diff --git a/README.md b/README.md index 2301c35..48b9e99 100644 --- a/README.md +++ b/README.md @@ -65,7 +65,9 @@ Uses [three-globe](https://github.com/vasturiano/three-globe) as the underlying | polygons-data | Getter/setter for the list of polygon shapes to represent in the polygons map layer. Each polygon is displayed as a shaped cone that extrudes from the surface of the globe. | `[]` | | polygon-geo-json-geometry | Polygon object accessor function or attribute for the GeoJson geometry specification of the polygon's shape. The returned value should have a minimum of two fields: `type` and `coordinates`. Only GeoJson geometries of type `Polygon` or `MultiPolygon` are supported, other types will be skipped. | `geometry` | | polygon-cap-color | Polygon object accessor function or attribute for the color of the top surface. | `() => '#ffffaa'` | +| polygon-cap-material | Polygon object accessor function, attribute or material object for the [ThreeJS material](https://threejs.org/docs/#api/en/materials/Material) to use in the top surface. This property takes precedence over `polygon-cap-color`, which will be ignored if both are defined. | - | | polygon-side-color | Polygon object accessor function or attribute for the color of the cone sides. | `() => '#ffffaa'` | +| polygon-side-material | Polygon object accessor function, attribute or material object for the [ThreeJS material](https://threejs.org/docs/#api/en/materials/Material) to use in the cone sides. This property takes precedence over `polygon-side-color`, which will be ignored if both are defined. | - | | polygon-stroke-color | Polygon object accessor function or attribute for the color to stroke the polygon perimeter. A falsy value will disable the stroking. | - | | polygon-altitude | Polygon object accessor function, attribute or a numeric constant for the polygon cone's altitude in terms of globe radius units (`0` = 0 altitude (flat polygon), `1` = globe radius). | 0.01 | | polygon-cap-curvature-resolution | Polygon object accessor function, attribute or a numeric constant for the resolution (in angular degrees) of the cap surface curvature. The finer the resolution, the more the polygon is fragmented into smaller faces to approximate the spheric surface, at the cost of performance. | 5 | @@ -130,7 +132,7 @@ Uses [three-globe](https://github.com/vasturiano/three-globe) as the underlying | tile-width | Tile object accessor function, attribute or a numeric constant for the segment's longitudinal width, in angular degrees. | 1 | | tile-height | Tile object accessor function, attribute or a numeric constant for the segment's latitudinal height, in angular degrees. | 1 | | tile-use-globe-projection | Tile object accessor function, attribute or a boolean constant for whether to use the globe's projection to shape the segment to its relative tiled position (`true`), or break free from this projection and shape the segment as if it would be laying directly on the equatorial perimeter (`false`). | `true` | -| tile-material | Tile object accessor function or attribute for the [ThreeJS material](https://threejs.org/docs/#api/en/materials/Material) used to style the segment's surface. | `() => new MeshLambertMaterial({ color: '#ffbb88' })` | +| tile-material | Tile object accessor function, attribute or material object for the [ThreeJS material](https://threejs.org/docs/#api/en/materials/Material) used to style the segment's surface. | `() => new MeshLambertMaterial({ color: '#ffbb88' })` | | tile-curvature-resolution | Tile object accessor function, attribute or a numeric constant for the resolution (in angular degrees) of the surface curvature. The finer the resolution, the more the tile geometry is fragmented into smaller faces to approximate the spheric surface, at the cost of performance. | 5 | | tiles-transition-duration | Getter/setter for duration (ms) of the transition to animate tile changes involving geometry modifications. A value of `0` will move the tiles immediately to their final position. New tiles are animated by scaling them from the centroid outwards. | 1000 | diff --git a/dist/aframe-globe-component.js b/dist/aframe-globe-component.js index c779649..d550e97 100644 --- a/dist/aframe-globe-component.js +++ b/dist/aframe-globe-component.js @@ -1,6 +1,6 @@ /* * ATTENTION: The "eval" devtool has been used (maybe by default in mode: "development"). - * This devtool is not neither made for production nor for readable output files. + * This devtool is neither made for production nor for readable output files. * It uses "eval()" calls to create a separate source file in the browser devtools. * If you are trying to read the output file, select a different devtool (https://webpack.js.org/configuration/devtool/) * or disable the default devtool with "devtool: false". @@ -19,94 +19,36 @@ return /******/ (() => { // webpackBootstrap /******/ var __webpack_modules__ = ({ -/***/ "./node_modules/@turf/boolean-point-in-polygon/index.js": -/*!**************************************************************!*\ - !*** ./node_modules/@turf/boolean-point-in-polygon/index.js ***! - \**************************************************************/ -/*! flagged exports */ -/*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_exports__, __webpack_require__ */ -/***/ ((__unused_webpack_module, exports, __webpack_require__) => { +/***/ "./node_modules/@turf/boolean-point-in-polygon/dist/es/index.js": +/*!**********************************************************************!*\ + !*** ./node_modules/@turf/boolean-point-in-polygon/dist/es/index.js ***! + \**********************************************************************/ +/***/ ((__unused_webpack___webpack_module__, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("\nObject.defineProperty(exports, \"__esModule\", ({ value: true }));\nvar invariant_1 = __webpack_require__(/*! @turf/invariant */ \"./node_modules/@turf/invariant/index.js\");\n// http://en.wikipedia.org/wiki/Even%E2%80%93odd_rule\n// modified from: https://github.com/substack/point-in-polygon/blob/master/index.js\n// which was modified from http://www.ecse.rpi.edu/Homepages/wrf/Research/Short_Notes/pnpoly.html\n/**\n * Takes a {@link Point} and a {@link Polygon} or {@link MultiPolygon} and determines if the point\n * resides inside the polygon. The polygon can be convex or concave. The function accounts for holes.\n *\n * @name booleanPointInPolygon\n * @param {Coord} point input point\n * @param {Feature} polygon input polygon or multipolygon\n * @param {Object} [options={}] Optional parameters\n * @param {boolean} [options.ignoreBoundary=false] True if polygon boundary should be ignored when determining if\n * the point is inside the polygon otherwise false.\n * @returns {boolean} `true` if the Point is inside the Polygon; `false` if the Point is not inside the Polygon\n * @example\n * var pt = turf.point([-77, 44]);\n * var poly = turf.polygon([[\n * [-81, 41],\n * [-81, 47],\n * [-72, 47],\n * [-72, 41],\n * [-81, 41]\n * ]]);\n *\n * turf.booleanPointInPolygon(pt, poly);\n * //= true\n */\nfunction booleanPointInPolygon(point, polygon, options) {\n if (options === void 0) { options = {}; }\n // validation\n if (!point) {\n throw new Error(\"point is required\");\n }\n if (!polygon) {\n throw new Error(\"polygon is required\");\n }\n var pt = invariant_1.getCoord(point);\n var geom = invariant_1.getGeom(polygon);\n var type = geom.type;\n var bbox = polygon.bbox;\n var polys = geom.coordinates;\n // Quick elimination if point is not inside bbox\n if (bbox && inBBox(pt, bbox) === false) {\n return false;\n }\n // normalize to multipolygon\n if (type === \"Polygon\") {\n polys = [polys];\n }\n var insidePoly = false;\n for (var i = 0; i < polys.length && !insidePoly; i++) {\n // check if it is in the outer ring first\n if (inRing(pt, polys[i][0], options.ignoreBoundary)) {\n var inHole = false;\n var k = 1;\n // check for the point in any of the holes\n while (k < polys[i].length && !inHole) {\n if (inRing(pt, polys[i][k], !options.ignoreBoundary)) {\n inHole = true;\n }\n k++;\n }\n if (!inHole) {\n insidePoly = true;\n }\n }\n }\n return insidePoly;\n}\nexports.default = booleanPointInPolygon;\n/**\n * inRing\n *\n * @private\n * @param {Array} pt [x,y]\n * @param {Array>} ring [[x,y], [x,y],..]\n * @param {boolean} ignoreBoundary ignoreBoundary\n * @returns {boolean} inRing\n */\nfunction inRing(pt, ring, ignoreBoundary) {\n var isInside = false;\n if (ring[0][0] === ring[ring.length - 1][0] && ring[0][1] === ring[ring.length - 1][1]) {\n ring = ring.slice(0, ring.length - 1);\n }\n for (var i = 0, j = ring.length - 1; i < ring.length; j = i++) {\n var xi = ring[i][0];\n var yi = ring[i][1];\n var xj = ring[j][0];\n var yj = ring[j][1];\n var onBoundary = (pt[1] * (xi - xj) + yi * (xj - pt[0]) + yj * (pt[0] - xi) === 0) &&\n ((xi - pt[0]) * (xj - pt[0]) <= 0) && ((yi - pt[1]) * (yj - pt[1]) <= 0);\n if (onBoundary) {\n return !ignoreBoundary;\n }\n var intersect = ((yi > pt[1]) !== (yj > pt[1])) &&\n (pt[0] < (xj - xi) * (pt[1] - yi) / (yj - yi) + xi);\n if (intersect) {\n isInside = !isInside;\n }\n }\n return isInside;\n}\n/**\n * inBBox\n *\n * @private\n * @param {Position} pt point [x,y]\n * @param {BBox} bbox BBox [west, south, east, north]\n * @returns {boolean} true/false if point is inside BBox\n */\nfunction inBBox(pt, bbox) {\n return bbox[0] <= pt[0] &&\n bbox[1] <= pt[1] &&\n bbox[2] >= pt[0] &&\n bbox[3] >= pt[1];\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/@turf/boolean-point-in-polygon/index.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* binding */ booleanPointInPolygon)\n/* harmony export */ });\n/* harmony import */ var _turf_invariant__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! @turf/invariant */ \"./node_modules/@turf/invariant/dist/es/index.js\");\n\n// http://en.wikipedia.org/wiki/Even%E2%80%93odd_rule\n// modified from: https://github.com/substack/point-in-polygon/blob/master/index.js\n// which was modified from http://www.ecse.rpi.edu/Homepages/wrf/Research/Short_Notes/pnpoly.html\n/**\n * Takes a {@link Point} and a {@link Polygon} or {@link MultiPolygon} and determines if the point\n * resides inside the polygon. The polygon can be convex or concave. The function accounts for holes.\n *\n * @name booleanPointInPolygon\n * @param {Coord} point input point\n * @param {Feature} polygon input polygon or multipolygon\n * @param {Object} [options={}] Optional parameters\n * @param {boolean} [options.ignoreBoundary=false] True if polygon boundary should be ignored when determining if\n * the point is inside the polygon otherwise false.\n * @returns {boolean} `true` if the Point is inside the Polygon; `false` if the Point is not inside the Polygon\n * @example\n * var pt = turf.point([-77, 44]);\n * var poly = turf.polygon([[\n * [-81, 41],\n * [-81, 47],\n * [-72, 47],\n * [-72, 41],\n * [-81, 41]\n * ]]);\n *\n * turf.booleanPointInPolygon(pt, poly);\n * //= true\n */\nfunction booleanPointInPolygon(point, polygon, options) {\n if (options === void 0) { options = {}; }\n // validation\n if (!point) {\n throw new Error(\"point is required\");\n }\n if (!polygon) {\n throw new Error(\"polygon is required\");\n }\n var pt = (0,_turf_invariant__WEBPACK_IMPORTED_MODULE_0__.getCoord)(point);\n var geom = (0,_turf_invariant__WEBPACK_IMPORTED_MODULE_0__.getGeom)(polygon);\n var type = geom.type;\n var bbox = polygon.bbox;\n var polys = geom.coordinates;\n // Quick elimination if point is not inside bbox\n if (bbox && inBBox(pt, bbox) === false) {\n return false;\n }\n // normalize to multipolygon\n if (type === \"Polygon\") {\n polys = [polys];\n }\n var insidePoly = false;\n for (var i = 0; i < polys.length && !insidePoly; i++) {\n // check if it is in the outer ring first\n if (inRing(pt, polys[i][0], options.ignoreBoundary)) {\n var inHole = false;\n var k = 1;\n // check for the point in any of the holes\n while (k < polys[i].length && !inHole) {\n if (inRing(pt, polys[i][k], !options.ignoreBoundary)) {\n inHole = true;\n }\n k++;\n }\n if (!inHole) {\n insidePoly = true;\n }\n }\n }\n return insidePoly;\n}\n/**\n * inRing\n *\n * @private\n * @param {Array} pt [x,y]\n * @param {Array>} ring [[x,y], [x,y],..]\n * @param {boolean} ignoreBoundary ignoreBoundary\n * @returns {boolean} inRing\n */\nfunction inRing(pt, ring, ignoreBoundary) {\n var isInside = false;\n if (ring[0][0] === ring[ring.length - 1][0] &&\n ring[0][1] === ring[ring.length - 1][1]) {\n ring = ring.slice(0, ring.length - 1);\n }\n for (var i = 0, j = ring.length - 1; i < ring.length; j = i++) {\n var xi = ring[i][0];\n var yi = ring[i][1];\n var xj = ring[j][0];\n var yj = ring[j][1];\n var onBoundary = pt[1] * (xi - xj) + yi * (xj - pt[0]) + yj * (pt[0] - xi) === 0 &&\n (xi - pt[0]) * (xj - pt[0]) <= 0 &&\n (yi - pt[1]) * (yj - pt[1]) <= 0;\n if (onBoundary) {\n return !ignoreBoundary;\n }\n var intersect = yi > pt[1] !== yj > pt[1] &&\n pt[0] < ((xj - xi) * (pt[1] - yi)) / (yj - yi) + xi;\n if (intersect) {\n isInside = !isInside;\n }\n }\n return isInside;\n}\n/**\n * inBBox\n *\n * @private\n * @param {Position} pt point [x,y]\n * @param {BBox} bbox BBox [west, south, east, north]\n * @returns {boolean} true/false if point is inside BBox\n */\nfunction inBBox(pt, bbox) {\n return (bbox[0] <= pt[0] && bbox[1] <= pt[1] && bbox[2] >= pt[0] && bbox[3] >= pt[1]);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/@turf/boolean-point-in-polygon/dist/es/index.js?"); /***/ }), -/***/ "./node_modules/@turf/helpers/index.js": -/*!*********************************************!*\ - !*** ./node_modules/@turf/helpers/index.js ***! - \*********************************************/ -/*! flagged exports */ -/*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export areaFactors [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export bearingToAngle [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export bearingToAzimuth [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export convertArea [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export convertDistance [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export convertLength [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export degrees2radians [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export degreesToRadians [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export distanceToDegrees [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export distanceToRadians [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export earthRadius [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export factors [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export feature [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export featureCollection [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export geometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export geometryCollection [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export isNumber [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export isObject [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export lengthToDegrees [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export lengthToRadians [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export lineString [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export lineStrings [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export multiLineString [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export multiPoint [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export multiPolygon [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export point [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export points [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export polygon [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export polygons [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export radians2degrees [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export radiansToDegrees [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export radiansToDistance [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export radiansToLength [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export round [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export unitsFactors [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export validateBBox [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export validateId [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_exports__ */ -/***/ ((__unused_webpack_module, exports) => { - -"use strict"; -eval("\nObject.defineProperty(exports, \"__esModule\", ({ value: true }));\n/**\n * @module helpers\n */\n/**\n * Earth Radius used with the Harvesine formula and approximates using a spherical (non-ellipsoid) Earth.\n *\n * @memberof helpers\n * @type {number}\n */\nexports.earthRadius = 6371008.8;\n/**\n * Unit of measurement factors using a spherical (non-ellipsoid) earth radius.\n *\n * @memberof helpers\n * @type {Object}\n */\nexports.factors = {\n centimeters: exports.earthRadius * 100,\n centimetres: exports.earthRadius * 100,\n degrees: exports.earthRadius / 111325,\n feet: exports.earthRadius * 3.28084,\n inches: exports.earthRadius * 39.370,\n kilometers: exports.earthRadius / 1000,\n kilometres: exports.earthRadius / 1000,\n meters: exports.earthRadius,\n metres: exports.earthRadius,\n miles: exports.earthRadius / 1609.344,\n millimeters: exports.earthRadius * 1000,\n millimetres: exports.earthRadius * 1000,\n nauticalmiles: exports.earthRadius / 1852,\n radians: 1,\n yards: exports.earthRadius / 1.0936,\n};\n/**\n * Units of measurement factors based on 1 meter.\n *\n * @memberof helpers\n * @type {Object}\n */\nexports.unitsFactors = {\n centimeters: 100,\n centimetres: 100,\n degrees: 1 / 111325,\n feet: 3.28084,\n inches: 39.370,\n kilometers: 1 / 1000,\n kilometres: 1 / 1000,\n meters: 1,\n metres: 1,\n miles: 1 / 1609.344,\n millimeters: 1000,\n millimetres: 1000,\n nauticalmiles: 1 / 1852,\n radians: 1 / exports.earthRadius,\n yards: 1 / 1.0936,\n};\n/**\n * Area of measurement factors based on 1 square meter.\n *\n * @memberof helpers\n * @type {Object}\n */\nexports.areaFactors = {\n acres: 0.000247105,\n centimeters: 10000,\n centimetres: 10000,\n feet: 10.763910417,\n inches: 1550.003100006,\n kilometers: 0.000001,\n kilometres: 0.000001,\n meters: 1,\n metres: 1,\n miles: 3.86e-7,\n millimeters: 1000000,\n millimetres: 1000000,\n yards: 1.195990046,\n};\n/**\n * Wraps a GeoJSON {@link Geometry} in a GeoJSON {@link Feature}.