n\nHemisphereLightProbe.prototype = Object.assign(Object.create(LightProbe.prototype), {\n constructor: HemisphereLightProbe,\n isHemisphereLightProbe: true,\n copy: function copy(source) {\n // modifying colors not currently supported\n LightProbe.prototype.copy.call(this, source);\n return this;\n },\n toJSON: function toJSON(meta) {\n var data = LightProbe.prototype.toJSON.call(this, meta); // data.sh = this.sh.toArray(); // todo\n\n return data;\n }\n});\n\nfunction AmbientLightProbe(color, intensity) {\n LightProbe.call(this, undefined, intensity);\n var color1 = new Color().set(color); // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );\n\n this.sh.coefficients[0].set(color1.r, color1.g, color1.b).multiplyScalar(2 * Math.sqrt(Math.PI));\n}\n\nAmbientLightProbe.prototype = Object.assign(Object.create(LightProbe.prototype), {\n constructor: AmbientLightProbe,\n isAmbientLightProbe: true,\n copy: function copy(source) {\n // modifying color not currently supported\n LightProbe.prototype.copy.call(this, source);\n return this;\n },\n toJSON: function toJSON(meta) {\n var data = LightProbe.prototype.toJSON.call(this, meta); // data.sh = this.sh.toArray(); // todo\n\n return data;\n }\n});\n\nvar _eyeRight = new Matrix4();\n\nvar _eyeLeft = new Matrix4();\n\nfunction StereoCamera() {\n this.type = 'StereoCamera';\n this.aspect = 1;\n this.eyeSep = 0.064;\n this.cameraL = new PerspectiveCamera();\n this.cameraL.layers.enable(1);\n this.cameraL.matrixAutoUpdate = false;\n this.cameraR = new PerspectiveCamera();\n this.cameraR.layers.enable(2);\n this.cameraR.matrixAutoUpdate = false;\n this._cache = {\n focus: null,\n fov: null,\n aspect: null,\n near: null,\n far: null,\n zoom: null,\n eyeSep: null\n };\n}\n\nObject.assign(StereoCamera.prototype, {\n update: function update(camera) {\n var cache = this._cache;\n var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov || cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near || cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;\n\n if (needsUpdate) {\n cache.focus = camera.focus;\n cache.fov = camera.fov;\n cache.aspect = camera.aspect * this.aspect;\n cache.near = camera.near;\n cache.far = camera.far;\n cache.zoom = camera.zoom;\n cache.eyeSep = this.eyeSep; // Off-axis stereoscopic effect based on\n // http://paulbourke.net/stereographics/stereorender/\n\n var projectionMatrix = camera.projectionMatrix.clone();\n var eyeSepHalf = cache.eyeSep / 2;\n var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;\n var ymax = cache.near * Math.tan(MathUtils.DEG2RAD * cache.fov * 0.5) / cache.zoom;\n var xmin, xmax; // translate xOffset\n\n _eyeLeft.elements[12] = -eyeSepHalf;\n _eyeRight.elements[12] = eyeSepHalf; // for left eye\n\n xmin = -ymax * cache.aspect + eyeSepOnProjection;\n xmax = ymax * cache.aspect + eyeSepOnProjection;\n projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin);\n projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);\n this.cameraL.projectionMatrix.copy(projectionMatrix); // for right eye\n\n xmin = -ymax * cache.aspect - eyeSepOnProjection;\n xmax = ymax * cache.aspect - eyeSepOnProjection;\n projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin);\n projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);\n this.cameraR.projectionMatrix.copy(projectionMatrix);\n }\n\n this.cameraL.matrixWorld.copy(camera.matrixWorld).multiply(_eyeLeft);\n this.cameraR.matrixWorld.copy(camera.matrixWorld).multiply(_eyeRight);\n }\n});\n\nvar Clock = /*#__PURE__*/function () {\n function Clock(autoStart) {\n _classCallCheck(this, Clock);\n\n this.autoStart = autoStart !== undefined ? autoStart : true;\n this.startTime = 0;\n this.oldTime = 0;\n this.elapsedTime = 0;\n this.running = false;\n }\n\n _createClass(Clock, [{\n key: \"start\",\n value: function start() {\n this.startTime = (typeof performance === 'undefined' ? Date : performance).now(); // see #10732\n\n this.oldTime = this.startTime;\n this.elapsedTime = 0;\n this.running = true;\n }\n }, {\n key: \"stop\",\n value: function stop() {\n this.getElapsedTime();\n this.running = false;\n this.autoStart = false;\n }\n }, {\n key: \"getElapsedTime\",\n value: function getElapsedTime() {\n this.getDelta();\n return this.elapsedTime;\n }\n }, {\n key: \"getDelta\",\n value: function getDelta() {\n var diff = 0;\n\n if (this.autoStart && !this.running) {\n this.start();\n return 0;\n }\n\n if (this.running) {\n var newTime = (typeof performance === 'undefined' ? Date : performance).now();\n diff = (newTime - this.oldTime) / 1000;\n this.oldTime = newTime;\n this.elapsedTime += diff;\n }\n\n return diff;\n }\n }]);\n\n return Clock;\n}();\n\nvar _position$2 = /*@__PURE__*/new Vector3();\n\nvar _quaternion$3 = /*@__PURE__*/new Quaternion();\n\nvar _scale$1 = /*@__PURE__*/new Vector3();\n\nvar _orientation = /*@__PURE__*/new Vector3();\n\nvar AudioListener = /*#__PURE__*/function (_Object3D2) {\n _inherits(AudioListener, _Object3D2);\n\n var _super43 = _createSuper(AudioListener);\n\n function AudioListener() {\n var _this43;\n\n _classCallCheck(this, AudioListener);\n\n _this43 = _super43.call(this);\n _this43.type = 'AudioListener';\n _this43.context = AudioContext.getContext();\n _this43.gain = _this43.context.createGain();\n\n _this43.gain.connect(_this43.context.destination);\n\n _this43.filter = null;\n _this43.timeDelta = 0; // private\n\n _this43._clock = new Clock();\n return _this43;\n }\n\n _createClass(AudioListener, [{\n key: \"getInput\",\n value: function getInput() {\n return this.gain;\n }\n }, {\n key: \"removeFilter\",\n value: function removeFilter() {\n if (this.filter !== null) {\n this.gain.disconnect(this.filter);\n this.filter.disconnect(this.context.destination);\n this.gain.connect(this.context.destination);\n this.filter = null;\n }\n\n return this;\n }\n }, {\n key: \"getFilter\",\n value: function getFilter() {\n return this.filter;\n }\n }, {\n key: \"setFilter\",\n value: function setFilter(value) {\n if (this.filter !== null) {\n this.gain.disconnect(this.filter);\n this.filter.disconnect(this.context.destination);\n } else {\n this.gain.disconnect(this.context.destination);\n }\n\n this.filter = value;\n this.gain.connect(this.filter);\n this.filter.connect(this.context.destination);\n return this;\n }\n }, {\n key: \"getMasterVolume\",\n value: function getMasterVolume() {\n return this.gain.gain.value;\n }\n }, {\n key: \"setMasterVolume\",\n value: function setMasterVolume(value) {\n this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);\n return this;\n }\n }, {\n key: \"updateMatrixWorld\",\n value: function updateMatrixWorld(force) {\n _get(_getPrototypeOf(AudioListener.prototype), \"updateMatrixWorld\", this).call(this, force);\n\n var listener = this.context.listener;\n var up = this.up;\n this.timeDelta = this._clock.getDelta();\n this.matrixWorld.decompose(_position$2, _quaternion$3, _scale$1);\n\n _orientation.set(0, 0, -1).applyQuaternion(_quaternion$3);\n\n if (listener.positionX) {\n // code path for Chrome (see #14393)\n var endTime = this.context.currentTime + this.timeDelta;\n listener.positionX.linearRampToValueAtTime(_position$2.x, endTime);\n listener.positionY.linearRampToValueAtTime(_position$2.y, endTime);\n listener.positionZ.linearRampToValueAtTime(_position$2.z, endTime);\n listener.forwardX.linearRampToValueAtTime(_orientation.x, endTime);\n listener.forwardY.linearRampToValueAtTime(_orientation.y, endTime);\n listener.forwardZ.linearRampToValueAtTime(_orientation.z, endTime);\n listener.upX.linearRampToValueAtTime(up.x, endTime);\n listener.upY.linearRampToValueAtTime(up.y, endTime);\n listener.upZ.linearRampToValueAtTime(up.z, endTime);\n } else {\n listener.setPosition(_position$2.x, _position$2.y, _position$2.z);\n listener.setOrientation(_orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z);\n }\n }\n }]);\n\n return AudioListener;\n}(Object3D);\n\nvar Audio = /*#__PURE__*/function (_Object3D3) {\n _inherits(Audio, _Object3D3);\n\n var _super44 = _createSuper(Audio);\n\n function Audio(listener) {\n var _this44;\n\n _classCallCheck(this, Audio);\n\n _this44 = _super44.call(this);\n _this44.type = 'Audio';\n _this44.listener = listener;\n _this44.context = listener.context;\n _this44.gain = _this44.context.createGain();\n\n _this44.gain.connect(listener.getInput());\n\n _this44.autoplay = false;\n _this44.buffer = null;\n _this44.detune = 0;\n _this44.loop = false;\n _this44.loopStart = 0;\n _this44.loopEnd = 0;\n _this44.offset = 0;\n _this44.duration = undefined;\n _this44.playbackRate = 1;\n _this44.isPlaying = false;\n _this44.hasPlaybackControl = true;\n _this44.source = null;\n _this44.sourceType = 'empty';\n _this44._startedAt = 0;\n _this44._progress = 0;\n _this44._connected = false;\n _this44.filters = [];\n return _this44;\n }\n\n _createClass(Audio, [{\n key: \"getOutput\",\n value: function getOutput() {\n return this.gain;\n }\n }, {\n key: \"setNodeSource\",\n value: function setNodeSource(audioNode) {\n this.hasPlaybackControl = false;\n this.sourceType = 'audioNode';\n this.source = audioNode;\n this.connect();\n return this;\n }\n }, {\n key: \"setMediaElementSource\",\n value: function setMediaElementSource(mediaElement) {\n this.hasPlaybackControl = false;\n this.sourceType = 'mediaNode';\n this.source = this.context.createMediaElementSource(mediaElement);\n this.connect();\n return this;\n }\n }, {\n key: \"setMediaStreamSource\",\n value: function setMediaStreamSource(mediaStream) {\n this.hasPlaybackControl = false;\n this.sourceType = 'mediaStreamNode';\n this.source = this.context.createMediaStreamSource(mediaStream);\n this.connect();\n return this;\n }\n }, {\n key: \"setBuffer\",\n value: function setBuffer(audioBuffer) {\n this.buffer = audioBuffer;\n this.sourceType = 'buffer';\n if (this.autoplay) this.play();\n return this;\n }\n }, {\n key: \"play\",\n value: function play(delay) {\n if (delay === undefined) delay = 0;\n\n if (this.isPlaying === true) {\n console.warn('THREE.Audio: Audio is already playing.');\n return;\n }\n\n if (this.hasPlaybackControl === false) {\n console.warn('THREE.Audio: this Audio has no playback control.');\n return;\n }\n\n this._startedAt = this.context.currentTime + delay;\n var source = this.context.createBufferSource();\n source.buffer = this.buffer;\n source.loop = this.loop;\n source.loopStart = this.loopStart;\n source.loopEnd = this.loopEnd;\n source.onended = this.onEnded.bind(this);\n source.start(this._startedAt, this._progress + this.offset, this.duration);\n this.isPlaying = true;\n this.source = source;\n this.setDetune(this.detune);\n this.setPlaybackRate(this.playbackRate);\n return this.connect();\n }\n }, {\n key: \"pause\",\n value: function pause() {\n if (this.hasPlaybackControl === false) {\n console.warn('THREE.Audio: this Audio has no playback control.');\n return;\n }\n\n if (this.isPlaying === true) {\n // update current progress\n this._progress += Math.max(this.context.currentTime - this._startedAt, 0) * this.playbackRate;\n\n if (this.loop === true) {\n // ensure _progress does not exceed duration with looped audios\n this._progress = this._progress % (this.duration || this.buffer.duration);\n }\n\n this.source.stop();\n this.source.onended = null;\n this.isPlaying = false;\n }\n\n return this;\n }\n }, {\n key: \"stop\",\n value: function stop() {\n if (this.hasPlaybackControl === false) {\n console.warn('THREE.Audio: this Audio has no playback control.');\n return;\n }\n\n this._progress = 0;\n this.source.stop();\n this.source.onended = null;\n this.isPlaying = false;\n return this;\n }\n }, {\n key: \"connect\",\n value: function connect() {\n if (this.filters.length > 0) {\n this.source.connect(this.filters[0]);\n\n for (var _i319 = 1, l = this.filters.length; _i319 < l; _i319++) {\n this.filters[_i319 - 1].connect(this.filters[_i319]);\n }\n\n this.filters[this.filters.length - 1].connect(this.getOutput());\n } else {\n this.source.connect(this.getOutput());\n }\n\n this._connected = true;\n return this;\n }\n }, {\n key: \"disconnect\",\n value: function disconnect() {\n if (this.filters.length > 0) {\n this.source.disconnect(this.filters[0]);\n\n for (var _i320 = 1, l = this.filters.length; _i320 < l; _i320++) {\n this.filters[_i320 - 1].disconnect(this.filters[_i320]);\n }\n\n this.filters[this.filters.length - 1].disconnect(this.getOutput());\n } else {\n this.source.disconnect(this.getOutput());\n }\n\n this._connected = false;\n return this;\n }\n }, {\n key: \"getFilters\",\n value: function getFilters() {\n return this.filters;\n }\n }, {\n key: \"setFilters\",\n value: function setFilters(value) {\n if (!value) value = [];\n\n if (this._connected === true) {\n this.disconnect();\n this.filters = value.slice();\n this.connect();\n } else {\n this.filters = value.slice();\n }\n\n return this;\n }\n }, {\n key: \"setDetune\",\n value: function setDetune(value) {\n this.detune = value;\n if (this.source.detune === undefined) return; // only set detune when available\n\n if (this.isPlaying === true) {\n this.source.detune.setTargetAtTime(this.detune, this.context.currentTime, 0.01);\n }\n\n return this;\n }\n }, {\n key: \"getDetune\",\n value: function getDetune() {\n return this.detune;\n }\n }, {\n key: \"getFilter\",\n value: function getFilter() {\n return this.getFilters()[0];\n }\n }, {\n key: \"setFilter\",\n value: function setFilter(filter) {\n return this.setFilters(filter ? [filter] : []);\n }\n }, {\n key: \"setPlaybackRate\",\n value: function setPlaybackRate(value) {\n if (this.hasPlaybackControl === false) {\n console.warn('THREE.Audio: this Audio has no playback control.');\n return;\n }\n\n this.playbackRate = value;\n\n if (this.isPlaying === true) {\n this.source.playbackRate.setTargetAtTime(this.playbackRate, this.context.currentTime, 0.01);\n }\n\n return this;\n }\n }, {\n key: \"getPlaybackRate\",\n value: function getPlaybackRate() {\n return this.playbackRate;\n }\n }, {\n key: \"onEnded\",\n value: function onEnded() {\n this.isPlaying = false;\n }\n }, {\n key: \"getLoop\",\n value: function getLoop() {\n if (this.hasPlaybackControl === false) {\n console.warn('THREE.Audio: this Audio has no playback control.');\n return false;\n }\n\n return this.loop;\n }\n }, {\n key: \"setLoop\",\n value: function setLoop(value) {\n if (this.hasPlaybackControl === false) {\n console.warn('THREE.Audio: this Audio has no playback control.');\n return;\n }\n\n this.loop = value;\n\n if (this.isPlaying === true) {\n this.source.loop = this.loop;\n }\n\n return this;\n }\n }, {\n key: \"setLoopStart\",\n value: function setLoopStart(value) {\n this.loopStart = value;\n return this;\n }\n }, {\n key: \"setLoopEnd\",\n value: function setLoopEnd(value) {\n this.loopEnd = value;\n return this;\n }\n }, {\n key: \"getVolume\",\n value: function getVolume() {\n return this.gain.gain.value;\n }\n }, {\n key: \"setVolume\",\n value: function setVolume(value) {\n this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);\n return this;\n }\n }]);\n\n return Audio;\n}(Object3D);\n\nvar _position$3 = /*@__PURE__*/new Vector3();\n\nvar _quaternion$4 = /*@__PURE__*/new Quaternion();\n\nvar _scale$2 = /*@__PURE__*/new Vector3();\n\nvar _orientation$1 = /*@__PURE__*/new Vector3();\n\nvar PositionalAudio = /*#__PURE__*/function (_Audio) {\n _inherits(PositionalAudio, _Audio);\n\n var _super45 = _createSuper(PositionalAudio);\n\n function PositionalAudio(listener) {\n var _this45;\n\n _classCallCheck(this, PositionalAudio);\n\n _this45 = _super45.call(this, listener);\n _this45.panner = _this45.context.createPanner();\n _this45.panner.panningModel = 'HRTF';\n\n _this45.panner.connect(_this45.gain);\n\n return _this45;\n }\n\n _createClass(PositionalAudio, [{\n key: \"getOutput\",\n value: function getOutput() {\n return this.panner;\n }\n }, {\n key: \"getRefDistance\",\n value: function getRefDistance() {\n return this.panner.refDistance;\n }\n }, {\n key: \"setRefDistance\",\n value: function setRefDistance(value) {\n this.panner.refDistance = value;\n return this;\n }\n }, {\n key: \"getRolloffFactor\",\n value: function getRolloffFactor() {\n return this.panner.rolloffFactor;\n }\n }, {\n key: \"setRolloffFactor\",\n value: function setRolloffFactor(value) {\n this.panner.rolloffFactor = value;\n return this;\n }\n }, {\n key: \"getDistanceModel\",\n value: function getDistanceModel() {\n return this.panner.distanceModel;\n }\n }, {\n key: \"setDistanceModel\",\n value: function setDistanceModel(value) {\n this.panner.distanceModel = value;\n return this;\n }\n }, {\n key: \"getMaxDistance\",\n value: function getMaxDistance() {\n return this.panner.maxDistance;\n }\n }, {\n key: \"setMaxDistance\",\n value: function setMaxDistance(value) {\n this.panner.maxDistance = value;\n return this;\n }\n }, {\n key: \"setDirectionalCone\",\n value: function setDirectionalCone(coneInnerAngle, coneOuterAngle, coneOuterGain) {\n this.panner.coneInnerAngle = coneInnerAngle;\n this.panner.coneOuterAngle = coneOuterAngle;\n this.panner.coneOuterGain = coneOuterGain;\n return this;\n }\n }, {\n key: \"updateMatrixWorld\",\n value: function updateMatrixWorld(force) {\n _get(_getPrototypeOf(PositionalAudio.prototype), \"updateMatrixWorld\", this).call(this, force);\n\n if (this.hasPlaybackControl === true && this.isPlaying === false) return;\n this.matrixWorld.decompose(_position$3, _quaternion$4, _scale$2);\n\n _orientation$1.set(0, 0, 1).applyQuaternion(_quaternion$4);\n\n var panner = this.panner;\n\n if (panner.positionX) {\n // code path for Chrome and Firefox (see #14393)\n var endTime = this.context.currentTime + this.listener.timeDelta;\n panner.positionX.linearRampToValueAtTime(_position$3.x, endTime);\n panner.positionY.linearRampToValueAtTime(_position$3.y, endTime);\n panner.positionZ.linearRampToValueAtTime(_position$3.z, endTime);\n panner.orientationX.linearRampToValueAtTime(_orientation$1.x, endTime);\n panner.orientationY.linearRampToValueAtTime(_orientation$1.y, endTime);\n panner.orientationZ.linearRampToValueAtTime(_orientation$1.z, endTime);\n } else {\n panner.setPosition(_position$3.x, _position$3.y, _position$3.z);\n panner.setOrientation(_orientation$1.x, _orientation$1.y, _orientation$1.z);\n }\n }\n }]);\n\n return PositionalAudio;\n}(Audio);\n\nvar AudioAnalyser = /*#__PURE__*/function () {\n function AudioAnalyser(audio, fftSize) {\n _classCallCheck(this, AudioAnalyser);\n\n this.analyser = audio.context.createAnalyser();\n this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;\n this.data = new Uint8Array(this.analyser.frequencyBinCount);\n audio.getOutput().connect(this.analyser);\n }\n\n _createClass(AudioAnalyser, [{\n key: \"getFrequencyData\",\n value: function getFrequencyData() {\n this.analyser.getByteFrequencyData(this.data);\n return this.data;\n }\n }, {\n key: \"getAverageFrequency\",\n value: function getAverageFrequency() {\n var value = 0;\n var data = this.getFrequencyData();\n\n for (var _i321 = 0; _i321 < data.length; _i321++) {\n value += data[_i321];\n }\n\n return value / data.length;\n }\n }]);\n\n return AudioAnalyser;\n}();\n\nfunction PropertyMixer(binding, typeName, valueSize) {\n this.binding = binding;\n this.valueSize = valueSize;\n var mixFunction, mixFunctionAdditive, setIdentity; // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]\n //\n // interpolators can use .buffer as their .result\n // the data then goes to 'incoming'\n //\n // 'accu0' and 'accu1' are used frame-interleaved for\n // the cumulative result and are compared to detect\n // changes\n //\n // 'orig' stores the original state of the property\n //\n // 'add' is used for additive cumulative results\n //\n // 'work' is optional and is only present for quaternion types. It is used\n // to store intermediate quaternion multiplication results\n\n switch (typeName) {\n case 'quaternion':\n mixFunction = this._slerp;\n mixFunctionAdditive = this._slerpAdditive;\n setIdentity = this._setAdditiveIdentityQuaternion;\n this.buffer = new Float64Array(valueSize * 6);\n this._workIndex = 5;\n break;\n\n case 'string':\n case 'bool':\n mixFunction = this._select; // Use the regular mix function and for additive on these types,\n // additive is not relevant for non-numeric types\n\n mixFunctionAdditive = this._select;\n setIdentity = this._setAdditiveIdentityOther;\n this.buffer = new Array(valueSize * 5);\n break;\n\n default:\n mixFunction = this._lerp;\n mixFunctionAdditive = this._lerpAdditive;\n setIdentity = this._setAdditiveIdentityNumeric;\n this.buffer = new Float64Array(valueSize * 5);\n }\n\n this._mixBufferRegion = mixFunction;\n this._mixBufferRegionAdditive = mixFunctionAdditive;\n this._setIdentity = setIdentity;\n this._origIndex = 3;\n this._addIndex = 4;\n this.cumulativeWeight = 0;\n this.cumulativeWeightAdditive = 0;\n this.useCount = 0;\n this.referenceCount = 0;\n}\n\nObject.assign(PropertyMixer.prototype, {\n // accumulate data in the 'incoming' region into 'accu'\n accumulate: function accumulate(accuIndex, weight) {\n // note: happily accumulating nothing when weight = 0, the caller knows\n // the weight and shouldn't have made the call in the first place\n var buffer = this.buffer,\n stride = this.valueSize,\n offset = accuIndex * stride + stride;\n var currentWeight = this.cumulativeWeight;\n\n if (currentWeight === 0) {\n // accuN := incoming * weight\n for (var _i322 = 0; _i322 !== stride; ++_i322) {\n buffer[offset + _i322] = buffer[_i322];\n }\n\n currentWeight = weight;\n } else {\n // accuN := accuN + incoming * weight\n currentWeight += weight;\n var mix = weight / currentWeight;\n\n this._mixBufferRegion(buffer, offset, 0, mix, stride);\n }\n\n this.cumulativeWeight = currentWeight;\n },\n // accumulate data in the 'incoming' region into 'add'\n accumulateAdditive: function accumulateAdditive(weight) {\n var buffer = this.buffer,\n stride = this.valueSize,\n offset = stride * this._addIndex;\n\n if (this.cumulativeWeightAdditive === 0) {\n // add = identity\n this._setIdentity();\n } // add := add + incoming * weight\n\n\n this._mixBufferRegionAdditive(buffer, offset, 0, weight, stride);\n\n this.cumulativeWeightAdditive += weight;\n },\n // apply the state of 'accu' to the binding when accus differ\n apply: function apply(accuIndex) {\n var stride = this.valueSize,\n buffer = this.buffer,\n offset = accuIndex * stride + stride,\n weight = this.cumulativeWeight,\n weightAdditive = this.cumulativeWeightAdditive,\n binding = this.binding;\n this.cumulativeWeight = 0;\n this.cumulativeWeightAdditive = 0;\n\n if (weight < 1) {\n // accuN := accuN + original * ( 1 - cumulativeWeight )\n var originalValueOffset = stride * this._origIndex;\n\n this._mixBufferRegion(buffer, offset, originalValueOffset, 1 - weight, stride);\n }\n\n if (weightAdditive > 0) {\n // accuN := accuN + additive accuN\n this._mixBufferRegionAdditive(buffer, offset, this._addIndex * stride, 1, stride);\n }\n\n for (var _i323 = stride, e = stride + stride; _i323 !== e; ++_i323) {\n if (buffer[_i323] !== buffer[_i323 + stride]) {\n // value has changed -> update scene graph\n binding.setValue(buffer, offset);\n break;\n }\n }\n },\n // remember the state of the bound property and copy it to both accus\n saveOriginalState: function saveOriginalState() {\n var binding = this.binding;\n var buffer = this.buffer,\n stride = this.valueSize,\n originalValueOffset = stride * this._origIndex;\n binding.getValue(buffer, originalValueOffset); // accu[0..1] := orig -- initially detect changes against the original\n\n for (var _i324 = stride, e = originalValueOffset; _i324 !== e; ++_i324) {\n buffer[_i324] = buffer[originalValueOffset + _i324 % stride];\n } // Add to identity for additive\n\n\n this._setIdentity();\n\n this.cumulativeWeight = 0;\n this.cumulativeWeightAdditive = 0;\n },\n // apply the state previously taken via 'saveOriginalState' to the binding\n restoreOriginalState: function restoreOriginalState() {\n var originalValueOffset = this.valueSize * 3;\n this.binding.setValue(this.buffer, originalValueOffset);\n },\n _setAdditiveIdentityNumeric: function _setAdditiveIdentityNumeric() {\n var startIndex = this._addIndex * this.valueSize;\n var endIndex = startIndex + this.valueSize;\n\n for (var _i325 = startIndex; _i325 < endIndex; _i325++) {\n this.buffer[_i325] = 0;\n }\n },\n _setAdditiveIdentityQuaternion: function _setAdditiveIdentityQuaternion() {\n this._setAdditiveIdentityNumeric();\n\n this.buffer[this._addIndex * this.valueSize + 3] = 1;\n },\n _setAdditiveIdentityOther: function _setAdditiveIdentityOther() {\n var startIndex = this._origIndex * this.valueSize;\n var targetIndex = this._addIndex * this.valueSize;\n\n for (var _i326 = 0; _i326 < this.valueSize; _i326++) {\n this.buffer[targetIndex + _i326] = this.buffer[startIndex + _i326];\n }\n },\n // mix functions\n _select: function _select(buffer, dstOffset, srcOffset, t, stride) {\n if (t >= 0.5) {\n for (var _i327 = 0; _i327 !