\n *\n * @name feature\n * @param {Geometry} geometry input geometry\n * @param {Object} [properties={}] an Object of key-value pairs to add as properties\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north] associated with the Feature\n * @param {string|number} [options.id] Identifier associated with the Feature\n * @returns {Feature} a GeoJSON Feature\n * @example\n * var geometry = {\n * \"type\": \"Point\",\n * \"coordinates\": [110, 50]\n * };\n *\n * var feature = turf.feature(geometry);\n *\n * //=feature\n */\nfunction feature(geom, properties, options) {\n if (options === void 0) { options = {}; }\n var feat = { type: \"Feature\" };\n if (options.id === 0 || options.id) {\n feat.id = options.id;\n }\n if (options.bbox) {\n feat.bbox = options.bbox;\n }\n feat.properties = properties || {};\n feat.geometry = geom;\n return feat;\n}\nexports.feature = feature;\n/**\n * Creates a GeoJSON {@link Geometry} from a Geometry string type & coordinates.\n * For GeometryCollection type use `helpers.geometryCollection`\n *\n * @name geometry\n * @param {string} type Geometry Type\n * @param {Array} coordinates Coordinates\n * @param {Object} [options={}] Optional Parameters\n * @returns {Geometry} a GeoJSON Geometry\n * @example\n * var type = \"Point\";\n * var coordinates = [110, 50];\n * var geometry = turf.geometry(type, coordinates);\n * // => geometry\n */\nfunction geometry(type, coordinates, options) {\n if (options === void 0) { options = {}; }\n switch (type) {\n case \"Point\": return point(coordinates).geometry;\n case \"LineString\": return lineString(coordinates).geometry;\n case \"Polygon\": return polygon(coordinates).geometry;\n case \"MultiPoint\": return multiPoint(coordinates).geometry;\n case \"MultiLineString\": return multiLineString(coordinates).geometry;\n case \"MultiPolygon\": return multiPolygon(coordinates).geometry;\n default: throw new Error(type + \" is invalid\");\n }\n}\nexports.geometry = geometry;\n/**\n * Creates a {@link Point} {@link Feature} from a Position.\n *\n * @name point\n * @param {Array} coordinates longitude, latitude position (each in decimal degrees)\n * @param {Object} [properties={}] an Object of key-value pairs to add as properties\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north] associated with the Feature\n * @param {string|number} [options.id] Identifier associated with the Feature\n * @returns {Feature} a Point feature\n * @example\n * var point = turf.point([-75.343, 39.984]);\n *\n * //=point\n */\nfunction point(coordinates, properties, options) {\n if (options === void 0) { options = {}; }\n var geom = {\n type: \"Point\",\n coordinates: coordinates,\n };\n return feature(geom, properties, options);\n}\nexports.point = point;\n/**\n * Creates a {@link Point} {@link FeatureCollection} from an Array of Point coordinates.\n *\n * @name points\n * @param {Array>} coordinates an array of Points\n * @param {Object} [properties={}] Translate these properties to each Feature\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north]\n * associated with the FeatureCollection\n * @param {string|number} [options.id] Identifier associated with the FeatureCollection\n * @returns {FeatureCollection} Point Feature\n * @example\n * var points = turf.points([\n * [-75, 39],\n * [-80, 45],\n * [-78, 50]\n * ]);\n *\n * //=points\n */\nfunction points(coordinates, properties, options) {\n if (options === void 0) { options = {}; }\n return featureCollection(coordinates.map(function (coords) {\n return point(coords, properties);\n }), options);\n}\nexports.points = points;\n/**\n * Creates a {@link Polygon} {@link Feature} from an Array of LinearRings.\n *\n * @name polygon\n * @param {Array>>} coordinates an array of LinearRings\n * @param {Object} [properties={}] an Object of key-value pairs to add as properties\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north] associated with the Feature\n * @param {string|number} [options.id] Identifier associated with the Feature\n * @returns {Feature} Polygon Feature\n * @example\n * var polygon = turf.polygon([[[-5, 52], [-4, 56], [-2, 51], [-7, 54], [-5, 52]]], { name: 'poly1' });\n *\n * //=polygon\n */\nfunction polygon(coordinates, properties, options) {\n if (options === void 0) { options = {}; }\n for (var _i = 0, coordinates_1 = coordinates; _i < coordinates_1.length; _i++) {\n var ring = coordinates_1[_i];\n if (ring.length < 4) {\n throw new Error(\"Each LinearRing of a Polygon must have 4 or more Positions.\");\n }\n for (var j = 0; j < ring[ring.length - 1].length; j++) {\n // Check if first point of Polygon contains two numbers\n if (ring[ring.length - 1][j] !== ring[0][j]) {\n throw new Error(\"First and last Position are not equivalent.\");\n }\n }\n }\n var geom = {\n type: \"Polygon\",\n coordinates: coordinates,\n };\n return feature(geom, properties, options);\n}\nexports.polygon = polygon;\n/**\n * Creates a {@link Polygon} {@link FeatureCollection} from an Array of Polygon coordinates.\n *\n * @name polygons\n * @param {Array>>>} coordinates an array of Polygon coordinates\n * @param {Object} [properties={}] an Object of key-value pairs to add as properties\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north] associated with the Feature\n * @param {string|number} [options.id] Identifier associated with the FeatureCollection\n * @returns {FeatureCollection} Polygon FeatureCollection\n * @example\n * var polygons = turf.polygons([\n * [[[-5, 52], [-4, 56], [-2, 51], [-7, 54], [-5, 52]]],\n * [[[-15, 42], [-14, 46], [-12, 41], [-17, 44], [-15, 42]]],\n * ]);\n *\n * //=polygons\n */\nfunction polygons(coordinates, properties, options) {\n if (options === void 0) { options = {}; }\n return featureCollection(coordinates.map(function (coords) {\n return polygon(coords, properties);\n }), options);\n}\nexports.polygons = polygons;\n/**\n * Creates a {@link LineString} {@link Feature} from an Array of Positions.\n *\n * @name lineString\n * @param {Array>} coordinates an array of Positions\n * @param {Object} [properties={}] an Object of key-value pairs to add as properties\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north] associated with the Feature\n * @param {string|number} [options.id] Identifier associated with the Feature\n * @returns {Feature} LineString Feature\n * @example\n * var linestring1 = turf.lineString([[-24, 63], [-23, 60], [-25, 65], [-20, 69]], {name: 'line 1'});\n * var linestring2 = turf.lineString([[-14, 43], [-13, 40], [-15, 45], [-10, 49]], {name: 'line 2'});\n *\n * //=linestring1\n * //=linestring2\n */\nfunction lineString(coordinates, properties, options) {\n if (options === void 0) { options = {}; }\n if (coordinates.length < 2) {\n throw new Error(\"coordinates must be an array of two or more positions\");\n }\n var geom = {\n type: \"LineString\",\n coordinates: coordinates,\n };\n return feature(geom, properties, options);\n}\nexports.lineString = lineString;\n/**\n * Creates a {@link LineString} {@link FeatureCollection} from an Array of LineString coordinates.\n *\n * @name lineStrings\n * @param {Array>>} coordinates an array of LinearRings\n * @param {Object} [properties={}] an Object of key-value pairs to add as properties\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north]\n * associated with the FeatureCollection\n * @param {string|number} [options.id] Identifier associated with the FeatureCollection\n * @returns {FeatureCollection} LineString FeatureCollection\n * @example\n * var linestrings = turf.lineStrings([\n * [[-24, 63], [-23, 60], [-25, 65], [-20, 69]],\n * [[-14, 43], [-13, 40], [-15, 45], [-10, 49]]\n * ]);\n *\n * //=linestrings\n */\nfunction lineStrings(coordinates, properties, options) {\n if (options === void 0) { options = {}; }\n return featureCollection(coordinates.map(function (coords) {\n return lineString(coords, properties);\n }), options);\n}\nexports.lineStrings = lineStrings;\n/**\n * Takes one or more {@link Feature|Features} and creates a {@link FeatureCollection}.\n *\n * @name featureCollection\n * @param {Feature[]} features input features\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north] associated with the Feature\n * @param {string|number} [options.id] Identifier associated with the Feature\n * @returns {FeatureCollection} FeatureCollection of Features\n * @example\n * var locationA = turf.point([-75.343, 39.984], {name: 'Location A'});\n * var locationB = turf.point([-75.833, 39.284], {name: 'Location B'});\n * var locationC = turf.point([-75.534, 39.123], {name: 'Location C'});\n *\n * var collection = turf.featureCollection([\n * locationA,\n * locationB,\n * locationC\n * ]);\n *\n * //=collection\n */\nfunction featureCollection(features, options) {\n if (options === void 0) { options = {}; }\n var fc = { type: \"FeatureCollection\" };\n if (options.id) {\n fc.id = options.id;\n }\n if (options.bbox) {\n fc.bbox = options.bbox;\n }\n fc.features = features;\n return fc;\n}\nexports.featureCollection = featureCollection;\n/**\n * Creates a {@link Feature} based on a\n * coordinate array. Properties can be added optionally.\n *\n * @name multiLineString\n * @param {Array>>} coordinates an array of LineStrings\n * @param {Object} [properties={}] an Object of key-value pairs to add as properties\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north] associated with the Feature\n * @param {string|number} [options.id] Identifier associated with the Feature\n * @returns {Feature} a MultiLineString feature\n * @throws {Error} if no coordinates are passed\n * @example\n * var multiLine = turf.multiLineString([[[0,0],[10,10]]]);\n *\n * //=multiLine\n */\nfunction multiLineString(coordinates, properties, options) {\n if (options === void 0) { options = {}; }\n var geom = {\n type: \"MultiLineString\",\n coordinates: coordinates,\n };\n return feature(geom, properties, options);\n}\nexports.multiLineString = multiLineString;\n/**\n * Creates a {@link Feature} based on a\n * coordinate array. Properties can be added optionally.\n *\n * @name multiPoint\n * @param {Array>} coordinates an array of Positions\n * @param {Object} [properties={}] an Object of key-value pairs to add as properties\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north] associated with the Feature\n * @param {string|number} [options.id] Identifier associated with the Feature\n * @returns {Feature} a MultiPoint feature\n * @throws {Error} if no coordinates are passed\n * @example\n * var multiPt = turf.multiPoint([[0,0],[10,10]]);\n *\n * //=multiPt\n */\nfunction multiPoint(coordinates, properties, options) {\n if (options === void 0) { options = {}; }\n var geom = {\n type: \"MultiPoint\",\n coordinates: coordinates,\n };\n return feature(geom, properties, options);\n}\nexports.multiPoint = multiPoint;\n/**\n * Creates a {@link Feature} based on a\n * coordinate array. Properties can be added optionally.\n *\n * @name multiPolygon\n * @param {Array>>>} coordinates an array of Polygons\n * @param {Object} [properties={}] an Object of key-value pairs to add as properties\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north] associated with the Feature\n * @param {string|number} [options.id] Identifier associated with the Feature\n * @returns {Feature} a multipolygon feature\n * @throws {Error} if no coordinates are passed\n * @example\n * var multiPoly = turf.multiPolygon([[[[0,0],[0,10],[10,10],[10,0],[0,0]]]]);\n *\n * //=multiPoly\n *\n */\nfunction multiPolygon(coordinates, properties, options) {\n if (options === void 0) { options = {}; }\n var geom = {\n type: \"MultiPolygon\",\n coordinates: coordinates,\n };\n return feature(geom, properties, options);\n}\nexports.multiPolygon = multiPolygon;\n/**\n * Creates a {@link Feature} based on a\n * coordinate array. Properties can be added optionally.\n *\n * @name geometryCollection\n * @param {Array} geometries an array of GeoJSON Geometries\n * @param {Object} [properties={}] an Object of key-value pairs to add as properties\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north] associated with the Feature\n * @param {string|number} [options.id] Identifier associated with the Feature\n * @returns {Feature} a GeoJSON GeometryCollection Feature\n * @example\n * var pt = turf.geometry(\"Point\", [100, 0]);\n * var line = turf.geometry(\"LineString\", [[101, 0], [102, 1]]);\n * var collection = turf.geometryCollection([pt, line]);\n *\n * // => collection\n */\nfunction geometryCollection(geometries, properties, options) {\n if (options === void 0) { options = {}; }\n var geom = {\n type: \"GeometryCollection\",\n geometries: geometries,\n };\n return feature(geom, properties, options);\n}\nexports.geometryCollection = geometryCollection;\n/**\n * Round number to precision\n *\n * @param {number} num Number\n * @param {number} [precision=0] Precision\n * @returns {number} rounded number\n * @example\n * turf.round(120.4321)\n * //=120\n *\n * turf.round(120.4321, 2)\n * //=120.43\n */\nfunction round(num, precision) {\n if (precision === void 0) { precision = 0; }\n if (precision && !(precision >= 0)) {\n throw new Error(\"precision must be a positive number\");\n }\n var multiplier = Math.pow(10, precision || 0);\n return Math.round(num * multiplier) / multiplier;\n}\nexports.round = round;\n/**\n * Convert a distance measurement (assuming a spherical Earth) from radians to a more friendly unit.\n * Valid units: miles, nauticalmiles, inches, yards, meters, metres, kilometers, centimeters, feet\n *\n * @name radiansToLength\n * @param {number} radians in radians across the sphere\n * @param {string} [units=\"kilometers\"] can be degrees, radians, miles, or kilometers inches, yards, metres,\n * meters, kilometres, kilometers.\n * @returns {number} distance\n */\nfunction radiansToLength(radians, units) {\n if (units === void 0) { units = \"kilometers\"; }\n var factor = exports.factors[units];\n if (!factor) {\n throw new Error(units + \" units is invalid\");\n }\n return radians * factor;\n}\nexports.radiansToLength = radiansToLength;\n/**\n * Convert a distance measurement (assuming a spherical Earth) from a real-world unit into radians\n * Valid units: miles, nauticalmiles, inches, yards, meters, metres, kilometers, centimeters, feet\n *\n * @name lengthToRadians\n * @param {number} distance in real units\n * @param {string} [units=\"kilometers\"] can be degrees, radians, miles, or kilometers inches, yards, metres,\n * meters, kilometres, kilometers.\n * @returns {number} radians\n */\nfunction lengthToRadians(distance, units) {\n if (units === void 0) { units = \"kilometers\"; }\n var factor = exports.factors[units];\n if (!factor) {\n throw new Error(units + \" units is invalid\");\n }\n return distance / factor;\n}\nexports.lengthToRadians = lengthToRadians;\n/**\n * Convert a distance measurement (assuming a spherical Earth) from a real-world unit into degrees\n * Valid units: miles, nauticalmiles, inches, yards, meters, metres, centimeters, kilometres, feet\n *\n * @name lengthToDegrees\n * @param {number} distance in real units\n * @param {string} [units=\"kilometers\"] can be degrees, radians, miles, or kilometers inches, yards, metres,\n * meters, kilometres, kilometers.\n * @returns {number} degrees\n */\nfunction lengthToDegrees(distance, units) {\n return radiansToDegrees(lengthToRadians(distance, units));\n}\nexports.lengthToDegrees = lengthToDegrees;\n/**\n * Converts any bearing angle from the north line direction (positive clockwise)\n * and returns an angle between 0-360 degrees (positive clockwise), 0 being the north line\n *\n * @name bearingToAzimuth\n * @param {number} bearing angle, between -180 and +180 degrees\n * @returns {number} angle between 0 and 360 degrees\n */\nfunction bearingToAzimuth(bearing) {\n var angle = bearing % 360;\n if (angle < 0) {\n angle += 360;\n }\n return angle;\n}\nexports.bearingToAzimuth = bearingToAzimuth;\n/**\n * Converts an angle in radians to degrees\n *\n * @name radiansToDegrees\n * @param {number} radians angle in radians\n * @returns {number} degrees between 0 and 360 degrees\n */\nfunction radiansToDegrees(radians) {\n var degrees = radians % (2 * Math.PI);\n return degrees * 180 / Math.PI;\n}\nexports.radiansToDegrees = radiansToDegrees;\n/**\n * Converts an angle in degrees to radians\n *\n * @name degreesToRadians\n * @param {number} degrees angle between 0 and 360 degrees\n * @returns {number} angle in radians\n */\nfunction degreesToRadians(degrees) {\n var radians = degrees % 360;\n return radians * Math.PI / 180;\n}\nexports.degreesToRadians = degreesToRadians;\n/**\n * Converts a length to the requested unit.\n * Valid units: miles, nauticalmiles, inches, yards, meters, metres, kilometers, centimeters, feet\n *\n * @param {number} length to be converted\n * @param {Units} [originalUnit=\"kilometers\"] of the length\n * @param {Units} [finalUnit=\"kilometers\"] returned unit\n * @returns {number} the converted length\n */\nfunction convertLength(length, originalUnit, finalUnit) {\n if (originalUnit === void 0) { originalUnit = \"kilometers\"; }\n if (finalUnit === void 0) { finalUnit = \"kilometers\"; }\n if (!(length >= 0)) {\n throw new Error(\"length must be a positive number\");\n }\n return radiansToLength(lengthToRadians(length, originalUnit), finalUnit);\n}\nexports.convertLength = convertLength;\n/**\n * Converts a area to the requested unit.\n * Valid units: kilometers, kilometres, meters, metres, centimetres, millimeters, acres, miles, yards, feet, inches\n * @param {number} area to be converted\n * @param {Units} [originalUnit=\"meters\"] of the distance\n * @param {Units} [finalUnit=\"kilometers\"] returned unit\n * @returns {number} the converted distance\n */\nfunction convertArea(area, originalUnit, finalUnit) {\n if (originalUnit === void 0) { originalUnit = \"meters\"; }\n if (finalUnit === void 0) { finalUnit = \"kilometers\"; }\n if (!(area >= 0)) {\n throw new Error(\"area must be a positive number\");\n }\n var startFactor = exports.areaFactors[originalUnit];\n if (!startFactor) {\n throw new Error(\"invalid original units\");\n }\n var finalFactor = exports.areaFactors[finalUnit];\n if (!finalFactor) {\n throw new Error(\"invalid final units\");\n }\n return (area / startFactor) * finalFactor;\n}\nexports.convertArea = convertArea;\n/**\n * isNumber\n *\n * @param {*} num Number to validate\n * @returns {boolean} true/false\n * @example\n * turf.isNumber(123)\n * //=true\n * turf.isNumber('foo')\n * //=false\n */\nfunction isNumber(num) {\n return !isNaN(num) && num !== null && !Array.isArray(num) && !/^\\s*$/.test(num);\n}\nexports.isNumber = isNumber;\n/**\n * isObject\n *\n * @param {*} input variable to validate\n * @returns {boolean} true/false\n * @example\n * turf.isObject({elevation: 10})\n * //=true\n * turf.isObject('foo')\n * //=false\n */\nfunction isObject(input) {\n return (!!input) && (input.constructor === Object);\n}\nexports.isObject = isObject;\n/**\n * Validate BBox\n *\n * @private\n * @param {Array} bbox BBox to validate\n * @returns {void}\n * @throws Error if BBox is not valid\n * @example\n * validateBBox([-180, -40, 110, 50])\n * //=OK\n * validateBBox([-180, -40])\n * //=Error\n * validateBBox('Foo')\n * //=Error\n * validateBBox(5)\n * //=Error\n * validateBBox(null)\n * //=Error\n * validateBBox(undefined)\n * //=Error\n */\nfunction validateBBox(bbox) {\n if (!bbox) {\n throw new Error(\"bbox is required\");\n }\n if (!Array.isArray(bbox)) {\n throw new Error(\"bbox must be an Array\");\n }\n if (bbox.length !