== stride; ++_i327) {\n buffer[dstOffset + _i327] = buffer[srcOffset + _i327];\n }\n }\n },\n _slerp: function _slerp(buffer, dstOffset, srcOffset, t) {\n Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t);\n },\n _slerpAdditive: function _slerpAdditive(buffer, dstOffset, srcOffset, t, stride) {\n var workOffset = this._workIndex * stride; // Store result in intermediate buffer offset\n\n Quaternion.multiplyQuaternionsFlat(buffer, workOffset, buffer, dstOffset, buffer, srcOffset); // Slerp to the intermediate result\n\n Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t);\n },\n _lerp: function _lerp(buffer, dstOffset, srcOffset, t, stride) {\n var s = 1 - t;\n\n for (var _i328 = 0; _i328 !== stride; ++_i328) {\n var j = dstOffset + _i328;\n buffer[j] = buffer[j] * s + buffer[srcOffset + _i328] * t;\n }\n },\n _lerpAdditive: function _lerpAdditive(buffer, dstOffset, srcOffset, t, stride) {\n for (var _i329 = 0; _i329 !== stride; ++_i329) {\n var j = dstOffset + _i329;\n buffer[j] = buffer[j] + buffer[srcOffset + _i329] * t;\n }\n }\n}); // Characters [].:/ are reserved for track binding syntax.\n\nvar _RESERVED_CHARS_RE = '\\\\[\\\\]\\\\.:\\\\/';\n\nvar _reservedRe = new RegExp('[' + _RESERVED_CHARS_RE + ']', 'g'); // Attempts to allow node names from any language. ES5's `\\w` regexp matches\n// only latin characters, and the unicode \\p{L} is not yet supported. So\n// instead, we exclude reserved characters and match everything else.\n\n\nvar _wordChar = '[^' + _RESERVED_CHARS_RE + ']';\n\nvar _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace('\\\\.', '') + ']'; // Parent directories, delimited by '/' or ':'. Currently unused, but must\n// be matched to parse the rest of the track name.\n\n\nvar _directoryRe = /((?:WC+[\\/:])*)/.source.replace('WC', _wordChar); // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\n\n\nvar _nodeRe = /(WCOD+)?/.source.replace('WCOD', _wordCharOrDot); // Object on target node, and accessor. May not contain reserved\n// characters. Accessor may contain any character except closing bracket.\n\n\nvar _objectRe = /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace('WC', _wordChar); // Property and accessor. May not contain reserved characters. Accessor may\n// contain any non-bracket characters.\n\n\nvar _propertyRe = /\\.(WC+)(?:\\[(.+)\\])?/.source.replace('WC', _wordChar);\n\nvar _trackRe = new RegExp('' + '^' + _directoryRe + _nodeRe + _objectRe + _propertyRe + '$');\n\nvar _supportedObjectNames = ['material', 'materials', 'bones'];\n\nfunction Composite(targetGroup, path, optionalParsedPath) {\n var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName(path);\n this._targetGroup = targetGroup;\n this._bindings = targetGroup.subscribe_(path, parsedPath);\n}\n\nObject.assign(Composite.prototype, {\n getValue: function getValue(array, offset) {\n this.bind(); // bind all binding\n\n var firstValidIndex = this._targetGroup.nCachedObjects_,\n binding = this._bindings[firstValidIndex]; // and only call .getValue on the first\n\n if (binding !== undefined) binding.getValue(array, offset);\n },\n setValue: function setValue(array, offset) {\n var bindings = this._bindings;\n\n for (var _i330 = this._targetGroup.nCachedObjects_, n = bindings.length; _i330 !== n; ++_i330) {\n bindings[_i330].setValue(array, offset);\n }\n },\n bind: function bind() {\n var bindings = this._bindings;\n\n for (var _i331 = this._targetGroup.nCachedObjects_, n = bindings.length; _i331 !== n; ++_i331) {\n bindings[_i331].bind();\n }\n },\n unbind: function unbind() {\n var bindings = this._bindings;\n\n for (var _i332 = this._targetGroup.nCachedObjects_, n = bindings.length; _i332 !== n; ++_i332) {\n bindings[_i332].unbind();\n }\n }\n});\n\nfunction PropertyBinding(rootNode, path, parsedPath) {\n this.path = path;\n this.parsedPath = parsedPath || PropertyBinding.parseTrackName(path);\n this.node = PropertyBinding.findNode(rootNode, this.parsedPath.nodeName) || rootNode;\n this.rootNode = rootNode;\n}\n\nObject.assign(PropertyBinding, {\n Composite: Composite,\n create: function create(root, path, parsedPath) {\n if (!(root && root.isAnimationObjectGroup)) {\n return new PropertyBinding(root, path, parsedPath);\n } else {\n return new PropertyBinding.Composite(root, path, parsedPath);\n }\n },\n\n /**\n * Replaces spaces with underscores and removes unsupported characters from\n * node names, to ensure compatibility with parseTrackName().\n *\n * @param {string} name Node name to be sanitized.\n * @return {string}\n */\n sanitizeNodeName: function sanitizeNodeName(name) {\n return name.replace(/\\s/g, '_').replace(_reservedRe, '');\n },\n parseTrackName: function parseTrackName(trackName) {\n var matches = _trackRe.exec(trackName);\n\n if (!matches) {\n throw new Error('PropertyBinding: Cannot parse trackName: ' + trackName);\n }\n\n var results = {\n // directoryName: matches[ 1 ], // (tschw) currently unused\n nodeName: matches[2],\n objectName: matches[3],\n objectIndex: matches[4],\n propertyName: matches[5],\n // required\n propertyIndex: matches[6]\n };\n var lastDot = results.nodeName && results.nodeName.lastIndexOf('.');\n\n if (lastDot !== undefined && lastDot !== -1) {\n var objectName = results.nodeName.substring(lastDot + 1); // Object names must be checked against an allowlist. Otherwise, there\n // is no way to parse 'foo.bar.baz': 'baz' must be a property, but\n // 'bar' could be the objectName, or part of a nodeName (which can\n // include '.' characters).\n\n if (_supportedObjectNames.indexOf(objectName) !== -1) {\n results.nodeName = results.nodeName.substring(0, lastDot);\n results.objectName = objectName;\n }\n }\n\n if (results.propertyName === null || results.propertyName.length === 0) {\n throw new Error('PropertyBinding: can not parse propertyName from trackName: ' + trackName);\n }\n\n return results;\n },\n findNode: function findNode(root, nodeName) {\n if (!nodeName || nodeName === \"\" || nodeName === \".\" || nodeName === -1 || nodeName === root.name || nodeName === root.uuid) {\n return root;\n } // search into skeleton bones.\n\n\n if (root.skeleton) {\n var bone = root.skeleton.getBoneByName(nodeName);\n\n if (bone !== undefined) {\n return bone;\n }\n } // search into node subtree.\n\n\n if (root.children) {\n var searchNodeSubtree = function searchNodeSubtree(children) {\n for (var _i333 = 0; _i333 < children.length; _i333++) {\n var childNode = children[_i333];\n\n if (childNode.name === nodeName || childNode.uuid === nodeName) {\n return childNode;\n }\n\n var result = searchNodeSubtree(childNode.children);\n if (result) return result;\n }\n\n return null;\n };\n\n var subTreeNode = searchNodeSubtree(root.children);\n\n if (subTreeNode) {\n return subTreeNode;\n }\n }\n\n return null;\n }\n});\nObject.assign(PropertyBinding.prototype, {\n // prototype, continued\n // these are used to \"bind\" a nonexistent property\n _getValue_unavailable: function _getValue_unavailable() {},\n _setValue_unavailable: function _setValue_unavailable() {},\n BindingType: {\n Direct: 0,\n EntireArray: 1,\n ArrayElement: 2,\n HasFromToArray: 3\n },\n Versioning: {\n None: 0,\n NeedsUpdate: 1,\n MatrixWorldNeedsUpdate: 2\n },\n GetterByBindingType: [function getValue_direct(buffer, offset) {\n buffer[offset] = this.node[this.propertyName];\n }, function getValue_array(buffer, offset) {\n var source = this.resolvedProperty;\n\n for (var _i334 = 0, n = source.length; _i334 !== n; ++_i334) {\n buffer[offset++] = source[_i334];\n }\n }, function getValue_arrayElement(buffer, offset) {\n buffer[offset] = this.resolvedProperty[this.propertyIndex];\n }, function getValue_toArray(buffer, offset) {\n this.resolvedProperty.toArray(buffer, offset);\n }],\n SetterByBindingTypeAndVersioning: [[// Direct\n function setValue_direct(buffer, offset) {\n this.targetObject[this.propertyName] = buffer[offset];\n }, function setValue_direct_setNeedsUpdate(buffer, offset) {\n this.targetObject[this.propertyName] = buffer[offset];\n this.targetObject.needsUpdate = true;\n }, function setValue_direct_setMatrixWorldNeedsUpdate(buffer, offset) {\n this.targetObject[this.propertyName] = buffer[offset];\n this.targetObject.matrixWorldNeedsUpdate = true;\n }], [// EntireArray\n function setValue_array(buffer, offset) {\n var dest = this.resolvedProperty;\n\n for (var _i335 = 0, n = dest.length; _i335 !== n; ++_i335) {\n dest[_i335] = buffer[offset++];\n }\n }, function setValue_array_setNeedsUpdate(buffer, offset) {\n var dest = this.resolvedProperty;\n\n for (var _i336 = 0, n = dest.length; _i336 !== n; ++_i336) {\n dest[_i336] = buffer[offset++];\n }\n\n this.targetObject.needsUpdate = true;\n }, function setValue_array_setMatrixWorldNeedsUpdate(buffer, offset) {\n var dest = this.resolvedProperty;\n\n for (var _i337 = 0, n = dest.length; _i337 !== n; ++_i337) {\n dest[_i337] = buffer[offset++];\n }\n\n this.targetObject.matrixWorldNeedsUpdate = true;\n }], [// ArrayElement\n function setValue_arrayElement(buffer, offset) {\n this.resolvedProperty[this.propertyIndex] = buffer[offset];\n }, function setValue_arrayElement_setNeedsUpdate(buffer, offset) {\n this.resolvedProperty[this.propertyIndex] = buffer[offset];\n this.targetObject.needsUpdate = true;\n }, function setValue_arrayElement_setMatrixWorldNeedsUpdate(buffer, offset) {\n this.resolvedProperty[this.propertyIndex] = buffer[offset];\n this.targetObject.matrixWorldNeedsUpdate = true;\n }], [// HasToFromArray\n function setValue_fromArray(buffer, offset) {\n this.resolvedProperty.fromArray(buffer, offset);\n }, function setValue_fromArray_setNeedsUpdate(buffer, offset) {\n this.resolvedProperty.fromArray(buffer, offset);\n this.targetObject.needsUpdate = true;\n }, function setValue_fromArray_setMatrixWorldNeedsUpdate(buffer, offset) {\n this.resolvedProperty.fromArray(buffer, offset);\n this.targetObject.matrixWorldNeedsUpdate = true;\n }]],\n getValue: function getValue_unbound(targetArray, offset) {\n this.bind();\n this.getValue(targetArray, offset); // Note: This class uses a State pattern on a per-method basis:\n // 'bind' sets 'this.getValue' / 'setValue' and shadows the\n // prototype version of these methods with one that represents\n // the bound state. When the property is not found, the methods\n // become no-ops.\n },\n setValue: function getValue_unbound(sourceArray, offset) {\n this.bind();\n this.setValue(sourceArray, offset);\n },\n // create getter / setter pair for a property in the scene graph\n bind: function bind() {\n var targetObject = this.node;\n var parsedPath = this.parsedPath;\n var objectName = parsedPath.objectName;\n var propertyName = parsedPath.propertyName;\n var propertyIndex = parsedPath.propertyIndex;\n\n if (!targetObject) {\n targetObject = PropertyBinding.findNode(this.rootNode, parsedPath.nodeName) || this.rootNode;\n this.node = targetObject;\n } // set fail state so we can just 'return' on error\n\n\n this.getValue = this._getValue_unavailable;\n this.setValue = this._setValue_unavailable; // ensure there is a value node\n\n if (!targetObject) {\n console.error('THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\\'t found.');\n return;\n }\n\n if (objectName) {\n var objectIndex = parsedPath.objectIndex; // special cases were we need to reach deeper into the hierarchy to get the face materials....\n\n switch (objectName) {\n case 'materials':\n if (!targetObject.material) {\n console.error('THREE.PropertyBinding: Can not bind to material as node does not have a material.', this);\n return;\n }\n\n if (!targetObject.material.materials) {\n console.error('THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this);\n return;\n }\n\n targetObject = targetObject.material.materials;\n break;\n\n case 'bones':\n if (!targetObject.skeleton) {\n console.error('THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this);\n return;\n } // potential future optimization: skip this if propertyIndex is already an integer\n // and convert the integer string to a true integer.\n\n\n targetObject = targetObject.skeleton.bones; // support resolving morphTarget names into indices.\n\n for (var _i338 = 0; _i338 < targetObject.length; _i338++) {\n if (targetObject[_i338].name === objectIndex) {\n objectIndex = _i338;\n break;\n }\n }\n\n break;\n\n default:\n if (targetObject[objectName] === undefined) {\n console.error('THREE.PropertyBinding: Can not bind to objectName of node undefined.', this);\n return;\n }\n\n targetObject = targetObject[objectName];\n }\n\n if (objectIndex !== undefined) {\n if (targetObject[objectIndex] === undefined) {\n console.error('THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject);\n return;\n }\n\n targetObject = targetObject[objectIndex];\n }\n } // resolve property\n\n\n var nodeProperty = targetObject[propertyName];\n\n if (nodeProperty === undefined) {\n var nodeName = parsedPath.nodeName;\n console.error('THREE.PropertyBinding: Trying to update property for track: ' + nodeName + '.' + propertyName + ' but it wasn\\'t found.', targetObject);\n return;\n } // determine versioning scheme\n\n\n var versioning = this.Versioning.None;\n this.targetObject = targetObject;\n\n if (targetObject.needsUpdate !== undefined) {\n // material\n versioning = this.Versioning.NeedsUpdate;\n } else if (targetObject.matrixWorldNeedsUpdate !== undefined) {\n // node transform\n versioning = this.Versioning.MatrixWorldNeedsUpdate;\n } // determine how the property gets bound\n\n\n var bindingType = this.BindingType.Direct;\n\n if (propertyIndex !== undefined) {\n // access a sub element of the property array (only primitives are supported right now)\n if (propertyName === \"morphTargetInfluences\") {\n // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n // support resolving morphTarget names into indices.\n if (!targetObject.geometry) {\n console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this);\n return;\n }\n\n if (targetObject.geometry.isBufferGeometry) {\n if (!targetObject.geometry.morphAttributes) {\n console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this);\n return;\n }\n\n if (targetObject.morphTargetDictionary[propertyIndex] !== undefined) {\n propertyIndex = targetObject.morphTargetDictionary[propertyIndex];\n }\n } else {\n console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this);\n return;\n }\n }\n\n bindingType = this.BindingType.ArrayElement;\n this.resolvedProperty = nodeProperty;\n this.propertyIndex = propertyIndex;\n } else if (nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined) {\n // must use copy for Object3D.Euler/Quaternion\n bindingType = this.BindingType.HasFromToArray;\n this.resolvedProperty = nodeProperty;\n } else if (Array.isArray(nodeProperty)) {\n bindingType = this.BindingType.EntireArray;\n this.resolvedProperty = nodeProperty;\n } else {\n this.propertyName = propertyName;\n } // select getter / setter\n\n\n this.getValue = this.GetterByBindingType[bindingType];\n this.setValue = this.SetterByBindingTypeAndVersioning[bindingType][versioning];\n },\n unbind: function unbind() {\n this.node = null; // back to the prototype version of getValue / setValue\n // note: avoiding to mutate the shape of 'this' via 'delete'\n\n this.getValue = this._getValue_unbound;\n this.setValue = this._setValue_unbound;\n }\n}); // DECLARE ALIAS AFTER assign prototype\n\nObject.assign(PropertyBinding.prototype, {\n // initial state of these methods that calls 'bind'\n _getValue_unbound: PropertyBinding.prototype.getValue,\n _setValue_unbound: PropertyBinding.prototype.setValue\n});\n/**\n *\n * A group of objects that receives a shared animation state.\n *\n * Usage:\n *\n * - Add objects you would otherwise pass as 'root' to the\n * constructor or the .clipAction method of AnimationMixer.\n *\n * - Instead pass this object as 'root'.\n *\n * - You can also add and remove objects later when the mixer\n * is running.\n *\n * Note:\n *\n * Objects of this class appear as one object to the mixer,\n * so cache control of the individual objects must be done\n * on the group.\n *\n * Limitation:\n *\n * - The animated properties must be compatible among the\n * all objects in the group.\n *\n * - A single property can either be controlled through a\n * target group or directly, but not both.\n */\n\nfunction AnimationObjectGroup() {\n this.uuid = MathUtils.generateUUID(); // cached objects followed by the active ones\n\n this._objects = Array.prototype.slice.call(arguments);\n this.nCachedObjects_ = 0; // threshold\n // note: read by PropertyBinding.Composite\n\n var indices = {};\n this._indicesByUUID = indices; // for bookkeeping\n\n for (var _i339 = 0, n = arguments.length; _i339 !== n; ++_i339) {\n indices[arguments[_i339].uuid] = _i339;\n }\n\n this._paths = []; // inside: string\n\n this._parsedPaths = []; // inside: { we don't care, here }\n\n this._bindings = []; // inside: Array< PropertyBinding >\n\n this._bindingsIndicesByPath = {}; // inside: indices in these arrays\n\n var scope = this;\n this.stats = {\n objects: {\n get total() {\n return scope._objects.length;\n },\n\n get inUse() {\n return this.total - scope.nCachedObjects_;\n }\n\n },\n\n get bindingsPerObject() {\n return scope._bindings.length;\n }\n\n };\n}\n\nObject.assign(AnimationObjectGroup.prototype, {\n isAnimationObjectGroup: true,\n add: function add() {\n var objects = this._objects,\n indicesByUUID = this._indicesByUUID,\n paths = this._paths,\n parsedPaths = this._parsedPaths,\n bindings = this._bindings,\n nBindings = bindings.length;\n var knownObject = undefined,\n nObjects = objects.length,\n nCachedObjects = this.nCachedObjects_;\n\n for (var _i340 = 0, n = arguments.length; _i340 !== n; ++_i340) {\n var object = arguments[_i340],\n uuid = object.uuid;\n var _index = indicesByUUID[uuid];\n\n if (_index === undefined) {\n // unknown object -> add it to the ACTIVE region\n _index = nObjects++;\n indicesByUUID[uuid] = _index;\n objects.push(object); // accounting is done, now do the same for all bindings\n\n for (var j = 0, m = nBindings; j !== m; ++j) {\n bindings[j].push(new PropertyBinding(object, paths[j], parsedPaths[j]));\n }\n } else if (_index < nCachedObjects) {\n knownObject = objects[_index]; // move existing object to the ACTIVE region\n\n var firstActiveIndex = --nCachedObjects,\n lastCachedObject = objects[firstActiveIndex];\n indicesByUUID[lastCachedObject.uuid] = _index;\n objects[_index] = lastCachedObject;\n indicesByUUID[uuid] = firstActiveIndex;\n objects[firstActiveIndex] = object; // accounting is done, now do the same for all bindings\n\n for (var _j25 = 0, _m2 = nBindings; _j25 !== _m2; ++_j25) {\n var bindingsForPath = bindings[_j25],\n lastCached = bindingsForPath[firstActiveIndex];\n var binding = bindingsForPath[_index];\n bindingsForPath[_index] = lastCached;\n\n if (binding === undefined) {\n // since we do not bother to create new bindings\n // for objects that are cached, the binding may\n // or may not exist\n binding = new PropertyBinding(object, paths[_j25], parsedPaths[_j25]);\n }\n\n bindingsForPath[firstActiveIndex] = binding;\n }\n } else if (objects[_index] !== knownObject) {\n console.error('THREE.AnimationObjectGroup: Different objects with the same UUID ' + 'detected. Clean the caches or recreate your infrastructure when reloading scenes.');\n } // else the object is already where we want it to be\n\n } // for arguments\n\n\n this.nCachedObjects_ = nCachedObjects;\n },\n remove: function remove() {\n var objects = this._objects,\n indicesByUUID = this._indicesByUUID,\n bindings = this._bindings,\n nBindings = bindings.length;\n var nCachedObjects = this.nCachedObjects_;\n\n for (var _i341 = 0, n = arguments.length; _i341 !== n; ++_i341) {\n var object = arguments[_i341],\n uuid = object.uuid,\n _index2 = indicesByUUID[uuid];\n\n if (_index2 !== undefined && _index2 >= nCachedObjects) {\n // move existing object into the CACHED region\n var lastCachedIndex = nCachedObjects++,\n firstActiveObject = objects[lastCachedIndex];\n indicesByUUID[firstActiveObject.uuid] = _index2;\n objects[_index2] = firstActiveObject;\n indicesByUUID[uuid] = lastCachedIndex;\n objects[lastCachedIndex] = object; // accounting is done, now do the same for all bindings\n\n for (var j = 0, m = nBindings; j !== m; ++j) {\n var bindingsForPath = bindings[j],\n firstActive = bindingsForPath[lastCachedIndex],\n binding = bindingsForPath[_index2];\n bindingsForPath[_index2] = firstActive;\n bindingsForPath[lastCachedIndex] = binding;\n }\n }\n } // for arguments\n\n\n this.nCachedObjects_ = nCachedObjects;\n },\n // remove & forget\n uncache: function uncache() {\n var objects = this._objects,\n indicesByUUID = this._indicesByUUID,\n bindings = this._bindings,\n nBindings = bindings.length;\n var nCachedObjects = this.nCachedObjects_,\n nObjects = objects.length;\n\n for (var _i342 = 0, n = arguments.length; _i342 !== n; ++_i342) {\n var object = arguments[_i342],\n uuid = object.uuid,\n _index3 = indicesByUUID[uuid];\n\n if (_index3 !== undefined) {\n delete indicesByUUID[uuid];\n\n if (_index3 < nCachedObjects) {\n // object is cached, shrink the CACHED region\n var firstActiveIndex = --nCachedObjects,\n lastCachedObject = objects[firstActiveIndex],\n lastIndex = --nObjects,\n lastObject = objects[lastIndex]; // last cached object takes this object's place\n\n indicesByUUID[lastCachedObject.uuid] = _index3;\n objects[_index3] = lastCachedObject; // last object goes to the activated slot and pop\n\n indicesByUUID[lastObject.uuid] = firstActiveIndex;\n objects[firstActiveIndex] = lastObject;\n objects.pop(); // accounting is done, now do the same for all bindings\n\n for (var j = 0, m = nBindings; j !== m; ++j) {\n var bindingsForPath = bindings[j],\n lastCached = bindingsForPath[firstActiveIndex],\n last = bindingsForPath[lastIndex];\n bindingsForPath[_index3] = lastCached;\n bindingsForPath[firstActiveIndex] = last;\n bindingsForPath.pop();\n }\n } else {\n // object is active, just swap with the last and pop\n var _lastIndex = --nObjects,\n _lastObject = objects[_lastIndex];\n\n if (_lastIndex > 0) {\n indicesByUUID[_lastObject.uuid] = _index3;\n }\n\n objects[_index3] = _lastObject;\n objects.pop(); // accounting is done, now do the same for all bindings\n\n for (var _j26 = 0, _m3 = nBindings; _j26 !== _m3; ++_j26) {\n var _bindingsForPath = bindings[_j26];\n _bindingsForPath[_index3] = _bindingsForPath[_lastIndex];\n\n _bindingsForPath.pop();\n }\n } // cached or active\n\n } // if object is known\n\n } // for arguments\n\n\n this.nCachedObjects_ = nCachedObjects;\n },\n // Internal interface used by befriended PropertyBinding.Composite:\n subscribe_: function subscribe_(path, parsedPath) {\n // returns an array of bindings for the given path that is changed\n // according to the contained objects in the group\n var indicesByPath = this._bindingsIndicesByPath;\n var index = indicesByPath[path];\n var bindings = this._bindings;\n if (index !== undefined) return bindings[index];\n var paths = this._paths,\n parsedPaths = this._parsedPaths,\n objects = this._objects,\n nObjects = objects.length,\n nCachedObjects = this.nCachedObjects_,\n bindingsForPath = new Array(nObjects);\n index = bindings.length;\n indicesByPath[path] = index;\n paths.push(path);\n parsedPaths.push(parsedPath);\n bindings.push(bindingsForPath);\n\n for (var _i343 = nCachedObjects, n = objects.length; _i343 !== n; ++_i343) {\n var object = objects[_i343];\n bindingsForPath[_i343] = new PropertyBinding(object, path, parsedPath);\n }\n\n return bindingsForPath;\n },\n unsubscribe_: function unsubscribe_(path) {\n // tells the group to forget about a property path and no longer\n // update the array previously obtained with 'subscribe_'\n var indicesByPath = this._bindingsIndicesByPath,\n index = indicesByPath[path];\n\n if (index !== undefined) {\n var paths = this._paths,\n parsedPaths = this._parsedPaths,\n bindings = this._bindings,\n lastBindingsIndex = bindings.length - 1,\n lastBindings = bindings[lastBindingsIndex],\n lastBindingsPath = path[lastBindingsIndex];\n indicesByPath[lastBindingsPath] = index;\n bindings[index] = lastBindings;\n bindings.pop();\n parsedPaths[index] = parsedPaths[lastBindingsIndex];\n parsedPaths.pop();\n paths[index] = paths[lastBindingsIndex];\n paths.pop();\n }\n }\n});\n\nvar AnimationAction = /*#__PURE__*/function () {\n function AnimationAction(mixer, clip, localRoot, blendMode) {\n _classCallCheck(this, AnimationAction);\n\n this._mixer = mixer;\n this._clip = clip;\n this._localRoot = localRoot || null;\n this.blendMode = blendMode || clip.blendMode;\n var tracks = clip.tracks,\n nTracks = tracks.length,\n interpolants = new Array(nTracks);\n var interpolantSettings = {\n endingStart: ZeroCurvatureEnding,\n endingEnd: ZeroCurvatureEnding\n };\n\n for (var _i344 = 0; _i344 !