== 4 && bbox.length !== 6) {\n throw new Error(\"bbox must be an Array of 4 or 6 numbers\");\n }\n bbox.forEach(function (num) {\n if (!isNumber(num)) {\n throw new Error(\"bbox must only contain numbers\");\n }\n });\n}\nexports.validateBBox = validateBBox;\n/**\n * Validate Id\n *\n * @private\n * @param {string|number} id Id to validate\n * @returns {void}\n * @throws Error if Id is not valid\n * @example\n * validateId([-180, -40, 110, 50])\n * //=Error\n * validateId([-180, -40])\n * //=Error\n * validateId('Foo')\n * //=OK\n * validateId(5)\n * //=OK\n * validateId(null)\n * //=Error\n * validateId(undefined)\n * //=Error\n */\nfunction validateId(id) {\n if (!id) {\n throw new Error(\"id is required\");\n }\n if ([\"string\", \"number\"].indexOf(typeof id) === -1) {\n throw new Error(\"id must be a number or a string\");\n }\n}\nexports.validateId = validateId;\n// Deprecated methods\nfunction radians2degrees() {\n throw new Error(\"method has been renamed to `radiansToDegrees`\");\n}\nexports.radians2degrees = radians2degrees;\nfunction degrees2radians() {\n throw new Error(\"method has been renamed to `degreesToRadians`\");\n}\nexports.degrees2radians = degrees2radians;\nfunction distanceToDegrees() {\n throw new Error(\"method has been renamed to `lengthToDegrees`\");\n}\nexports.distanceToDegrees = distanceToDegrees;\nfunction distanceToRadians() {\n throw new Error(\"method has been renamed to `lengthToRadians`\");\n}\nexports.distanceToRadians = distanceToRadians;\nfunction radiansToDistance() {\n throw new Error(\"method has been renamed to `radiansToLength`\");\n}\nexports.radiansToDistance = radiansToDistance;\nfunction bearingToAngle() {\n throw new Error(\"method has been renamed to `bearingToAzimuth`\");\n}\nexports.bearingToAngle = bearingToAngle;\nfunction convertDistance() {\n throw new Error(\"method has been renamed to `convertLength`\");\n}\nexports.convertDistance = convertDistance;\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/@turf/helpers/index.js?"); - -/***/ }), - -/***/ "./node_modules/@turf/invariant/index.js": -/*!***********************************************!*\ - !*** ./node_modules/@turf/invariant/index.js ***! - \***********************************************/ -/*! flagged exports */ -/*! export __esModule [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export collectionOf [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export containsNumber [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export featureOf [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export geojsonType [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export getCoord [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export getCoords [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export getGeom [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export getType [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_exports__, __webpack_require__ */ -/***/ ((__unused_webpack_module, exports, __webpack_require__) => { +/***/ "./node_modules/@turf/helpers/dist/es/index.js": +/*!*****************************************************!*\ + !*** ./node_modules/@turf/helpers/dist/es/index.js ***! + \*****************************************************/ +/***/ ((__unused_webpack___webpack_module__, __webpack_exports__, __webpack_require__) => { + +"use strict"; +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"earthRadius\": () => (/* binding */ earthRadius),\n/* harmony export */ \"factors\": () => (/* binding */ factors),\n/* harmony export */ \"unitsFactors\": () => (/* binding */ unitsFactors),\n/* harmony export */ \"areaFactors\": () => (/* binding */ areaFactors),\n/* harmony export */ \"feature\": () => (/* binding */ feature),\n/* harmony export */ \"geometry\": () => (/* binding */ geometry),\n/* harmony export */ \"point\": () => (/* binding */ point),\n/* harmony export */ \"points\": () => (/* binding */ points),\n/* harmony export */ \"polygon\": () => (/* binding */ polygon),\n/* harmony export */ \"polygons\": () => (/* binding */ polygons),\n/* harmony export */ \"lineString\": () => (/* binding */ lineString),\n/* harmony export */ \"lineStrings\": () => (/* binding */ lineStrings),\n/* harmony export */ \"featureCollection\": () => (/* binding */ featureCollection),\n/* harmony export */ \"multiLineString\": () => (/* binding */ multiLineString),\n/* harmony export */ \"multiPoint\": () => (/* binding */ multiPoint),\n/* harmony export */ \"multiPolygon\": () => (/* binding */ multiPolygon),\n/* harmony export */ \"geometryCollection\": () => (/* binding */ geometryCollection),\n/* harmony export */ \"round\": () => (/* binding */ round),\n/* harmony export */ \"radiansToLength\": () => (/* binding */ radiansToLength),\n/* harmony export */ \"lengthToRadians\": () => (/* binding */ lengthToRadians),\n/* harmony export */ \"lengthToDegrees\": () => (/* binding */ lengthToDegrees),\n/* harmony export */ \"bearingToAzimuth\": () => (/* binding */ bearingToAzimuth),\n/* harmony export */ \"radiansToDegrees\": () => (/* binding */ radiansToDegrees),\n/* harmony export */ \"degreesToRadians\": () => (/* binding */ degreesToRadians),\n/* harmony export */ \"convertLength\": () => (/* binding */ convertLength),\n/* harmony export */ \"convertArea\": () => (/* binding */ convertArea),\n/* harmony export */ \"isNumber\": () => (/* binding */ isNumber),\n/* harmony export */ \"isObject\": () => (/* binding */ isObject),\n/* harmony export */ \"validateBBox\": () => (/* binding */ validateBBox),\n/* harmony export */ \"validateId\": () => (/* binding */ validateId)\n/* harmony export */ });\n/**\n * @module helpers\n */\n/**\n * Earth Radius used with the Harvesine formula and approximates using a spherical (non-ellipsoid) Earth.\n *\n * @memberof helpers\n * @type {number}\n */\nvar earthRadius = 6371008.8;\n/**\n * Unit of measurement factors using a spherical (non-ellipsoid) earth radius.\n *\n * @memberof helpers\n * @type {Object}\n */\nvar factors = {\n centimeters: earthRadius * 100,\n centimetres: earthRadius * 100,\n degrees: earthRadius / 111325,\n feet: earthRadius * 3.28084,\n inches: earthRadius * 39.37,\n kilometers: earthRadius / 1000,\n kilometres: earthRadius / 1000,\n meters: earthRadius,\n metres: earthRadius,\n miles: earthRadius / 1609.344,\n millimeters: earthRadius * 1000,\n millimetres: earthRadius * 1000,\n nauticalmiles: earthRadius / 1852,\n radians: 1,\n yards: earthRadius / 1.0936,\n};\n/**\n * Units of measurement factors based on 1 meter.\n *\n * @memberof helpers\n * @type {Object}\n */\nvar unitsFactors = {\n centimeters: 100,\n centimetres: 100,\n degrees: 1 / 111325,\n feet: 3.28084,\n inches: 39.37,\n kilometers: 1 / 1000,\n kilometres: 1 / 1000,\n meters: 1,\n metres: 1,\n miles: 1 / 1609.344,\n millimeters: 1000,\n millimetres: 1000,\n nauticalmiles: 1 / 1852,\n radians: 1 / earthRadius,\n yards: 1 / 1.0936,\n};\n/**\n * Area of measurement factors based on 1 square meter.\n *\n * @memberof helpers\n * @type {Object}\n */\nvar areaFactors = {\n acres: 0.000247105,\n centimeters: 10000,\n centimetres: 10000,\n feet: 10.763910417,\n hectares: 0.0001,\n inches: 1550.003100006,\n kilometers: 0.000001,\n kilometres: 0.000001,\n meters: 1,\n metres: 1,\n miles: 3.86e-7,\n millimeters: 1000000,\n millimetres: 1000000,\n yards: 1.195990046,\n};\n/**\n * Wraps a GeoJSON {@link Geometry} in a GeoJSON {@link Feature}.\n *\n * @name feature\n * @param {Geometry} geometry input geometry\n * @param {Object} [properties={}] an Object of key-value pairs to add as properties\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north] associated with the Feature\n * @param {string|number} [options.id] Identifier associated with the Feature\n * @returns {Feature} a GeoJSON Feature\n * @example\n * var geometry = {\n * \"type\": \"Point\",\n * \"coordinates\": [110, 50]\n * };\n *\n * var feature = turf.feature(geometry);\n *\n * //=feature\n */\nfunction feature(geom, properties, options) {\n if (options === void 0) { options = {}; }\n var feat = { type: \"Feature\" };\n if (options.id === 0 || options.id) {\n feat.id = options.id;\n }\n if (options.bbox) {\n feat.bbox = options.bbox;\n }\n feat.properties = properties || {};\n feat.geometry = geom;\n return feat;\n}\n/**\n * Creates a GeoJSON {@link Geometry} from a Geometry string type & coordinates.\n * For GeometryCollection type use `helpers.geometryCollection`\n *\n * @name geometry\n * @param {string} type Geometry Type\n * @param {Array} coordinates Coordinates\n * @param {Object} [options={}] Optional Parameters\n * @returns {Geometry} a GeoJSON Geometry\n * @example\n * var type = \"Point\";\n * var coordinates = [110, 50];\n * var geometry = turf.geometry(type, coordinates);\n * // => geometry\n */\nfunction geometry(type, coordinates, _options) {\n if (_options === void 0) { _options = {}; }\n switch (type) {\n case \"Point\":\n return point(coordinates).geometry;\n case \"LineString\":\n return lineString(coordinates).geometry;\n case \"Polygon\":\n return polygon(coordinates).geometry;\n case \"MultiPoint\":\n return multiPoint(coordinates).geometry;\n case \"MultiLineString\":\n return multiLineString(coordinates).geometry;\n case \"MultiPolygon\":\n return multiPolygon(coordinates).geometry;\n default:\n throw new Error(type + \" is invalid\");\n }\n}\n/**\n * Creates a {@link Point} {@link Feature} from a Position.\n *\n * @name point\n * @param {Array} coordinates longitude, latitude position (each in decimal degrees)\n * @param {Object} [properties={}] an Object of key-value pairs to add as properties\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north] associated with the Feature\n * @param {string|number} [options.id] Identifier associated with the Feature\n * @returns {Feature} a Point feature\n * @example\n * var point = turf.point([-75.343, 39.984]);\n *\n * //=point\n */\nfunction point(coordinates, properties, options) {\n if (options === void 0) { options = {}; }\n if (!coordinates) {\n throw new Error(\"coordinates is required\");\n }\n if (!Array.isArray(coordinates)) {\n throw new Error(\"coordinates must be an Array\");\n }\n if (coordinates.length < 2) {\n throw new Error(\"coordinates must be at least 2 numbers long\");\n }\n if (!isNumber(coordinates[0]) || !isNumber(coordinates[1])) {\n throw new Error(\"coordinates must contain numbers\");\n }\n var geom = {\n type: \"Point\",\n coordinates: coordinates,\n };\n return feature(geom, properties, options);\n}\n/**\n * Creates a {@link Point} {@link FeatureCollection} from an Array of Point coordinates.\n *\n * @name points\n * @param {Array>} coordinates an array of Points\n * @param {Object} [properties={}] Translate these properties to each Feature\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north]\n * associated with the FeatureCollection\n * @param {string|number} [options.id] Identifier associated with the FeatureCollection\n * @returns {FeatureCollection} Point Feature\n * @example\n * var points = turf.points([\n * [-75, 39],\n * [-80, 45],\n * [-78, 50]\n * ]);\n *\n * //=points\n */\nfunction points(coordinates, properties, options) {\n if (options === void 0) { options = {}; }\n return featureCollection(coordinates.map(function (coords) {\n return point(coords, properties);\n }), options);\n}\n/**\n * Creates a {@link Polygon} {@link Feature} from an Array of LinearRings.\n *\n * @name polygon\n * @param {Array>>} coordinates an array of LinearRings\n * @param {Object} [properties={}] an Object of key-value pairs to add as properties\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north] associated with the Feature\n * @param {string|number} [options.id] Identifier associated with the Feature\n * @returns {Feature} Polygon Feature\n * @example\n * var polygon = turf.polygon([[[-5, 52], [-4, 56], [-2, 51], [-7, 54], [-5, 52]]], { name: 'poly1' });\n *\n * //=polygon\n */\nfunction polygon(coordinates, properties, options) {\n if (options === void 0) { options = {}; }\n for (var _i = 0, coordinates_1 = coordinates; _i < coordinates_1.length; _i++) {\n var ring = coordinates_1[_i];\n if (ring.length < 4) {\n throw new Error(\"Each LinearRing of a Polygon must have 4 or more Positions.\");\n }\n for (var j = 0; j < ring[ring.length - 1].length; j++) {\n // Check if first point of Polygon contains two numbers\n if (ring[ring.length - 1][j] !== ring[0][j]) {\n throw new Error(\"First and last Position are not equivalent.\");\n }\n }\n }\n var geom = {\n type: \"Polygon\",\n coordinates: coordinates,\n };\n return feature(geom, properties, options);\n}\n/**\n * Creates a {@link Polygon} {@link FeatureCollection} from an Array of Polygon coordinates.\n *\n * @name polygons\n * @param {Array>>>} coordinates an array of Polygon coordinates\n * @param {Object} [properties={}] an Object of key-value pairs to add as properties\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north] associated with the Feature\n * @param {string|number} [options.id] Identifier associated with the FeatureCollection\n * @returns {FeatureCollection} Polygon FeatureCollection\n * @example\n * var polygons = turf.polygons([\n * [[[-5, 52], [-4, 56], [-2, 51], [-7, 54], [-5, 52]]],\n * [[[-15, 42], [-14, 46], [-12, 41], [-17, 44], [-15, 42]]],\n * ]);\n *\n * //=polygons\n */\nfunction polygons(coordinates, properties, options) {\n if (options === void 0) { options = {}; }\n return featureCollection(coordinates.map(function (coords) {\n return polygon(coords, properties);\n }), options);\n}\n/**\n * Creates a {@link LineString} {@link Feature} from an Array of Positions.\n *\n * @name lineString\n * @param {Array>} coordinates an array of Positions\n * @param {Object} [properties={}] an Object of key-value pairs to add as properties\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north] associated with the Feature\n * @param {string|number} [options.id] Identifier associated with the Feature\n * @returns {Feature} LineString Feature\n * @example\n * var linestring1 = turf.lineString([[-24, 63], [-23, 60], [-25, 65], [-20, 69]], {name: 'line 1'});\n * var linestring2 = turf.lineString([[-14, 43], [-13, 40], [-15, 45], [-10, 49]], {name: 'line 2'});\n *\n * //=linestring1\n * //=linestring2\n */\nfunction lineString(coordinates, properties, options) {\n if (options === void 0) { options = {}; }\n if (coordinates.length < 2) {\n throw new Error(\"coordinates must be an array of two or more positions\");\n }\n var geom = {\n type: \"LineString\",\n coordinates: coordinates,\n };\n return feature(geom, properties, options);\n}\n/**\n * Creates a {@link LineString} {@link FeatureCollection} from an Array of LineString coordinates.\n *\n * @name lineStrings\n * @param {Array>>} coordinates an array of LinearRings\n * @param {Object} [properties={}] an Object of key-value pairs to add as properties\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north]\n * associated with the FeatureCollection\n * @param {string|number} [options.id] Identifier associated with the FeatureCollection\n * @returns {FeatureCollection} LineString FeatureCollection\n * @example\n * var linestrings = turf.lineStrings([\n * [[-24, 63], [-23, 60], [-25, 65], [-20, 69]],\n * [[-14, 43], [-13, 40], [-15, 45], [-10, 49]]\n * ]);\n *\n * //=linestrings\n */\nfunction lineStrings(coordinates, properties, options) {\n if (options === void 0) { options = {}; }\n return featureCollection(coordinates.map(function (coords) {\n return lineString(coords, properties);\n }), options);\n}\n/**\n * Takes one or more {@link Feature|Features} and creates a {@link FeatureCollection}.\n *\n * @name featureCollection\n * @param {Feature[]} features input features\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north] associated with the Feature\n * @param {string|number} [options.id] Identifier associated with the Feature\n * @returns {FeatureCollection} FeatureCollection of Features\n * @example\n * var locationA = turf.point([-75.343, 39.984], {name: 'Location A'});\n * var locationB = turf.point([-75.833, 39.284], {name: 'Location B'});\n * var locationC = turf.point([-75.534, 39.123], {name: 'Location C'});\n *\n * var collection = turf.featureCollection([\n * locationA,\n * locationB,\n * locationC\n * ]);\n *\n * //=collection\n */\nfunction featureCollection(features, options) {\n if (options === void 0) { options = {}; }\n var fc = { type: \"FeatureCollection\" };\n if (options.id) {\n fc.id = options.id;\n }\n if (options.bbox) {\n fc.bbox = options.bbox;\n }\n fc.features = features;\n return fc;\n}\n/**\n * Creates a {@link Feature} based on a\n * coordinate array. Properties can be added optionally.\n *\n * @name multiLineString\n * @param {Array>>} coordinates an array of LineStrings\n * @param {Object} [properties={}] an Object of key-value pairs to add as properties\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north] associated with the Feature\n * @param {string|number} [options.id] Identifier associated with the Feature\n * @returns {Feature} a MultiLineString feature\n * @throws {Error} if no coordinates are passed\n * @example\n * var multiLine = turf.multiLineString([[[0,0],[10,10]]]);\n *\n * //=multiLine\n */\nfunction multiLineString(coordinates, properties, options) {\n if (options === void 0) { options = {}; }\n var geom = {\n type: \"MultiLineString\",\n coordinates: coordinates,\n };\n return feature(geom, properties, options);\n}\n/**\n * Creates a {@link Feature} based on a\n * coordinate array. Properties can be added optionally.\n *\n * @name multiPoint\n * @param {Array>} coordinates an array of Positions\n * @param {Object} [properties={}] an Object of key-value pairs to add as properties\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north] associated with the Feature\n * @param {string|number} [options.id] Identifier associated with the Feature\n * @returns {Feature} a MultiPoint feature\n * @throws {Error} if no coordinates are passed\n * @example\n * var multiPt = turf.multiPoint([[0,0],[10,10]]);\n *\n * //=multiPt\n */\nfunction multiPoint(coordinates, properties, options) {\n if (options === void 0) { options = {}; }\n var geom = {\n type: \"MultiPoint\",\n coordinates: coordinates,\n };\n return feature(geom, properties, options);\n}\n/**\n * Creates a {@link Feature} based on a\n * coordinate array. Properties can be added optionally.