== nTracks; ++_i344) {\n var interpolant = tracks[_i344].createInterpolant(null);\n\n interpolants[_i344] = interpolant;\n interpolant.settings = interpolantSettings;\n }\n\n this._interpolantSettings = interpolantSettings;\n this._interpolants = interpolants; // bound by the mixer\n // inside: PropertyMixer (managed by the mixer)\n\n this._propertyBindings = new Array(nTracks);\n this._cacheIndex = null; // for the memory manager\n\n this._byClipCacheIndex = null; // for the memory manager\n\n this._timeScaleInterpolant = null;\n this._weightInterpolant = null;\n this.loop = LoopRepeat;\n this._loopCount = -1; // global mixer time when the action is to be started\n // it's set back to 'null' upon start of the action\n\n this._startTime = null; // scaled local time of the action\n // gets clamped or wrapped to 0..clip.duration according to loop\n\n this.time = 0;\n this.timeScale = 1;\n this._effectiveTimeScale = 1;\n this.weight = 1;\n this._effectiveWeight = 1;\n this.repetitions = Infinity; // no. of repetitions when looping\n\n this.paused = false; // true -> zero effective time scale\n\n this.enabled = true; // false -> zero effective weight\n\n this.clampWhenFinished = false; // keep feeding the last frame?\n\n this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate\n\n this.zeroSlopeAtEnd = true; // clips for start, loop and end\n } // State & Scheduling\n\n\n _createClass(AnimationAction, [{\n key: \"play\",\n value: function play() {\n this._mixer._activateAction(this);\n\n return this;\n }\n }, {\n key: \"stop\",\n value: function stop() {\n this._mixer._deactivateAction(this);\n\n return this.reset();\n }\n }, {\n key: \"reset\",\n value: function reset() {\n this.paused = false;\n this.enabled = true;\n this.time = 0; // restart clip\n\n this._loopCount = -1; // forget previous loops\n\n this._startTime = null; // forget scheduling\n\n return this.stopFading().stopWarping();\n }\n }, {\n key: \"isRunning\",\n value: function isRunning() {\n return this.enabled && !this.paused && this.timeScale !== 0 && this._startTime === null && this._mixer._isActiveAction(this);\n } // return true when play has been called\n\n }, {\n key: \"isScheduled\",\n value: function isScheduled() {\n return this._mixer._isActiveAction(this);\n }\n }, {\n key: \"startAt\",\n value: function startAt(time) {\n this._startTime = time;\n return this;\n }\n }, {\n key: \"setLoop\",\n value: function setLoop(mode, repetitions) {\n this.loop = mode;\n this.repetitions = repetitions;\n return this;\n } // Weight\n // set the weight stopping any scheduled fading\n // although .enabled = false yields an effective weight of zero, this\n // method does *not* change .enabled, because it would be confusing\n\n }, {\n key: \"setEffectiveWeight\",\n value: function setEffectiveWeight(weight) {\n this.weight = weight; // note: same logic as when updated at runtime\n\n this._effectiveWeight = this.enabled ? weight : 0;\n return this.stopFading();\n } // return the weight considering fading and .enabled\n\n }, {\n key: \"getEffectiveWeight\",\n value: function getEffectiveWeight() {\n return this._effectiveWeight;\n }\n }, {\n key: \"fadeIn\",\n value: function fadeIn(duration) {\n return this._scheduleFading(duration, 0, 1);\n }\n }, {\n key: \"fadeOut\",\n value: function fadeOut(duration) {\n return this._scheduleFading(duration, 1, 0);\n }\n }, {\n key: \"crossFadeFrom\",\n value: function crossFadeFrom(fadeOutAction, duration, warp) {\n fadeOutAction.fadeOut(duration);\n this.fadeIn(duration);\n\n if (warp) {\n var fadeInDuration = this._clip.duration,\n fadeOutDuration = fadeOutAction._clip.duration,\n startEndRatio = fadeOutDuration / fadeInDuration,\n endStartRatio = fadeInDuration / fadeOutDuration;\n fadeOutAction.warp(1.0, startEndRatio, duration);\n this.warp(endStartRatio, 1.0, duration);\n }\n\n return this;\n }\n }, {\n key: \"crossFadeTo\",\n value: function crossFadeTo(fadeInAction, duration, warp) {\n return fadeInAction.crossFadeFrom(this, duration, warp);\n }\n }, {\n key: \"stopFading\",\n value: function stopFading() {\n var weightInterpolant = this._weightInterpolant;\n\n if (weightInterpolant !== null) {\n this._weightInterpolant = null;\n\n this._mixer._takeBackControlInterpolant(weightInterpolant);\n }\n\n return this;\n } // Time Scale Control\n // set the time scale stopping any scheduled warping\n // although .paused = true yields an effective time scale of zero, this\n // method does *not* change .paused, because it would be confusing\n\n }, {\n key: \"setEffectiveTimeScale\",\n value: function setEffectiveTimeScale(timeScale) {\n this.timeScale = timeScale;\n this._effectiveTimeScale = this.paused ? 0 : timeScale;\n return this.stopWarping();\n } // return the time scale considering warping and .paused\n\n }, {\n key: \"getEffectiveTimeScale\",\n value: function getEffectiveTimeScale() {\n return this._effectiveTimeScale;\n }\n }, {\n key: \"setDuration\",\n value: function setDuration(duration) {\n this.timeScale = this._clip.duration / duration;\n return this.stopWarping();\n }\n }, {\n key: \"syncWith\",\n value: function syncWith(action) {\n this.time = action.time;\n this.timeScale = action.timeScale;\n return this.stopWarping();\n }\n }, {\n key: \"halt\",\n value: function halt(duration) {\n return this.warp(this._effectiveTimeScale, 0, duration);\n }\n }, {\n key: \"warp\",\n value: function warp(startTimeScale, endTimeScale, duration) {\n var mixer = this._mixer,\n now = mixer.time,\n timeScale = this.timeScale;\n var interpolant = this._timeScaleInterpolant;\n\n if (interpolant === null) {\n interpolant = mixer._lendControlInterpolant();\n this._timeScaleInterpolant = interpolant;\n }\n\n var times = interpolant.parameterPositions,\n values = interpolant.sampleValues;\n times[0] = now;\n times[1] = now + duration;\n values[0] = startTimeScale / timeScale;\n values[1] = endTimeScale / timeScale;\n return this;\n }\n }, {\n key: \"stopWarping\",\n value: function stopWarping() {\n var timeScaleInterpolant = this._timeScaleInterpolant;\n\n if (timeScaleInterpolant !== null) {\n this._timeScaleInterpolant = null;\n\n this._mixer._takeBackControlInterpolant(timeScaleInterpolant);\n }\n\n return this;\n } // Object Accessors\n\n }, {\n key: \"getMixer\",\n value: function getMixer() {\n return this._mixer;\n }\n }, {\n key: \"getClip\",\n value: function getClip() {\n return this._clip;\n }\n }, {\n key: \"getRoot\",\n value: function getRoot() {\n return this._localRoot || this._mixer._root;\n } // Interna\n\n }, {\n key: \"_update\",\n value: function _update(time, deltaTime, timeDirection, accuIndex) {\n // called by the mixer\n if (!this.enabled) {\n // call ._updateWeight() to update ._effectiveWeight\n this._updateWeight(time);\n\n return;\n }\n\n var startTime = this._startTime;\n\n if (startTime !== null) {\n // check for scheduled start of action\n var timeRunning = (time - startTime) * timeDirection;\n\n if (timeRunning < 0 || timeDirection === 0) {\n return; // yet to come / don't decide when delta = 0\n } // start\n\n\n this._startTime = null; // unschedule\n\n deltaTime = timeDirection * timeRunning;\n } // apply time scale and advance time\n\n\n deltaTime *= this._updateTimeScale(time);\n\n var clipTime = this._updateTime(deltaTime); // note: _updateTime may disable the action resulting in\n // an effective weight of 0\n\n\n var weight = this._updateWeight(time);\n\n if (weight > 0) {\n var _interpolants = this._interpolants;\n var propertyMixers = this._propertyBindings;\n\n switch (this.blendMode) {\n case AdditiveAnimationBlendMode:\n for (var j = 0, m = _interpolants.length; j !== m; ++j) {\n _interpolants[j].evaluate(clipTime);\n\n propertyMixers[j].accumulateAdditive(weight);\n }\n\n break;\n\n case NormalAnimationBlendMode:\n default:\n for (var _j27 = 0, _m4 = _interpolants.length; _j27 !== _m4; ++_j27) {\n _interpolants[_j27].evaluate(clipTime);\n\n propertyMixers[_j27].accumulate(accuIndex, weight);\n }\n\n }\n }\n }\n }, {\n key: \"_updateWeight\",\n value: function _updateWeight(time) {\n var weight = 0;\n\n if (this.enabled) {\n weight = this.weight;\n var interpolant = this._weightInterpolant;\n\n if (interpolant !== null) {\n var interpolantValue = interpolant.evaluate(time)[0];\n weight *= interpolantValue;\n\n if (time > interpolant.parameterPositions[1]) {\n this.stopFading();\n\n if (interpolantValue === 0) {\n // faded out, disable\n this.enabled = false;\n }\n }\n }\n }\n\n this._effectiveWeight = weight;\n return weight;\n }\n }, {\n key: \"_updateTimeScale\",\n value: function _updateTimeScale(time) {\n var timeScale = 0;\n\n if (!this.paused) {\n timeScale = this.timeScale;\n var interpolant = this._timeScaleInterpolant;\n\n if (interpolant !== null) {\n var interpolantValue = interpolant.evaluate(time)[0];\n timeScale *= interpolantValue;\n\n if (time > interpolant.parameterPositions[1]) {\n this.stopWarping();\n\n if (timeScale === 0) {\n // motion has halted, pause\n this.paused = true;\n } else {\n // warp done - apply final time scale\n this.timeScale = timeScale;\n }\n }\n }\n }\n\n this._effectiveTimeScale = timeScale;\n return timeScale;\n }\n }, {\n key: \"_updateTime\",\n value: function _updateTime(deltaTime) {\n var duration = this._clip.duration;\n var loop = this.loop;\n var time = this.time + deltaTime;\n var loopCount = this._loopCount;\n var pingPong = loop === LoopPingPong;\n\n if (deltaTime === 0) {\n if (loopCount === -1) return time;\n return pingPong && (loopCount & 1) === 1 ? duration - time : time;\n }\n\n if (loop === LoopOnce) {\n if (loopCount === -1) {\n // just started\n this._loopCount = 0;\n\n this._setEndings(true, true, false);\n }\n\n handle_stop: {\n if (time >= duration) {\n time = duration;\n } else if (time < 0) {\n time = 0;\n } else {\n this.time = time;\n break handle_stop;\n }\n\n if (this.clampWhenFinished) this.paused = true;else this.enabled = false;\n this.time = time;\n\n this._mixer.dispatchEvent({\n type: 'finished',\n action: this,\n direction: deltaTime < 0 ? -1 : 1\n });\n }\n } else {\n // repetitive Repeat or PingPong\n if (loopCount === -1) {\n // just started\n if (deltaTime >= 0) {\n loopCount = 0;\n\n this._setEndings(true, this.repetitions === 0, pingPong);\n } else {\n // when looping in reverse direction, the initial\n // transition through zero counts as a repetition,\n // so leave loopCount at -1\n this._setEndings(this.repetitions === 0, true, pingPong);\n }\n }\n\n if (time >= duration || time < 0) {\n // wrap around\n var loopDelta = Math.floor(time / duration); // signed\n\n time -= duration * loopDelta;\n loopCount += Math.abs(loopDelta);\n var pending = this.repetitions - loopCount;\n\n if (pending <= 0) {\n // have to stop (switch state, clamp time, fire event)\n if (this.clampWhenFinished) this.paused = true;else this.enabled = false;\n time = deltaTime > 0 ? duration : 0;\n this.time = time;\n\n this._mixer.dispatchEvent({\n type: 'finished',\n action: this,\n direction: deltaTime > 0 ? 1 : -1\n });\n } else {\n // keep running\n if (pending === 1) {\n // entering the last round\n var atStart = deltaTime < 0;\n\n this._setEndings(atStart, !atStart, pingPong);\n } else {\n this._setEndings(false, false, pingPong);\n }\n\n this._loopCount = loopCount;\n this.time = time;\n\n this._mixer.dispatchEvent({\n type: 'loop',\n action: this,\n loopDelta: loopDelta\n });\n }\n } else {\n this.time = time;\n }\n\n if (pingPong && (loopCount & 1) === 1) {\n // invert time for the \"pong round\"\n return duration - time;\n }\n }\n\n return time;\n }\n }, {\n key: \"_setEndings\",\n value: function _setEndings(atStart, atEnd, pingPong) {\n var settings = this._interpolantSettings;\n\n if (pingPong) {\n settings.endingStart = ZeroSlopeEnding;\n settings.endingEnd = ZeroSlopeEnding;\n } else {\n // assuming for LoopOnce atStart == atEnd == true\n if (atStart) {\n settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n } else {\n settings.endingStart = WrapAroundEnding;\n }\n\n if (atEnd) {\n settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n } else {\n settings.endingEnd = WrapAroundEnding;\n }\n }\n }\n }, {\n key: \"_scheduleFading\",\n value: function _scheduleFading(duration, weightNow, weightThen) {\n var mixer = this._mixer,\n now = mixer.time;\n var interpolant = this._weightInterpolant;\n\n if (interpolant === null) {\n interpolant = mixer._lendControlInterpolant();\n this._weightInterpolant = interpolant;\n }\n\n var times = interpolant.parameterPositions,\n values = interpolant.sampleValues;\n times[0] = now;\n values[0] = weightNow;\n times[1] = now + duration;\n values[1] = weightThen;\n return this;\n }\n }]);\n\n return AnimationAction;\n}();\n\nfunction AnimationMixer(root) {\n this._root = root;\n\n this._initMemoryManager();\n\n this._accuIndex = 0;\n this.time = 0;\n this.timeScale = 1.0;\n}\n\nAnimationMixer.prototype = Object.assign(Object.create(EventDispatcher.prototype), {\n constructor: AnimationMixer,\n _bindAction: function _bindAction(action, prototypeAction) {\n var root = action._localRoot || this._root,\n tracks = action._clip.tracks,\n nTracks = tracks.length,\n bindings = action._propertyBindings,\n interpolants = action._interpolants,\n rootUuid = root.uuid,\n bindingsByRoot = this._bindingsByRootAndName;\n var bindingsByName = bindingsByRoot[rootUuid];\n\n if (bindingsByName === undefined) {\n bindingsByName = {};\n bindingsByRoot[rootUuid] = bindingsByName;\n }\n\n for (var _i345 = 0; _i345 !== nTracks; ++_i345) {\n var track = tracks[_i345],\n trackName = track.name;\n var binding = bindingsByName[trackName];\n\n if (binding !== undefined) {\n bindings[_i345] = binding;\n } else {\n binding = bindings[_i345];\n\n if (binding !== undefined) {\n // existing binding, make sure the cache knows\n if (binding._cacheIndex === null) {\n ++binding.referenceCount;\n\n this._addInactiveBinding(binding, rootUuid, trackName);\n }\n\n continue;\n }\n\n var path = prototypeAction && prototypeAction._propertyBindings[_i345].binding.parsedPath;\n binding = new PropertyMixer(PropertyBinding.create(root, trackName, path), track.ValueTypeName, track.getValueSize());\n ++binding.referenceCount;\n\n this._addInactiveBinding(binding, rootUuid, trackName);\n\n bindings[_i345] = binding;\n }\n\n interpolants[_i345].resultBuffer = binding.buffer;\n }\n },\n _activateAction: function _activateAction(action) {\n if (!this._isActiveAction(action)) {\n if (action._cacheIndex === null) {\n // this action has been forgotten by the cache, but the user\n // appears to be still using it -> rebind\n var rootUuid = (action._localRoot || this._root).uuid,\n clipUuid = action._clip.uuid,\n actionsForClip = this._actionsByClip[clipUuid];\n\n this._bindAction(action, actionsForClip && actionsForClip.knownActions[0]);\n\n this._addInactiveAction(action, clipUuid, rootUuid);\n }\n\n var bindings = action._propertyBindings; // increment reference counts / sort out state\n\n for (var _i346 = 0, n = bindings.length; _i346 !== n; ++_i346) {\n var binding = bindings[_i346];\n\n if (binding.useCount++ === 0) {\n this._lendBinding(binding);\n\n binding.saveOriginalState();\n }\n }\n\n this._lendAction(action);\n }\n },\n _deactivateAction: function _deactivateAction(action) {\n if (this._isActiveAction(action)) {\n var bindings = action._propertyBindings; // decrement reference counts / sort out state\n\n for (var _i347 = 0, n = bindings.length; _i347 !== n; ++_i347) {\n var binding = bindings[_i347];\n\n if (--binding.useCount === 0) {\n binding.restoreOriginalState();\n\n this._takeBackBinding(binding);\n }\n }\n\n this._takeBackAction(action);\n }\n },\n // Memory manager\n _initMemoryManager: function _initMemoryManager() {\n this._actions = []; // 'nActiveActions' followed by inactive ones\n\n this._nActiveActions = 0;\n this._actionsByClip = {}; // inside:\n // {\n // \tknownActions: Array< AnimationAction > - used as prototypes\n // \tactionByRoot: AnimationAction - lookup\n // }\n\n this._bindings = []; // 'nActiveBindings' followed by inactive ones\n\n this._nActiveBindings = 0;\n this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >\n\n this._controlInterpolants = []; // same game as above\n\n this._nActiveControlInterpolants = 0;\n var scope = this;\n this.stats = {\n actions: {\n get total() {\n return scope._actions.length;\n },\n\n get inUse() {\n return scope._nActiveActions;\n }\n\n },\n bindings: {\n get total() {\n return scope._bindings.length;\n },\n\n get inUse() {\n return scope._nActiveBindings;\n }\n\n },\n controlInterpolants: {\n get total() {\n return scope._controlInterpolants.length;\n },\n\n get inUse() {\n return scope._nActiveControlInterpolants;\n }\n\n }\n };\n },\n // Memory management for AnimationAction objects\n _isActiveAction: function _isActiveAction(action) {\n var index = action._cacheIndex;\n return index !== null && index < this._nActiveActions;\n },\n _addInactiveAction: function _addInactiveAction(action, clipUuid, rootUuid) {\n var actions = this._actions,\n actionsByClip = this._actionsByClip;\n var actionsForClip = actionsByClip[clipUuid];\n\n if (actionsForClip === undefined) {\n actionsForClip = {\n knownActions: [action],\n actionByRoot: {}\n };\n action._byClipCacheIndex = 0;\n actionsByClip[clipUuid] = actionsForClip;\n } else {\n var knownActions = actionsForClip.knownActions;\n action._byClipCacheIndex = knownActions.length;\n knownActions.push(action);\n }\n\n action._cacheIndex = actions.length;\n actions.push(action);\n actionsForClip.actionByRoot[rootUuid] = action;\n },\n _removeInactiveAction: function _removeInactiveAction(action) {\n var actions = this._actions,\n lastInactiveAction = actions[actions.length - 1],\n cacheIndex = action._cacheIndex;\n lastInactiveAction._cacheIndex = cacheIndex;\n actions[cacheIndex] = lastInactiveAction;\n actions.pop();\n action._cacheIndex = null;\n var clipUuid = action._clip.uuid,\n actionsByClip = this._actionsByClip,\n actionsForClip = actionsByClip[clipUuid],\n knownActionsForClip = actionsForClip.knownActions,\n lastKnownAction = knownActionsForClip[knownActionsForClip.length - 1],\n byClipCacheIndex = action._byClipCacheIndex;\n lastKnownAction._byClipCacheIndex = byClipCacheIndex;\n knownActionsForClip[byClipCacheIndex] = lastKnownAction;\n knownActionsForClip.pop();\n action._byClipCacheIndex = null;\n var actionByRoot = actionsForClip.actionByRoot,\n rootUuid = (action._localRoot || this._root).uuid;\n delete actionByRoot[rootUuid];\n\n if (knownActionsForClip.length === 0) {\n delete actionsByClip[clipUuid];\n }\n\n this._removeInactiveBindingsForAction(action);\n },\n _removeInactiveBindingsForAction: function _removeInactiveBindingsForAction(action) {\n var bindings = action._propertyBindings;\n\n for (var _i348 = 0, n = bindings.length; _i348 !== n; ++_i348) {\n var binding = bindings[_i348];\n\n if (--binding.referenceCount === 0) {\n this._removeInactiveBinding(binding);\n }\n }\n },\n _lendAction: function _lendAction(action) {\n // [ active actions | inactive actions ]\n // [ active actions >| inactive actions ]\n // s a\n // <-swap->\n // a s\n var actions = this._actions,\n prevIndex = action._cacheIndex,\n lastActiveIndex = this._nActiveActions++,\n firstInactiveAction = actions[lastActiveIndex];\n action._cacheIndex = lastActiveIndex;\n actions[lastActiveIndex] = action;\n firstInactiveAction._cacheIndex = prevIndex;\n actions[prevIndex] = firstInactiveAction;\n },\n _takeBackAction: function _takeBackAction(action) {\n // [ active actions | inactive actions ]\n // [ active actions |< inactive actions ]\n // a s\n // <-swap->\n // s a\n var actions = this._actions,\n prevIndex = action._cacheIndex,\n firstInactiveIndex = --this._nActiveActions,\n lastActiveAction = actions[firstInactiveIndex];\n action._cacheIndex = firstInactiveIndex;\n actions[firstInactiveIndex] = action;\n lastActiveAction._cacheIndex = prevIndex;\n actions[prevIndex] = lastActiveAction;\n },\n // Memory management for PropertyMixer objects\n _addInactiveBinding: function _addInactiveBinding(binding, rootUuid, trackName) {\n var bindingsByRoot = this._bindingsByRootAndName,\n bindings = this._bindings;\n var bindingByName = bindingsByRoot[rootUuid];\n\n if (bindingByName === undefined) {\n bindingByName = {};\n bindingsByRoot[rootUuid] = bindingByName;\n }\n\n bindingByName[trackName] = binding;\n binding._cacheIndex = bindings.length;\n bindings.push(binding);\n },\n _removeInactiveBinding: function _removeInactiveBinding(binding) {\n var bindings = this._bindings,\n propBinding = binding.binding,\n rootUuid = propBinding.rootNode.uuid,\n trackName = propBinding.path,\n bindingsByRoot = this._bindingsByRootAndName,\n bindingByName = bindingsByRoot[rootUuid],\n lastInactiveBinding = bindings[bindings.length - 1],\n cacheIndex = binding._cacheIndex;\n lastInactiveBinding._cacheIndex = cacheIndex;\n bindings[cacheIndex] = lastInactiveBinding;\n bindings.pop();\n delete bindingByName[trackName];\n\n if (Object.keys(bindingByName).length === 0) {\n delete bindingsByRoot[rootUuid];\n }\n },\n _lendBinding: function _lendBinding(binding) {\n var bindings = this._bindings,\n prevIndex = binding._cacheIndex,\n lastActiveIndex = this._nActiveBindings++,\n firstInactiveBinding = bindings[lastActiveIndex];\n binding._cacheIndex = lastActiveIndex;\n bindings[lastActiveIndex] = binding;\n firstInactiveBinding._cacheIndex = prevIndex;\n bindings[prevIndex] = firstInactiveBinding;\n },\n _takeBackBinding: function _takeBackBinding(binding) {\n var bindings = this._bindings,\n prevIndex = binding._cacheIndex,\n firstInactiveIndex = --this._nActiveBindings,\n lastActiveBinding = bindings[firstInactiveIndex];\n binding._cacheIndex = firstInactiveIndex;\n bindings[firstInactiveIndex] = binding;\n lastActiveBinding._cacheIndex = prevIndex;\n bindings[prevIndex] = lastActiveBinding;\n },\n // Memory management of Interpolants for weight and time scale\n _lendControlInterpolant: function _lendControlInterpolant() {\n var interpolants = this._controlInterpolants,\n lastActiveIndex = this._nActiveControlInterpolants++;\n var interpolant = interpolants[lastActiveIndex];\n\n if (interpolant === undefined) {\n interpolant = new LinearInterpolant(new Float32Array(2), new Float32Array(2), 1, this._controlInterpolantsResultBuffer);\n interpolant.__cacheIndex = lastActiveIndex;\n interpolants[lastActiveIndex] = interpolant;\n }\n\n return interpolant;\n },\n _takeBackControlInterpolant: function _takeBackControlInterpolant(interpolant) {\n var interpolants = this._controlInterpolants,\n prevIndex = interpolant.__cacheIndex,\n firstInactiveIndex = --this._nActiveControlInterpolants,\n lastActiveInterpolant = interpolants[firstInactiveIndex];\n interpolant.__cacheIndex = firstInactiveIndex;\n interpolants[firstInactiveIndex] = interpolant;\n lastActiveInterpolant.__cacheIndex = prevIndex;\n interpolants[prevIndex] = lastActiveInterpolant;\n },\n _controlInterpolantsResultBuffer: new Float32Array(1),\n // return an action for a clip optionally using a custom root target\n // object (this method allocates a lot of dynamic memory in case a\n // previously unknown clip/root combination is specified)\n clipAction: function clipAction(clip, optionalRoot, blendMode) {\n var root = optionalRoot || this._root,\n rootUuid = root.uuid;\n var clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip;\n var clipUuid = clipObject !== null ? clipObject.uuid : clip;\n var actionsForClip = this._actionsByClip[clipUuid];\n var prototypeAction = null;\n\n if (blendMode === undefined) {\n if (clipObject !== null) {\n blendMode = clipObject.blendMode;\n } else {\n blendMode = NormalAnimationBlendMode;\n }\n }\n\n if (actionsForClip !== undefined) {\n var existingAction = actionsForClip.actionByRoot[rootUuid];\n\n if (existingAction !