\n *\n * @name multiPolygon\n * @param {Array>>>} coordinates an array of Polygons\n * @param {Object} [properties={}] an Object of key-value pairs to add as properties\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north] associated with the Feature\n * @param {string|number} [options.id] Identifier associated with the Feature\n * @returns {Feature} a multipolygon feature\n * @throws {Error} if no coordinates are passed\n * @example\n * var multiPoly = turf.multiPolygon([[[[0,0],[0,10],[10,10],[10,0],[0,0]]]]);\n *\n * //=multiPoly\n *\n */\nfunction multiPolygon(coordinates, properties, options) {\n if (options === void 0) { options = {}; }\n var geom = {\n type: \"MultiPolygon\",\n coordinates: coordinates,\n };\n return feature(geom, properties, options);\n}\n/**\n * Creates a {@link Feature} based on a\n * coordinate array. Properties can be added optionally.\n *\n * @name geometryCollection\n * @param {Array} geometries an array of GeoJSON Geometries\n * @param {Object} [properties={}] an Object of key-value pairs to add as properties\n * @param {Object} [options={}] Optional Parameters\n * @param {Array} [options.bbox] Bounding Box Array [west, south, east, north] associated with the Feature\n * @param {string|number} [options.id] Identifier associated with the Feature\n * @returns {Feature} a GeoJSON GeometryCollection Feature\n * @example\n * var pt = turf.geometry(\"Point\", [100, 0]);\n * var line = turf.geometry(\"LineString\", [[101, 0], [102, 1]]);\n * var collection = turf.geometryCollection([pt, line]);\n *\n * // => collection\n */\nfunction geometryCollection(geometries, properties, options) {\n if (options === void 0) { options = {}; }\n var geom = {\n type: \"GeometryCollection\",\n geometries: geometries,\n };\n return feature(geom, properties, options);\n}\n/**\n * Round number to precision\n *\n * @param {number} num Number\n * @param {number} [precision=0] Precision\n * @returns {number} rounded number\n * @example\n * turf.round(120.4321)\n * //=120\n *\n * turf.round(120.4321, 2)\n * //=120.43\n */\nfunction round(num, precision) {\n if (precision === void 0) { precision = 0; }\n if (precision && !(precision >= 0)) {\n throw new Error(\"precision must be a positive number\");\n }\n var multiplier = Math.pow(10, precision || 0);\n return Math.round(num * multiplier) / multiplier;\n}\n/**\n * Convert a distance measurement (assuming a spherical Earth) from radians to a more friendly unit.\n * Valid units: miles, nauticalmiles, inches, yards, meters, metres, kilometers, centimeters, feet\n *\n * @name radiansToLength\n * @param {number} radians in radians across the sphere\n * @param {string} [units=\"kilometers\"] can be degrees, radians, miles, inches, yards, metres,\n * meters, kilometres, kilometers.\n * @returns {number} distance\n */\nfunction radiansToLength(radians, units) {\n if (units === void 0) { units = \"kilometers\"; }\n var factor = factors[units];\n if (!factor) {\n throw new Error(units + \" units is invalid\");\n }\n return radians * factor;\n}\n/**\n * Convert a distance measurement (assuming a spherical Earth) from a real-world unit into radians\n * Valid units: miles, nauticalmiles, inches, yards, meters, metres, kilometers, centimeters, feet\n *\n * @name lengthToRadians\n * @param {number} distance in real units\n * @param {string} [units=\"kilometers\"] can be degrees, radians, miles, inches, yards, metres,\n * meters, kilometres, kilometers.\n * @returns {number} radians\n */\nfunction lengthToRadians(distance, units) {\n if (units === void 0) { units = \"kilometers\"; }\n var factor = factors[units];\n if (!factor) {\n throw new Error(units + \" units is invalid\");\n }\n return distance / factor;\n}\n/**\n * Convert a distance measurement (assuming a spherical Earth) from a real-world unit into degrees\n * Valid units: miles, nauticalmiles, inches, yards, meters, metres, centimeters, kilometres, feet\n *\n * @name lengthToDegrees\n * @param {number} distance in real units\n * @param {string} [units=\"kilometers\"] can be degrees, radians, miles, inches, yards, metres,\n * meters, kilometres, kilometers.\n * @returns {number} degrees\n */\nfunction lengthToDegrees(distance, units) {\n return radiansToDegrees(lengthToRadians(distance, units));\n}\n/**\n * Converts any bearing angle from the north line direction (positive clockwise)\n * and returns an angle between 0-360 degrees (positive clockwise), 0 being the north line\n *\n * @name bearingToAzimuth\n * @param {number} bearing angle, between -180 and +180 degrees\n * @returns {number} angle between 0 and 360 degrees\n */\nfunction bearingToAzimuth(bearing) {\n var angle = bearing % 360;\n if (angle < 0) {\n angle += 360;\n }\n return angle;\n}\n/**\n * Converts an angle in radians to degrees\n *\n * @name radiansToDegrees\n * @param {number} radians angle in radians\n * @returns {number} degrees between 0 and 360 degrees\n */\nfunction radiansToDegrees(radians) {\n var degrees = radians % (2 * Math.PI);\n return (degrees * 180) / Math.PI;\n}\n/**\n * Converts an angle in degrees to radians\n *\n * @name degreesToRadians\n * @param {number} degrees angle between 0 and 360 degrees\n * @returns {number} angle in radians\n */\nfunction degreesToRadians(degrees) {\n var radians = degrees % 360;\n return (radians * Math.PI) / 180;\n}\n/**\n * Converts a length to the requested unit.\n * Valid units: miles, nauticalmiles, inches, yards, meters, metres, kilometers, centimeters, feet\n *\n * @param {number} length to be converted\n * @param {Units} [originalUnit=\"kilometers\"] of the length\n * @param {Units} [finalUnit=\"kilometers\"] returned unit\n * @returns {number} the converted length\n */\nfunction convertLength(length, originalUnit, finalUnit) {\n if (originalUnit === void 0) { originalUnit = \"kilometers\"; }\n if (finalUnit === void 0) { finalUnit = \"kilometers\"; }\n if (!(length >= 0)) {\n throw new Error(\"length must be a positive number\");\n }\n return radiansToLength(lengthToRadians(length, originalUnit), finalUnit);\n}\n/**\n * Converts a area to the requested unit.\n * Valid units: kilometers, kilometres, meters, metres, centimetres, millimeters, acres, miles, yards, feet, inches, hectares\n * @param {number} area to be converted\n * @param {Units} [originalUnit=\"meters\"] of the distance\n * @param {Units} [finalUnit=\"kilometers\"] returned unit\n * @returns {number} the converted area\n */\nfunction convertArea(area, originalUnit, finalUnit) {\n if (originalUnit === void 0) { originalUnit = \"meters\"; }\n if (finalUnit === void 0) { finalUnit = \"kilometers\"; }\n if (!(area >= 0)) {\n throw new Error(\"area must be a positive number\");\n }\n var startFactor = areaFactors[originalUnit];\n if (!startFactor) {\n throw new Error(\"invalid original units\");\n }\n var finalFactor = areaFactors[finalUnit];\n if (!finalFactor) {\n throw new Error(\"invalid final units\");\n }\n return (area / startFactor) * finalFactor;\n}\n/**\n * isNumber\n *\n * @param {*} num Number to validate\n * @returns {boolean} true/false\n * @example\n * turf.isNumber(123)\n * //=true\n * turf.isNumber('foo')\n * //=false\n */\nfunction isNumber(num) {\n return !isNaN(num) && num !== null && !Array.isArray(num);\n}\n/**\n * isObject\n *\n * @param {*} input variable to validate\n * @returns {boolean} true/false\n * @example\n * turf.isObject({elevation: 10})\n * //=true\n * turf.isObject('foo')\n * //=false\n */\nfunction isObject(input) {\n return !!input && input.constructor === Object;\n}\n/**\n * Validate BBox\n *\n * @private\n * @param {Array} bbox BBox to validate\n * @returns {void}\n * @throws Error if BBox is not valid\n * @example\n * validateBBox([-180, -40, 110, 50])\n * //=OK\n * validateBBox([-180, -40])\n * //=Error\n * validateBBox('Foo')\n * //=Error\n * validateBBox(5)\n * //=Error\n * validateBBox(null)\n * //=Error\n * validateBBox(undefined)\n * //=Error\n */\nfunction validateBBox(bbox) {\n if (!bbox) {\n throw new Error(\"bbox is required\");\n }\n if (!Array.isArray(bbox)) {\n throw new Error(\"bbox must be an Array\");\n }\n if (bbox.length !== 4 && bbox.length !== 6) {\n throw new Error(\"bbox must be an Array of 4 or 6 numbers\");\n }\n bbox.forEach(function (num) {\n if (!isNumber(num)) {\n throw new Error(\"bbox must only contain numbers\");\n }\n });\n}\n/**\n * Validate Id\n *\n * @private\n * @param {string|number} id Id to validate\n * @returns {void}\n * @throws Error if Id is not valid\n * @example\n * validateId([-180, -40, 110, 50])\n * //=Error\n * validateId([-180, -40])\n * //=Error\n * validateId('Foo')\n * //=OK\n * validateId(5)\n * //=OK\n * validateId(null)\n * //=Error\n * validateId(undefined)\n * //=Error\n */\nfunction validateId(id) {\n if (!id) {\n throw new Error(\"id is required\");\n }\n if ([\"string\", \"number\"].indexOf(typeof id) === -1) {\n throw new Error(\"id must be a number or a string\");\n }\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/@turf/helpers/dist/es/index.js?"); + +/***/ }), + +/***/ "./node_modules/@turf/invariant/dist/es/index.js": +/*!*******************************************************!*\ + !*** ./node_modules/@turf/invariant/dist/es/index.js ***! + \*******************************************************/ +/***/ ((__unused_webpack___webpack_module__, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("\r\nObject.defineProperty(exports, \"__esModule\", ({ value: true }));\r\nvar helpers_1 = __webpack_require__(/*! @turf/helpers */ \"./node_modules/@turf/helpers/index.js\");\r\n/**\r\n * Unwrap a coordinate from a Point Feature, Geometry or a single coordinate.\r\n *\r\n * @name getCoord\r\n * @param {Array|Geometry|Feature} coord GeoJSON Point or an Array of numbers\r\n * @returns {Array} coordinates\r\n * @example\r\n * var pt = turf.point([10, 10]);\r\n *\r\n * var coord = turf.getCoord(pt);\r\n * //= [10, 10]\r\n */\r\nfunction getCoord(coord) {\r\n if (!coord) {\r\n throw new Error(\"coord is required\");\r\n }\r\n if (!Array.isArray(coord)) {\r\n if (coord.type === \"Feature\" && coord.geometry !== null && coord.geometry.type === \"Point\") {\r\n return coord.geometry.coordinates;\r\n }\r\n if (coord.type === \"Point\") {\r\n return coord.coordinates;\r\n }\r\n }\r\n if (Array.isArray(coord) && coord.length >= 2 && !Array.isArray(coord[0]) && !Array.isArray(coord[1])) {\r\n return coord;\r\n }\r\n throw new Error(\"coord must be GeoJSON Point or an Array of numbers\");\r\n}\r\nexports.getCoord = getCoord;\r\n/**\r\n * Unwrap coordinates from a Feature, Geometry Object or an Array\r\n *\r\n * @name getCoords\r\n * @param {Array|Geometry|Feature} coords Feature, Geometry Object or an Array\r\n * @returns {Array} coordinates\r\n * @example\r\n * var poly = turf.polygon([[[119.32, -8.7], [119.55, -8.69], [119.51, -8.54], [119.32, -8.7]]]);\r\n *\r\n * var coords = turf.getCoords(poly);\r\n * //= [[[119.32, -8.7], [119.55, -8.69], [119.51, -8.54], [119.32, -8.7]]]\r\n */\r\nfunction getCoords(coords) {\r\n if (Array.isArray(coords)) {\r\n return coords;\r\n }\r\n // Feature\r\n if (coords.type === \"Feature\") {\r\n if (coords.geometry !== null) {\r\n return coords.geometry.coordinates;\r\n }\r\n }\r\n else {\r\n // Geometry\r\n if (coords.coordinates) {\r\n return coords.coordinates;\r\n }\r\n }\r\n throw new Error(\"coords must be GeoJSON Feature, Geometry Object or an Array\");\r\n}\r\nexports.getCoords = getCoords;\r\n/**\r\n * Checks if coordinates contains a number\r\n *\r\n * @name containsNumber\r\n * @param {Array} coordinates GeoJSON Coordinates\r\n * @returns {boolean} true if Array contains a number\r\n */\r\nfunction containsNumber(coordinates) {\r\n if (coordinates.length > 1 && helpers_1.isNumber(coordinates[0]) && helpers_1.isNumber(coordinates[1])) {\r\n return true;\r\n }\r\n if (Array.isArray(coordinates[0]) && coordinates[0].length) {\r\n return containsNumber(coordinates[0]);\r\n }\r\n throw new Error(\"coordinates must only contain numbers\");\r\n}\r\nexports.containsNumber = containsNumber;\r\n/**\r\n * Enforce expectations about types of GeoJSON objects for Turf.\r\n *\r\n * @name geojsonType\r\n * @param {GeoJSON} value any GeoJSON object\r\n * @param {string} type expected GeoJSON type\r\n * @param {string} name name of calling function\r\n * @throws {Error} if value is not the expected type.\r\n */\r\nfunction geojsonType(value, type, name) {\r\n if (!type || !name) {\r\n throw new Error(\"type and name required\");\r\n }\r\n if (!value || value.type !== type) {\r\n throw new Error(\"Invalid input to \" + name + \": must be a \" + type + \", given \" + value.type);\r\n }\r\n}\r\nexports.geojsonType = geojsonType;\r\n/**\r\n * Enforce expectations about types of {@link Feature} inputs for Turf.\r\n * Internally this uses {@link geojsonType} to judge geometry types.\r\n *\r\n * @name featureOf\r\n * @param {Feature} feature a feature with an expected geometry type\r\n * @param {string} type expected GeoJSON type\r\n * @param {string} name name of calling function\r\n * @throws {Error} error if value is not the expected type.\r\n */\r\nfunction featureOf(feature, type, name) {\r\n if (!feature) {\r\n throw new Error(\"No feature passed\");\r\n }\r\n if (!name) {\r\n throw new Error(\".featureOf() requires a name\");\r\n }\r\n if (!feature || feature.type !== \"Feature\" || !feature.geometry) {\r\n throw new Error(\"Invalid input to \" + name + \", Feature with geometry required\");\r\n }\r\n if (!feature.geometry || feature.geometry.type !== type) {\r\n throw new Error(\"Invalid input to \" + name + \": must be a \" + type + \", given \" + feature.geometry.type);\r\n }\r\n}\r\nexports.featureOf = featureOf;\r\n/**\r\n * Enforce expectations about types of {@link FeatureCollection} inputs for Turf.\r\n * Internally this uses {@link geojsonType} to judge geometry types.\r\n *\r\n * @name collectionOf\r\n * @param {FeatureCollection} featureCollection a FeatureCollection for which features will be judged\r\n * @param {string} type expected GeoJSON type\r\n * @param {string} name name of calling function\r\n * @throws {Error} if value is not the expected type.\r\n */\r\nfunction collectionOf(featureCollection, type, name) {\r\n if (!featureCollection) {\r\n throw new Error(\"No featureCollection passed\");\r\n }\r\n if (!name) {\r\n throw new Error(\".collectionOf() requires a name\");\r\n }\r\n if (!featureCollection || featureCollection.type !== \"FeatureCollection\") {\r\n throw new Error(\"Invalid input to \" + name + \", FeatureCollection required\");\r\n }\r\n for (var _i = 0, _a = featureCollection.features; _i < _a.length; _i++) {\r\n var feature = _a[_i];\r\n if (!feature || feature.type !== \"Feature\" || !feature.geometry) {\r\n throw new Error(\"Invalid input to \" + name + \", Feature with geometry required\");\r\n }\r\n if (!feature.geometry || feature.geometry.type !== type) {\r\n throw new Error(\"Invalid input to \" + name + \": must be a \" + type + \", given \" + feature.geometry.type);\r\n }\r\n }\r\n}\r\nexports.collectionOf = collectionOf;\r\n/**\r\n * Get Geometry from Feature or Geometry Object\r\n *\r\n * @param {Feature|Geometry} geojson GeoJSON Feature or Geometry Object\r\n * @returns {Geometry|null} GeoJSON Geometry Object\r\n * @throws {Error} if geojson is not a Feature or Geometry Object\r\n * @example\r\n * var point = {\r\n * \"type\": \"Feature\",\r\n * \"properties\": {},\r\n * \"geometry\": {\r\n * \"type\": \"Point\",\r\n * \"coordinates\": [110, 40]\r\n * }\r\n * }\r\n * var geom = turf.getGeom(point)\r\n * //={\"type\": \"Point\", \"coordinates\": [110, 40]}\r\n */\r\nfunction getGeom(geojson) {\r\n if (geojson.type === \"Feature\") {\r\n return geojson.geometry;\r\n }\r\n return geojson;\r\n}\r\nexports.getGeom = getGeom;\r\n/**\r\n * Get GeoJSON object's type, Geometry type is prioritize.\r\n *\r\n * @param {GeoJSON} geojson GeoJSON object\r\n * @param {string} [name=\"geojson\"] name of the variable to display in error message\r\n * @returns {string} GeoJSON type\r\n * @example\r\n * var point = {\r\n * \"type\": \"Feature\",\r\n * \"properties\": {},\r\n * \"geometry\": {\r\n * \"type\": \"Point\",\r\n * \"coordinates\": [110, 40]\r\n * }\r\n * }\r\n * var geom = turf.getType(point)\r\n * //=\"Point\"\r\n */\r\nfunction getType(geojson, name) {\r\n if (geojson.type === \"FeatureCollection\") {\r\n return \"FeatureCollection\";\r\n }\r\n if (geojson.type === \"GeometryCollection\") {\r\n return \"GeometryCollection\";\r\n }\r\n if (geojson.type === \"Feature\" && geojson.geometry !== null) {\r\n return geojson.geometry.type;\r\n }\r\n return geojson.type;\r\n}\r\nexports.getType = getType;\r\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/@turf/invariant/index.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"getCoord\": () => (/* binding */ getCoord),\n/* harmony export */ \"getCoords\": () => (/* binding */ getCoords),\n/* harmony export */ \"containsNumber\": () => (/* binding */ containsNumber),\n/* harmony export */ \"geojsonType\": () => (/* binding */ geojsonType),\n/* harmony export */ \"featureOf\": () => (/* binding */ featureOf),\n/* harmony export */ \"collectionOf\": () => (/* binding */ collectionOf),\n/* harmony export */ \"getGeom\": () => (/* binding */ getGeom),\n/* harmony export */ \"getType\": () => (/* binding */ getType)\n/* harmony export */ });\n/* harmony import */ var _turf_helpers__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! @turf/helpers */ \"./node_modules/@turf/helpers/dist/es/index.js\");\n\n/**\n * Unwrap a coordinate from a Point Feature, Geometry or a single coordinate.\n *\n * @name getCoord\n * @param {Array|Geometry|Feature} coord GeoJSON Point or an Array of numbers\n * @returns {Array} coordinates\n * @example\n * var pt = turf.point([10, 10]);\n *\n * var coord = turf.getCoord(pt);\n * //= [10, 10]\n */\nfunction getCoord(coord) {\n if (!coord) {\n throw new Error(\"coord is required\");\n }\n if (!Array.isArray(coord)) {\n if (coord.type === \"Feature\" &&\n coord.geometry !== null &&\n coord.geometry.type === \"Point\") {\n return coord.geometry.coordinates;\n }\n if (coord.type === \"Point\") {\n return coord.coordinates;\n }\n }\n if (Array.isArray(coord) &&\n coord.length >= 2 &&\n !Array.isArray(coord[0]) &&\n !Array.isArray(coord[1])) {\n return coord;\n }\n throw new Error(\"coord must be GeoJSON Point or an Array of numbers\");\n}\n/**\n * Unwrap coordinates from a Feature, Geometry Object or an Array\n *\n * @name getCoords\n * @param {Array|Geometry|Feature} coords Feature, Geometry Object or an Array\n * @returns {Array} coordinates\n * @example\n * var poly = turf.polygon([[[119.32, -8.7], [119.55, -8.69], [119.51, -8.54], [119.32, -8.7]]]);\n *\n * var coords = turf.getCoords(poly);\n * //= [[[119.32, -8.7], [119.55, -8.69], [119.51, -8.54], [119.32, -8.7]]]\n */\nfunction getCoords(coords) {\n if (Array.isArray(coords)) {\n return coords;\n }\n // Feature\n if (coords.type === \"Feature\") {\n if (coords.geometry !== null) {\n return coords.geometry.coordinates;\n }\n }\n else {\n // Geometry\n if (coords.coordinates) {\n return coords.coordinates;\n }\n }\n throw new Error(\"coords must be GeoJSON Feature, Geometry Object or an Array\");\n}\n/**\n * Checks if coordinates contains a number\n *\n * @name containsNumber\n * @param {Array} coordinates GeoJSON Coordinates\n * @returns {boolean} true if Array contains a number\n */\nfunction containsNumber(coordinates) {\n if (coordinates.length > 1 &&\n (0,_turf_helpers__WEBPACK_IMPORTED_MODULE_0__.isNumber)(coordinates[0]) &&\n (0,_turf_helpers__WEBPACK_IMPORTED_MODULE_0__.isNumber)(coordinates[1])) {\n return true;\n }\n if (Array.isArray(coordinates[0]) && coordinates[0].length) {\n return containsNumber(coordinates[0]);\n }\n throw new Error(\"coordinates must only contain numbers\");\n}\n/**\n * Enforce expectations about types of GeoJSON objects for Turf.\n *\n * @name geojsonType\n * @param {GeoJSON} value any GeoJSON object\n * @param {string} type expected GeoJSON type\n * @param {string} name name of calling function\n * @throws {Error} if value is not the expected type.\n */\nfunction geojsonType(value, type, name) {\n if (!type || !name) {\n throw new Error(\"type and name required\");\n }\n if (!value || value.type !== type) {\n throw new Error(\"Invalid input to \" +\n name +\n \": must be a \" +\n type +\n \", given \" +\n value.type);\n }\n}\n/**\n * Enforce expectations about types of {@link Feature} inputs for Turf.\n * Internally this uses {@link geojsonType} to judge geometry types.\n *\n * @name featureOf\n * @param {Feature} feature a feature with an expected geometry type\n * @param {string} type expected GeoJSON type\n * @param {string} name name of calling function\n * @throws {Error} error if value is not the expected type.\n */\nfunction featureOf(feature, type, name) {\n if (!feature) {\n throw new Error(\"No feature passed\");\n }\n if (!name) {\n throw new Error(\".featureOf() requires a name\");\n }\n if (!feature || feature.type !== \"Feature\" || !feature.geometry) {\n throw new Error(\"Invalid input to \" + name + \", Feature with geometry required\");\n }\n if (!feature.geometry || feature.geometry.type !== type) {\n throw new Error(\"Invalid input to \" +\n name +\n \": must be a \" +\n type +\n \", given \" +\n feature.geometry.type);\n }\n}\n/**\n * Enforce expectations about types of {@link FeatureCollection} inputs for Turf.\n * Internally this uses {@link geojsonType} to judge geometry types.\n *\n * @name collectionOf\n * @param {FeatureCollection} featureCollection a FeatureCollection for which features will be judged\n * @param {string} type expected GeoJSON type\n * @param {string} name name of calling function\n * @throws {Error} if value is not the expected type.\n */\nfunction collectionOf(featureCollection, type, name) {\n if (!featureCollection) {\n throw new Error(\"No featureCollection passed\");\n }\n if (!name) {\n throw new Error(\".collectionOf() requires a name\");\n }\n if (!featureCollection || featureCollection.type !== \"FeatureCollection\") {\n throw new Error(\"Invalid input to \" + name + \", FeatureCollection required\");\n }\n for (var _i = 0, _a = featureCollection.features; _i < _a.length; _i++) {\n var feature = _a[_i];\n if (!feature || feature.type !== \"Feature\" || !feature.geometry) {\n throw new Error(\"Invalid input to \" + name + \", Feature with geometry required\");\n }\n if (!feature.geometry || feature.geometry.type !== type) {\n throw new Error(\"Invalid input to \" +\n name +\n \": must be a \" +\n type +\n \", given \" +\n feature.geometry.type);\n }\n }\n}\n/**\n * Get Geometry from Feature or Geometry Object\n *\n * @param {Feature|Geometry} geojson GeoJSON Feature or Geometry Object\n * @returns {Geometry|null} GeoJSON Geometry Object\n * @throws {Error} if geojson is not a Feature or Geometry Object\n * @example\n * var point = {\n * \"type\": \"Feature\",\n * \"properties\": {},\n * \"geometry\": {\n * \"type\": \"Point\",\n * \"coordinates\": [110, 40]\n * }\n * }\n * var geom = turf.getGeom(point)\n * //={\"type\": \"Point\", \"coordinates\": [110, 40]}\n */\nfunction getGeom(geojson) {\n if (geojson.type === \"Feature\") {\n return geojson.geometry;\n }\n return geojson;\n}\n/**\n * Get GeoJSON object's type, Geometry type is prioritize.\n *\n * @param {GeoJSON} geojson GeoJSON object\n * @param {string} [name=\"geojson\"] name of the variable to display in error message (unused)\n * @returns {string} GeoJSON type\n * @example\n * var point = {\n * \"type\": \"Feature\",\n * \"properties\": {},\n * \"geometry\": {\n * \"type\": \"Point\",\n * \"coordinates\": [110, 40]\n * }\n * }\n * var geom = turf.getType(point)\n * //=\"Point\"\n */\nfunction getType(geojson, _name) {\n if (geojson.type === \"FeatureCollection\") {\n return \"FeatureCollection\";\n }\n if (geojson.type === \"GeometryCollection\") {\n return \"GeometryCollection\";\n }\n if (geojson.type === \"Feature\" && geojson.geometry !== null) {\n return geojson.geometry.type;\n }\n return geojson.type;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/@turf/invariant/dist/es/index.js?"); /***/ }), @@ -114,27 +56,10 @@ eval("\r\nObject.defineProperty(exports, \"__esModule\", ({ value: true }));\r\n /*!**********************************************************!*\ !*** ./node_modules/@tweenjs/tween.js/dist/tween.esm.js ***! \**********************************************************/ -/*! namespace exports */ -/*! export Easing [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Group [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Interpolation [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Sequence [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Tween [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export VERSION [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export add [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export getAll [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export nextId [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export now [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export remove [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export removeAll [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export update [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_exports__, __webpack_require__.r, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => __WEBPACK_DEFAULT_EXPORT__,\n/* harmony export */ \"Easing\": () => /* binding */ Easing,\n/* harmony export */ \"Group\": () => /* binding */ Group,\n/* harmony export */ \"Interpolation\": () => /* binding */ Interpolation,\n/* harmony export */ \"Sequence\": () => /* binding */ Sequence,\n/* harmony export */ \"Tween\": () => /* binding */ Tween,\n/* harmony export */ \"VERSION\": () => /* binding */ VERSION,\n/* harmony export */ \"add\": () => /* binding */ add,\n/* harmony export */ \"getAll\": () => /* binding */ getAll,\n/* harmony export */ \"nextId\": () => /* binding */ nextId,\n/* harmony export */ \"now\": () => /* binding */ now$1,\n/* harmony export */ \"remove\": () => /* binding */ remove,\n/* harmony export */ \"removeAll\": () => /* binding */ removeAll,\n/* harmony export */ \"update\": () => /* binding */ update\n/* harmony export */ });\n/**\n * The Ease class provides a collection of easing functions for use with tween.js.\n */\nvar Easing = {\n Linear: {\n None: function (amount) {\n return amount;\n },\n },\n Quadratic: {\n In: function (amount) {\n return amount * amount;\n },\n Out: function (amount) {\n return amount * (2 - amount);\n },\n InOut: function (amount) {\n if ((amount *= 2) < 1) {\n return 0.5 * amount * amount;\n }\n return -0.5 * (--amount * (amount - 2) - 1);\n },\n },\n Cubic: {\n In: function (amount) {\n return amount * amount * amount;\n },\n Out: function (amount) {\n return --amount * amount * amount + 1;\n },\n InOut: function (amount) {\n if ((amount *= 2) < 1) {\n return 0.5 * amount * amount * amount;\n }\n return 0.5 * ((amount -= 2) * amount * amount + 2);\n },\n },\n Quartic: {\n In: function (amount) {\n return amount * amount * amount * amount;\n },\n Out: function (amount) {\n return 1 - --amount * amount * amount * amount;\n },\n InOut: function (amount) {\n if ((amount *= 2) < 1) {\n return 0.5 * amount * amount * amount * amount;\n }\n return -0.5 * ((amount -= 2) * amount * amount * amount - 2);\n },\n },\n Quintic: {\n In: function (amount) {\n return amount * amount * amount * amount * amount;\n },\n Out: function (amount) {\n return --amount * amount * amount * amount * amount + 1;\n },\n InOut: function (amount) {\n if ((amount *= 2) < 1) {\n return 0.5 * amount * amount * amount * amount * amount;\n }\n return 0.5 * ((amount -= 2) * amount * amount * amount * amount + 2);\n },\n },\n Sinusoidal: {\n In: function (amount) {\n return 1 - Math.cos((amount * Math.PI) / 2);\n },\n Out: function (amount) {\n return Math.sin((amount * Math.PI) / 2);\n },\n InOut: function (amount) {\n return 0.5 * (1 - Math.cos(Math.PI * amount));\n },\n },\n Exponential: {\n In: function (amount) {\n return amount === 0 ? 0 : Math.pow(1024, amount - 1);\n },\n Out: function (amount) {\n return amount === 1 ? 1 : 1 - Math.pow(2, -10 * amount);\n },\n InOut: function (amount) {\n if (amount === 0) {\n return 0;\n }\n if (amount === 1) {\n return 1;\n }\n if ((amount *= 2) < 1) {\n return 0.5 * Math.pow(1024, amount - 1);\n }\n return 0.5 * (-Math.pow(2, -10 * (amount - 1)) + 2);\n },\n },\n Circular: {\n In: function (amount) {\n return 1 - Math.sqrt(1 - amount * amount);\n },\n Out: function (amount) {\n return Math.sqrt(1 - --amount * amount);\n },\n InOut: function (amount) {\n if ((amount *= 2) < 1) {\n return -0.5 * (Math.sqrt(1 - amount * amount) - 1);\n }\n return 0.5 * (Math.sqrt(1 - (amount -= 2) * amount) + 1);\n },\n },\n Elastic: {\n In: function (amount) {\n if (amount === 0) {\n return 0;\n }\n if (amount === 1) {\n return 1;\n }\n return -Math.pow(2, 10 * (amount - 1)) * Math.sin((amount - 1.1) * 5 * Math.PI);\n },\n Out: function (amount) {\n if (amount === 0) {\n return 0;\n }\n if (amount === 1) {\n return 1;\n }\n return Math.pow(2, -10 * amount) * Math.sin((amount - 0.1) * 5 * Math.PI) + 1;\n },\n InOut: function (amount) {\n if (amount === 0) {\n return 0;\n }\n if (amount === 1) {\n return 1;\n }\n amount *= 2;\n if (amount < 1) {\n return -0.5 * Math.pow(2, 10 * (amount - 1)) * Math.sin((amount - 1.1) * 5 * Math.PI);\n }\n return 0.5 * Math.pow(2, -10 * (amount - 1)) * Math.sin((amount - 1.1) * 5 * Math.PI) + 1;\n },\n },\n Back: {\n In: function (amount) {\n var s = 1.70158;\n return amount * amount * ((s + 1) * amount - s);\n },\n Out: function (amount) {\n var s = 1.70158;\n return --amount * amount * ((s + 1) * amount + s) + 1;\n },\n InOut: function (amount) {\n var s = 1.70158 * 1.525;\n if ((amount *= 2) < 1) {\n return 0.5 * (amount * amount * ((s + 1) * amount - s));\n }\n return 0.5 * ((amount -= 2) * amount * ((s + 1) * amount + s) + 2);\n },\n },\n Bounce: {\n In: function (amount) {\n return 1 - Easing.Bounce.Out(1 - amount);\n },\n Out: function (amount) {\n if (amount < 1 / 2.75) {\n return 7.5625 * amount * amount;\n }\n else if (amount < 2 / 2.75) {\n return 7.5625 * (amount -= 1.5 / 2.75) * amount + 0.75;\n }\n else if (amount < 2.5 / 2.75) {\n return 7.5625 * (amount -= 2.25 / 2.75) * amount + 0.9375;\n }\n else {\n return 7.5625 * (amount -= 2.625 / 2.75) * amount + 0.984375;\n }\n },\n InOut: function (amount) {\n if (amount < 0.5) {\n return Easing.Bounce.In(amount * 2) * 0.5;\n }\n return Easing.Bounce.Out(amount * 2 - 1) * 0.5 + 0.5;\n },\n },\n};\n\nvar now;\n// Include a performance.now polyfill.\n// In node.js, use process.hrtime.\n// eslint-disable-next-line\n// @ts-ignore\nif (typeof self === 'undefined' && typeof process !== 'undefined' && process.hrtime) {\n now = function () {\n // eslint-disable-next-line\n // @ts-ignore\n var time = process.hrtime();\n // Convert [seconds, nanoseconds] to milliseconds.\n return time[0] * 1000 + time[1] / 1000000;\n };\n}\n// In a browser, use self.performance.now if it is available.\nelse if (typeof self !== 'undefined' && self.performance !== undefined && self.performance.now !== undefined) {\n // This must be bound, because directly assigning this function\n // leads to an invocation exception in Chrome.\n now = self.performance.now.bind(self.performance);\n}\n// Use Date.now if it is available.\nelse if (Date.now !== undefined) {\n now = Date.now;\n}\n// Otherwise, use 'new Date().getTime()'.\nelse {\n now = function () {\n return new Date().getTime();\n };\n}\nvar now$1 = now;\n\n/**\n * Controlling groups of tweens\n *\n * Using the TWEEN singleton to manage your tweens can cause issues in large apps with many components.\n * In these cases, you may want to create your own smaller groups of tween\n */\nvar Group = /** @class */ (function () {\n function Group() {\n this._tweens = {};\n this._tweensAddedDuringUpdate = {};\n }\n Group.prototype.getAll = function () {\n var _this = this;\n return Object.keys(this._tweens).map(function (tweenId) {\n return _this._tweens[tweenId];\n });\n };\n Group.prototype.removeAll = function () {\n this._tweens = {};\n };\n Group.prototype.add = function (tween) {\n this._tweens[tween.getId()] = tween;\n this._tweensAddedDuringUpdate[tween.getId()] = tween;\n };\n Group.prototype.remove = function (tween) {\n delete this._tweens[tween.getId()];\n delete this._tweensAddedDuringUpdate[tween.getId()];\n };\n Group.prototype.update = function (time, preserve) {\n if (time === void 0) { time = now$1(); }\n if (preserve === void 0) { preserve = false; }\n var tweenIds = Object.keys(this._tweens);\n if (tweenIds.length === 0) {\n return false;\n }\n // Tweens are updated in \"batches\". If you add a new tween during an\n // update, then the new tween will be updated in the next batch.\n // If you remove a tween during an update, it may or may not be updated.\n // However, if the removed tween was added during the current batch,\n // then it will not be updated.\n while (tweenIds.length > 0) {\n this._tweensAddedDuringUpdate = {};\n for (var i = 0; i < tweenIds.length; i++) {\n var tween = this._tweens[tweenIds[i]];\n var autoStart = !preserve;\n if (tween && tween.update(time, autoStart) === false && !preserve) {\n delete this._tweens[tweenIds[i]];\n }\n }\n tweenIds = Object.keys(this._tweensAddedDuringUpdate);\n }\n return true;\n };\n return Group;\n}());\n\n/**\n *\n */\nvar Interpolation = {\n Linear: function (v, k) {\n var m = v.length - 1;\n var f = m * k;\n var i = Math.floor(f);\n var fn = Interpolation.Utils.Linear;\n if (k < 0) {\n return fn(v[0], v[1], f);\n }\n if (k > 1) {\n return fn(v[m], v[m - 1], m - f);\n }\n return fn(v[i], v[i + 1 > m ? m : i + 1], f - i);\n },\n Bezier: function (v, k) {\n var b = 0;\n var n = v.length - 1;\n var pw = Math.pow;\n var bn = Interpolation.Utils.Bernstein;\n for (var i = 0; i <= n; i++) {\n b += pw(1 - k, n - i) * pw(k, i) * v[i] * bn(n, i);\n }\n return b;\n },\n CatmullRom: function (v, k) {\n var m = v.length - 1;\n var f = m * k;\n var i = Math.floor(f);\n var fn = Interpolation.Utils.CatmullRom;\n if (v[0] === v[m]) {\n if (k < 0) {\n i = Math.floor((f = m * (1 + k)));\n }\n return fn(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i);\n }\n else {\n if (k < 0) {\n return v[0] - (fn(v[0], v[0], v[1], v[1], -f) - v[0]);\n }\n if (k > 1) {\n return v[m] - (fn(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]);\n }\n return fn(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i);\n }\n },\n Utils: {\n Linear: function (p0, p1, t) {\n return (p1 - p0) * t + p0;\n },\n Bernstein: function (n, i) {\n var fc = Interpolation.Utils.Factorial;\n return fc(n) / fc(i) / fc(n - i);\n },\n Factorial: (function () {\n var a = [1];\n return function (n) {\n var s = 1;\n if (a[n]) {\n return a[n];\n }\n for (var i = n; i > 1; i--) {\n s *= i;\n }\n a[n] = s;\n return s;\n };\n })(),\n CatmullRom: function (p0, p1, p2, p3, t) {\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};\n\n/**\n * Utils\n */\nvar Sequence = /** @class */ (function () {\n function Sequence() {\n }\n Sequence.nextId = function () {\n return Sequence._nextId++;\n };\n Sequence._nextId = 0;\n return Sequence;\n}());\n\nvar mainGroup = new Group();\n\n/**\n * Tween.js - Licensed under the MIT license\n * https://github.com/tweenjs/tween.js\n * ----------------------------------------------\n *\n * See https://github.com/tweenjs/tween.js/graphs/contributors for the full list of contributors.\n * Thank you all, you're awesome!\n */\nvar Tween = /** @class */ (function () {\n function Tween(_object, _group) {\n if (_group === void 0) { _group = mainGroup; }\n this._object = _object;\n this._group = _group;\n this._isPaused = false;\n this._pauseStart = 0;\n this._valuesStart = {};\n this._valuesEnd = {};\n this._valuesStartRepeat = {};\n this._duration = 1000;\n this._initialRepeat = 0;\n this._repeat = 0;\n this._yoyo = false;\n this._isPlaying = false;\n this._reversed = false;\n this._delayTime = 0;\n this._startTime = 0;\n this._easingFunction = Easing.Linear.None;\n this._interpolationFunction = Interpolation.Linear;\n this._chainedTweens = [];\n this._onStartCallbackFired = false;\n this._id = Sequence.nextId();\n this._isChainStopped = false;\n this._goToEnd = false;\n }\n Tween.prototype.getId = function () {\n return this._id;\n };\n Tween.prototype.isPlaying = function () {\n return this._isPlaying;\n };\n Tween.prototype.isPaused = function () {\n return this._isPaused;\n };\n Tween.prototype.to = function (properties, duration) {\n // TODO? restore this, then update the 07_dynamic_to example to set fox\n // tween's to on each update. That way the behavior is opt-in (there's\n // currently no opt-out).\n // for (const prop in properties) this._valuesEnd[prop] = properties[prop]\n this._valuesEnd = Object.create(properties);\n if (duration !== undefined) {\n this._duration = duration;\n }\n return this;\n };\n Tween.prototype.duration = function (d) {\n this._duration = d;\n return this;\n };\n Tween.prototype.start = function (time) {\n if (this._isPlaying) {\n return this;\n }\n // eslint-disable-next-line\n this._group && this._group.add(this);\n this._repeat = this._initialRepeat;\n if (this._reversed) {\n // If we were reversed (f.e. using the yoyo feature) then we need to\n // flip the tween direction back to forward.\n this._reversed = false;\n for (var property in this._valuesStartRepeat) {\n this._swapEndStartRepeatValues(property);\n this._valuesStart[property] = this._valuesStartRepeat[property];\n }\n }\n this._isPlaying = true;\n this._isPaused = false;\n this._onStartCallbackFired = false;\n this._isChainStopped = false;\n this._startTime = time !== undefined ? (typeof time === 'string' ? now$1() + parseFloat(time) : time) : now$1();\n this._startTime += this._delayTime;\n this._setupProperties(this._object, this._valuesStart, this._valuesEnd, this._valuesStartRepeat);\n return this;\n };\n Tween.prototype._setupProperties = function (_object, _valuesStart, _valuesEnd, _valuesStartRepeat) {\n for (var property in _valuesEnd) {\n var startValue = _object[property];\n var startValueIsArray = Array.isArray(startValue);\n var propType = startValueIsArray ? 