== undefined && existingAction.blendMode === blendMode) {\n return existingAction;\n } // we know the clip, so we don't have to parse all\n // the bindings again but can just copy\n\n\n prototypeAction = actionsForClip.knownActions[0]; // also, take the clip from the prototype action\n\n if (clipObject === null) clipObject = prototypeAction._clip;\n } // clip must be known when specified via string\n\n\n if (clipObject === null) return null; // allocate all resources required to run it\n\n var newAction = new AnimationAction(this, clipObject, optionalRoot, blendMode);\n\n this._bindAction(newAction, prototypeAction); // and make the action known to the memory manager\n\n\n this._addInactiveAction(newAction, clipUuid, rootUuid);\n\n return newAction;\n },\n // get an existing action\n existingAction: function existingAction(clip, optionalRoot) {\n var root = optionalRoot || this._root,\n rootUuid = root.uuid,\n clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip,\n clipUuid = clipObject ? clipObject.uuid : clip,\n actionsForClip = this._actionsByClip[clipUuid];\n\n if (actionsForClip !== undefined) {\n return actionsForClip.actionByRoot[rootUuid] || null;\n }\n\n return null;\n },\n // deactivates all previously scheduled actions\n stopAllAction: function stopAllAction() {\n var actions = this._actions,\n nActions = this._nActiveActions;\n\n for (var _i349 = nActions - 1; _i349 >= 0; --_i349) {\n actions[_i349].stop();\n }\n\n return this;\n },\n // advance the time and update apply the animation\n update: function update(deltaTime) {\n deltaTime *= this.timeScale;\n var actions = this._actions,\n nActions = this._nActiveActions,\n time = this.time += deltaTime,\n timeDirection = Math.sign(deltaTime),\n accuIndex = this._accuIndex ^= 1; // run active actions\n\n for (var _i350 = 0; _i350 !== nActions; ++_i350) {\n var action = actions[_i350];\n\n action._update(time, deltaTime, timeDirection, accuIndex);\n } // update scene graph\n\n\n var bindings = this._bindings,\n nBindings = this._nActiveBindings;\n\n for (var _i351 = 0; _i351 !== nBindings; ++_i351) {\n bindings[_i351].apply(accuIndex);\n }\n\n return this;\n },\n // Allows you to seek to a specific time in an animation.\n setTime: function setTime(timeInSeconds) {\n this.time = 0; // Zero out time attribute for AnimationMixer object;\n\n for (var _i352 = 0; _i352 < this._actions.length; _i352++) {\n this._actions[_i352].time = 0; // Zero out time attribute for all associated AnimationAction objects.\n }\n\n return this.update(timeInSeconds); // Update used to set exact time. Returns \"this\" AnimationMixer object.\n },\n // return this mixer's root target object\n getRoot: function getRoot() {\n return this._root;\n },\n // free all resources specific to a particular clip\n uncacheClip: function uncacheClip(clip) {\n var actions = this._actions,\n clipUuid = clip.uuid,\n actionsByClip = this._actionsByClip,\n actionsForClip = actionsByClip[clipUuid];\n\n if (actionsForClip !== undefined) {\n // note: just calling _removeInactiveAction would mess up the\n // iteration state and also require updating the state we can\n // just throw away\n var actionsToRemove = actionsForClip.knownActions;\n\n for (var _i353 = 0, n = actionsToRemove.length; _i353 !== n; ++_i353) {\n var action = actionsToRemove[_i353];\n\n this._deactivateAction(action);\n\n var cacheIndex = action._cacheIndex,\n lastInactiveAction = actions[actions.length - 1];\n action._cacheIndex = null;\n action._byClipCacheIndex = null;\n lastInactiveAction._cacheIndex = cacheIndex;\n actions[cacheIndex] = lastInactiveAction;\n actions.pop();\n\n this._removeInactiveBindingsForAction(action);\n }\n\n delete actionsByClip[clipUuid];\n }\n },\n // free all resources specific to a particular root target object\n uncacheRoot: function uncacheRoot(root) {\n var rootUuid = root.uuid,\n actionsByClip = this._actionsByClip;\n\n for (var clipUuid in actionsByClip) {\n var actionByRoot = actionsByClip[clipUuid].actionByRoot,\n action = actionByRoot[rootUuid];\n\n if (action !== undefined) {\n this._deactivateAction(action);\n\n this._removeInactiveAction(action);\n }\n }\n\n var bindingsByRoot = this._bindingsByRootAndName,\n bindingByName = bindingsByRoot[rootUuid];\n\n if (bindingByName !== undefined) {\n for (var trackName in bindingByName) {\n var binding = bindingByName[trackName];\n binding.restoreOriginalState();\n\n this._removeInactiveBinding(binding);\n }\n }\n },\n // remove a targeted clip from the cache\n uncacheAction: function uncacheAction(clip, optionalRoot) {\n var action = this.existingAction(clip, optionalRoot);\n\n if (action !== null) {\n this._deactivateAction(action);\n\n this._removeInactiveAction(action);\n }\n }\n});\n\nvar Uniform = /*#__PURE__*/function () {\n function Uniform(value) {\n _classCallCheck(this, Uniform);\n\n if (typeof value === 'string') {\n console.warn('THREE.Uniform: Type parameter is no longer needed.');\n value = arguments[1];\n }\n\n this.value = value;\n }\n\n _createClass(Uniform, [{\n key: \"clone\",\n value: function clone() {\n return new Uniform(this.value.clone === undefined ? this.value : this.value.clone());\n }\n }]);\n\n return Uniform;\n}();\n\nfunction InstancedInterleavedBuffer(array, stride, meshPerAttribute) {\n InterleavedBuffer.call(this, array, stride);\n this.meshPerAttribute = meshPerAttribute || 1;\n}\n\nInstancedInterleavedBuffer.prototype = Object.assign(Object.create(InterleavedBuffer.prototype), {\n constructor: InstancedInterleavedBuffer,\n isInstancedInterleavedBuffer: true,\n copy: function copy(source) {\n InterleavedBuffer.prototype.copy.call(this, source);\n this.meshPerAttribute = source.meshPerAttribute;\n return this;\n },\n clone: function clone(data) {\n var ib = InterleavedBuffer.prototype.clone.call(this, data);\n ib.meshPerAttribute = this.meshPerAttribute;\n return ib;\n },\n toJSON: function toJSON(data) {\n var json = InterleavedBuffer.prototype.toJSON.call(this, data);\n json.isInstancedInterleavedBuffer = true;\n json.meshPerAttribute = this.meshPerAttribute;\n return json;\n }\n});\n\nfunction GLBufferAttribute(buffer, type, itemSize, elementSize, count) {\n this.buffer = buffer;\n this.type = type;\n this.itemSize = itemSize;\n this.elementSize = elementSize;\n this.count = count;\n this.version = 0;\n}\n\nObject.defineProperty(GLBufferAttribute.prototype, 'needsUpdate', {\n set: function set(value) {\n if (value === true) this.version++;\n }\n});\nObject.assign(GLBufferAttribute.prototype, {\n isGLBufferAttribute: true,\n setBuffer: function setBuffer(buffer) {\n this.buffer = buffer;\n return this;\n },\n setType: function setType(type, elementSize) {\n this.type = type;\n this.elementSize = elementSize;\n return this;\n },\n setItemSize: function setItemSize(itemSize) {\n this.itemSize = itemSize;\n return this;\n },\n setCount: function setCount(count) {\n this.count = count;\n return this;\n }\n});\n\nfunction Raycaster(origin, direction, near, far) {\n this.ray = new Ray(origin, direction); // direction is assumed to be normalized (for accurate distance calculations)\n\n this.near = near || 0;\n this.far = far || Infinity;\n this.camera = null;\n this.layers = new Layers();\n this.params = {\n Mesh: {},\n Line: {\n threshold: 1\n },\n LOD: {},\n Points: {\n threshold: 1\n },\n Sprite: {}\n };\n Object.defineProperties(this.params, {\n PointCloud: {\n get: function get() {\n console.warn('THREE.Raycaster: params.PointCloud has been renamed to params.Points.');\n return this.Points;\n }\n }\n });\n}\n\nfunction ascSort(a, b) {\n return a.distance - b.distance;\n}\n\nfunction _intersectObject(object, raycaster, intersects, recursive) {\n if (object.layers.test(raycaster.layers)) {\n object.raycast(raycaster, intersects);\n }\n\n if (recursive === true) {\n var children = object.children;\n\n for (var _i354 = 0, l = children.length; _i354 < l; _i354++) {\n _intersectObject(children[_i354], raycaster, intersects, true);\n }\n }\n}\n\nObject.assign(Raycaster.prototype, {\n set: function set(origin, direction) {\n // direction is assumed to be normalized (for accurate distance calculations)\n this.ray.set(origin, direction);\n },\n setFromCamera: function setFromCamera(coords, camera) {\n if (camera && camera.isPerspectiveCamera) {\n this.ray.origin.setFromMatrixPosition(camera.matrixWorld);\n this.ray.direction.set(coords.x, coords.y, 0.5).unproject(camera).sub(this.ray.origin).normalize();\n this.camera = camera;\n } else if (camera && camera.isOrthographicCamera) {\n this.ray.origin.set(coords.x, coords.y, (camera.near + camera.far) / (camera.near - camera.far)).unproject(camera); // set origin in plane of camera\n\n this.ray.direction.set(0, 0, -1).transformDirection(camera.matrixWorld);\n this.camera = camera;\n } else {\n console.error('THREE.Raycaster: Unsupported camera type.');\n }\n },\n intersectObject: function intersectObject(object, recursive, optionalTarget) {\n var intersects = optionalTarget || [];\n\n _intersectObject(object, this, intersects, recursive);\n\n intersects.sort(ascSort);\n return intersects;\n },\n intersectObjects: function intersectObjects(objects, recursive, optionalTarget) {\n var intersects = optionalTarget || [];\n\n if (Array.isArray(objects) === false) {\n console.warn('THREE.Raycaster.intersectObjects: objects is not an Array.');\n return intersects;\n }\n\n for (var _i355 = 0, l = objects.length; _i355 < l; _i355++) {\n _intersectObject(objects[_i355], this, intersects, recursive);\n }\n\n intersects.sort(ascSort);\n return intersects;\n }\n});\n/**\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.\n * The azimuthal angle (theta) is measured from the positive z-axis.\n */\n\nvar Spherical = /*#__PURE__*/function () {\n function Spherical() {\n var radius = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1;\n var phi = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var theta = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n\n _classCallCheck(this, Spherical);\n\n this.radius = radius;\n this.phi = phi; // polar angle\n\n this.theta = theta; // azimuthal angle\n\n return this;\n }\n\n _createClass(Spherical, [{\n key: \"set\",\n value: function set(radius, phi, theta) {\n this.radius = radius;\n this.phi = phi;\n this.theta = theta;\n return this;\n }\n }, {\n key: \"clone\",\n value: function clone() {\n return new this.constructor().copy(this);\n }\n }, {\n key: \"copy\",\n value: function copy(other) {\n this.radius = other.radius;\n this.phi = other.phi;\n this.theta = other.theta;\n return this;\n } // restrict phi to be betwee EPS and PI-EPS\n\n }, {\n key: \"makeSafe\",\n value: function makeSafe() {\n var EPS = 0.000001;\n this.phi = Math.max(EPS, Math.min(Math.PI - EPS, this.phi));\n return this;\n }\n }, {\n key: \"setFromVector3\",\n value: function setFromVector3(v) {\n return this.setFromCartesianCoords(v.x, v.y, v.z);\n }\n }, {\n key: \"setFromCartesianCoords\",\n value: function setFromCartesianCoords(x, y, z) {\n this.radius = Math.sqrt(x * x + y * y + z * z);\n\n if (this.radius === 0) {\n this.theta = 0;\n this.phi = 0;\n } else {\n this.theta = Math.atan2(x, z);\n this.phi = Math.acos(MathUtils.clamp(y / this.radius, -1, 1));\n }\n\n return this;\n }\n }]);\n\n return Spherical;\n}();\n/**\n * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system\n */\n\n\nvar Cylindrical = /*#__PURE__*/function () {\n function Cylindrical(radius, theta, y) {\n _classCallCheck(this, Cylindrical);\n\n this.radius = radius !== undefined ? radius : 1.0; // distance from the origin to a point in the x-z plane\n\n this.theta = theta !== undefined ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis\n\n this.y = y !== undefined ? y : 0; // height above the x-z plane\n\n return this;\n }\n\n _createClass(Cylindrical, [{\n key: \"set\",\n value: function set(radius, theta, y) {\n this.radius = radius;\n this.theta = theta;\n this.y = y;\n return this;\n }\n }, {\n key: \"clone\",\n value: function clone() {\n return new this.constructor().copy(this);\n }\n }, {\n key: \"copy\",\n value: function copy(other) {\n this.radius = other.radius;\n this.theta = other.theta;\n this.y = other.y;\n return this;\n }\n }, {\n key: \"setFromVector3\",\n value: function setFromVector3(v) {\n return this.setFromCartesianCoords(v.x, v.y, v.z);\n }\n }, {\n key: \"setFromCartesianCoords\",\n value: function setFromCartesianCoords(x, y, z) {\n this.radius = Math.sqrt(x * x + z * z);\n this.theta = Math.atan2(x, z);\n this.y = y;\n return this;\n }\n }]);\n\n return Cylindrical;\n}();\n\nvar _vector$7 = /*@__PURE__*/new Vector2();\n\nvar Box2 = /*#__PURE__*/function () {\n function Box2(min, max) {\n _classCallCheck(this, Box2);\n\n Object.defineProperty(this, 'isBox2', {\n value: true\n });\n this.min = min !== undefined ? min : new Vector2(+Infinity, +Infinity);\n this.max = max !== undefined ? max : new Vector2(-Infinity, -Infinity);\n }\n\n _createClass(Box2, [{\n key: \"set\",\n value: function set(min, max) {\n this.min.copy(min);\n this.max.copy(max);\n return this;\n }\n }, {\n key: \"setFromPoints\",\n value: function setFromPoints(points) {\n this.makeEmpty();\n\n for (var _i356 = 0, il = points.length; _i356 < il; _i356++) {\n this.expandByPoint(points[_i356]);\n }\n\n return this;\n }\n }, {\n key: \"setFromCenterAndSize\",\n value: function setFromCenterAndSize(center, size) {\n var halfSize = _vector$7.copy(size).multiplyScalar(0.5);\n\n this.min.copy(center).sub(halfSize);\n this.max.copy(center).add(halfSize);\n return this;\n }\n }, {\n key: \"clone\",\n value: function clone() {\n return new this.constructor().copy(this);\n }\n }, {\n key: \"copy\",\n value: function copy(box) {\n this.min.copy(box.min);\n this.max.copy(box.max);\n return this;\n }\n }, {\n key: \"makeEmpty\",\n value: function makeEmpty() {\n this.min.x = this.min.y = +Infinity;\n this.max.x = this.max.y = -Infinity;\n return this;\n }\n }, {\n key: \"isEmpty\",\n value: function isEmpty() {\n // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n return this.max.x < this.min.x || this.max.y < this.min.y;\n }\n }, {\n key: \"getCenter\",\n value: function getCenter(target) {\n if (target === undefined) {\n console.warn('THREE.Box2: .getCenter() target is now required');\n target = new Vector2();\n }\n\n return this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);\n }\n }, {\n key: \"getSize\",\n value: function getSize(target) {\n if (target === undefined) {\n console.warn('THREE.Box2: .getSize() target is now required');\n target = new Vector2();\n }\n\n return this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min);\n }\n }, {\n key: \"expandByPoint\",\n value: function expandByPoint(point) {\n this.min.min(point);\n this.max.max(point);\n return this;\n }\n }, {\n key: \"expandByVector\",\n value: function expandByVector(vector) {\n this.min.sub(vector);\n this.max.add(vector);\n return this;\n }\n }, {\n key: \"expandByScalar\",\n value: function expandByScalar(scalar) {\n this.min.addScalar(-scalar);\n this.max.addScalar(scalar);\n return this;\n }\n }, {\n key: \"containsPoint\",\n value: function containsPoint(point) {\n return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y ? false : true;\n }\n }, {\n key: \"containsBox\",\n value: function containsBox(box) {\n return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y;\n }\n }, {\n key: \"getParameter\",\n value: function getParameter(point, target) {\n // This can potentially have a divide by zero if the box\n // has a size dimension of 0.\n if (target === undefined) {\n console.warn('THREE.Box2: .getParameter() target is now required');\n target = new Vector2();\n }\n\n return target.set((point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y));\n }\n }, {\n key: \"intersectsBox\",\n value: function intersectsBox(box) {\n // using 4 splitting planes to rule out intersections\n return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y ? false : true;\n }\n }, {\n key: \"clampPoint\",\n value: function clampPoint(point, target) {\n if (target === undefined) {\n console.warn('THREE.Box2: .clampPoint() target is now required');\n target = new Vector2();\n }\n\n return target.copy(point).clamp(this.min, this.max);\n }\n }, {\n key: \"distanceToPoint\",\n value: function distanceToPoint(point) {\n var clampedPoint = _vector$7.copy(point).clamp(this.min, this.max);\n\n return clampedPoint.sub(point).length();\n }\n }, {\n key: \"intersect\",\n value: function intersect(box) {\n this.min.max(box.min);\n this.max.min(box.max);\n return this;\n }\n }, {\n key: \"union\",\n value: function union(box) {\n this.min.min(box.min);\n this.max.max(box.max);\n return this;\n }\n }, {\n key: \"translate\",\n value: function translate(offset) {\n this.min.add(offset);\n this.max.add(offset);\n return this;\n }\n }, {\n key: \"equals\",\n value: function equals(box) {\n return box.min.equals(this.min) && box.max.equals(this.max);\n }\n }]);\n\n return Box2;\n}();\n\nvar _startP = /*@__PURE__*/new Vector3();\n\nvar _startEnd = /*@__PURE__*/new Vector3();\n\nvar Line3 = /*#__PURE__*/function () {\n function Line3(start, end) {\n _classCallCheck(this, Line3);\n\n this.start = start !== undefined ? start : new Vector3();\n this.end = end !== undefined ? end : new Vector3();\n }\n\n _createClass(Line3, [{\n key: \"set\",\n value: function set(start, end) {\n this.start.copy(start);\n this.end.copy(end);\n return this;\n }\n }, {\n key: \"clone\",\n value: function clone() {\n return new this.constructor().copy(this);\n }\n }, {\n key: \"copy\",\n value: function copy(line) {\n this.start.copy(line.start);\n this.end.copy(line.end);\n return this;\n }\n }, {\n key: \"getCenter\",\n value: function getCenter(target) {\n if (target === undefined) {\n console.warn('THREE.Line3: .getCenter() target is now required');\n target = new Vector3();\n }\n\n return target.addVectors(this.start, this.end).multiplyScalar(0.5);\n }\n }, {\n key: \"delta\",\n value: function delta(target) {\n if (target === undefined) {\n console.warn('THREE.Line3: .delta() target is now required');\n target = new Vector3();\n }\n\n return target.subVectors(this.end, this.start);\n }\n }, {\n key: \"distanceSq\",\n value: function distanceSq() {\n return this.start.distanceToSquared(this.end);\n }\n }, {\n key: \"distance\",\n value: function distance() {\n return this.start.distanceTo(this.end);\n }\n }, {\n key: \"at\",\n value: function at(t, target) {\n if (target === undefined) {\n console.warn('THREE.Line3: .at() target is now required');\n target = new Vector3();\n }\n\n return this.delta(target).multiplyScalar(t).add(this.start);\n }\n }, {\n key: \"closestPointToPointParameter\",\n value: function closestPointToPointParameter(point, clampToLine) {\n _startP.subVectors(point, this.start);\n\n _startEnd.subVectors(this.end, this.start);\n\n var startEnd2 = _startEnd.dot(_startEnd);\n\n var startEnd_startP = _startEnd.dot(_startP);\n\n var t = startEnd_startP / startEnd2;\n\n if (clampToLine) {\n t = MathUtils.clamp(t, 0, 1);\n }\n\n return t;\n }\n }, {\n key: \"closestPointToPoint\",\n value: function closestPointToPoint(point, clampToLine, target) {\n var t = this.closestPointToPointParameter(point, clampToLine);\n\n if (target === undefined) {\n console.warn('THREE.Line3: .closestPointToPoint() target is now required');\n target = new Vector3();\n }\n\n return this.delta(target).multiplyScalar(t).add(this.start);\n }\n }, {\n key: \"applyMatrix4\",\n value: function applyMatrix4(matrix) {\n this.start.applyMatrix4(matrix);\n this.end.applyMatrix4(matrix);\n return this;\n }\n }, {\n key: \"equals\",\n value: function equals(line) {\n return line.start.equals(this.start) && line.end.equals(this.end);\n }\n }]);\n\n return Line3;\n}();\n\nfunction ImmediateRenderObject(material) {\n Object3D.call(this);\n this.material = material;\n\n this.render = function ()\n /* renderCallback */\n {};\n\n this.hasPositions = false;\n this.hasNormals = false;\n this.hasColors = false;\n this.hasUvs = false;\n this.positionArray = null;\n this.normalArray = null;\n this.colorArray = null;\n this.uvArray = null;\n this.count = 0;\n}\n\nImmediateRenderObject.prototype = Object.create(Object3D.prototype);\nImmediateRenderObject.prototype.constructor = ImmediateRenderObject;\nImmediateRenderObject.prototype.isImmediateRenderObject = true;\n\nvar _vector$8 = /*@__PURE__*/new Vector3();\n\nvar SpotLightHelper = /*#__PURE__*/function (_Object3D4) {\n _inherits(SpotLightHelper, _Object3D4);\n\n var _super46 = _createSuper(SpotLightHelper);\n\n function SpotLightHelper(light, color) {\n var _this46;\n\n _classCallCheck(this, SpotLightHelper);\n\n _this46 = _super46.call(this);\n _this46.light = light;\n\n _this46.light.updateMatrixWorld();\n\n _this46.matrix = light.matrixWorld;\n _this46.matrixAutoUpdate = false;\n _this46.color = color;\n var geometry = new BufferGeometry();\n var positions = [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];\n\n for (var _i357 = 0, j = 1, l = 32; _i357 < l; _i357++, j++) {\n var p1 = _i357 / l * Math.PI * 2;\n var p2 = j / l * Math.PI * 2;\n positions.push(Math.cos(p1), Math.sin(p1), 1, Math.cos(p2), Math.sin(p2), 1);\n }\n\n geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));\n var material = new LineBasicMaterial({\n fog: false,\n toneMapped: false\n });\n _this46.cone = new LineSegments(geometry, material);\n\n _this46.add(_this46.cone);\n\n _this46.update();\n\n return _this46;\n }\n\n _createClass(SpotLightHelper, [{\n key: \"dispose\",\n value: function dispose() {\n this.cone.geometry.dispose();\n this.cone.material.dispose();\n }\n }, {\n key: \"update\",\n value: function update() {\n this.light.updateMatrixWorld();\n var coneLength = this.light.distance ? this.light.distance : 1000;\n var coneWidth = coneLength * Math.tan(this.light.angle);\n this.cone.scale.set(coneWidth, coneWidth, coneLength);\n\n _vector$8.setFromMatrixPosition(this.light.target.matrixWorld);\n\n this.cone.lookAt(_vector$8);\n\n if (this.color !== undefined) {\n this.cone.material.color.set(this.color);\n } else {\n this.cone.material.color.copy(this.light.color);\n }\n }\n }]);\n\n return SpotLightHelper;\n}(Object3D);\n\nvar _vector$9 = /*@__PURE__*/new Vector3();\n\nvar _boneMatrix = /*@__PURE__*/new Matrix4();\n\nvar _matrixWorldInv = /*@__PURE__*/new Matrix4();\n\nvar SkeletonHelper = /*#__PURE__*/function (_LineSegments) {\n _inherits(SkeletonHelper, _LineSegments);\n\n var _super47 = _createSuper(SkeletonHelper);\n\n function SkeletonHelper(object) {\n var _this47;\n\n _classCallCheck(this, SkeletonHelper);\n\n var bones = getBoneList(object);\n var geometry = new BufferGeometry();\n var vertices = [];\n var colors = [];\n var color1 = new Color(0, 0, 1);\n var color2 = new Color(0, 1, 0);\n\n for (var _i358 = 0; _i358 < bones.length; _i358++) {\n var bone = bones[_i358];\n\n if (bone.parent && bone.parent.isBone) {\n vertices.push(0, 0, 0);\n vertices.push(0, 0, 0);\n colors.push(color1.r, color1.g, color1.b);\n colors.push(color2.r, color2.g, color2.b);\n }\n }\n\n geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));\n geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));\n var material = new LineBasicMaterial({\n vertexColors: true,\n depthTest: false,\n depthWrite: false,\n toneMapped: false,\n transparent: true\n });\n _this47 = _super47.call(this, geometry, material);\n _this47.type = 'SkeletonHelper';\n _this47.isSkeletonHelper = true;\n _this47.root = object;\n _this47.bones = bones;\n _this47.matrix = object.matrixWorld;\n _this47.matrixAutoUpdate = false;\n return _this47;\n }\n\n _createClass(SkeletonHelper, [{\n key: \"updateMatrixWorld\",\n value: function updateMatrixWorld(force) {\n var bones = this.bones;\n var geometry = this.geometry;\n var position = geometry.getAttribute('position');\n\n _matrixWorldInv.getInverse(this.root.matrixWorld);\n\n for (var _i359 = 0, j = 0; _i359 < bones.length; _i359++) {\n var bone = bones[_i359];\n\n if (bone.parent && bone.parent.isBone) {\n _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.matrixWorld);\n\n _vector$9.setFromMatrixPosition(_boneMatrix);\n\n position.setXYZ(j, _vector$9.x, _vector$9.y, _vector$9.z);\n\n _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.parent.matrixWorld);\n\n _vector$9.setFromMatrixPosition(_boneMatrix);\n\n position.setXYZ(j + 1, _vector$9.x, _vector$9.y, _vector$9.z);\n j += 2;\n }\n }\n\n geometry.getAttribute('position').needsUpdate = true;\n\n _get(_getPrototypeOf(SkeletonHelper.prototype), \"updateMatrixWorld\", this).call(this, force);\n }\n }]);\n\n return SkeletonHelper;\n}(LineSegments);\n\nfunction getBoneList(object) {\n var boneList = [];\n\n if (object && object.isBone) {\n boneList.push(object);\n }\n\n for (var _i360 = 0; _i360 < object.children.length; _i360++) {\n boneList.push.apply(boneList, getBoneList(object.children[_i360]));\n }\n\n return boneList;\n}\n\nvar PointLightHelper = /*#__PURE__*/function (_Mesh) {\n _inherits(PointLightHelper, _Mesh);\n\n var _super48 = _createSuper(PointLightHelper);\n\n function PointLightHelper(light, sphereSize, color) {\n var _this48;\n\n _classCallCheck(this, PointLightHelper);\n\n var geometry = new SphereBufferGeometry(sphereSize, 4, 2);\n var material = new MeshBasicMaterial({\n wireframe: true,\n fog: false,\n toneMapped: false\n });\n _this48 = _super48.call(this, geometry, material);\n _this48.light = light;\n\n _this48.light.updateMatrixWorld();\n\n _this48.color = color;\n _this48.type = 'PointLightHelper';\n _this48.matrix = _this48.light.matrixWorld;\n _this48.matrixAutoUpdate = false;\n\n _this48.update();\n /*\n // TODO: delete this comment?\n const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );\n const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n const d = light.distance;\n if ( d === 0.0 ) {\n \tthis.lightDistance.visible = false;\n } else {\n \tthis.lightDistance.scale.set( d, d, d );\n }\n this.add( this.lightDistance );\n */\n\n\n return _this48;\n }\n\n _createClass(PointLightHelper, [{\n key: \"dispose\",\n value: function dispose() {\n this.geometry.dispose();\n this.material.dispose();\n }\n }, {\n key: \"update\",\n value: function update() {\n if (this.color !== undefined) {\n this.material.color.set(this.color);\n } else {\n this.material.color.copy(this.light.color);\n }\n /*\n const d = this.light.distance;\n \tif ( d === 0.0 ) {\n \t\tthis.lightDistance.visible = false;\n \t} else {\n \t\tthis.lightDistance.visible = true;\n \tthis.lightDistance.scale.set( d, d, d );\n \t}\n */\n\n }\n }]);\n\n return PointLightHelper;\n}(Mesh);\n\nvar _vector$a = /*@__PURE__*/new Vector3();\n\nvar _color1 = /*@__PURE__*/new Color();\n\nvar _color2 = /*@__PURE__*/new Color();\n\nvar HemisphereLightHelper = /*#__PURE__*/function (_Object3D5) {\n _inherits(HemisphereLightHelper, _Object3D5);\n\n var _super49 = _createSuper(HemisphereLightHelper);\n\n function HemisphereLightHelper(light, size, color) {\n var _this49;\n\n _classCallCheck(this, HemisphereLightHelper);\n\n _this49 = _super49.call(this);\n _this49.light = light;\n\n _this49.light.updateMatrixWorld();\n\n _this49.matrix = light.matrixWorld;\n _this49.matrixAutoUpdate = false;\n _this49.color = color;\n var geometry = new OctahedronBufferGeometry(size);\n geometry.rotateY(Math.PI * 0.5);\n _this49.material = new MeshBasicMaterial({\n wireframe: true,\n fog: false,\n toneMapped: false\n });\n if (_this49.color === undefined) _this49.material.vertexColors = true;\n var position = geometry.getAttribute('position');\n var colors = new Float32Array(position.count * 3);\n geometry.setAttribute('color', new BufferAttribute(colors, 3));\n\n _this49.add(new Mesh(geometry, _this49.material));\n\n _this49.update();\n\n return _this49;\n }\n\n _createClass(HemisphereLightHelper, [{\n key: \"dispose\",\n value: function dispose() {\n this.children[0].geometry.dispose();\n this.children[0].material.dispose();\n }\n }, {\n key: \"update\",\n value: function update() {\n var mesh = this.children[0];\n\n if (this.color !== undefined) {\n this.material.color.set(this.color);\n } else {\n var _colors = mesh.geometry.getAttribute('color');\n\n _color1.copy(this.light.color);\n\n _color2.copy(this.light.groundColor);\n\n for (var _i361 = 0, l = _colors.count; _i361 < l; _i361++) {\n var color = _i361 < l / 2 ? _color1 : _color2;\n\n _colors.setXYZ(_i361, color.r, color.g, color.b);\n }\n\n _colors.needsUpdate = true;\n }\n\n mesh.lookAt(_vector$a.setFromMatrixPosition(this.light.matrixWorld).negate());\n }\n }]);\n\n return HemisphereLightHelper;\n}(Object3D);\n\nvar GridHelper = /*#__PURE__*/function (_LineSegments2) {\n _inherits(GridHelper, _LineSegments2);\n\n var _super50 = _createSuper(GridHelper);\n\n function GridHelper(size, divisions, color1, color2) {\n var _this50;\n\n _classCallCheck(this, GridHelper);\n\n size = size || 10;\n divisions = divisions || 10;\n color1 = new Color(color1 !== undefined ? color1 : 0x444444);\n color2 = new Color(color2 !== undefined ? color2 : 0x888888);\n var center = divisions / 2;\n var step = size / divisions;\n var halfSize = size / 2;\n var vertices = [],\n colors = [];\n\n for (var _i362 = 0, j = 0, k = -halfSize; _i362 <= divisions; _i362++, k += step) {\n vertices.push(-halfSize, 0, k, halfSize, 0, k);\n vertices.push(k, 0, -halfSize, k, 0, halfSize);\n var color = _i362 === center ? color1 : color2;\n color.toArray(colors, j);\n j += 3;\n color.toArray(colors, j);\n j += 3;\n color.toArray(colors, j);\n j += 3;\n color.toArray(colors, j);\n j += 3;\n }\n\n var geometry = new BufferGeometry();\n geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));\n geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));\n var material = new LineBasicMaterial({\n vertexColors: true,\n toneMapped: false\n });\n _this50 = _super50.call(this, geometry, material);\n _this50.type = 'GridHelper';\n return _this50;\n }\n\n return GridHelper;\n}(LineSegments);\n\nvar PolarGridHelper = /*#__PURE__*/function (_LineSegments3) {\n _inherits(PolarGridHelper, _LineSegments3);\n\n var _super51 = _createSuper(PolarGridHelper);\n\n function PolarGridHelper(radius, radials, circles, divisions, color1, color2) {\n var _this51;\n\n _classCallCheck(this, PolarGridHelper);\n\n radius = radius || 10;\n radials = radials || 16;\n circles = circles || 8;\n divisions = divisions || 64;\n color1 = new Color(color1 !== undefined ? color1 : 0x444444);\n color2 = new Color(color2 !== undefined ? color2 : 0x888888);\n var vertices = [];\n var colors = []; // create the radials\n\n for (var _i363 = 0; _i363 <= radials; _i363++) {\n var v = _i363 / radials * (Math.PI * 2);\n var x = Math.sin(v) * radius;\n var z = Math.cos(v) * radius;\n vertices.push(0, 0, 0);\n vertices.push(x, 0, z);\n var color = _i363 & 1 ? color1 : color2;\n colors.push(color.r, color.g, color.b);\n colors.push(color.r, color.g, color.b);\n } // create the circles\n\n\n for (var _i364 = 0; _i364 <= circles; _i364++) {\n var _color = _i364 & 1 ? color1 : color2;\n\n var r = radius - radius / circles * _i364;\n\n for (var j = 0; j < divisions; j++) {\n // first vertex\n var _v4 = j / divisions * (Math.PI * 2);\n\n var _x5 = Math.sin(_v4) * r;\n\n var _z3 = Math.cos(_v4) * r;\n\n vertices.push(_x5, 0, _z3);\n colors.push(_color.r, _color.g, _color.b); // second vertex\n\n _v4 = (j + 1) / divisions * (Math.PI * 2);\n _x5 = Math.sin(_v4) * r;\n _z3 = Math.cos(_v4) * r;\n vertices.push(_x5, 0, _z3);\n colors.push(_color.r, _color.g, _color.b);\n }\n }\n\n var geometry = new BufferGeometry();\n geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));\n geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));\n var material = new LineBasicMaterial({\n vertexColors: true,\n toneMapped: false\n });\n _this51 = _super51.call(this, geometry, material);\n _this51.type = 'PolarGridHelper';\n return _this51;\n }\n\n return PolarGridHelper;\n}(LineSegments);\n\nvar _v1$6 = /*@__PURE__*/new Vector3();\n\nvar _v2$3 = /*@__PURE__*/new Vector3();\n\nvar _v3$1 = /*@__PURE__*/new Vector3();\n\nvar DirectionalLightHelper = /*#__PURE__*/function (_Object3D6) {\n _inherits(DirectionalLightHelper, _Object3D6);\n\n var _super52 = _createSuper(DirectionalLightHelper);\n\n function DirectionalLightHelper(light, size, color) {\n var _this52;\n\n _classCallCheck(this, DirectionalLightHelper);\n\n _this52 = _super52.call(this);\n _this52.light = light;\n\n _this52.light.updateMatrixWorld();\n\n _this52.matrix = light.matrixWorld;\n _this52.matrixAutoUpdate = false;\n _this52.color = color;\n if (size === undefined) size = 1;\n var geometry = new BufferGeometry();\n geometry.setAttribute('position', new Float32BufferAttribute([-size, size, 0, size, size, 0, size, -size, 0, -size, -size, 0, -size, size, 0], 3));\n var material = new LineBasicMaterial({\n fog: false,\n toneMapped: false\n });\n _this52.lightPlane = new Line(geometry, material);\n\n _this52.add(_this52.lightPlane);\n\n geometry = new BufferGeometry();\n geometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 0, 1], 3));\n _this52.targetLine = new Line(geometry, material);\n\n _this52.add(_this52.targetLine);\n\n _this52.update();\n\n return _this52;\n }\n\n _createClass(DirectionalLightHelper, [{\n key: \"dispose\",\n value: function dispose() {\n this.lightPlane.geometry.dispose();\n this.lightPlane.material.dispose();\n this.targetLine.geometry.dispose();\n this.targetLine.material.dispose();\n }\n }, {\n key: \"update\",\n value: function update() {\n _v1$6.setFromMatrixPosition(this.light.matrixWorld);\n\n _v2$3.setFromMatrixPosition(this.light.target.matrixWorld);\n\n _v3$1.subVectors(_v2$3, _v1$6);\n\n this.lightPlane.lookAt(_v2$3);\n\n if (this.color !== undefined) {\n this.lightPlane.material.color.set(this.color);\n this.targetLine.material.color.set(this.color);\n } else {\n this.lightPlane.material.color.copy(this.light.color);\n this.targetLine.material.color.copy(this.light.color);\n }\n\n this.targetLine.lookAt(_v2$3);\n this.targetLine.scale.z = _v3$1.length();\n }\n }]);\n\n return DirectionalLightHelper;\n}(Object3D);\n\nvar _vector$b = /*@__PURE__*/new Vector3();\n\nvar _camera = /*@__PURE__*/new Camera();\n/**\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttp://evanw.github.com/lightgl.js/tests/shadowmap.html\n */\n\n\nvar CameraHelper = /*#__PURE__*/function (_LineSegments4) {\n _inherits(CameraHelper, _LineSegments4);\n\n var _super53 = _createSuper(CameraHelper);\n\n function CameraHelper(camera) {\n var _this53;\n\n _classCallCheck(this, CameraHelper);\n\n var geometry = new BufferGeometry();\n var material = new LineBasicMaterial({\n color: 0xffffff,\n vertexColors: true,\n toneMapped: false\n });\n var vertices = [];\n var colors = [];\n var pointMap = {}; // colors\n\n var colorFrustum = new Color(0xffaa00);\n var colorCone = new Color(0xff0000);\n var colorUp = new Color(0x00aaff);\n var colorTarget = new Color(0xffffff);\n var colorCross = new Color(0x333333); // near\n\n addLine('n1', 'n2', colorFrustum);\n addLine('n2', 'n4', colorFrustum);\n addLine('n4', 'n3', colorFrustum);\n addLine('n3', 'n1', colorFrustum); // far\n\n addLine('f1', 'f2', colorFrustum);\n addLine('f2', 'f4', colorFrustum);\n addLine('f4', 'f3', colorFrustum);\n addLine('f3', 'f1', colorFrustum); // sides\n\n addLine('n1', 'f1', colorFrustum);\n addLine('n2', 'f2', colorFrustum);\n addLine('n3', 'f3', colorFrustum);\n addLine('n4', 'f4', colorFrustum); // cone\n\n addLine('p', 'n1', colorCone);\n addLine('p', 'n2', colorCone);\n addLine('p', 'n3', colorCone);\n addLine('p', 'n4', colorCone); // up\n\n addLine('u1', 'u2', colorUp);\n addLine('u2', 'u3', colorUp);\n addLine('u3', 'u1', colorUp); // target\n\n addLine('c', 't', colorTarget);\n addLine('p', 'c', colorCross); // cross\n\n addLine('cn1', 'cn2', colorCross);\n addLine('cn3', 'cn4', colorCross);\n addLine('cf1', 'cf2', colorCross);\n addLine('cf3', 'cf4', colorCross);\n\n function addLine(a, b, color) {\n addPoint(a, color);\n addPoint(b, color);\n }\n\n function addPoint(id, color) {\n vertices.push(0, 0, 0);\n colors.push(color.r, color.g, color.b);\n\n if (pointMap[id] === undefined) {\n pointMap[id] = [];\n }\n\n pointMap[id].push(vertices.length / 3 - 1);\n }\n\n geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));\n geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));\n _this53 = _super53.call(this, geometry, material);\n _this53.type = 'CameraHelper';\n _this53.camera = camera;\n if (_this53.camera.updateProjectionMatrix) _this53.camera.updateProjectionMatrix();\n _this53.matrix = camera.matrixWorld;\n _this53.matrixAutoUpdate = false;\n _this53.pointMap = pointMap;\n\n _this53.update();\n\n return _this53;\n }\n\n _createClass(CameraHelper, [{\n key: \"update\",\n value: function update() {\n var geometry = this.geometry;\n var pointMap = this.pointMap;\n var w = 1,\n h = 1; // we need just camera projection matrix inverse\n // world matrix must be identity\n\n _camera.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse); // center / target\n\n\n setPoint('c', pointMap, geometry, _camera, 0, 0, -1);\n setPoint('t', pointMap, geometry, _camera, 0, 0, 1); // near\n\n setPoint('n1', pointMap, geometry, _camera, -w, -h, -1);\n setPoint('n2', pointMap, geometry, _camera, w, -h, -1);\n setPoint('n3', pointMap, geometry, _camera, -w, h, -1);\n setPoint('n4', pointMap, geometry, _camera, w, h, -1); // far\n\n setPoint('f1', pointMap, geometry, _camera, -w, -h, 1);\n setPoint('f2', pointMap, geometry, _camera, w, -h, 1);\n setPoint('f3', pointMap, geometry, _camera, -w, h, 1);\n setPoint('f4', pointMap, geometry, _camera, w, h, 1); // up\n\n setPoint('u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, -1);\n setPoint('u2', pointMap, geometry, _camera, -w * 0.7, h * 1.1, -1);\n setPoint('u3', pointMap, geometry, _camera, 0, h * 2, -1); // cross\n\n setPoint('cf1', pointMap, geometry, _camera, -w, 0, 1);\n setPoint('cf2', pointMap, geometry, _camera, w, 0, 1);\n setPoint('cf3', pointMap, geometry, _camera, 0, -h, 1);\n setPoint('cf4', pointMap, geometry, _camera, 0, h, 1);\n setPoint('cn1', pointMap, geometry, _camera, -w, 0, -1);\n setPoint('cn2', pointMap, geometry, _camera, w, 0, -1);\n setPoint('cn3', pointMap, geometry, _camera, 0, -h, -1);\n setPoint('cn4', pointMap, geometry, _camera, 0, h, -1);\n geometry.getAttribute('position').needsUpdate = true;\n }\n }]);\n\n return CameraHelper;\n}(LineSegments);\n\nfunction setPoint(point, pointMap, geometry, camera, x, y, z) {\n _vector$b.set(x, y, z).unproject(camera);\n\n var points = pointMap[point];\n\n if (points !== undefined) {\n var position = geometry.getAttribute('position');\n\n for (var _i365 = 0, l = points.length; _i365 < l; _i365++) {\n position.setXYZ(points[_i365], _vector$b.x, _vector$b.y, _vector$b.z);\n }\n }\n}\n\nvar _box$3 = /*@__PURE__*/new Box3();\n\nvar BoxHelper = /*#__PURE__*/function (_LineSegments5) {\n _inherits(BoxHelper, _LineSegments5);\n\n var _super54 = _createSuper(BoxHelper);\n\n function BoxHelper(object) {\n var _this54;\n\n var color = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0xffff00;\n\n _classCallCheck(this, BoxHelper);\n\n var indices = new Uint16Array([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7]);\n var positions = new Float32Array(8 * 3);\n var geometry = new BufferGeometry();\n geometry.setIndex(new BufferAttribute(indices, 1));\n geometry.setAttribute('position', new BufferAttribute(positions, 3));\n _this54 = _super54.call(this, geometry, new LineBasicMaterial({\n color: color,\n toneMapped: false\n }));\n _this54.object = object;\n _this54.type = 'BoxHelper';\n _this54.matrixAutoUpdate = false;\n\n _this54.update();\n\n return _this54;\n }\n\n _createClass(BoxHelper, [{\n key: \"update\",\n value: function update(object) {\n if (object !== undefined) {\n console.warn('THREE.BoxHelper: .update() has no longer arguments.');\n }\n\n if (this.object !== undefined) {\n _box$3.setFromObject(this.object);\n }\n\n if (_box$3.isEmpty()) return;\n var min = _box$3.min;\n var max = _box$3.max;\n /*\n \t5____4\n 1/___0/|\n | 6__|_7\n 2/___3/\n \t0: max.x, max.y, max.z\n 1: min.x, max.y, max.z\n 2: min.x, min.y, max.z\n 3: max.x, min.y, max.z\n 4: max.x, max.y, min.z\n 5: min.x, max.y, min.z\n 6: min.x, min.y, min.z\n 7: max.x, min.y, min.z\n */\n\n var position = this.geometry.attributes.position;\n var array = position.array;\n array[0] = max.x;\n array[1] = max.y;\n array[2] = max.z;\n array[3] = min.x;\n array[4] = max.y;\n array[5] = max.z;\n array[6] = min.x;\n array[7] = min.y;\n array[8] = max.z;\n array[9] = max.x;\n array[10] = min.y;\n array[11] = max.z;\n array[12] = max.x;\n array[13] = max.y;\n array[14] = min.z;\n array[15] = min.x;\n array[16] = max.y;\n array[17] = min.z;\n array[18] = min.x;\n array[19] = min.y;\n array[20] = min.z;\n array[21] = max.x;\n array[22] = min.y;\n array[23] = min.z;\n position.needsUpdate = true;\n this.geometry.computeBoundingSphere();\n }\n }, {\n key: \"setFromObject\",\n value: function setFromObject(object) {\n this.object = object;\n this.update();\n return this;\n }\n }, {\n key: \"copy\",\n value: function copy(source) {\n LineSegments.prototype.copy.call(this, source);\n this.object = source.object;\n return this;\n }\n }]);\n\n return BoxHelper;\n}(LineSegments);\n\nvar Box3Helper = /*#__PURE__*/function (_LineSegments6) {\n _inherits(Box3Helper, _LineSegments6);\n\n var _super55 = _createSuper(Box3Helper);\n\n function Box3Helper(box) {\n var _this55;\n\n var color = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0xffff00;\n\n _classCallCheck(this, Box3Helper);\n\n var indices = new Uint16Array([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7]);\n var positions = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1];\n var geometry = new BufferGeometry();\n geometry.setIndex(new BufferAttribute(indices, 1));\n geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));\n _this55 = _super55.call(this, geometry, new LineBasicMaterial({\n color: color,\n toneMapped: false\n }));\n _this55.box = box;\n _this55.type = 'Box3Helper';\n\n _this55.geometry.computeBoundingSphere();\n\n return _this55;\n }\n\n _createClass(Box3Helper, [{\n key: \"updateMatrixWorld\",\n value: function updateMatrixWorld(force) {\n var box = this.box;\n if (box.isEmpty()) return;\n box.getCenter(this.position);\n box.getSize(this.scale);\n this.scale.multiplyScalar(0.5);\n\n _get(_getPrototypeOf(Box3Helper.prototype), \"updateMatrixWorld\", this).call(this, force);\n }\n }]);\n\n return Box3Helper;\n}(LineSegments);\n\nvar PlaneHelper = /*#__PURE__*/function (_Line) {\n _inherits(PlaneHelper, _Line);\n\n var _super56 = _createSuper(PlaneHelper);\n\n function PlaneHelper(plane, size, hex) {\n var _this56;\n\n _classCallCheck(this, PlaneHelper);\n\n var color = hex !== undefined ? hex : 0xffff00;\n var positions = [1, -1, 1, -1, 1, 1, -1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0];\n var geometry = new BufferGeometry();\n geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));\n geometry.computeBoundingSphere();\n _this56 = _super56.call(this, geometry, new LineBasicMaterial({\n color: color,\n toneMapped: false\n }));\n _this56.type = 'PlaneHelper';\n _this56.plane = plane;\n _this56.size = size === undefined ? 1 : size;\n var positions2 = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, 1, 1, -1, -1, 1, 1, -1, 1];\n var geometry2 = new BufferGeometry();\n geometry2.setAttribute('position', new Float32BufferAttribute(positions2, 3));\n geometry2.computeBoundingSphere();\n\n _this56.add(new Mesh(geometry2, new MeshBasicMaterial({\n color: color,\n opacity: 0.2,\n transparent: true,\n depthWrite: false,\n toneMapped: false\n })));\n\n return _this56;\n }\n\n _createClass(PlaneHelper, [{\n key: \"updateMatrixWorld\",\n value: function updateMatrixWorld(force) {\n var scale = -this.plane.constant;\n if (Math.abs(scale) < 1e-8) scale = 1e-8; // sign does not matter\n\n this.scale.set(0.5 * this.size, 0.5 * this.size, scale);\n this.children[0].material.side = scale < 0 ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here\n\n this.lookAt(this.plane.normal);\n\n _get(_getPrototypeOf(PlaneHelper.prototype), \"updateMatrixWorld\", this).call(this, force);\n }\n }]);\n\n return PlaneHelper;\n}(Line);\n\nvar _axis = /*@__PURE__*/new Vector3();\n\nvar _lineGeometry, _coneGeometry;\n\nvar ArrowHelper = /*#__PURE__*/function (_Object3D7) {\n _inherits(ArrowHelper, _Object3D7);\n\n var _super57 = _createSuper(ArrowHelper);\n\n function ArrowHelper(dir, origin, length, color, headLength, headWidth) {\n var _this57;\n\n _classCallCheck(this, ArrowHelper);\n\n _this57 = _super57.call(this); // dir is assumed to be normalized\n\n _this57.type = 'ArrowHelper';\n if (dir === undefined) dir = new Vector3(0, 0, 1);\n if (origin === undefined) origin = new Vector3(0, 0, 0);\n if (length === undefined) length = 1;\n if (color === undefined) color = 0xffff00;\n if (headLength === undefined) headLength = 0.2 * length;\n if (headWidth === undefined) headWidth = 0.2 * headLength;\n\n if (_lineGeometry === undefined) {\n _lineGeometry = new BufferGeometry();\n\n _lineGeometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 1, 0], 3));\n\n _coneGeometry = new CylinderBufferGeometry(0, 0.5, 1, 5, 1);\n\n _coneGeometry.translate(0, -0.5, 0);\n }\n\n _this57.position.copy(origin);\n\n _this57.line = new Line(_lineGeometry, new LineBasicMaterial({\n color: color,\n toneMapped: false\n }));\n _this57.line.matrixAutoUpdate = false;\n\n _this57.add(_this57.line);\n\n _this57.cone = new Mesh(_coneGeometry, new MeshBasicMaterial({\n color: color,\n toneMapped: false\n }));\n _this57.cone.matrixAutoUpdate = false;\n\n _this57.add(_this57.cone);\n\n _this57.setDirection(dir);\n\n _this57.setLength(length, headLength, headWidth);\n\n return _this57;\n }\n\n _createClass(ArrowHelper, [{\n key: \"setDirection\",\n value: function setDirection(dir) {\n // dir is assumed to be normalized\n if (dir.y > 0.99999) {\n this.quaternion.set(0, 0, 0, 1);\n } else if (dir.y < -0.99999) {\n this.quaternion.set(1, 0, 0, 0);\n } else {\n _axis.set(dir.z, 0, -dir.x).normalize();\n\n var radians = Math.acos(dir.y);\n this.quaternion.setFromAxisAngle(_axis, radians);\n }\n }\n }, {\n key: \"setLength\",\n value: function setLength(length, headLength, headWidth) {\n if (headLength === undefined) headLength = 0.2 * length;\n if (headWidth === undefined) headWidth = 0.2 * headLength;\n this.line.scale.set(1, Math.max(0.0001, length - headLength), 1); // see #17458\n\n this.line.updateMatrix();\n this.cone.scale.set(headWidth, headLength, headWidth);\n this.cone.position.y = length;\n this.cone.updateMatrix();\n }\n }, {\n key: \"setColor\",\n value: function setColor(color) {\n this.line.material.color.set(color);\n this.cone.material.color.set(color);\n }\n }, {\n key: \"copy\",\n value: function copy(source) {\n _get(_getPrototypeOf(ArrowHelper.prototype), \"copy\", this).call(this, source, false);\n\n this.line.copy(source.line);\n this.cone.copy(source.cone);\n return this;\n }\n }]);\n\n return ArrowHelper;\n}(Object3D);\n\nvar AxesHelper = /*#__PURE__*/function (_LineSegments7) {\n _inherits(AxesHelper, _LineSegments7);\n\n var _super58 = _createSuper(AxesHelper);\n\n function AxesHelper() {\n var _this58;\n\n var size = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1;\n\n _classCallCheck(this, AxesHelper);\n\n var vertices = [0, 0, 0, size, 0, 0, 0, 0, 0, 0, size, 0, 0, 0, 0, 0, 0, size];\n var colors = [1, 0, 0, 1, 0.6, 0, 0, 1, 0, 0.6, 1, 0, 0, 0, 1, 0, 0.6, 1];\n var geometry = new BufferGeometry();\n geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));\n geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));\n var material = new LineBasicMaterial({\n vertexColors: true,\n toneMapped: false\n });\n _this58 = _super58.call(this, geometry, material);\n _this58.type = 'AxesHelper';\n return _this58;\n }\n\n return AxesHelper;\n}(LineSegments);\n\nvar LOD_MIN = 4;\nvar LOD_MAX = 8;\nvar SIZE_MAX = Math.pow(2, LOD_MAX); // The standard deviations (radians) associated with the extra mips. These are\n// chosen to approximate a Trowbridge-Reitz distribution function times the\n// geometric shadowing function. These sigma values squared must match the\n// variance #defines in cube_uv_reflection_fragment.glsl.js.\n\nvar EXTRA_LOD_SIGMA = [0.125, 0.215, 0.35, 0.446, 0.526, 0.582];\nvar TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length; // The maximum length of the blur for loop. Smaller sigmas will use fewer\n// samples and exit early, but not recompile the shader.\n\nvar MAX_SAMPLES = 20;\nvar ENCODINGS = (_ENCODINGS = {}, _defineProperty(_ENCODINGS, LinearEncoding, 0), _defineProperty(_ENCODINGS, sRGBEncoding, 1), _defineProperty(_ENCODINGS, RGBEEncoding, 2), _defineProperty(_ENCODINGS, RGBM7Encoding, 3), _defineProperty(_ENCODINGS, RGBM16Encoding, 4), _defineProperty(_ENCODINGS, RGBDEncoding, 5), _defineProperty(_ENCODINGS, GammaEncoding, 6), _ENCODINGS);\n\nvar _flatCamera = /*@__PURE__*/new OrthographicCamera();\n\nvar _createPlanes2 = /*@__PURE__*/_createPlanes(),\n _lodPlanes = _createPlanes2._lodPlanes,\n _sizeLods = _createPlanes2._sizeLods,\n _sigmas = _createPlanes2._sigmas;\n\nvar _oldTarget = null; // Golden Ratio\n\nvar PHI = (1 + Math.sqrt(5)) / 2;\nvar INV_PHI = 1 / PHI; // Vertices of a dodecahedron (except the opposites, which represent the\n// same axis), used as axis directions evenly spread on a sphere.