'array' : typeof startValue;\n var isInterpolationList = !startValueIsArray && Array.isArray(_valuesEnd[property]);\n // If `to()` specifies a property that doesn't exist in the source object,\n // we should not set that property in the object\n if (propType === 'undefined' || propType === 'function') {\n continue;\n }\n // Check if an Array was provided as property value\n if (isInterpolationList) {\n var endValues = _valuesEnd[property];\n if (endValues.length === 0) {\n continue;\n }\n // handle an array of relative values\n endValues = endValues.map(this._handleRelativeValue.bind(this, startValue));\n // Create a local copy of the Array with the start value at the front\n _valuesEnd[property] = [startValue].concat(endValues);\n }\n // handle the deepness of the values\n if ((propType === 'object' || startValueIsArray) && startValue && !isInterpolationList) {\n _valuesStart[property] = startValueIsArray ? [] : {};\n // eslint-disable-next-line\n for (var prop in startValue) {\n // eslint-disable-next-line\n // @ts-ignore FIXME?\n _valuesStart[property][prop] = startValue[prop];\n }\n _valuesStartRepeat[property] = startValueIsArray ? [] : {}; // TODO? repeat nested values? And yoyo? And array values?\n // eslint-disable-next-line\n // @ts-ignore FIXME?\n this._setupProperties(startValue, _valuesStart[property], _valuesEnd[property], _valuesStartRepeat[property]);\n }\n else {\n // Save the starting value, but only once.\n if (typeof _valuesStart[property] === 'undefined') {\n _valuesStart[property] = startValue;\n }\n if (!startValueIsArray) {\n // eslint-disable-next-line\n // @ts-ignore FIXME?\n _valuesStart[property] *= 1.0; // Ensures we're using numbers, not strings\n }\n if (isInterpolationList) {\n // eslint-disable-next-line\n // @ts-ignore FIXME?\n _valuesStartRepeat[property] = _valuesEnd[property].slice().reverse();\n }\n else {\n _valuesStartRepeat[property] = _valuesStart[property] || 0;\n }\n }\n }\n };\n Tween.prototype.stop = function () {\n if (!this._isChainStopped) {\n this._isChainStopped = true;\n this.stopChainedTweens();\n }\n if (!this._isPlaying) {\n return this;\n }\n // eslint-disable-next-line\n this._group && this._group.remove(this);\n this._isPlaying = false;\n this._isPaused = false;\n if (this._onStopCallback) {\n this._onStopCallback(this._object);\n }\n return this;\n };\n Tween.prototype.end = function () {\n this._goToEnd = true;\n this.update(Infinity);\n return this;\n };\n Tween.prototype.pause = function (time) {\n if (time === void 0) { time = now$1(); }\n if (this._isPaused || !this._isPlaying) {\n return this;\n }\n this._isPaused = true;\n this._pauseStart = time;\n // eslint-disable-next-line\n this._group && this._group.remove(this);\n return this;\n };\n Tween.prototype.resume = function (time) {\n if (time === void 0) { time = now$1(); }\n if (!this._isPaused || !this._isPlaying) {\n return this;\n }\n this._isPaused = false;\n this._startTime += time - this._pauseStart;\n this._pauseStart = 0;\n // eslint-disable-next-line\n this._group && this._group.add(this);\n return this;\n };\n Tween.prototype.stopChainedTweens = function () {\n for (var i = 0, numChainedTweens = this._chainedTweens.length; i < numChainedTweens; i++) {\n this._chainedTweens[i].stop();\n }\n return this;\n };\n Tween.prototype.group = function (group) {\n this._group = group;\n return this;\n };\n Tween.prototype.delay = function (amount) {\n this._delayTime = amount;\n return this;\n };\n Tween.prototype.repeat = function (times) {\n this._initialRepeat = times;\n this._repeat = times;\n return this;\n };\n Tween.prototype.repeatDelay = function (amount) {\n this._repeatDelayTime = amount;\n return this;\n };\n Tween.prototype.yoyo = function (yoyo) {\n this._yoyo = yoyo;\n return this;\n };\n Tween.prototype.easing = function (easingFunction) {\n this._easingFunction = easingFunction;\n return this;\n };\n Tween.prototype.interpolation = function (interpolationFunction) {\n this._interpolationFunction = interpolationFunction;\n return this;\n };\n Tween.prototype.chain = function () {\n var tweens = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n tweens[_i] = arguments[_i];\n }\n this._chainedTweens = tweens;\n return this;\n };\n Tween.prototype.onStart = function (callback) {\n this._onStartCallback = callback;\n return this;\n };\n Tween.prototype.onUpdate = function (callback) {\n this._onUpdateCallback = callback;\n return this;\n };\n Tween.prototype.onRepeat = function (callback) {\n this._onRepeatCallback = callback;\n return this;\n };\n Tween.prototype.onComplete = function (callback) {\n this._onCompleteCallback = callback;\n return this;\n };\n Tween.prototype.onStop = function (callback) {\n this._onStopCallback = callback;\n return this;\n };\n /**\n * @returns true if the tween is still playing after the update, false\n * otherwise (calling update on a paused tween still returns true because\n * it is still playing, just paused).\n */\n Tween.prototype.update = function (time, autoStart) {\n if (time === void 0) { time = now$1(); }\n if (autoStart === void 0) { autoStart = true; }\n if (this._isPaused)\n return true;\n var property;\n var elapsed;\n var endTime = this._startTime + this._duration;\n if (!this._goToEnd && !this._isPlaying) {\n if (time > endTime)\n return false;\n if (autoStart)\n this.start(time);\n }\n this._goToEnd = false;\n if (time < this._startTime) {\n return true;\n }\n if (this._onStartCallbackFired === false) {\n if (this._onStartCallback) {\n this._onStartCallback(this._object);\n }\n this._onStartCallbackFired = true;\n }\n elapsed = (time - this._startTime) / this._duration;\n elapsed = this._duration === 0 || elapsed > 1 ? 1 : elapsed;\n var value = this._easingFunction(elapsed);\n // properties transformations\n this._updateProperties(this._object, this._valuesStart, this._valuesEnd, value);\n if (this._onUpdateCallback) {\n this._onUpdateCallback(this._object, elapsed);\n }\n if (elapsed === 1) {\n if (this._repeat > 0) {\n if (isFinite(this._repeat)) {\n this._repeat--;\n }\n // Reassign starting values, restart by making startTime = now\n for (property in this._valuesStartRepeat) {\n if (!this._yoyo && typeof this._valuesEnd[property] === 'string') {\n this._valuesStartRepeat[property] =\n // eslint-disable-next-line\n // @ts-ignore FIXME?\n this._valuesStartRepeat[property] + parseFloat(this._valuesEnd[property]);\n }\n if (this._yoyo) {\n this._swapEndStartRepeatValues(property);\n }\n this._valuesStart[property] = this._valuesStartRepeat[property];\n }\n if (this._yoyo) {\n this._reversed = !this._reversed;\n }\n if (this._repeatDelayTime !== undefined) {\n this._startTime = time + this._repeatDelayTime;\n }\n else {\n this._startTime = time + this._delayTime;\n }\n if (this._onRepeatCallback) {\n this._onRepeatCallback(this._object);\n }\n return true;\n }\n else {\n if (this._onCompleteCallback) {\n this._onCompleteCallback(this._object);\n }\n for (var i = 0, numChainedTweens = this._chainedTweens.length; i < numChainedTweens; i++) {\n // Make the chained tweens start exactly at the time they should,\n // even if the `update()` method was called way past the duration of the tween\n this._chainedTweens[i].start(this._startTime + this._duration);\n }\n this._isPlaying = false;\n return false;\n }\n }\n return true;\n };\n Tween.prototype._updateProperties = function (_object, _valuesStart, _valuesEnd, value) {\n for (var property in _valuesEnd) {\n // Don't update properties that do not exist in the source object\n if (_valuesStart[property] === undefined) {\n continue;\n }\n var start = _valuesStart[property] || 0;\n var end = _valuesEnd[property];\n var startIsArray = Array.isArray(_object[property]);\n var endIsArray = Array.isArray(end);\n var isInterpolationList = !startIsArray && endIsArray;\n if (isInterpolationList) {\n _object[property] = this._interpolationFunction(end, value);\n }\n else if (typeof end === 'object' && end) {\n // eslint-disable-next-line\n // @ts-ignore FIXME?\n this._updateProperties(_object[property], start, end, value);\n }\n else {\n // Parses relative end values with start as base (e.g.: +10, -3)\n end = this._handleRelativeValue(start, end);\n // Protect against non numeric properties.\n if (typeof end === 'number') {\n // eslint-disable-next-line\n // @ts-ignore FIXME?\n _object[property] = start + (end - start) * value;\n }\n }\n }\n };\n Tween.prototype._handleRelativeValue = function (start, end) {\n if (typeof end !== 'string') {\n return end;\n }\n if (end.charAt(0) === '+' || end.charAt(0) === '-') {\n return start + parseFloat(end);\n }\n else {\n return parseFloat(end);\n }\n };\n Tween.prototype._swapEndStartRepeatValues = function (property) {\n var tmp = this._valuesStartRepeat[property];\n var endValue = this._valuesEnd[property];\n if (typeof endValue === 'string') {\n this._valuesStartRepeat[property] = this._valuesStartRepeat[property] + parseFloat(endValue);\n }\n else {\n this._valuesStartRepeat[property] = this._valuesEnd[property];\n }\n this._valuesEnd[property] = tmp;\n };\n return Tween;\n}());\n\nvar VERSION = '18.6.4';\n\n/**\n * Tween.js - Licensed under the MIT license\n * https://github.com/tweenjs/tween.js\n * ----------------------------------------------\n *\n * See https://github.com/tweenjs/tween.js/graphs/contributors for the full list of contributors.\n * Thank you all, you're awesome!\n */\nvar nextId = Sequence.nextId;\n/**\n * Controlling groups of tweens\n *\n * Using the TWEEN singleton to manage your tweens can cause issues in large apps with many components.\n * In these cases, you may want to create your own smaller groups of tweens.\n */\nvar TWEEN = mainGroup;\n// This is the best way to export things in a way that's compatible with both ES\n// Modules and CommonJS, without build hacks, and so as not to break the\n// existing API.\n// https://github.com/rollup/rollup/issues/1961#issuecomment-423037881\nvar getAll = TWEEN.getAll.bind(TWEEN);\nvar removeAll = TWEEN.removeAll.bind(TWEEN);\nvar add = TWEEN.add.bind(TWEEN);\nvar remove = TWEEN.remove.bind(TWEEN);\nvar update = TWEEN.update.bind(TWEEN);\nvar exports = {\n Easing: Easing,\n Group: Group,\n Interpolation: Interpolation,\n now: now$1,\n Sequence: Sequence,\n nextId: nextId,\n Tween: Tween,\n VERSION: VERSION,\n getAll: getAll,\n removeAll: removeAll,\n add: add,\n remove: remove,\n update: update,\n};\n\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (exports);\n\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/@tweenjs/tween.js/dist/tween.esm.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__),\n/* harmony export */ \"Easing\": () => (/* binding */ Easing),\n/* harmony export */ \"Group\": () => (/* binding */ Group),\n/* harmony export */ \"Interpolation\": () => (/* binding */ Interpolation),\n/* harmony export */ \"Sequence\": () => (/* binding */ Sequence),\n/* harmony export */ \"Tween\": () => (/* binding */ Tween),\n/* harmony export */ \"VERSION\": () => (/* binding */ VERSION),\n/* harmony export */ \"add\": () => (/* binding */ add),\n/* harmony export */ \"getAll\": () => (/* binding */ getAll),\n/* harmony export */ \"nextId\": () => (/* binding */ nextId),\n/* harmony export */ \"now\": () => (/* binding */ now$1),\n/* harmony export */ \"remove\": () => (/* binding */ remove),\n/* harmony export */ \"removeAll\": () => (/* binding */ removeAll),\n/* harmony export */ \"update\": () => (/* binding */ update)\n/* harmony export */ });\n/**\n * The Ease class provides a collection of easing functions for use with tween.js.\n */\nvar Easing = {\n Linear: {\n None: function (amount) {\n return amount;\n },\n },\n Quadratic: {\n In: function (amount) {\n return amount * amount;\n },\n Out: function (amount) {\n return amount * (2 - amount);\n },\n InOut: function (amount) {\n if ((amount *= 2) < 1) {\n return 0.5 * amount * amount;\n }\n return -0.5 * (--amount * (amount - 2) - 1);\n },\n },\n Cubic: {\n In: function (amount) {\n return amount * amount * amount;\n },\n Out: function (amount) {\n return --amount * amount * amount + 1;\n },\n InOut: function (amount) {\n if ((amount *= 2) < 1) {\n return 0.5 * amount * amount * amount;\n }\n return 0.5 * ((amount -= 2) * amount * amount + 2);\n },\n },\n Quartic: {\n In: function (amount) {\n return amount * amount * amount * amount;\n },\n Out: function (amount) {\n return 1 - --amount * amount * amount * amount;\n },\n InOut: function (amount) {\n if ((amount *= 2) < 1) {\n return 0.5 * amount * amount * amount * amount;\n }\n return -0.5 * ((amount -= 2) * amount * amount * amount - 2);\n },\n },\n Quintic: {\n In: function (amount) {\n return amount * amount * amount * amount * amount;\n },\n Out: function (amount) {\n return --amount * amount * amount * amount * amount + 1;\n },\n InOut: function (amount) {\n if ((amount *= 2) < 1) {\n return 0.5 * amount * amount * amount * amount * amount;\n }\n return 0.5 * ((amount -= 2) * amount * amount * amount * amount + 2);\n },\n },\n Sinusoidal: {\n In: function (amount) {\n return 1 - Math.cos((amount * Math.PI) / 2);\n },\n Out: function (amount) {\n return Math.sin((amount * Math.PI) / 2);\n },\n InOut: function (amount) {\n return 0.5 * (1 - Math.cos(Math.PI * amount));\n },\n },\n Exponential: {\n In: function (amount) {\n return amount === 0 ? 0 : Math.pow(1024, amount - 1);\n },\n Out: function (amount) {\n return amount === 1 ? 1 : 1 - Math.pow(2, -10 * amount);\n },\n InOut: function (amount) {\n if (amount === 0) {\n return 0;\n }\n if (amount === 1) {\n return 1;\n }\n if ((amount *= 2) < 1) {\n return 0.5 * Math.pow(1024, amount - 1);\n }\n return 0.5 * (-Math.pow(2, -10 * (amount - 1)) + 2);\n },\n },\n Circular: {\n In: function (amount) {\n return 1 - Math.sqrt(1 - amount * amount);\n },\n Out: function (amount) {\n return Math.sqrt(1 - --amount * amount);\n },\n InOut: function (amount) {\n if ((amount *= 2) < 1) {\n return -0.5 * (Math.sqrt(1 - amount * amount) - 1);\n }\n return 0.5 * (Math.sqrt(1 - (amount -= 2) * amount) + 1);\n },\n },\n Elastic: {\n In: function (amount) {\n if (amount === 0) {\n return 0;\n }\n if (amount === 1) {\n return 1;\n }\n return -Math.pow(2, 10 * (amount - 1)) * Math.sin((amount - 1.1) * 5 * Math.PI);\n },\n Out: function (amount) {\n if (amount === 0) {\n return 0;\n }\n if (amount === 1) {\n return 1;\n }\n return Math.pow(2, -10 * amount) * Math.sin((amount - 0.1) * 5 * Math.PI) + 1;\n },\n InOut: function (amount) {\n if (amount === 0) {\n return 0;\n }\n if (amount === 1) {\n return 1;\n }\n amount *= 2;\n if (amount < 1) {\n return -0.5 * Math.pow(2, 10 * (amount - 1)) * Math.sin((amount - 1.1) * 5 * Math.PI);\n }\n return 0.5 * Math.pow(2, -10 * (amount - 1)) * Math.sin((amount - 1.1) * 5 * Math.PI) + 1;\n },\n },\n Back: {\n In: function (amount) {\n var s = 1.70158;\n return amount * amount * ((s + 1) * amount - s);\n },\n Out: function (amount) {\n var s = 1.70158;\n return --amount * amount * ((s + 1) * amount + s) + 1;\n },\n InOut: function (amount) {\n var s = 1.70158 * 1.525;\n if ((amount *= 2) < 1) {\n return 0.5 * (amount * amount * ((s + 1) * amount - s));\n }\n return 0.5 * ((amount -= 2) * amount * ((s + 1) * amount + s) + 2);\n },\n },\n Bounce: {\n In: function (amount) {\n return 1 - Easing.Bounce.Out(1 - amount);\n },\n Out: function (amount) {\n if (amount < 1 / 2.75) {\n return 7.5625 * amount * amount;\n }\n else if (amount < 2 / 2.75) {\n return 7.5625 * (amount -= 1.5 / 2.75) * amount + 0.75;\n }\n else if (amount < 2.5 / 2.75) {\n return 7.5625 * (amount -= 2.25 / 2.75) * amount + 0.9375;\n }\n else {\n return 7.5625 * (amount -= 2.625 / 2.75) * amount + 0.984375;\n }\n },\n InOut: function (amount) {\n if (amount < 0.5) {\n return Easing.Bounce.In(amount * 2) * 0.5;\n }\n return Easing.Bounce.Out(amount * 2 - 1) * 0.5 + 0.5;\n },\n },\n};\n\nvar now;\n// Include a performance.now polyfill.\n// In node.js, use process.hrtime.\n// eslint-disable-next-line\n// @ts-ignore\nif (typeof self === 'undefined' && typeof process !== 'undefined' && process.hrtime) {\n now = function () {\n // eslint-disable-next-line\n // @ts-ignore\n var time = process.hrtime();\n // Convert [seconds, nanoseconds] to milliseconds.\n return time[0] * 1000 + time[1] / 1000000;\n };\n}\n// In a browser, use self.performance.now if it is available.\nelse if (typeof self !== 'undefined' && self.performance !== undefined && self.performance.now !== undefined) {\n // This must be bound, because directly assigning this function\n // leads to an invocation exception in Chrome.\n now = self.performance.now.bind(self.performance);\n}\n// Use Date.now if it is available.\nelse if (Date.now !== undefined) {\n now = Date.now;\n}\n// Otherwise, use 'new Date().getTime()'.\nelse {\n now = function () {\n return new Date().getTime();\n };\n}\nvar now$1 = now;\n\n/**\n * Controlling groups of tweens\n *\n * Using the TWEEN singleton to manage your tweens can cause issues in large apps with many components.\n * In these cases, you may want to create your own smaller groups of tween\n */\nvar Group = /** @class */ (function () {\n function Group() {\n this._tweens = {};\n this._tweensAddedDuringUpdate = {};\n }\n Group.prototype.getAll = function () {\n var _this = this;\n return Object.keys(this._tweens).map(function (tweenId) {\n return _this._tweens[tweenId];\n });\n };\n Group.prototype.removeAll = function () {\n this._tweens = {};\n };\n Group.prototype.add = function (tween) {\n this._tweens[tween.getId()] = tween;\n this._tweensAddedDuringUpdate[tween.getId()] = tween;\n };\n Group.prototype.remove = function (tween) {\n delete this._tweens[tween.getId()];\n delete this._tweensAddedDuringUpdate[tween.getId()];\n };\n Group.prototype.update = function (time, preserve) {\n if (time === void 0) { time = now$1(); }\n if (preserve === void 0) { preserve = false; }\n var tweenIds = Object.keys(this._tweens);\n if (tweenIds.length === 0) {\n return false;\n }\n // Tweens are updated in \"batches\". If you add a new tween during an\n // update, then the new tween will be updated in the next batch.\n // If you remove a tween during an update, it may or may not be updated.\n // However, if the removed tween was added during the current batch,\n // then it will not be updated.\n while (tweenIds.length > 0) {\n this._tweensAddedDuringUpdate = {};\n for (var i = 0; i < tweenIds.length; i++) {\n var tween = this._tweens[tweenIds[i]];\n var autoStart = !preserve;\n if (tween && tween.update(time, autoStart) === false && !preserve) {\n delete this._tweens[tweenIds[i]];\n }\n }\n tweenIds = Object.keys(this._tweensAddedDuringUpdate);\n }\n return true;\n };\n return Group;\n}());\n\n/**\n *\n */\nvar Interpolation = {\n Linear: function (v, k) {\n var m = v.length - 1;\n var f = m * k;\n var i = Math.floor(f);\n var fn = Interpolation.Utils.Linear;\n if (k < 0) {\n return fn(v[0], v[1], f);\n }\n if (k > 1) {\n return fn(v[m], v[m - 1], m - f);\n }\n return fn(v[i], v[i + 1 > m ? m : i + 1], f - i);\n },\n Bezier: function (v, k) {\n var b = 0;\n var n = v.length - 1;\n var pw = Math.pow;\n var bn = Interpolation.Utils.Bernstein;\n for (var i = 0; i <= n; i++) {\n b += pw(1 - k, n - i) * pw(k, i) * v[i] * bn(n, i);\n }\n return b;\n },\n CatmullRom: function (v, k) {\n var m = v.length - 1;\n var f = m * k;\n var i = Math.floor(f);\n var fn = Interpolation.Utils.CatmullRom;\n if (v[0] === v[m]) {\n if (k < 0) {\n i = Math.floor((f = m * (1 + k)));\n }\n return fn(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i);\n }\n else {\n if (k < 0) {\n return v[0] - (fn(v[0], v[0], v[1], v[1], -f) - v[0]);\n }\n if (k > 1) {\n return v[m] - (fn(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]);\n }\n return fn(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i);\n }\n },\n Utils: {\n Linear: function (p0, p1, t) {\n return (p1 - p0) * t + p0;\n },\n Bernstein: function (n, i) {\n var fc = Interpolation.Utils.Factorial;\n return fc(n) / fc(i) / fc(n - i);\n },\n Factorial: (function () {\n var a = [1];\n return function (n) {\n var s = 1;\n if (a[n]) {\n return a[n];\n }\n for (var i = n; i > 1; i--) {\n s *= i;\n }\n a[n] = s;\n return s;\n };\n })(),\n CatmullRom: function (p0, p1, p2, p3, t) {\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};\n\n/**\n * Utils\n */\nvar Sequence = /** @class */ (function () {\n function Sequence() {\n }\n Sequence.nextId = function () {\n return Sequence._nextId++;\n };\n Sequence._nextId = 0;\n return Sequence;\n}());\n\nvar mainGroup = new Group();\n\n/**\n * Tween.js - Licensed under the MIT license\n * https://github.com/tweenjs/tween.js\n * ----------------------------------------------\n *\n * See https://github.com/tweenjs/tween.js/graphs/contributors for the full list of contributors.\n * Thank you all, you're awesome!\n */\nvar Tween = /** @class */ (function () {\n function Tween(_object, _group) {\n if (_group === void 0) { _group = mainGroup; }\n this._object = _object;\n this._group = _group;\n this._isPaused = false;\n this._pauseStart = 0;\n this._valuesStart = {};\n this._valuesEnd = {};\n this._valuesStartRepeat = {};\n this._duration = 1000;\n this._initialRepeat = 0;\n this._repeat = 0;\n this._yoyo = false;\n this._isPlaying = false;\n this._reversed = false;\n this._delayTime = 0;\n this._startTime = 0;\n this._easingFunction = Easing.Linear.None;\n this._interpolationFunction = Interpolation.Linear;\n this._chainedTweens = [];\n this._onStartCallbackFired = false;\n this._id = Sequence.nextId();\n this._isChainStopped = false;\n this._goToEnd = false;\n }\n Tween.prototype.getId = function () {\n return this._id;\n };\n Tween.prototype.isPlaying = function () {\n return this._isPlaying;\n };\n Tween.prototype.isPaused = function () {\n return this._isPaused;\n };\n Tween.prototype.to = function (properties, duration) {\n // TODO? restore this, then update the 07_dynamic_to example to set fox\n // tween's to on each update. That way the behavior is opt-in (there's\n // currently no opt-out).\n // for (const prop in properties) this._valuesEnd[prop] = properties[prop]\n this._valuesEnd = Object.create(properties);\n if (duration !== undefined) {\n this._duration = duration;\n }\n return this;\n };\n Tween.prototype.duration = function (d) {\n this._duration = d;\n return this;\n };\n Tween.prototype.start = function (time) {\n if (this._isPlaying) {\n return this;\n }\n // eslint-disable-next-line\n this._group && this._group.add(this);\n this._repeat = this._initialRepeat;\n if (this._reversed) {\n // If we were reversed (f.e. using the yoyo feature) then we need to\n // flip the tween direction back to forward.\n this._reversed = false;\n for (var property in this._valuesStartRepeat) {\n this._swapEndStartRepeatValues(property);\n this._valuesStart[property] = this._valuesStartRepeat[property];\n }\n }\n this._isPlaying = true;\n this._isPaused = false;\n this._onStartCallbackFired = false;\n this._isChainStopped = false;\n this._startTime = time !== undefined ? (typeof time === 'string' ? now$1() + parseFloat(time) : time) : now$1();\n this._startTime += this._delayTime;\n this._setupProperties(this._object, this._valuesStart, this._valuesEnd, this._valuesStartRepeat);\n return this;\n };\n Tween.prototype._setupProperties = function (_object, _valuesStart, _valuesEnd, _valuesStartRepeat) {\n for (var property in _valuesEnd) {\n var startValue = _object[property];\n var startValueIsArray = Array.isArray(startValue);\n var propType = startValueIsArray ? 'array' : typeof startValue;\n var isInterpolationList = !startValueIsArray && Array.isArray(_valuesEnd[property]);\n // If `to()` specifies a property that doesn't exist in the source object,\n // we should not set that property in the object\n if (propType === 'undefined' || propType === 'function') {\n continue;\n }\n // Check if an Array was provided as property value\n if (isInterpolationList) {\n var endValues = _valuesEnd[property];\n if (endValues.length === 0) {\n continue;\n }\n // handle an array of relative values\n endValues = endValues.map(this._handleRelativeValue.bind(this, startValue));\n // Create a local copy of the Array with the start value at the front\n _valuesEnd[property] = [startValue].concat(endValues);\n }\n // handle the deepness of the values\n if ((propType === 'object' || startValueIsArray) && startValue && !isInterpolationList) {\n _valuesStart[property] = startValueIsArray ? [] : {};\n // eslint-disable-next-line\n for (var prop in startValue) {\n // eslint-disable-next-line\n // @ts-ignore FIXME?\n _valuesStart[property][prop] = startValue[prop];\n }\n _valuesStartRepeat[property] = startValueIsArray ? [] : {}; // TODO? repeat nested values? And yoyo? And array values?\n // eslint-disable-next-line\n // @ts-ignore FIXME?\n this._setupProperties(startValue, _valuesStart[property], _valuesEnd[property], _valuesStartRepeat[property]);\n }\n else {\n // Save the starting value, but only once.\n if (typeof _valuesStart[property] === 'undefined') {\n _valuesStart[property] = startValue;\n }\n if (!startValueIsArray) {\n // eslint-disable-next-line\n // @ts-ignore FIXME?\n _valuesStart[property] *= 1.0; // Ensures we're using numbers, not strings\n }\n if (isInterpolationList) {\n // eslint-disable-next-line\n // @ts-ignore FIXME?\n _valuesStartRepeat[property] = _valuesEnd[property].slice().reverse();\n }\n else {\n _valuesStartRepeat[property] = _valuesStart[property] || 0;\n }\n }\n }\n };\n Tween.prototype.stop = function () {\n if (!this._isChainStopped) {\n this._isChainStopped = true;\n this.stopChainedTweens();\n }\n if (!this._isPlaying) {\n return this;\n }\n // eslint-disable-next-line\n this._group && this._group.remove(this);\n this._isPlaying = false;\n this._isPaused = false;\n if (this._onStopCallback) {\n this._onStopCallback(this._object);\n }\n return this;\n };\n Tween.prototype.end = function () {\n this._goToEnd = true;\n this.update(Infinity);\n return this;\n };\n Tween.prototype.pause = function (time) {\n if (time === void 0) { time = now$1(); }\n if (this._isPaused || !this._isPlaying) {\n return this;\n }\n this._isPaused = true;\n this._pauseStart = time;\n // eslint-disable-next-line\n this._group && this._group.remove(this);\n return this;\n };\n Tween.prototype.resume = function (time) {\n if (time === void 0) { time = now$1(); }\n if (!this._isPaused || !this._isPlaying) {\n return this;\n }\n this._isPaused = false;\n this._startTime += time - this._pauseStart;\n this._pauseStart = 0;\n // eslint-disable-next-line\n this._group && this._group.add(this);\n return this;\n };\n Tween.prototype.stopChainedTweens = function () {\n for (var i = 0, numChainedTweens = this._chainedTweens.length; i < numChainedTweens; i++) {\n this._chainedTweens[i].stop();\n }\n return this;\n };\n Tween.prototype.group = function (group) {\n this._group = group;\n return this;\n };\n Tween.prototype.delay = function (amount) {\n this._delayTime = amount;\n return this;\n };\n Tween.prototype.repeat = function (times) {\n this._initialRepeat = times;\n this._repeat = times;\n return this;\n };\n Tween.prototype.repeatDelay = function (amount) {\n this._repeatDelayTime = amount;\n return this;\n };\n Tween.prototype.yoyo = function (yoyo) {\n this._yoyo = yoyo;\n return this;\n };\n Tween.prototype.easing = function (easingFunction) {\n this._easingFunction = easingFunction;\n return this;\n };\n Tween.prototype.interpolation = function (interpolationFunction) {\n this._interpolationFunction = interpolationFunction;\n return this;\n };\n Tween.prototype.chain = function () {\n var tweens = [];\n for (var _i = 0; _i < arguments.length; _i++) {\n tweens[_i] = arguments[_i];\n }\n this._chainedTweens = tweens;\n return this;\n };\n Tween.prototype.onStart = function (callback) {\n this._onStartCallback = callback;\n return this;\n };\n Tween.prototype.onUpdate = function (callback) {\n this._onUpdateCallback = callback;\n return this;\n };\n Tween.prototype.onRepeat = function (callback) {\n this._onRepeatCallback = callback;\n return this;\n };\n Tween.prototype.onComplete = function (callback) {\n this._onCompleteCallback = callback;\n return this;\n };\n Tween.prototype.onStop = function (callback) {\n this._onStopCallback = callback;\n return this;\n };\n /**\n * @returns true if the tween is still playing after the update, false\n * otherwise (calling update on a paused tween still returns true because\n * it is still playing, just paused).\n */\n Tween.prototype.update = function (time, autoStart) {\n if (time === void 0) { time = now$1(); }\n if (autoStart === void 0) { autoStart = true; }\n if (this._isPaused)\n return true;\n var property;\n var elapsed;\n var endTime = this._startTime + this._duration;\n if (!this._goToEnd && !this._isPlaying) {\n if (time > endTime)\n return false;\n if (autoStart)\n this.start(time);\n }\n this._goToEnd = false;\n if (time < this._startTime) {\n return true;\n }\n if (this._onStartCallbackFired === false) {\n if (this._onStartCallback) {\n this._onStartCallback(this._object);\n }\n this._onStartCallbackFired = true;\n }\n elapsed = (time - this._startTime) / this._duration;\n elapsed = this._duration === 0 || elapsed > 1 ? 1 : elapsed;\n var value = this._easingFunction(elapsed);\n // properties transformations\n this._updateProperties(this._object, this._valuesStart, this._valuesEnd, value);\n if (this._onUpdateCallback) {\n this._onUpdateCallback(this._object, elapsed);\n }\n if (elapsed === 1) {\n if (this._repeat > 0) {\n if (isFinite(this._repeat)) {\n this._repeat--;\n }\n // Reassign starting values, restart by making startTime = now\n for (property in this._valuesStartRepeat) {\n if (!this._yoyo && typeof this._valuesEnd[property] === 'string') {\n this._valuesStartRepeat[property] =\n // eslint-disable-next-line\n // @ts-ignore FIXME?\n this._valuesStartRepeat[property] + parseFloat(this._valuesEnd[property]);\n }\n if (this._yoyo) {\n this._swapEndStartRepeatValues(property);\n }\n this._valuesStart[property] = this._valuesStartRepeat[property];\n }\n if (this._yoyo) {\n this._reversed = !this._reversed;\n }\n if (this._repeatDelayTime !== undefined) {\n this._startTime = time + this._repeatDelayTime;\n }\n else {\n this._startTime = time + this._delayTime;\n }\n if (this._onRepeatCallback) {\n this._onRepeatCallback(this._object);\n }\n return true;\n }\n else {\n if (this._onCompleteCallback) {\n this._onCompleteCallback(this._object);\n }\n for (var i = 0, numChainedTweens = this._chainedTweens.length; i < numChainedTweens; i++) {\n // Make the chained tweens start exactly at the time they should,\n // even if the `update()` method was called way past the duration of the tween\n this._chainedTweens[i].start(this._startTime + this._duration);\n }\n this._isPlaying = false;\n return false;\n }\n }\n return true;\n };\n Tween.prototype._updateProperties = function (_object, _valuesStart, _valuesEnd, value) {\n for (var property in _valuesEnd) {\n // Don't update properties that do not exist in the source object\n if (_valuesStart[property] === undefined) {\n continue;\n }\n var start = _valuesStart[property] || 0;\n var end = _valuesEnd[property];\n var startIsArray = Array.isArray(_object[property]);\n var endIsArray = Array.isArray(end);\n var isInterpolationList = !startIsArray && endIsArray;\n if (isInterpolationList) {\n _object[property] = this._interpolationFunction(end, value);\n }\n else if (typeof end === 'object' && end) {\n // eslint-disable-next-line\n // @ts-ignore FIXME?\n this._updateProperties(_object[property], start, end, value);\n }\n else {\n // Parses relative end values with start as base (e.g.: +10, -3)\n end = this._handleRelativeValue(start, end);\n // Protect against non numeric properties.\n if (typeof end === 'number') {\n // eslint-disable-next-line\n // @ts-ignore FIXME?\n _object[property] = start + (end - start) * value;\n }\n }\n }\n };\n Tween.prototype._handleRelativeValue = function (start, end) {\n if (typeof end !== 'string') {\n return end;\n }\n if (end.charAt(0) === '+' || end.charAt(0) === '-') {\n return start + parseFloat(end);\n }\n else {\n return parseFloat(end);\n }\n };\n Tween.prototype._swapEndStartRepeatValues = function (property) {\n var tmp = this._valuesStartRepeat[property];\n var endValue = this._valuesEnd[property];\n if (typeof endValue === 'string') {\n this._valuesStartRepeat[property] = this._valuesStartRepeat[property] + parseFloat(endValue);\n }\n else {\n this._valuesStartRepeat[property] = this._valuesEnd[property];\n }\n this._valuesEnd[property] = tmp;\n };\n return Tween;\n}());\n\nvar VERSION = '18.6.4';\n\n/**\n * Tween.js - Licensed under the MIT license\n * https://github.com/tweenjs/tween.js\n * ----------------------------------------------\n *\n * See https://github.com/tweenjs/tween.js/graphs/contributors for the full list of contributors.\n * Thank you all, you're awesome!\n */\nvar nextId = Sequence.nextId;\n/**\n * Controlling groups of tweens\n *\n * Using the TWEEN singleton to manage your tweens can cause issues in large apps with many components.\n * In these cases, you may want to create your own smaller groups of tweens.\n */\nvar TWEEN = mainGroup;\n// This is the best way to export things in a way that's compatible with both ES\n// Modules and CommonJS, without build hacks, and so as not to break the\n// existing API.\n// https://github.com/rollup/rollup/issues/1961#issuecomment-423037881\nvar getAll = TWEEN.getAll.bind(TWEEN);\nvar removeAll = TWEEN.removeAll.bind(TWEEN);\nvar add = TWEEN.add.bind(TWEEN);\nvar remove = TWEEN.remove.bind(TWEEN);\nvar update = TWEEN.update.bind(TWEEN);\nvar exports = {\n Easing: Easing,\n Group: Group,\n Interpolation: Interpolation,\n now: now$1,\n Sequence: Sequence,\n nextId: nextId,\n Tween: Tween,\n VERSION: VERSION,\n getAll: getAll,\n removeAll: removeAll,\n add: add,\n remove: remove,\n update: update,\n};\n\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (exports);\n\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/@tweenjs/tween.js/dist/tween.esm.js?"); /***/ }), @@ -142,14 +67,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*************************************************************!*\ !*** ./node_modules/accessor-fn/dist/accessor-fn.module.js ***! \*************************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_exports__, __webpack_require__.r, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\nvar index = (function (p) {\n return p instanceof Function ? p // fn\n : typeof p === 'string' ? function (obj) {\n return obj[p];\n } // property name\n : function (obj) {\n return p;\n };\n}); // constant\n\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (index);\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/accessor-fn/dist/accessor-fn.module.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\nvar index = (function (p) {\n return p instanceof Function ? p // fn\n : typeof p === 'string' ? function (obj) {\n return obj[p];\n } // property name\n : function (obj) {\n return p;\n };\n}); // constant\n\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (index);\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/accessor-fn/dist/accessor-fn.module.js?"); /***/ }), @@ -157,11 +78,9 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!******************!*\ !*** ./index.js ***! \******************/ -/*! unknown exports (runtime-defined) */ -/*! runtime requirements: __webpack_require__ */ /***/ ((__unused_webpack_module, __unused_webpack_exports, __webpack_require__) => { -eval("/* global AFRAME */\nif (typeof AFRAME === 'undefined') {\n throw new Error('Component attempted to register before AFRAME was available.');\n}\n\nvar accessorFn = __webpack_require__(/*! accessor-fn */ \"./node_modules/accessor-fn/dist/accessor-fn.module.js\");\n\nif ('default' in accessorFn) {\n // unwrap default export\n accessorFn = accessorFn.default;\n}\n\nvar ThreeGlobe = __webpack_require__(/*! three-globe */ \"./node_modules/three-globe/dist/three-globe.module.js\");\n\nif ('default' in ThreeGlobe) {\n // unwrap default export\n ThreeGlobe = ThreeGlobe.default;\n}\n\nvar parseJson = function (prop) {\n return typeof prop === 'string' ? JSON.parse(prop) : prop; // already parsed\n};\n\nvar parseFn = function (prop) {\n if (typeof prop === 'function') return prop; // already a function\n\n var geval = eval; // Avoid using eval directly https://github.com/rollup/rollup/wiki/Troubleshooting#avoiding-eval\n\n try {\n var evalled = geval('(' + prop + ')');\n return evalled;\n } catch (e) {} // Can't eval, not a function\n\n\n return null;\n};\n\nvar parseAccessor = function (prop) {\n if (!isNaN(parseFloat(prop))) {\n return parseFloat(prop);\n } // parse numbers\n\n\n if (parseFn(prop)) {\n return parseFn(prop);\n } // parse functions\n\n\n return prop; // strings\n};\n/**\n * 3D Globe component for A-Frame.