\n\nvar _axisDirections = [/*@__PURE__*/new Vector3(1, 1, 1), /*@__PURE__*/new Vector3(-1, 1, 1), /*@__PURE__*/new Vector3(1, 1, -1), /*@__PURE__*/new Vector3(-1, 1, -1), /*@__PURE__*/new Vector3(0, PHI, INV_PHI), /*@__PURE__*/new Vector3(0, PHI, -INV_PHI), /*@__PURE__*/new Vector3(INV_PHI, 0, PHI), /*@__PURE__*/new Vector3(-INV_PHI, 0, PHI), /*@__PURE__*/new Vector3(PHI, INV_PHI, 0), /*@__PURE__*/new Vector3(-PHI, INV_PHI, 0)];\n/**\n * This class generates a Prefiltered, Mipmapped Radiance Environment Map\n * (PMREM) from a cubeMap environment texture. This allows different levels of\n * blur to be quickly accessed based on material roughness. It is packed into a\n * special CubeUV format that allows us to perform custom interpolation so that\n * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap\n * chain, it only goes down to the LOD_MIN level (above), and then creates extra\n * even more filtered 'mips' at the same LOD_MIN resolution, associated with\n * higher roughness levels. In this way we maintain resolution to smoothly\n * interpolate diffuse lighting while limiting sampling computation.\n */\n\nvar PMREMGenerator = /*#__PURE__*/function () {\n function PMREMGenerator(renderer) {\n _classCallCheck(this, PMREMGenerator);\n\n this._renderer = renderer;\n this._pingPongRenderTarget = null;\n this._blurMaterial = _getBlurShader(MAX_SAMPLES);\n this._equirectShader = null;\n this._cubemapShader = null;\n\n this._compileMaterial(this._blurMaterial);\n }\n /**\n * Generates a PMREM from a supplied Scene, which can be faster than using an\n * image if networking bandwidth is low. Optional sigma specifies a blur radius\n * in radians to be applied to the scene before PMREM generation. Optional near\n * and far planes ensure the scene is rendered in its entirety (the cubeCamera\n * is placed at the origin).\n */\n\n\n _createClass(PMREMGenerator, [{\n key: \"fromScene\",\n value: function fromScene(scene) {\n var sigma = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var near = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0.1;\n var far = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 100;\n _oldTarget = this._renderer.getRenderTarget();\n\n var cubeUVRenderTarget = this._allocateTargets();\n\n this._sceneToCubeUV(scene, near, far, cubeUVRenderTarget);\n\n if (sigma > 0) {\n this._blur(cubeUVRenderTarget, 0, 0, sigma);\n }\n\n this._applyPMREM(cubeUVRenderTarget);\n\n this._cleanup(cubeUVRenderTarget);\n\n return cubeUVRenderTarget;\n }\n /**\n * Generates a PMREM from an equirectangular texture, which can be either LDR\n * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),\n * as this matches best with the 256 x 256 cubemap output.\n */\n\n }, {\n key: \"fromEquirectangular\",\n value: function fromEquirectangular(equirectangular) {\n return this._fromTexture(equirectangular);\n }\n /**\n * Generates a PMREM from an cubemap texture, which can be either LDR\n * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,\n * as this matches best with the 256 x 256 cubemap output.\n */\n\n }, {\n key: \"fromCubemap\",\n value: function fromCubemap(cubemap) {\n return this._fromTexture(cubemap);\n }\n /**\n * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n * your texture's network fetch for increased concurrency.\n */\n\n }, {\n key: \"compileCubemapShader\",\n value: function compileCubemapShader() {\n if (this._cubemapShader === null) {\n this._cubemapShader = _getCubemapShader();\n\n this._compileMaterial(this._cubemapShader);\n }\n }\n /**\n * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n * your texture's network fetch for increased concurrency.\n */\n\n }, {\n key: \"compileEquirectangularShader\",\n value: function compileEquirectangularShader() {\n if (this._equirectShader === null) {\n this._equirectShader = _getEquirectShader();\n\n this._compileMaterial(this._equirectShader);\n }\n }\n /**\n * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n * one of them will cause any others to also become unusable.\n */\n\n }, {\n key: \"dispose\",\n value: function dispose() {\n this._blurMaterial.dispose();\n\n if (this._cubemapShader !== null) this._cubemapShader.dispose();\n if (this._equirectShader !== null) this._equirectShader.dispose();\n\n for (var _i366 = 0; _i366 < _lodPlanes.length; _i366++) {\n _lodPlanes[_i366].dispose();\n }\n } // private interface\n\n }, {\n key: \"_cleanup\",\n value: function _cleanup(outputTarget) {\n this._pingPongRenderTarget.dispose();\n\n this._renderer.setRenderTarget(_oldTarget);\n\n outputTarget.scissorTest = false;\n\n _setViewport(outputTarget, 0, 0, outputTarget.width, outputTarget.height);\n }\n }, {\n key: \"_fromTexture\",\n value: function _fromTexture(texture) {\n _oldTarget = this._renderer.getRenderTarget();\n\n var cubeUVRenderTarget = this._allocateTargets(texture);\n\n this._textureToCubeUV(texture, cubeUVRenderTarget);\n\n this._applyPMREM(cubeUVRenderTarget);\n\n this._cleanup(cubeUVRenderTarget);\n\n return cubeUVRenderTarget;\n }\n }, {\n key: \"_allocateTargets\",\n value: function _allocateTargets(texture) {\n // warning: null texture is valid\n var params = {\n magFilter: NearestFilter,\n minFilter: NearestFilter,\n generateMipmaps: false,\n type: UnsignedByteType,\n format: RGBEFormat,\n encoding: _isLDR(texture) ? texture.encoding : RGBEEncoding,\n depthBuffer: false\n };\n\n var cubeUVRenderTarget = _createRenderTarget(params);\n\n cubeUVRenderTarget.depthBuffer = texture ? false : true;\n this._pingPongRenderTarget = _createRenderTarget(params);\n return cubeUVRenderTarget;\n }\n }, {\n key: \"_compileMaterial\",\n value: function _compileMaterial(material) {\n var tmpMesh = new Mesh(_lodPlanes[0], material);\n\n this._renderer.compile(tmpMesh, _flatCamera);\n }\n }, {\n key: \"_sceneToCubeUV\",\n value: function _sceneToCubeUV(scene, near, far, cubeUVRenderTarget) {\n var fov = 90;\n var aspect = 1;\n var cubeCamera = new PerspectiveCamera(fov, aspect, near, far);\n var upSign = [1, -1, 1, 1, 1, 1];\n var forwardSign = [1, 1, 1, -1, -1, -1];\n var renderer = this._renderer;\n var outputEncoding = renderer.outputEncoding;\n var toneMapping = renderer.toneMapping;\n var clearColor = renderer.getClearColor();\n var clearAlpha = renderer.getClearAlpha();\n renderer.toneMapping = NoToneMapping;\n renderer.outputEncoding = LinearEncoding;\n var background = scene.background;\n\n if (background && background.isColor) {\n background.convertSRGBToLinear(); // Convert linear to RGBE\n\n var maxComponent = Math.max(background.r, background.g, background.b);\n var fExp = Math.min(Math.max(Math.ceil(Math.log2(maxComponent)), -128.0), 127.0);\n background = background.multiplyScalar(Math.pow(2.0, -fExp));\n var alpha = (fExp + 128.0) / 255.0;\n renderer.setClearColor(background, alpha);\n scene.background = null;\n }\n\n for (var _i367 = 0; _i367 < 6; _i367++) {\n var col = _i367 % 3;\n\n if (col == 0) {\n cubeCamera.up.set(0, upSign[_i367], 0);\n cubeCamera.lookAt(forwardSign[_i367], 0, 0);\n } else if (col == 1) {\n cubeCamera.up.set(0, 0, upSign[_i367]);\n cubeCamera.lookAt(0, forwardSign[_i367], 0);\n } else {\n cubeCamera.up.set(0, upSign[_i367], 0);\n cubeCamera.lookAt(0, 0, forwardSign[_i367]);\n }\n\n _setViewport(cubeUVRenderTarget, col * SIZE_MAX, _i367 > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX);\n\n renderer.setRenderTarget(cubeUVRenderTarget);\n renderer.render(scene, cubeCamera);\n }\n\n renderer.toneMapping = toneMapping;\n renderer.outputEncoding = outputEncoding;\n renderer.setClearColor(clearColor, clearAlpha);\n }\n }, {\n key: \"_textureToCubeUV\",\n value: function _textureToCubeUV(texture, cubeUVRenderTarget) {\n var renderer = this._renderer;\n\n if (texture.isCubeTexture) {\n if (this._cubemapShader == null) {\n this._cubemapShader = _getCubemapShader();\n }\n } else {\n if (this._equirectShader == null) {\n this._equirectShader = _getEquirectShader();\n }\n }\n\n var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;\n var mesh = new Mesh(_lodPlanes[0], material);\n var uniforms = material.uniforms;\n uniforms['envMap'].value = texture;\n\n if (!texture.isCubeTexture) {\n uniforms['texelSize'].value.set(1.0 / texture.image.width, 1.0 / texture.image.height);\n }\n\n uniforms['inputEncoding'].value = ENCODINGS[texture.encoding];\n uniforms['outputEncoding'].value = ENCODINGS[cubeUVRenderTarget.texture.encoding];\n\n _setViewport(cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX);\n\n renderer.setRenderTarget(cubeUVRenderTarget);\n renderer.render(mesh, _flatCamera);\n }\n }, {\n key: \"_applyPMREM\",\n value: function _applyPMREM(cubeUVRenderTarget) {\n var renderer = this._renderer;\n var autoClear = renderer.autoClear;\n renderer.autoClear = false;\n\n for (var _i368 = 1; _i368 < TOTAL_LODS; _i368++) {\n var sigma = Math.sqrt(_sigmas[_i368] * _sigmas[_i368] - _sigmas[_i368 - 1] * _sigmas[_i368 - 1]);\n var poleAxis = _axisDirections[(_i368 - 1) % _axisDirections.length];\n\n this._blur(cubeUVRenderTarget, _i368 - 1, _i368, sigma, poleAxis);\n }\n\n renderer.autoClear = autoClear;\n }\n /**\n * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n * vertically and horizontally, but this breaks down on a cube. Here we apply\n * the blur latitudinally (around the poles), and then longitudinally (towards\n * the poles) to approximate the orthogonally-separable blur. It is least\n * accurate at the poles, but still does a decent job.\n */\n\n }, {\n key: \"_blur\",\n value: function _blur(cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis) {\n var pingPongRenderTarget = this._pingPongRenderTarget;\n\n this._halfBlur(cubeUVRenderTarget, pingPongRenderTarget, lodIn, lodOut, sigma, 'latitudinal', poleAxis);\n\n this._halfBlur(pingPongRenderTarget, cubeUVRenderTarget, lodOut, lodOut, sigma, 'longitudinal', poleAxis);\n }\n }, {\n key: \"_halfBlur\",\n value: function _halfBlur(targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis) {\n var renderer = this._renderer;\n var blurMaterial = this._blurMaterial;\n\n if (direction !== 'latitudinal' && direction !== 'longitudinal') {\n console.error('blur direction must be either latitudinal or longitudinal!');\n } // Number of standard deviations at which to cut off the discrete approximation.\n\n\n var STANDARD_DEVIATIONS = 3;\n var blurMesh = new Mesh(_lodPlanes[lodOut], blurMaterial);\n var blurUniforms = blurMaterial.uniforms;\n var pixels = _sizeLods[lodIn] - 1;\n var radiansPerPixel = isFinite(sigmaRadians) ? Math.PI / (2 * pixels) : 2 * Math.PI / (2 * MAX_SAMPLES - 1);\n var sigmaPixels = sigmaRadians / radiansPerPixel;\n var samples = isFinite(sigmaRadians) ? 1 + Math.floor(STANDARD_DEVIATIONS * sigmaPixels) : MAX_SAMPLES;\n\n if (samples > MAX_SAMPLES) {\n console.warn(\"sigmaRadians, \".concat(sigmaRadians, \", is too large and will clip, as it requested \").concat(samples, \" samples when the maximum is set to \").concat(MAX_SAMPLES));\n }\n\n var weights = [];\n var sum = 0;\n\n for (var _i369 = 0; _i369 < MAX_SAMPLES; ++_i369) {\n var _x6 = _i369 / sigmaPixels;\n\n var weight = Math.exp(-_x6 * _x6 / 2);\n weights.push(weight);\n\n if (_i369 == 0) {\n sum += weight;\n } else if (_i369 < samples) {\n sum += 2 * weight;\n }\n }\n\n for (var _i370 = 0; _i370 < weights.length; _i370++) {\n weights[_i370] = weights[_i370] / sum;\n }\n\n blurUniforms['envMap'].value = targetIn.texture;\n blurUniforms['samples'].value = samples;\n blurUniforms['weights'].value = weights;\n blurUniforms['latitudinal'].value = direction === 'latitudinal';\n\n if (poleAxis) {\n blurUniforms['poleAxis'].value = poleAxis;\n }\n\n blurUniforms['dTheta'].value = radiansPerPixel;\n blurUniforms['mipInt'].value = LOD_MAX - lodIn;\n blurUniforms['inputEncoding'].value = ENCODINGS[targetIn.texture.encoding];\n blurUniforms['outputEncoding'].value = ENCODINGS[targetIn.texture.encoding];\n var outputSize = _sizeLods[lodOut];\n var x = 3 * Math.max(0, SIZE_MAX - 2 * outputSize);\n var y = (lodOut === 0 ? 0 : 2 * SIZE_MAX) + 2 * outputSize * (lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0);\n\n _setViewport(targetOut, x, y, 3 * outputSize, 2 * outputSize);\n\n renderer.setRenderTarget(targetOut);\n renderer.render(blurMesh, _flatCamera);\n }\n }]);\n\n return PMREMGenerator;\n}();\n\nfunction _isLDR(texture) {\n if (texture === undefined || texture.type !== UnsignedByteType) return false;\n return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;\n}\n\nfunction _createPlanes() {\n var _lodPlanes = [];\n var _sizeLods = [];\n var _sigmas = [];\n var lod = LOD_MAX;\n\n for (var _i371 = 0; _i371 < TOTAL_LODS; _i371++) {\n var sizeLod = Math.pow(2, lod);\n\n _sizeLods.push(sizeLod);\n\n var sigma = 1.0 / sizeLod;\n\n if (_i371 > LOD_MAX - LOD_MIN) {\n sigma = EXTRA_LOD_SIGMA[_i371 - LOD_MAX + LOD_MIN - 1];\n } else if (_i371 == 0) {\n sigma = 0;\n }\n\n _sigmas.push(sigma);\n\n var texelSize = 1.0 / (sizeLod - 1);\n var min = -texelSize / 2;\n var max = 1 + texelSize / 2;\n var uv1 = [min, min, max, min, max, max, min, min, max, max, min, max];\n var cubeFaces = 6;\n var _vertices5 = 6;\n var positionSize = 3;\n var uvSize = 2;\n var faceIndexSize = 1;\n var position = new Float32Array(positionSize * _vertices5 * cubeFaces);\n\n var _uv = new Float32Array(uvSize * _vertices5 * cubeFaces);\n\n var faceIndex = new Float32Array(faceIndexSize * _vertices5 * cubeFaces);\n\n for (var face = 0; face < cubeFaces; face++) {\n var x = face % 3 * 2 / 3 - 1;\n var y = face > 2 ? 0 : -1;\n var coordinates = [x, y, 0, x + 2 / 3, y, 0, x + 2 / 3, y + 1, 0, x, y, 0, x + 2 / 3, y + 1, 0, x, y + 1, 0];\n position.set(coordinates, positionSize * _vertices5 * face);\n\n _uv.set(uv1, uvSize * _vertices5 * face);\n\n var fill = [face, face, face, face, face, face];\n faceIndex.set(fill, faceIndexSize * _vertices5 * face);\n }\n\n var planes = new BufferGeometry();\n planes.setAttribute('position', new BufferAttribute(position, positionSize));\n planes.setAttribute('uv', new BufferAttribute(_uv, uvSize));\n planes.setAttribute('faceIndex', new BufferAttribute(faceIndex, faceIndexSize));\n\n _lodPlanes.push(planes);\n\n if (lod > LOD_MIN) {\n lod--;\n }\n }\n\n return {\n _lodPlanes: _lodPlanes,\n _sizeLods: _sizeLods,\n _sigmas: _sigmas\n };\n}\n\nfunction _createRenderTarget(params) {\n var cubeUVRenderTarget = new WebGLRenderTarget(3 * SIZE_MAX, 3 * SIZE_MAX, params);\n cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;\n cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';\n cubeUVRenderTarget.scissorTest = true;\n return cubeUVRenderTarget;\n}\n\nfunction _setViewport(target, x, y, width, height) {\n target.viewport.set(x, y, width, height);\n target.scissor.set(x, y, width, height);\n}\n\nfunction _getBlurShader(maxSamples) {\n var weights = new Float32Array(maxSamples);\n var poleAxis = new Vector3(0, 1, 0);\n var shaderMaterial = new RawShaderMaterial({\n name: 'SphericalGaussianBlur',\n defines: {\n 'n': maxSamples\n },\n uniforms: {\n 'envMap': {\n value: null\n },\n 'samples': {\n value: 1\n },\n 'weights': {\n value: weights\n },\n 'latitudinal': {\n value: false\n },\n 'dTheta': {\n value: 0\n },\n 'mipInt': {\n value: 0\n },\n 'poleAxis': {\n value: poleAxis\n },\n 'inputEncoding': {\n value: ENCODINGS[LinearEncoding]\n },\n 'outputEncoding': {\n value: ENCODINGS[LinearEncoding]\n }\n },\n vertexShader: _getCommonVertexShader(),\n fragmentShader:\n /* glsl */\n \"\\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\".concat(_getEncodings(), \"\\n\\n\\t\\t\\t#define ENVMAP_TYPE_CUBE_UV\\n\\t\\t\\t#include \\n\\n\\t\\t\\tvec3 getSample( float theta, vec3 axis ) {\\n\\n\\t\\t\\t\\tfloat cosTheta = cos( theta );\\n\\t\\t\\t\\t// Rodrigues' axis-angle rotation\\n\\t\\t\\t\\tvec3 sampleDirection = vOutputDirection * cosTheta\\n\\t\\t\\t\\t\\t+ cross( axis, vOutputDirection ) * sin( theta )\\n\\t\\t\\t\\t\\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\\n\\n\\t\\t\\t\\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tvoid main() {\\n\\n\\t\\t\\t\\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\\n\\n\\t\\t\\t\\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\\n\\n\\t\\t\\t\\t\\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\taxis = normalize( axis );\\n\\n\\t\\t\\t\\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\t\\t\\t\\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\\n\\n\\t\\t\\t\\tfor ( int i = 1; i < n; i++ ) {\\n\\n\\t\\t\\t\\t\\tif ( i >= samples ) {\\n\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tfloat theta = dTheta * float( i );\\n\\t\\t\\t\\t\\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\\n\\t\\t\\t\\t\\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tgl_FragColor = linearToOutputTexel( gl_FragColor );\\n\\n\\t\\t\\t}\\n\\t\\t\"),\n blending: NoBlending,\n depthTest: false,\n depthWrite: false\n });\n return shaderMaterial;\n}\n\nfunction _getEquirectShader() {\n var texelSize = new Vector2(1, 1);\n var shaderMaterial = new RawShaderMaterial({\n name: 'EquirectangularToCubeUV',\n uniforms: {\n 'envMap': {\n value: null\n },\n 'texelSize': {\n value: texelSize\n },\n 'inputEncoding': {\n value: ENCODINGS[LinearEncoding]\n },\n 'outputEncoding': {\n value: ENCODINGS[LinearEncoding]\n }\n },\n vertexShader: _getCommonVertexShader(),\n fragmentShader:\n /* glsl */\n \"\\n\\n\\t\\t\\tprecision mediump float;\\n\\t\\t\\tprecision mediump int;\\n\\n\\t\\t\\tvarying vec3 vOutputDirection;\\n\\n\\t\\t\\tuniform sampler2D envMap;\\n\\t\\t\\tuniform vec2 texelSize;\\n\\n\\t\\t\\t\".concat(_getEncodings(), \"\\n\\n\\t\\t\\t#include \\n\\n\\t\\t\\tvoid main() {\\n\\n\\t\\t\\t\\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\n\\t\\t\\t\\tvec3 outputDirection = normalize( vOutputDirection );\\n\\t\\t\\t\\tvec2 uv = equirectUv( outputDirection );\\n\\n\\t\\t\\t\\tvec2 f = fract( uv / texelSize - 0.5 );\\n\\t\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\t\\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\\n\\t\\t\\t\\tuv.x += texelSize.x;\\n\\t\\t\\t\\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\\n\\t\\t\\t\\tuv.y += texelSize.y;\\n\\t\\t\\t\\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\\n\\t\\t\\t\\tuv.x -= texelSize.x;\\n\\t\\t\\t\\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\\n\\n\\t\\t\\t\\tvec3 tm = mix( tl, tr, f.x );\\n\\t\\t\\t\\tvec3 bm = mix( bl, br, f.x );\\n\\t\\t\\t\\tgl_FragColor.rgb = mix( tm, bm, f.y );\\n\\n\\t\\t\\t\\tgl_FragColor = linearToOutputTexel( gl_FragColor );\\n\\n\\t\\t\\t}\\n\\t\\t\"),\n blending: NoBlending,\n depthTest: false,\n depthWrite: false\n });\n return shaderMaterial;\n}\n\nfunction _getCubemapShader() {\n var shaderMaterial = new RawShaderMaterial({\n name: 'CubemapToCubeUV',\n uniforms: {\n 'envMap': {\n value: null\n },\n 'inputEncoding': {\n value: ENCODINGS[LinearEncoding]\n },\n 'outputEncoding': {\n value: ENCODINGS[LinearEncoding]\n }\n },\n vertexShader: _getCommonVertexShader(),\n fragmentShader:\n /* glsl */\n \"\\n\\n\\t\\t\\tprecision mediump float;\\n\\t\\t\\tprecision mediump int;\\n\\n\\t\\t\\tvarying vec3 vOutputDirection;\\n\\n\\t\\t\\tuniform samplerCube envMap;\\n\\n\\t\\t\\t\".concat(_getEncodings(), \"\\n\\n\\t\\t\\tvoid main() {\\n\\n\\t\\t\\t\\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\t\\t\\t\\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\\n\\t\\t\\t\\tgl_FragColor = linearToOutputTexel( gl_FragColor );\\n\\n\\t\\t\\t}\\n\\t\\t\"),\n blending: NoBlending,\n depthTest: false,\n depthWrite: false\n });\n return shaderMaterial;\n}\n\nfunction _getCommonVertexShader() {\n return (\n /* glsl */\n \"\\n\\n\\t\\tprecision mediump float;\\n\\t\\tprecision mediump int;\\n\\n\\t\\tattribute vec3 position;\\n\\t\\tattribute vec2 uv;\\n\\t\\tattribute float faceIndex;\\n\\n\\t\\tvarying vec3 vOutputDirection;\\n\\n\\t\\t// RH coordinate system; PMREM face-indexing convention\\n\\t\\tvec3 getDirection( vec2 uv, float face ) {\\n\\n\\t\\t\\tuv = 2.0 * uv - 1.0;\\n\\n\\t\\t\\tvec3 direction = vec3( uv, 1.0 );\\n\\n\\t\\t\\tif ( face == 0.0 ) {\\n\\n\\t\\t\\t\\tdirection = direction.zyx; // ( 1, v, u ) pos x\\n\\n\\t\\t\\t} else if ( face == 1.0 ) {\\n\\n\\t\\t\\t\\tdirection = direction.xzy;\\n\\t\\t\\t\\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\\n\\n\\t\\t\\t} else if ( face == 2.0 ) {\\n\\n\\t\\t\\t\\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\\n\\n\\t\\t\\t} else if ( face == 3.0 ) {\\n\\n\\t\\t\\t\\tdirection = direction.zyx;\\n\\t\\t\\t\\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\\n\\n\\t\\t\\t} else if ( face == 4.0 ) {\\n\\n\\t\\t\\t\\tdirection = direction.xzy;\\n\\t\\t\\t\\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\\n\\n\\t\\t\\t} else if ( face == 5.0 ) {\\n\\n\\t\\t\\t\\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn direction;\\n\\n\\t\\t}\\n\\n\\t\\tvoid main() {\\n\\n\\t\\t\\tvOutputDirection = getDirection( uv, faceIndex );\\n\\t\\t\\tgl_Position = vec4( position, 1.0 );\\n\\n\\t\\t}\\n\\t\"\n );\n}\n\nfunction _getEncodings() {\n return (\n /* glsl */\n \"\\n\\n\\t\\tuniform int inputEncoding;\\n\\t\\tuniform int outputEncoding;\\n\\n\\t\\t#include \\n\\n\\t\\tvec4 inputTexelToLinear( vec4 value ) {\\n\\n\\t\\t\\tif ( inputEncoding == 0 ) {\\n\\n\\t\\t\\t\\treturn value;\\n\\n\\t\\t\\t} else if ( inputEncoding == 1 ) {\\n\\n\\t\\t\\t\\treturn sRGBToLinear( value );\\n\\n\\t\\t\\t} else if ( inputEncoding == 2 ) {\\n\\n\\t\\t\\t\\treturn RGBEToLinear( value );\\n\\n\\t\\t\\t} else if ( inputEncoding == 3 ) {\\n\\n\\t\\t\\t\\treturn RGBMToLinear( value, 7.0 );\\n\\n\\t\\t\\t} else if ( inputEncoding == 4 ) {\\n\\n\\t\\t\\t\\treturn RGBMToLinear( value, 16.0 );\\n\\n\\t\\t\\t} else if ( inputEncoding == 5 ) {\\n\\n\\t\\t\\t\\treturn RGBDToLinear( value, 256.0 );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\treturn GammaToLinear( value, 2.2 );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tvec4 linearToOutputTexel( vec4 value ) {\\n\\n\\t\\t\\tif ( outputEncoding == 0 ) {\\n\\n\\t\\t\\t\\treturn value;\\n\\n\\t\\t\\t} else if ( outputEncoding == 1 ) {\\n\\n\\t\\t\\t\\treturn LinearTosRGB( value );\\n\\n\\t\\t\\t} else if ( outputEncoding == 2 ) {\\n\\n\\t\\t\\t\\treturn LinearToRGBE( value );\\n\\n\\t\\t\\t} else if ( outputEncoding == 3 ) {\\n\\n\\t\\t\\t\\treturn LinearToRGBM( value, 7.0 );\\n\\n\\t\\t\\t} else if ( outputEncoding == 4 ) {\\n\\n\\t\\t\\t\\treturn LinearToRGBM( value, 16.0 );\\n\\n\\t\\t\\t} else if ( outputEncoding == 5 ) {\\n\\n\\t\\t\\t\\treturn LinearToRGBD( value, 256.0 );\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\treturn LinearToGamma( value, 2.2 );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tvec4 envMapTexelToLinear( vec4 color ) {\\n\\n\\t\\t\\treturn inputTexelToLinear( color );\\n\\n\\t\\t}\\n\\t\"\n );\n}\n\nfunction Face4(a, b, c, d, normal, color, materialIndex) {\n console.warn('THREE.Face4 has been removed. A THREE.Face3 will be created instead.');\n return new Face3(a, b, c, normal, color, materialIndex);\n}\n\nvar LineStrip = 0;\nvar LinePieces = 1;\nvar NoColors = 0;\nvar FaceColors = 1;\nvar VertexColors = 2;\n\nfunction MeshFaceMaterial(materials) {\n console.warn('THREE.MeshFaceMaterial has been removed. Use an Array instead.');\n return materials;\n}\n\nfunction MultiMaterial(materials) {\n if (materials === undefined) materials = [];\n console.warn('THREE.MultiMaterial has been removed. Use an Array instead.');\n materials.isMultiMaterial = true;\n materials.materials = materials;\n\n materials.clone = function () {\n return materials.slice();\n };\n\n return materials;\n}\n\nfunction PointCloud(geometry, material) {\n console.warn('THREE.PointCloud has been renamed to THREE.Points.');\n return new Points(geometry, material);\n}\n\nfunction Particle(material) {\n console.warn('THREE.Particle has been renamed to THREE.Sprite.');\n return new Sprite(material);\n}\n\nfunction ParticleSystem(geometry, material) {\n console.warn('THREE.ParticleSystem has been renamed to THREE.Points.');\n return new Points(geometry, material);\n}\n\nfunction PointCloudMaterial(parameters) {\n console.warn('THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.');\n return new PointsMaterial(parameters);\n}\n\nfunction ParticleBasicMaterial(parameters) {\n console.warn('THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.');\n return new PointsMaterial(parameters);\n}\n\nfunction ParticleSystemMaterial(parameters) {\n console.warn('THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.');\n return new PointsMaterial(parameters);\n}\n\nfunction Vertex(x, y, z) {\n console.warn('THREE.Vertex has been removed. Use THREE.Vector3 instead.');\n return new Vector3(x, y, z);\n} //\n\n\nfunction DynamicBufferAttribute(array, itemSize) {\n console.warn('THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.');\n return new BufferAttribute(array, itemSize).setUsage(DynamicDrawUsage);\n}\n\nfunction Int8Attribute(array, itemSize) {\n console.warn('THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.');\n return new Int8BufferAttribute(array, itemSize);\n}\n\nfunction Uint8Attribute(array, itemSize) {\n console.warn('THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.');\n return new Uint8BufferAttribute(array, itemSize);\n}\n\nfunction Uint8ClampedAttribute(array, itemSize) {\n console.warn('THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.');\n return new Uint8ClampedBufferAttribute(array, itemSize);\n}\n\nfunction Int16Attribute(array, itemSize) {\n console.warn('THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.');\n return new Int16BufferAttribute(array, itemSize);\n}\n\nfunction Uint16Attribute(array, itemSize) {\n console.warn('THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.');\n return new Uint16BufferAttribute(array, itemSize);\n}\n\nfunction Int32Attribute(array, itemSize) {\n console.warn('THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.');\n return new Int32BufferAttribute(array, itemSize);\n}\n\nfunction Uint32Attribute(array, itemSize) {\n console.warn('THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.');\n return new Uint32BufferAttribute(array, itemSize);\n}\n\nfunction Float32Attribute(array, itemSize) {\n console.warn('THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.');\n return new Float32BufferAttribute(array, itemSize);\n}\n\nfunction Float64Attribute(array, itemSize) {\n console.warn('THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.');\n return new Float64BufferAttribute(array, itemSize);\n} //\n\n\nCurve.create = function (construct, getPoint) {\n console.log('THREE.Curve.create() has been deprecated');\n construct.prototype = Object.create(Curve.prototype);\n construct.prototype.constructor = construct;\n construct.prototype.getPoint = getPoint;\n return construct;\n}; //\n\n\nObject.assign(CurvePath.prototype, {\n createPointsGeometry: function createPointsGeometry(divisions) {\n console.warn('THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.'); // generate geometry from path points (for Line or Points objects)\n\n var pts = this.getPoints(divisions);\n return this.createGeometry(pts);\n },\n createSpacedPointsGeometry: function createSpacedPointsGeometry(divisions) {\n console.warn('THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.'); // generate geometry from equidistant sampling along the path\n\n var pts = this.getSpacedPoints(divisions);\n return this.createGeometry(pts);\n },\n createGeometry: function createGeometry(points) {\n console.warn('THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.');\n var geometry = new Geometry();\n\n for (var _i372 = 0, l = points.length; _i372 < l; _i372++) {\n var point = points[_i372];\n geometry.vertices.push(new Vector3(point.x, point.y, point.z || 0));\n }\n\n return geometry;\n }\n}); //\n\nObject.assign(Path.prototype, {\n fromPoints: function fromPoints(points) {\n console.warn('THREE.Path: .fromPoints() has been renamed to .setFromPoints().');\n return this.setFromPoints(points);\n }\n}); //\n\nfunction ClosedSplineCurve3(points) {\n console.warn('THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.');\n CatmullRomCurve3.call(this, points);\n this.type = 'catmullrom';\n this.closed = true;\n}\n\nClosedSplineCurve3.prototype = Object.create(CatmullRomCurve3.prototype); //\n\nfunction SplineCurve3(points) {\n console.warn('THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.');\n CatmullRomCurve3.call(this, points);\n this.type = 'catmullrom';\n}\n\nSplineCurve3.prototype = Object.create(CatmullRomCurve3.prototype); //\n\nfunction Spline(points) {\n console.warn('THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.');\n CatmullRomCurve3.call(this, points);\n this.type = 'catmullrom';\n}\n\nSpline.prototype = Object.create(CatmullRomCurve3.prototype);\nObject.assign(Spline.prototype, {\n initFromArray: function initFromArray()\n /* a */\n {\n console.error('THREE.Spline: .initFromArray() has been removed.');\n },\n getControlPointsArray: function getControlPointsArray()\n /* optionalTarget */\n {\n console.error('THREE.Spline: .getControlPointsArray() has been removed.');\n },\n reparametrizeByArcLength: function reparametrizeByArcLength()\n /* samplingCoef */\n {\n console.error('THREE.Spline: .reparametrizeByArcLength() has been removed.');\n }\n}); //\n\nfunction AxisHelper(size) {\n console.warn('THREE.AxisHelper has been renamed to THREE.AxesHelper.');\n return new AxesHelper(size);\n}\n\nfunction BoundingBoxHelper(object, color) {\n console.warn('THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.');\n return new BoxHelper(object, color);\n}\n\nfunction EdgesHelper(object, hex) {\n console.warn('THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.');\n return new LineSegments(new EdgesGeometry(object.geometry), new LineBasicMaterial({\n color: hex !== undefined ? hex : 0xffffff\n }));\n}\n\nGridHelper.prototype.setColors = function () {\n console.error('THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.');\n};\n\nSkeletonHelper.prototype.update = function () {\n console.error('THREE.SkeletonHelper: update() no longer needs to be called.');\n};\n\nfunction WireframeHelper(object, hex) {\n console.warn('THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.');\n return new LineSegments(new WireframeGeometry(object.geometry), new LineBasicMaterial({\n color: hex !== undefined ? hex : 0xffffff\n }));\n} //\n\n\nObject.assign(Loader.prototype, {\n extractUrlBase: function extractUrlBase(url) {\n console.warn('THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.');\n return LoaderUtils.extractUrlBase(url);\n }\n});\nLoader.Handlers = {\n add: function add()\n /* regex, loader */\n {\n console.error('THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.');\n },\n get: function get()\n /* file */\n {\n console.error('THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.');\n }\n};\n\nfunction XHRLoader(manager) {\n console.warn('THREE.XHRLoader has been renamed to THREE.FileLoader.');\n return new FileLoader(manager);\n}\n\nfunction BinaryTextureLoader(manager) {\n console.warn('THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.');\n return new DataTextureLoader(manager);\n} //\n\n\nObject.assign(Box2.prototype, {\n center: function center(optionalTarget) {\n console.warn('THREE.Box2: .center() has been renamed to .getCenter().');\n return this.getCenter(optionalTarget);\n },\n empty: function empty() {\n console.warn('THREE.Box2: .empty() has been renamed to .isEmpty().');\n return this.isEmpty();\n },\n isIntersectionBox: function isIntersectionBox(box) {\n console.warn('THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().');\n return this.intersectsBox(box);\n },\n size: function size(optionalTarget) {\n console.warn('THREE.Box2: .size() has been renamed to .getSize().');\n return this.getSize(optionalTarget);\n }\n});\nObject.assign(Box3.prototype, {\n center: function center(optionalTarget) {\n console.warn('THREE.Box3: .center() has been renamed to .getCenter().');\n return this.getCenter(optionalTarget);\n },\n empty: function empty() {\n console.warn('THREE.Box3: .empty() has been renamed to .isEmpty().');\n return this.isEmpty();\n },\n isIntersectionBox: function isIntersectionBox(box) {\n console.warn('THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().');\n return this.intersectsBox(box);\n },\n isIntersectionSphere: function isIntersectionSphere(sphere) {\n console.warn('THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().');\n return this.intersectsSphere(sphere);\n },\n size: function size(optionalTarget) {\n console.warn('THREE.Box3: .size() has been renamed to .getSize().');\n return this.getSize(optionalTarget);\n }\n});\nObject.assign(Sphere.prototype, {\n empty: function empty() {\n console.warn('THREE.Sphere: .empty() has been renamed to .isEmpty().');\n return this.isEmpty();\n }\n});\n\nFrustum.prototype.setFromMatrix = function (m) {\n console.warn('THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().');\n return this.setFromProjectionMatrix(m);\n};\n\nLine3.prototype.center = function (optionalTarget) {\n console.warn('THREE.Line3: .center() has been renamed to .getCenter().');\n return this.getCenter(optionalTarget);\n};\n\nObject.assign(MathUtils, {\n random16: function random16() {\n console.warn('THREE.Math: .random16() has been deprecated. Use Math.random() instead.');\n return Math.random();\n },\n nearestPowerOfTwo: function nearestPowerOfTwo(value) {\n console.warn('THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().');\n return MathUtils.floorPowerOfTwo(value);\n },\n nextPowerOfTwo: function nextPowerOfTwo(value) {\n console.warn('THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().');\n return MathUtils.ceilPowerOfTwo(value);\n }\n});\nObject.assign(Matrix3.prototype, {\n flattenToArrayOffset: function flattenToArrayOffset(array, offset) {\n console.warn(\"THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.\");\n return this.toArray(array, offset);\n },\n multiplyVector3: function multiplyVector3(vector) {\n console.warn('THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.');\n return vector.applyMatrix3(this);\n },\n multiplyVector3Array: function multiplyVector3Array()\n /* a */\n {\n console.error('THREE.Matrix3: .multiplyVector3Array() has been removed.');\n },\n applyToBufferAttribute: function applyToBufferAttribute(attribute) {\n console.warn('THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.');\n return attribute.applyMatrix3(this);\n },\n applyToVector3Array: function applyToVector3Array()\n /* array, offset, length */\n {\n console.error('THREE.Matrix3: .applyToVector3Array() has been removed.');\n }\n});\nObject.assign(Matrix4.prototype, {\n extractPosition: function extractPosition(m) {\n console.warn('THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().');\n return this.copyPosition(m);\n },\n flattenToArrayOffset: function flattenToArrayOffset(array, offset) {\n console.warn(\"THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.\");\n return this.toArray(array, offset);\n },\n getPosition: function getPosition() {\n console.warn('THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.');\n return new Vector3().setFromMatrixColumn(this, 3);\n },\n setRotationFromQuaternion: function setRotationFromQuaternion(q) {\n console.warn('THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().');\n return this.makeRotationFromQuaternion(q);\n },\n multiplyToArray: function multiplyToArray() {\n console.warn('THREE.Matrix4: .multiplyToArray() has been removed.');\n },\n multiplyVector3: function multiplyVector3(vector) {\n console.warn('THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.');\n return vector.applyMatrix4(this);\n },\n multiplyVector4: function multiplyVector4(vector) {\n console.warn('THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.');\n return vector.applyMatrix4(this);\n },\n multiplyVector3Array: function multiplyVector3Array()\n /* a */\n {\n console.error('THREE.Matrix4: .multiplyVector3Array() has been removed.');\n },\n rotateAxis: function rotateAxis(v) {\n console.warn('THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.');\n v.transformDirection(this);\n },\n crossVector: function crossVector(vector) {\n console.warn('THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.');\n return vector.applyMatrix4(this);\n },\n translate: function translate() {\n console.error('THREE.Matrix4: .translate() has been removed.');\n },\n rotateX: function rotateX() {\n console.error('THREE.Matrix4: .rotateX() has been removed.');\n },\n rotateY: function rotateY() {\n console.error('THREE.Matrix4: .rotateY() has been removed.');\n },\n rotateZ: function rotateZ() {\n console.error('THREE.Matrix4: .rotateZ() has been removed.');\n },\n rotateByAxis: function rotateByAxis() {\n console.error('THREE.Matrix4: .rotateByAxis() has been removed.');\n },\n applyToBufferAttribute: function applyToBufferAttribute(attribute) {\n console.warn('THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.');\n return attribute.applyMatrix4(this);\n },\n applyToVector3Array: function applyToVector3Array()\n /* array, offset, length */\n {\n console.error('THREE.Matrix4: .applyToVector3Array() has been removed.');\n },\n makeFrustum: function makeFrustum(left, right, bottom, top, near, far) {\n console.warn('THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.');\n return this.makePerspective(left, right, top, bottom, near, far);\n }\n});\n\nPlane.prototype.isIntersectionLine = function (line) {\n console.warn('THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().');\n return this.intersectsLine(line);\n};\n\nQuaternion.prototype.multiplyVector3 = function (vector) {\n console.warn('THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.');\n return vector.applyQuaternion(this);\n};\n\nObject.assign(Ray.prototype, {\n isIntersectionBox: function isIntersectionBox(box) {\n console.warn('THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().');\n return this.intersectsBox(box);\n },\n isIntersectionPlane: function isIntersectionPlane(plane) {\n console.warn('THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().');\n return this.intersectsPlane(plane);\n },\n isIntersectionSphere: function isIntersectionSphere(sphere) {\n console.warn('THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().');\n return this.intersectsSphere(sphere);\n }\n});\nObject.assign(Triangle.prototype, {\n area: function area() {\n console.warn('THREE.Triangle: .area() has been renamed to .getArea().');\n return this.getArea();\n },\n barycoordFromPoint: function barycoordFromPoint(point, target) {\n console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().');\n return this.getBarycoord(point, target);\n },\n midpoint: function midpoint(target) {\n console.warn('THREE.Triangle: .midpoint() has been renamed to .getMidpoint().');\n return this.getMidpoint(target);\n },\n normal: function normal(target) {\n console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');\n return this.getNormal(target);\n },\n plane: function plane(target) {\n console.warn('THREE.Triangle: .plane() has been renamed to .getPlane().');\n return this.getPlane(target);\n }\n});\nObject.assign(Triangle, {\n barycoordFromPoint: function barycoordFromPoint(point, a, b, c, target) {\n console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().');\n return Triangle.getBarycoord(point, a, b, c, target);\n },\n normal: function normal(a, b, c, target) {\n console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');\n return Triangle.getNormal(a, b, c, target);\n }\n});\nObject.assign(Shape.prototype, {\n extractAllPoints: function extractAllPoints(divisions) {\n console.warn('THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.');\n return this.extractPoints(divisions);\n },\n extrude: function extrude(options) {\n console.warn('THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.');\n return new ExtrudeGeometry(this, options);\n },\n makeGeometry: function makeGeometry(options) {\n console.warn('THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.');\n return new ShapeGeometry(this, options);\n }\n});\nObject.assign(Vector2.prototype, {\n fromAttribute: function fromAttribute(attribute, index, offset) {\n console.warn('THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().');\n return this.fromBufferAttribute(attribute, index, offset);\n },\n distanceToManhattan: function distanceToManhattan(v) {\n console.warn('THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');\n return this.manhattanDistanceTo(v);\n },\n lengthManhattan: function lengthManhattan() {\n console.warn('THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().');\n return this.manhattanLength();\n }\n});\nObject.assign(Vector3.prototype, {\n setEulerFromRotationMatrix: function setEulerFromRotationMatrix() {\n console.error('THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.');\n },\n setEulerFromQuaternion: function setEulerFromQuaternion() {\n console.error('THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.');\n },\n getPositionFromMatrix: function getPositionFromMatrix(m) {\n console.warn('THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().');\n return this.setFromMatrixPosition(m);\n },\n getScaleFromMatrix: function getScaleFromMatrix(m) {\n console.warn('THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().');\n return this.setFromMatrixScale(m);\n },\n getColumnFromMatrix: function getColumnFromMatrix(index, matrix) {\n console.warn('THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().');\n return this.setFromMatrixColumn(matrix, index);\n },\n applyProjection: function applyProjection(m) {\n console.warn('THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.');\n return this.applyMatrix4(m);\n },\n fromAttribute: function fromAttribute(attribute, index, offset) {\n console.warn('THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().');\n return this.fromBufferAttribute(attribute, index, offset);\n },\n distanceToManhattan: function distanceToManhattan(v) {\n console.warn('THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');\n return this.manhattanDistanceTo(v);\n },\n lengthManhattan: function lengthManhattan() {\n console.warn('THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().');\n return this.manhattanLength();\n }\n});\nObject.assign(Vector4.prototype, {\n fromAttribute: function fromAttribute(attribute, index, offset) {\n console.warn('THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().');\n return this.fromBufferAttribute(attribute, index, offset);\n },\n lengthManhattan: function lengthManhattan() {\n console.warn('THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().');\n return this.manhattanLength();\n }\n}); //\n\nObject.assign(Geometry.prototype, {\n computeTangents: function computeTangents() {\n console.error('THREE.Geometry: .computeTangents() has been removed.');\n },\n computeLineDistances: function computeLineDistances() {\n console.error('THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.');\n },\n applyMatrix: function applyMatrix(matrix) {\n console.warn('THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().');\n return this.applyMatrix4(matrix);\n }\n});\nObject.assign(Object3D.prototype, {\n getChildByName: function getChildByName(name) {\n console.warn('THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().');\n return this.getObjectByName(name);\n },\n renderDepth: function renderDepth() {\n console.warn('THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.');\n },\n translate: function translate(distance, axis) {\n console.warn('THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.');\n return this.translateOnAxis(axis, distance);\n },\n getWorldRotation: function getWorldRotation() {\n console.error('THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.');\n },\n applyMatrix: function applyMatrix(matrix) {\n console.warn('THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().');\n return this.applyMatrix4(matrix);\n }\n});\nObject.defineProperties(Object3D.prototype, {\n eulerOrder: {\n get: function get() {\n console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.');\n return this.rotation.order;\n },\n set: function set(value) {\n console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.');\n this.rotation.order = value;\n }\n },\n useQuaternion: {\n get: function get() {\n console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');\n },\n set: function set() {\n console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');\n }\n }\n});\nObject.assign(Mesh.prototype, {\n setDrawMode: function setDrawMode() {\n console.error('THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.');\n }\n});\nObject.defineProperties(Mesh.prototype, {\n drawMode: {\n get: function get() {\n console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.');\n return TrianglesDrawMode;\n },\n set: function set() {\n console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.');\n }\n }\n});\nObject.defineProperties(LOD.prototype, {\n objects: {\n get: function get() {\n console.warn('THREE.LOD: .objects has been renamed to .levels.');\n return this.levels;\n }\n }\n});\nObject.defineProperty(Skeleton.prototype, 'useVertexTexture', {\n get: function get() {\n console.warn('THREE.Skeleton: useVertexTexture has been removed.');\n },\n set: function set() {\n console.warn('THREE.Skeleton: useVertexTexture has been removed.');\n }\n});\n\nSkinnedMesh.prototype.initBones = function () {\n console.error('THREE.SkinnedMesh: initBones() has been removed.');\n};\n\nObject.defineProperty(Curve.prototype, '__arcLengthDivisions', {\n get: function get() {\n console.warn('THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.');\n return this.arcLengthDivisions;\n },\n set: function set(value) {\n console.warn('THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.');\n this.arcLengthDivisions = value;\n }\n}); //\n\nPerspectiveCamera.prototype.setLens = function (focalLength, filmGauge) {\n console.warn(\"THREE.PerspectiveCamera.setLens is deprecated. \" + \"Use .setFocalLength and .filmGauge for a photographic setup.\");\n if (filmGauge !== undefined) this.filmGauge = filmGauge;\n this.setFocalLength(focalLength);\n}; //\n\n\nObject.defineProperties(Light.prototype, {\n onlyShadow: {\n set: function set() {\n console.warn('THREE.Light: .onlyShadow has been removed.');\n }\n },\n shadowCameraFov: {\n set: function set(value) {\n console.warn('THREE.Light: .shadowCameraFov is now .shadow.camera.fov.');\n this.shadow.camera.fov = value;\n }\n },\n shadowCameraLeft: {\n set: function set(value) {\n console.warn('THREE.Light: .shadowCameraLeft is now .shadow.camera.left.');\n this.shadow.camera.left = value;\n }\n },\n shadowCameraRight: {\n set: function set(value) {\n console.warn('THREE.Light: .shadowCameraRight is now .shadow.camera.right.');\n this.shadow.camera.right = value;\n }\n },\n shadowCameraTop: {\n set: function set(value) {\n console.warn('THREE.Light: .shadowCameraTop is now .shadow.camera.top.');\n this.shadow.camera.top = value;\n }\n },\n shadowCameraBottom: {\n set: function set(value) {\n console.warn('THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.');\n this.shadow.camera.bottom = value;\n }\n },\n shadowCameraNear: {\n set: function set(value) {\n console.warn('THREE.Light: .shadowCameraNear is now .shadow.camera.near.');\n this.shadow.camera.near = value;\n }\n },\n shadowCameraFar: {\n set: function set(value) {\n console.warn('THREE.Light: .shadowCameraFar is now .shadow.camera.far.');\n this.shadow.camera.far = value;\n }\n },\n shadowCameraVisible: {\n set: function set() {\n console.warn('THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.');\n }\n },\n shadowBias: {\n set: function set(value) {\n console.warn('THREE.Light: .shadowBias is now .shadow.bias.');\n this.shadow.bias = value;\n }\n },\n shadowDarkness: {\n set: function set() {\n console.warn('THREE.Light: .shadowDarkness has been removed.');\n }\n },\n shadowMapWidth: {\n set: function set(value) {\n console.warn('THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.');\n this.shadow.mapSize.width = value;\n }\n },\n shadowMapHeight: {\n set: function set(value) {\n console.warn('THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.');\n this.shadow.mapSize.height = value;\n }\n }\n}); //\n\nObject.defineProperties(BufferAttribute.prototype, {\n length: {\n get: function get() {\n console.warn('THREE.BufferAttribute: .length has been deprecated. Use .count instead.');\n return this.array.length;\n }\n },\n dynamic: {\n get: function get() {\n console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');\n return this.usage === DynamicDrawUsage;\n },\n set: function set()\n /* value */\n {\n console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');\n this.setUsage(DynamicDrawUsage);\n }\n }\n});\nObject.assign(BufferAttribute.prototype, {\n setDynamic: function setDynamic(value) {\n console.warn('THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.');\n this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage);\n return this;\n },\n copyIndicesArray: function copyIndicesArray()\n /* indices */\n {\n console.error('THREE.BufferAttribute: .copyIndicesArray() has been removed.');\n },\n setArray: function setArray()\n /* array */\n {\n console.error('THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers');\n }\n});\nObject.assign(BufferGeometry.prototype, {\n addIndex: function addIndex(index) {\n console.warn('THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().');\n this.setIndex(index);\n },\n addAttribute: function addAttribute(name, attribute) {\n console.warn('THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().');\n\n if (!(attribute && attribute.isBufferAttribute) && !(attribute && attribute.isInterleavedBufferAttribute)) {\n console.warn('THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).');\n return this.setAttribute(name, new BufferAttribute(arguments[1], arguments[2]));\n }\n\n if (name === 'index') {\n console.warn('THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.');\n this.setIndex(attribute);\n return this;\n }\n\n return this.setAttribute(name, attribute);\n },\n addDrawCall: function addDrawCall(start, count, indexOffset) {\n if (indexOffset !== undefined) {\n console.warn('THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.');\n }\n\n console.warn('THREE.BufferGeometry: .addDrawCall() is now .addGroup().');\n this.addGroup(start, count);\n },\n clearDrawCalls: function clearDrawCalls() {\n console.warn('THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().');\n this.clearGroups();\n },\n computeTangents: function computeTangents() {\n console.warn('THREE.BufferGeometry: .computeTangents() has been removed.');\n },\n computeOffsets: function computeOffsets() {\n console.warn('THREE.BufferGeometry: .computeOffsets() has been removed.');\n },\n removeAttribute: function removeAttribute(name) {\n console.warn('THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().');\n return this.deleteAttribute(name);\n },\n applyMatrix: function applyMatrix(matrix) {\n console.warn('THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().');\n return this.applyMatrix4(matrix);\n }\n});\nObject.defineProperties(BufferGeometry.prototype, {\n drawcalls: {\n get: function get() {\n console.error('THREE.BufferGeometry: .drawcalls has been renamed to .groups.');\n return this.groups;\n }\n },\n offsets: {\n get: function get() {\n console.warn('THREE.BufferGeometry: .offsets has been renamed to .groups.');\n return this.groups;\n }\n }\n});\nObject.defineProperties(InstancedBufferGeometry.prototype, {\n maxInstancedCount: {\n get: function get() {\n console.warn('THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.');\n return this.instanceCount;\n },\n set: function set(value) {\n console.warn('THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.');\n this.instanceCount = value;\n }\n }\n});\nObject.defineProperties(Raycaster.prototype, {\n linePrecision: {\n get: function get() {\n console.warn('THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.');\n return this.params.Line.threshold;\n },\n set: function set(value) {\n console.warn('THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.');\n this.params.Line.threshold = value;\n }\n }\n});\nObject.defineProperties(InterleavedBuffer.prototype, {\n dynamic: {\n get: function get() {\n console.warn('THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.');\n return this.usage === DynamicDrawUsage;\n },\n set: function set(value) {\n console.warn('THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.');\n this.setUsage(value);\n }\n }\n});\nObject.assign(InterleavedBuffer.prototype, {\n setDynamic: function setDynamic(value) {\n console.warn('THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.');\n this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage);\n return this;\n },\n setArray: function setArray()\n /* array */\n {\n console.error('THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers');\n }\n}); //\n\nObject.assign(ExtrudeBufferGeometry.prototype, {\n getArrays: function getArrays() {\n console.error('THREE.ExtrudeBufferGeometry: .getArrays() has been removed.');\n },\n addShapeList: function addShapeList() {\n console.error('THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.');\n },\n addShape: function addShape() {\n console.error('THREE.ExtrudeBufferGeometry: .addShape() has been removed.');\n }\n}); //\n\nObject.assign(Scene.prototype, {\n dispose: function dispose() {\n console.error('THREE.Scene: .dispose() has been removed.');\n }\n}); //\n\nObject.defineProperties(Uniform.prototype, {\n dynamic: {\n set: function set() {\n console.warn('THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.');\n }\n },\n onUpdate: {\n value: function value() {\n console.warn('THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.');\n return this;\n }\n }\n}); //\n\nObject.defineProperties(Material.prototype, {\n wrapAround: {\n get: function get() {\n console.warn('THREE.Material: .wrapAround has been removed.');\n },\n set: function set() {\n console.warn('THREE.Material: .wrapAround has been removed.');\n }\n },\n overdraw: {\n get: function get() {\n console.warn('THREE.Material: .overdraw has been removed.');\n },\n set: function set() {\n console.warn('THREE.Material: .overdraw has been removed.');\n }\n },\n wrapRGB: {\n get: function get() {\n console.warn('THREE.Material: .wrapRGB has been removed.');\n return new Color();\n }\n },\n shading: {\n get: function get() {\n console.error('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');\n },\n set: function set(value) {\n console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');\n this.flatShading = value === FlatShading;\n }\n },\n stencilMask: {\n get: function get() {\n console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.');\n return this.stencilFuncMask;\n },\n set: function set(value) {\n console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.');\n this.stencilFuncMask = value;\n }\n }\n});\nObject.defineProperties(MeshPhongMaterial.prototype, {\n metal: {\n get: function get() {\n console.warn('THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.');\n return false;\n },\n set: function set() {\n console.warn('THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead');\n }\n }\n});\nObject.defineProperties(MeshPhysicalMaterial.prototype, {\n transparency: {\n get: function get() {\n console.warn('THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.');\n return this.transmission;\n },\n set: function set(value) {\n console.warn('THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.');\n this.transmission = value;\n }\n }\n});\nObject.defineProperties(ShaderMaterial.prototype, {\n derivatives: {\n get: function get() {\n console.warn('THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.');\n return this.extensions.derivatives;\n },\n set: function set(value) {\n console.warn('THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.');\n this.extensions.derivatives = value;\n }\n }\n}); //\n\nObject.assign(WebGLRenderer.prototype, {\n clearTarget: function clearTarget(renderTarget, color, depth, stencil) {\n console.warn('THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.');\n this.setRenderTarget(renderTarget);\n this.clear(color, depth, stencil);\n },\n animate: function animate(callback) {\n console.warn('THREE.WebGLRenderer: .animate() is now .setAnimationLoop().');\n this.setAnimationLoop(callback);\n },\n getCurrentRenderTarget: function getCurrentRenderTarget() {\n console.warn('THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().');\n return this.getRenderTarget();\n },\n getMaxAnisotropy: function getMaxAnisotropy() {\n console.warn('THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().');\n return this.capabilities.getMaxAnisotropy();\n },\n getPrecision: function getPrecision() {\n console.warn('THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.');\n return this.capabilities.precision;\n },\n resetGLState: function resetGLState() {\n console.warn('THREE.WebGLRenderer: .resetGLState() is now .state.reset().');\n return this.state.reset();\n },\n supportsFloatTextures: function supportsFloatTextures() {\n console.warn('THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \\'OES_texture_float\\' ).');\n return this.extensions.get('OES_texture_float');\n },\n supportsHalfFloatTextures: function supportsHalfFloatTextures() {\n console.warn('THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \\'OES_texture_half_float\\' ).');\n return this.extensions.get('OES_texture_half_float');\n },\n supportsStandardDerivatives: function supportsStandardDerivatives() {\n console.warn('THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \\'OES_standard_derivatives\\' ).');\n return this.extensions.get('OES_standard_derivatives');\n },\n supportsCompressedTextureS3TC: function supportsCompressedTextureS3TC() {\n console.warn('THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \\'WEBGL_compressed_texture_s3tc\\' ).');\n return this.extensions.get('WEBGL_compressed_texture_s3tc');\n },\n supportsCompressedTexturePVRTC: function supportsCompressedTexturePVRTC() {\n console.warn('THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \\'WEBGL_compressed_texture_pvrtc\\' ).');\n return this.extensions.get('WEBGL_compressed_texture_pvrtc');\n },\n supportsBlendMinMax: function supportsBlendMinMax() {\n console.warn('THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \\'EXT_blend_minmax\\' ).');\n return this.extensions.get('EXT_blend_minmax');\n },\n supportsVertexTextures: function supportsVertexTextures() {\n console.warn('THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.');\n return this.capabilities.vertexTextures;\n },\n supportsInstancedArrays: function supportsInstancedArrays() {\n console.warn('THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \\'ANGLE_instanced_arrays\\' ).');\n return this.extensions.get('ANGLE_instanced_arrays');\n },\n enableScissorTest: function enableScissorTest(boolean) {\n console.warn('THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().');\n this.setScissorTest(boolean);\n },\n initMaterial: function initMaterial() {\n console.warn('THREE.WebGLRenderer: .initMaterial() has been removed.');\n },\n addPrePlugin: function addPrePlugin() {\n console.warn('THREE.WebGLRenderer: .addPrePlugin() has been removed.');\n },\n addPostPlugin: function addPostPlugin() {\n console.warn('THREE.WebGLRenderer: .addPostPlugin() has been removed.');\n },\n updateShadowMap: function updateShadowMap() {\n console.warn('THREE.WebGLRenderer: .updateShadowMap() has been removed.');\n },\n setFaceCulling: function setFaceCulling() {\n console.warn('THREE.WebGLRenderer: .setFaceCulling() has been removed.');\n },\n allocTextureUnit: function allocTextureUnit() {\n console.warn('THREE.WebGLRenderer: .allocTextureUnit() has been removed.');\n },\n setTexture: function setTexture() {\n console.warn('THREE.WebGLRenderer: .setTexture() has been removed.');\n },\n setTexture2D: function setTexture2D() {\n console.warn('THREE.WebGLRenderer: .setTexture2D() has been removed.');\n },\n setTextureCube: function setTextureCube() {\n console.warn('THREE.WebGLRenderer: .setTextureCube() has been removed.');\n },\n getActiveMipMapLevel: function getActiveMipMapLevel() {\n console.warn('THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().');\n return this.getActiveMipmapLevel();\n }\n});\nObject.defineProperties(WebGLRenderer.prototype, {\n shadowMapEnabled: {\n get: function get() {\n return this.shadowMap.enabled;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.');\n this.shadowMap.enabled = value;\n }\n },\n shadowMapType: {\n get: function get() {\n return this.shadowMap.type;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.');\n this.shadowMap.type = value;\n }\n },\n shadowMapCullFace: {\n get: function get() {\n console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');\n return undefined;\n },\n set: function set()\n /* value */\n {\n console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');\n }\n },\n context: {\n get: function get() {\n console.warn('THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.');\n return this.getContext();\n }\n },\n vr: {\n get: function get() {\n console.warn('THREE.WebGLRenderer: .vr has been renamed to .xr');\n return this.xr;\n }\n },\n gammaInput: {\n get: function get() {\n console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.');\n return false;\n },\n set: function set() {\n console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.');\n }\n },\n gammaOutput: {\n get: function get() {\n console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.');\n return false;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.');\n this.outputEncoding = value === true ? sRGBEncoding : LinearEncoding;\n }\n },\n toneMappingWhitePoint: {\n get: function get() {\n console.warn('THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.');\n return 1.0;\n },\n set: function set() {\n console.warn('THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.');\n }\n }\n});\nObject.defineProperties(WebGLShadowMap.prototype, {\n cullFace: {\n get: function get() {\n console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');\n return undefined;\n },\n set: function set()\n /* cullFace */\n {\n console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');\n }\n },\n renderReverseSided: {\n get: function get() {\n console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.');\n return undefined;\n },\n set: function set() {\n console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.');\n }\n },\n renderSingleSided: {\n get: function get() {\n console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.');\n return undefined;\n },\n set: function set() {\n console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.');\n }\n }\n});\n\nfunction WebGLRenderTargetCube(width, height, options) {\n console.warn('THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).');\n return new WebGLCubeRenderTarget(width, options);\n} //\n\n\nObject.defineProperties(WebGLRenderTarget.prototype, {\n wrapS: {\n get: function get() {\n console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.');\n return this.texture.wrapS;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.');\n this.texture.wrapS = value;\n }\n },\n wrapT: {\n get: function get() {\n console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.');\n return this.texture.wrapT;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.');\n this.texture.wrapT = value;\n }\n },\n magFilter: {\n get: function get() {\n console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.');\n return this.texture.magFilter;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.');\n this.texture.magFilter = value;\n }\n },\n minFilter: {\n get: function get() {\n console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.');\n return this.texture.minFilter;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.');\n this.texture.minFilter = value;\n }\n },\n anisotropy: {\n get: function get() {\n console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.');\n return this.texture.anisotropy;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.');\n this.texture.anisotropy = value;\n }\n },\n offset: {\n get: function get() {\n console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.');\n return this.texture.offset;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.');\n this.texture.offset = value;\n }\n },\n repeat: {\n get: function get() {\n console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.');\n return this.texture.repeat;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.');\n this.texture.repeat = value;\n }\n },\n format: {\n get: function get() {\n console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.');\n return this.texture.format;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.');\n this.texture.format = value;\n }\n },\n type: {\n get: function get() {\n console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.');\n return this.texture.type;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.');\n this.texture.type = value;\n }\n },\n generateMipmaps: {\n get: function get() {\n console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.');\n return this.texture.generateMipmaps;\n },\n set: function set(value) {\n console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.');\n this.texture.generateMipmaps = value;\n }\n }\n}); //\n\nObject.defineProperties(Audio.prototype, {\n load: {\n value: function value(file) {\n console.warn('THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.');\n var scope = this;\n var audioLoader = new AudioLoader();\n audioLoader.load(file, function (buffer) {\n scope.setBuffer(buffer);\n });\n return this;\n }\n },\n startTime: {\n set: function set() {\n console.warn('THREE.Audio: .startTime is now .play( delay ).');\n }\n }\n});\n\nAudioAnalyser.prototype.getData = function () {\n console.warn('THREE.AudioAnalyser: .getData() is now .getFrequencyData().');\n return this.getFrequencyData();\n}; //\n\n\nCubeCamera.prototype.updateCubeMap = function (renderer, scene) {\n console.warn('THREE.CubeCamera: .updateCubeMap() is now .update().');\n return this.update(renderer, scene);\n};\n\nCubeCamera.prototype.clear = function (renderer, color, depth, stencil) {\n console.warn('THREE.CubeCamera: .clear() is now .renderTarget.clear().');\n return this.renderTarget.clear(renderer, color, depth, stencil);\n}; //\n\n\nvar GeometryUtils = {\n merge: function merge(geometry1, geometry2, materialIndexOffset) {\n console.warn('THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.');\n var matrix;\n\n if (geometry2.isMesh) {\n geometry2.matrixAutoUpdate && geometry2.updateMatrix();\n matrix = geometry2.matrix;\n geometry2 = geometry2.geometry;\n }\n\n geometry1.merge(geometry2, matrix, materialIndexOffset);\n },\n center: function center(geometry) {\n console.warn('THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.');\n return geometry.center();\n }\n};\nImageUtils.crossOrigin = undefined;\n\nImageUtils.loadTexture = function (url, mapping, onLoad, onError) {\n console.warn('THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.');\n var loader = new TextureLoader();\n loader.setCrossOrigin(this.crossOrigin);\n var texture = loader.load(url, onLoad, undefined, onError);\n if (mapping) texture.mapping = mapping;\n return texture;\n};\n\nImageUtils.loadTextureCube = function (urls, mapping, onLoad, onError) {\n console.warn('THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.');\n var loader = new CubeTextureLoader();\n loader.setCrossOrigin(this.crossOrigin);\n var texture = loader.load(urls, onLoad, undefined, onError);\n if (mapping) texture.mapping = mapping;\n return texture;\n};\n\nImageUtils.loadCompressedTexture = function () {\n console.error('THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.');\n};\n\nImageUtils.loadCompressedTextureCube = function () {\n console.error('THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.');\n}; //\n\n\nfunction CanvasRenderer() {\n console.error('THREE.CanvasRenderer has been removed');\n} //\n\n\nfunction JSONLoader() {\n console.error('THREE.JSONLoader has been removed.');\n} //\n\n\nvar SceneUtils = {\n createMultiMaterialObject: function createMultiMaterialObject()\n /* geometry, materials */\n {\n console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');\n },\n detach: function detach()\n /* child, parent, scene */\n {\n console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');\n },\n attach: function attach()\n /* child, scene, parent */\n {\n console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');\n }\n}; //\n\nfunction LensFlare() {\n console.error('THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js');\n}\n\nif (typeof __THREE_DEVTOOLS__ !== 'undefined') {\n /* eslint-disable no-undef */\n __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('register', {\n detail: {\n revision: REVISION\n }\n }));\n /* eslint-enable no-undef */\n\n}\n\nexport { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AlphaFormat, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightProbe, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, AxisHelper, BackSide, BasicDepthPacking, BasicShadowMap, BinaryTextureLoader, Bone, BooleanKeyframeTrack, BoundingBoxHelper, Box2, Box3, Box3Helper, BoxBufferGeometry, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasRenderer, CanvasTexture, CatmullRomCurve3, CineonToneMapping, CircleBufferGeometry, CircleGeometry, ClampToEdgeWrapping, Clock, ClosedSplineCurve3, Color, ColorKeyframeTrack, CompressedTexture, CompressedTextureLoader, ConeBufferGeometry, ConeGeometry, CubeCamera, BoxGeometry as CubeGeometry, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubeUVRefractionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderBufferGeometry, CylinderGeometry, Cylindrical, DataTexture, DataTexture2DArray, DataTexture3D, DataTextureLoader, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronBufferGeometry, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicBufferAttribute, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EdgesHelper, EllipseCurve, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeBufferGeometry, ExtrudeGeometry, Face3, Face4, FaceColors, FileLoader, FlatShading, Float32Attribute, Float32BufferAttribute, Float64Attribute, Float64BufferAttribute, FloatType, Fog, FogExp2, Font, FontLoader, FrontSide, Frustum, GLBufferAttribute, GLSL1, GLSL3, GammaEncoding, Geometry, GeometryUtils, GreaterDepth, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightProbe, IcosahedronBufferGeometry, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, ImmediateRenderObject, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16Attribute, Int16BufferAttribute, Int32Attribute, Int32BufferAttribute, Int8Attribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, JSONLoader, KeepStencilOp, KeyframeTrack, LOD, LatheBufferGeometry, LatheGeometry, Layers, LensFlare, LessDepth, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LinePieces, LineSegments, LineStrip, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearToneMapping, Loader, LoaderUtils, LoadingManager, LogLuvEncoding, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils as Math, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshFaceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiMaterial, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeverDepth, NeverStencilFunc, NoBlending, NoColors, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronBufferGeometry, OctahedronGeometry, OneFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, ParametricBufferGeometry, ParametricGeometry, Particle, ParticleBasicMaterial, ParticleSystem, ParticleSystemMaterial, Path, PerspectiveCamera, Plane, PlaneBufferGeometry, PlaneGeometry, PlaneHelper, PointCloud, PointCloudMaterial, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronBufferGeometry, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDEncoding, RGBEEncoding, RGBEFormat, RGBFormat, RGBIntegerFormat, RGBM16Encoding, RGBM7Encoding, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingBufferGeometry, RingGeometry, SRGB8_ALPHA8_ASTC_10x10_Format, SRGB8_ALPHA8_ASTC_10x5_Format, SRGB8_ALPHA8_ASTC_10x6_Format, SRGB8_ALPHA8_ASTC_10x8_Format, SRGB8_ALPHA8_ASTC_12x10_Format, SRGB8_ALPHA8_ASTC_12x12_Format, SRGB8_ALPHA8_ASTC_4x4_Format, SRGB8_ALPHA8_ASTC_5x4_Format, SRGB8_ALPHA8_ASTC_5x5_Format, SRGB8_ALPHA8_ASTC_6x5_Format, SRGB8_ALPHA8_ASTC_6x6_Format, SRGB8_ALPHA8_ASTC_8x5_Format, SRGB8_ALPHA8_ASTC_8x6_Format, SRGB8_ALPHA8_ASTC_8x8_Format, Scene, SceneUtils, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeBufferGeometry, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, SmoothShading, Sphere, SphereBufferGeometry, SphereGeometry, Spherical, SphericalHarmonics3, Spline, SplineCurve, SplineCurve3, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronBufferGeometry, TetrahedronGeometry, TextBufferGeometry, TextGeometry, Texture, TextureLoader, TorusBufferGeometry, TorusGeometry, TorusKnotBufferGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeBufferGeometry, TubeGeometry, UVMapping, Uint16Attribute, Uint16BufferAttribute, Uint32Attribute, Uint32BufferAttribute, Uint8Attribute, Uint8BufferAttribute, Uint8ClampedAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, Vertex, VertexColors, VideoTexture, WebGL1Renderer, WebGLCubeRenderTarget, WebGLMultisampleRenderTarget, WebGLRenderTarget, WebGLRenderTargetCube, WebGLRenderer, WebGLUtils, WireframeGeometry, WireframeHelper, WrapAroundEnding, XHRLoader, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, sRGBEncoding };"],"sourceRoot":""}