\n */\n\n\nAFRAME.registerComponent('globe', {\n schema: {\n label: {\n parse: parseAccessor,\n default: null\n },\n desc: {\n parse: parseAccessor,\n default: null\n },\n onCenterHover: {\n parse: parseFn,\n default: null\n },\n globeImageUrl: {\n type: 'string',\n default: ''\n },\n bumpImageUrl: {\n type: 'string',\n default: ''\n },\n showAtmosphere: {\n type: 'boolean',\n default: true\n },\n showGraticules: {\n type: 'boolean',\n default: false\n },\n pointsData: {\n parse: parseJson,\n default: []\n },\n pointLat: {\n parse: parseAccessor,\n default: 'lat'\n },\n pointLng: {\n parse: parseAccessor,\n default: 'lng'\n },\n pointColor: {\n parse: parseAccessor,\n default: function () {\n return '#ffffaa';\n }\n },\n pointAltitude: {\n parse: parseAccessor,\n default: 0.1\n },\n pointRadius: {\n parse: parseAccessor,\n default: 0.25\n },\n pointResolution: {\n type: 'number',\n default: 12\n },\n pointsMerge: {\n type: 'boolean',\n default: false\n },\n pointsTransitionDuration: {\n type: 'number',\n default: 1000\n },\n arcsData: {\n parse: parseJson,\n default: []\n },\n arcStartLat: {\n parse: parseAccessor,\n default: 'startLat'\n },\n arcStartLng: {\n parse: parseAccessor,\n default: 'startLng'\n },\n arcEndLat: {\n parse: parseAccessor,\n default: 'endLat'\n },\n arcEndLng: {\n parse: parseAccessor,\n default: 'endLng'\n },\n arcColor: {\n parse: parseAccessor,\n default: function () {\n return '#ffffaa';\n }\n },\n arcAltitude: {\n parse: parseAccessor,\n default: null\n },\n arcAltitudeAutoScale: {\n parse: parseAccessor,\n default: 0.5\n },\n arcStroke: {\n parse: parseAccessor,\n default: null\n },\n arcCurveResolution: {\n type: 'number',\n default: 64\n },\n arcCircularResolution: {\n type: 'number',\n default: 6\n },\n arcDashLength: {\n parse: parseAccessor,\n default: 1\n },\n arcDashGap: {\n parse: parseAccessor,\n default: 0\n },\n arcDashInitialGap: {\n parse: parseAccessor,\n default: 0\n },\n arcDashAnimateTime: {\n parse: parseAccessor,\n default: 0\n },\n arcsTransitionDuration: {\n type: 'number',\n default: 1000\n },\n polygonsData: {\n parse: parseJson,\n default: []\n },\n polygonGeoJsonGeometry: {\n parse: parseAccessor,\n default: 'geometry'\n },\n polygonCapColor: {\n parse: parseAccessor,\n default: function () {\n return '#ffffaa';\n }\n },\n polygonSideColor: {\n parse: parseAccessor,\n default: function () {\n return '#ffffaa';\n }\n },\n polygonStrokeColor: {\n parse: parseAccessor,\n default: null\n },\n polygonAltitude: {\n parse: parseAccessor,\n default: 0.01\n },\n polygonCapCurvatureResolution: {\n parse: parseAccessor,\n default: 5\n },\n polygonsTransitionDuration: {\n type: 'number',\n default: 1000\n },\n pathsData: {\n parse: parseJson,\n default: []\n },\n pathPoints: {\n parse: parseAccessor,\n default: function (pnts) {\n return pnts;\n }\n },\n pathPointLat: {\n parse: parseAccessor,\n default: function (arr) {\n return arr[0];\n }\n },\n pathPointLng: {\n parse: parseAccessor,\n default: function (arr) {\n return arr[1];\n }\n },\n pathPointAlt: {\n parse: parseAccessor,\n default: 1e-3\n },\n pathResolution: {\n type: 'number',\n default: 2\n },\n pathColor: {\n parse: parseAccessor,\n default: function () {\n return '#ffffaa';\n }\n },\n pathStroke: {\n parse: parseAccessor,\n default: null\n },\n pathDashLength: {\n parse: parseAccessor,\n default: 1\n },\n pathDashGap: {\n parse: parseAccessor,\n default: 0\n },\n pathDashInitialGap: {\n parse: parseAccessor,\n default: 0\n },\n pathDashAnimateTime: {\n parse: parseAccessor,\n default: 0\n },\n pathTransitionDuration: {\n type: 'number',\n default: 1000\n },\n hexBinPointsData: {\n parse: parseJson,\n default: []\n },\n hexBinPointLat: {\n parse: parseAccessor,\n default: 'lat'\n },\n hexBinPointLng: {\n parse: parseAccessor,\n default: 'lng'\n },\n hexBinPointWeight: {\n parse: parseAccessor,\n default: 1\n },\n hexBinResolution: {\n type: 'number',\n default: 4\n },\n hexMargin: {\n parse: parseAccessor,\n default: 0.2\n },\n hexTopCurvatureResolution: {\n type: 'number',\n default: 5\n },\n hexTopColor: {\n parse: parseAccessor,\n default: function () {\n return '#ffffaa';\n }\n },\n hexSideColor: {\n parse: parseAccessor,\n default: function () {\n return '#ffffaa';\n }\n },\n hexAltitude: {\n parse: parseAccessor,\n default: function (d) {\n return d.sumWeight * 0.01;\n }\n },\n hexBinMerge: {\n type: 'boolean',\n default: false\n },\n hexTransitionDuration: {\n type: 'number',\n default: 1000\n },\n hexPolygonsData: {\n parse: parseJson,\n default: []\n },\n hexPolygonGeoJsonGeometry: {\n parse: parseAccessor,\n default: 'geometry'\n },\n hexPolygonColor: {\n parse: parseAccessor,\n default: function () {\n return '#ffffaa';\n }\n },\n hexPolygonAltitude: {\n parse: parseAccessor,\n default: 0.001\n },\n hexPolygonResolution: {\n parse: parseAccessor,\n default: 3\n },\n hexPolygonMargin: {\n parse: parseAccessor,\n default: 0.2\n },\n hexPolygonCurvatureResolution: {\n parse: parseAccessor,\n default: 5\n },\n hexPolygonsTransitionDuration: {\n type: 'number',\n default: 0\n },\n tilesData: {\n parse: parseJson,\n default: []\n },\n tileLat: {\n parse: parseAccessor,\n default: 'lat'\n },\n tileLng: {\n parse: parseAccessor,\n default: 'lng'\n },\n tileAltitude: {\n parse: parseAccessor,\n default: 0.01\n },\n tileWidth: {\n parse: parseAccessor,\n default: 1\n },\n tileHeight: {\n parse: parseAccessor,\n default: 1\n },\n tileUseGlobeProjection: {\n parse: parseAccessor,\n default: true\n },\n tileMaterial: {\n parse: parseAccessor,\n default: undefined\n },\n tileCurvatureResolution: {\n parse: parseAccessor,\n default: 5\n },\n tilesTransitionDuration: {\n type: 'number',\n default: 1000\n },\n labelsData: {\n parse: parseJson,\n default: []\n },\n labelLat: {\n parse: parseAccessor,\n default: 'lat'\n },\n labelLng: {\n parse: parseAccessor,\n default: 'lng'\n },\n labelAltitude: {\n parse: parseAccessor,\n default: 0\n },\n labelRotation: {\n parse: parseAccessor,\n default: 0\n },\n labelText: {\n parse: parseAccessor,\n default: 'text'\n },\n labelSize: {\n parse: parseAccessor,\n default: 0.5\n },\n labelTypeFace: {\n parse: parseJson,\n default: undefined\n },\n labelColor: {\n parse: parseAccessor,\n default: function () {\n return 'lightgrey';\n }\n },\n labelResolution: {\n type: 'number',\n default: 3\n },\n labelIncludeDot: {\n parse: parseAccessor,\n default: true\n },\n labelDotRadius: {\n parse: parseAccessor,\n default: 0.1\n },\n labelDotOrientation: {\n parse: parseAccessor,\n default: function () {\n return 'bottom';\n }\n },\n labelsTransitionDuration: {\n type: 'number',\n default: 1000\n },\n customLayerData: {\n parse: parseJson,\n default: []\n },\n customThreeObject: {\n parse: parseAccessor,\n default: null\n },\n customThreeObjectUpdate: {\n parse: parseAccessor,\n default: null\n }\n },\n // Bind component methods\n globeMaterial: function () {\n if (!this.globe) {\n // Got here before component init -> initialize globe\n this.globe = new ThreeGlobe();\n }\n\n return this.globe.globeMaterial();\n },\n getCoords: function () {\n if (!this.globe) {\n // Got here before component init -> initialize globe\n this.globe = new ThreeGlobe();\n }\n\n var globe = this.globe;\n var returnVal = globe.getCoords.apply(globe, arguments);\n return returnVal === globe ? this // return self, not the inner globe component\n : returnVal;\n },\n toGeoCoords: function () {\n if (!this.globe) {\n // Got here before component init -> initialize globe\n this.globe = new ThreeGlobe();\n }\n\n var globe = this.globe;\n var returnVal = globe.toGeoCoords.apply(globe, arguments);\n return returnVal === globe ? this // return self, not the inner globe component\n : returnVal;\n },\n init: function () {\n var state = this.state = {}; // Internal state\n // Setup tooltip\n\n state.tooltipEl = document.createElement('a-text');\n state.tooltipEl.setAttribute('position', '0 -0.5 -1'); // Aligned to canvas bottom\n\n state.tooltipEl.setAttribute('width', 2);\n state.tooltipEl.setAttribute('align', 'center');\n state.tooltipEl.setAttribute('color', 'lavender');\n state.tooltipEl.setAttribute('value', ''); // Setup sub-tooltip\n\n state.subTooltipEl = document.createElement('a-text');\n state.subTooltipEl.setAttribute('position', '0 -0.6 -1'); // Aligned to canvas bottom\n\n state.subTooltipEl.setAttribute('width', 1.5);\n state.subTooltipEl.setAttribute('align', 'center');\n state.subTooltipEl.setAttribute('color', 'lavender');\n state.subTooltipEl.setAttribute('value', ''); // Get camera dom element and attach fixed view elements to camera\n\n var cameraEl = document.querySelector('a-entity[camera], a-camera');\n cameraEl.appendChild(state.tooltipEl);\n cameraEl.appendChild(state.subTooltipEl); // Keep reference to Three camera object\n\n state.cameraObj = cameraEl.object3D.children.filter(function (child) {\n return child.type === 'PerspectiveCamera';\n })[0]; // On camera switch\n\n this.el.sceneEl.addEventListener('camera-set-active', function (evt) {\n // Switch camera reference\n state.cameraObj = evt.detail.cameraEl.components.camera.camera;\n }); // setup Globe object\n\n if (!this.globe) this.globe = new ThreeGlobe(); // initialize globe if it doesn't exist yet\n\n this.el.object3D.add(this.globe);\n },\n remove: function () {\n // Clean-up elems\n this.state.tooltipEl.remove();\n this.state.subTooltipEl.remove();\n },\n update: function (oldData) {\n var comp = this;\n var elData = this.data;\n var diff = AFRAME.utils.diff(elData, oldData);\n var globeProps = ['globeImageUrl', 'bumpImageUrl', 'showAtmosphere', 'showGraticules', 'pointsData', 'pointLat', 'pointLng', 'pointColor', 'pointAltitude', 'pointRadius', 'pointResolution', 'pointsMerge', 'pointsTransitionDuration', 'arcsData', 'arcStartLat', 'arcStartLng', 'arcEndLat', 'arcEndLng', 'arcColor', 'arcAltitude', 'arcAltitudeAutoScale', 'arcStroke', 'arcCurveResolution', 'arcCircularResolution', 'arcDashLength', 'arcDashGap', 'arcDashInitialGap', 'arcDashAnimateTime', 'arcsTransitionDuration', 'polygonsData', 'polygonGeoJsonGeometry', 'polygonCapColor', 'polygonSideColor', 'polygonStrokeColor', 'polygonAltitude', 'polygonCapCurvatureResolution', 'polygonsTransitionDuration', 'pathsData', 'pathPoints', 'pathPointLat', 'pathPointLng', 'pathPointAlt', 'pathResolution', 'pathColor', 'pathStroke', 'pathDashLength', 'pathDashGap', 'pathDashInitialGap', 'pathDashAnimateTime', 'pathTransitionDuration', 'hexBinPointsData', 'hexBinPointLat', 'hexBinPointLng', 'hexBinPointWeight', 'hexBinResolution', 'hexMargin', 'hexTopCurvatureResolution', 'hexTopColor', 'hexSideColor', 'hexAltitude', 'hexBinMerge', 'hexTransitionDuration', 'hexPolygonsData', 'hexPolygonGeoJsonGeometry', 'hexPolygonColor', 'hexPolygonAltitude', 'hexPolygonResolution', 'hexPolygonMargin', 'hexPolygonCurvatureResolution', 'hexPolygonsTransitionDuration', 'tilesData', 'tileLat', 'tileLng', 'tileAltitude', 'tileWidth', 'tileHeight', 'tileUseGlobeProjection', 'tileMaterial', 'tileCurvatureResolution', 'tilesTransitionDuration', 'labelsData', 'labelLat', 'labelLng', 'labelAltitude', 'labelRotation', 'labelText', 'labelSize', 'labelTypeFace', 'labelColor', 'labelResolution', 'labelIncludeDot', 'labelDotRadius', 'labelDotOrientation', 'labelsTransitionDuration', 'customLayerData', 'customThreeObject', 'customThreeObjectUpdate'];\n globeProps.filter(function (p) {\n return p in diff && elData[p] !== undefined;\n }).forEach(function (p) {\n comp.globe[p](elData[p] !== '' ? elData[p] : null);\n }); // Convert blank values into nulls\n },\n tick: function (t, td) {\n var topObject = null;\n\n if (this.data.label || this.data.desc || this.data.onCenterHover) {\n // Update tooltip\n var centerRaycaster = new THREE.Raycaster();\n centerRaycaster.linePrecision = 0.2;\n centerRaycaster.setFromCamera(new THREE.Vector2(0, 0), // Canvas center\n this.state.cameraObj);\n var intersects = centerRaycaster.intersectObjects(this.globe.children, true).map(function (o) {\n return o.object;\n }).map(getGlobeObj).filter(function (o) {\n // Check only globe data layer objects\n return o.__globeObjType && ['globe', 'atmosphere'].indexOf(o.__globeObjType) === -1;\n });\n topObject = intersects.length ? intersects[0] : null;\n }\n\n if (topObject !== this.state.hoverObj) {\n this.data.onCenterHover && this.data.onCenterHover(formatObj(topObject), formatObj(this.state.hoverObj));\n this.state.hoverObj = topObject;\n this.state.tooltipEl.setAttribute('value', topObject ? accessorFn(this.data.label)(formatObj(topObject)) || '' : '');\n this.state.subTooltipEl.setAttribute('value', topObject ? accessorFn(this.data.desc)(formatObj(topObject)) || '' : '');\n } //\n\n\n function getGlobeObj(obj) {\n // recursively find globe object from parent chain\n return !obj.parent || obj.__globeObjType ? obj : getGlobeObj(obj.parent);\n }\n\n function formatObj(obj) {\n return !obj ? obj : {\n type: obj.__globeObjType,\n data: obj.__globeObjType === 'polygon' ? obj.__data.data : obj.__data\n };\n }\n }\n});\n\n//# sourceURL=webpack://aframe-globe-component/./index.js?"); +eval("/* global AFRAME */\nif (typeof AFRAME === 'undefined') {\n throw new Error('Component attempted to register before AFRAME was available.');\n}\n\nvar accessorFn = __webpack_require__(/*! accessor-fn */ \"./node_modules/accessor-fn/dist/accessor-fn.module.js\");\n\nif ('default' in accessorFn) {\n // unwrap default export\n accessorFn = accessorFn.default;\n}\n\nvar ThreeGlobe = __webpack_require__(/*! three-globe */ \"./node_modules/three-globe/dist/three-globe.module.js\");\n\nif ('default' in ThreeGlobe) {\n // unwrap default export\n ThreeGlobe = ThreeGlobe.default;\n}\n\nvar parseJson = function (prop) {\n return typeof prop === 'string' ? JSON.parse(prop) : prop; // already parsed\n};\n\nvar parseFn = function (prop) {\n if (typeof prop === 'function') return prop; // already a function\n\n var geval = eval; // Avoid using eval directly https://github.com/rollup/rollup/wiki/Troubleshooting#avoiding-eval\n\n try {\n var evalled = geval('(' + prop + ')');\n return evalled;\n } catch (e) {} // Can't eval, not a function\n\n\n return null;\n};\n\nvar parseAccessor = function (prop) {\n if (!isNaN(parseFloat(prop))) {\n return parseFloat(prop);\n } // parse numbers\n\n\n if (parseFn(prop)) {\n return parseFn(prop);\n } // parse functions\n\n\n return prop; // strings\n};\n/**\n * 3D Globe component for A-Frame.\n */\n\n\nAFRAME.registerComponent('globe', {\n schema: {\n label: {\n parse: parseAccessor,\n default: null\n },\n desc: {\n parse: parseAccessor,\n default: null\n },\n onCenterHover: {\n parse: parseFn,\n default: null\n },\n globeImageUrl: {\n type: 'string',\n default: ''\n },\n bumpImageUrl: {\n type: 'string',\n default: ''\n },\n showAtmosphere: {\n type: 'boolean',\n default: true\n },\n showGraticules: {\n type: 'boolean',\n default: false\n },\n pointsData: {\n parse: parseJson,\n default: []\n },\n pointLat: {\n parse: parseAccessor,\n default: 'lat'\n },\n pointLng: {\n parse: parseAccessor,\n default: 'lng'\n },\n pointColor: {\n parse: parseAccessor,\n default: function () {\n return '#ffffaa';\n }\n },\n pointAltitude: {\n parse: parseAccessor,\n default: 0.1\n },\n pointRadius: {\n parse: parseAccessor,\n default: 0.25\n },\n pointResolution: {\n type: 'number',\n default: 12\n },\n pointsMerge: {\n type: 'boolean',\n default: false\n },\n pointsTransitionDuration: {\n type: 'number',\n default: 1000\n },\n arcsData: {\n parse: parseJson,\n default: []\n },\n arcStartLat: {\n parse: parseAccessor,\n default: 'startLat'\n },\n arcStartLng: {\n parse: parseAccessor,\n default: 'startLng'\n },\n arcEndLat: {\n parse: parseAccessor,\n default: 'endLat'\n },\n arcEndLng: {\n parse: parseAccessor,\n default: 'endLng'\n },\n arcColor: {\n parse: parseAccessor,\n default: function () {\n return '#ffffaa';\n }\n },\n arcAltitude: {\n parse: parseAccessor,\n default: null\n },\n arcAltitudeAutoScale: {\n parse: parseAccessor,\n default: 0.5\n },\n arcStroke: {\n parse: parseAccessor,\n default: null\n },\n arcCurveResolution: {\n type: 'number',\n default: 64\n },\n arcCircularResolution: {\n type: 'number',\n default: 6\n },\n arcDashLength: {\n parse: parseAccessor,\n default: 1\n },\n arcDashGap: {\n parse: parseAccessor,\n default: 0\n },\n arcDashInitialGap: {\n parse: parseAccessor,\n default: 0\n },\n arcDashAnimateTime: {\n parse: parseAccessor,\n default: 0\n },\n arcsTransitionDuration: {\n type: 'number',\n default: 1000\n },\n polygonsData: {\n parse: parseJson,\n default: []\n },\n polygonGeoJsonGeometry: {\n parse: parseAccessor,\n default: 'geometry'\n },\n polygonCapColor: {\n parse: parseAccessor,\n default: function () {\n return '#ffffaa';\n }\n },\n polygonCapMaterial: {\n parse: parseAccessor,\n default: null\n },\n polygonSideColor: {\n parse: parseAccessor,\n default: function () {\n return '#ffffaa';\n }\n },\n polygonSideMaterial: {\n parse: parseAccessor,\n default: null\n },\n polygonStrokeColor: {\n parse: parseAccessor,\n default: null\n },\n polygonAltitude: {\n parse: parseAccessor,\n default: 0.01\n },\n polygonCapCurvatureResolution: {\n parse: parseAccessor,\n default: 5\n },\n polygonsTransitionDuration: {\n type: 'number',\n default: 1000\n },\n pathsData: {\n parse: parseJson,\n default: []\n },\n pathPoints: {\n parse: parseAccessor,\n default: function (pnts) {\n return pnts;\n }\n },\n pathPointLat: {\n parse: parseAccessor,\n default: function (arr) {\n return arr[0];\n }\n },\n pathPointLng: {\n parse: parseAccessor,\n default: function (arr) {\n return arr[1];\n }\n },\n pathPointAlt: {\n parse: parseAccessor,\n default: 1e-3\n },\n pathResolution: {\n type: 'number',\n default: 2\n },\n pathColor: {\n parse: parseAccessor,\n default: function () {\n return '#ffffaa';\n }\n },\n pathStroke: {\n parse: parseAccessor,\n default: null\n },\n pathDashLength: {\n parse: parseAccessor,\n default: 1\n },\n pathDashGap: {\n parse: parseAccessor,\n default: 0\n },\n pathDashInitialGap: {\n parse: parseAccessor,\n default: 0\n },\n pathDashAnimateTime: {\n parse: parseAccessor,\n default: 0\n },\n pathTransitionDuration: {\n type: 'number',\n default: 1000\n },\n hexBinPointsData: {\n parse: parseJson,\n default: []\n },\n hexBinPointLat: {\n parse: parseAccessor,\n default: 'lat'\n },\n hexBinPointLng: {\n parse: parseAccessor,\n default: 'lng'\n },\n hexBinPointWeight: {\n parse: parseAccessor,\n default: 1\n },\n hexBinResolution: {\n type: 'number',\n default: 4\n },\n hexMargin: {\n parse: parseAccessor,\n default: 0.2\n },\n hexTopCurvatureResolution: {\n type: 'number',\n default: 5\n },\n hexTopColor: {\n parse: parseAccessor,\n default: function () {\n return '#ffffaa';\n }\n },\n hexSideColor: {\n parse: parseAccessor,\n default: function () {\n return '#ffffaa';\n }\n },\n hexAltitude: {\n parse: parseAccessor,\n default: function (d) {\n return d.sumWeight * 0.01;\n }\n },\n hexBinMerge: {\n type: 'boolean',\n default: false\n },\n hexTransitionDuration: {\n type: 'number',\n default: 1000\n },\n hexPolygonsData: {\n parse: parseJson,\n default: []\n },\n hexPolygonGeoJsonGeometry: {\n parse: parseAccessor,\n default: 'geometry'\n },\n hexPolygonColor: {\n parse: parseAccessor,\n default: function () {\n return '#ffffaa';\n }\n },\n hexPolygonAltitude: {\n parse: parseAccessor,\n default: 0.001\n },\n hexPolygonResolution: {\n parse: parseAccessor,\n default: 3\n },\n hexPolygonMargin: {\n parse: parseAccessor,\n default: 0.2\n },\n hexPolygonCurvatureResolution: {\n parse: parseAccessor,\n default: 5\n },\n hexPolygonsTransitionDuration: {\n type: 'number',\n default: 0\n },\n tilesData: {\n parse: parseJson,\n default: []\n },\n tileLat: {\n parse: parseAccessor,\n default: 'lat'\n },\n tileLng: {\n parse: parseAccessor,\n default: 'lng'\n },\n tileAltitude: {\n parse: parseAccessor,\n default: 0.01\n },\n tileWidth: {\n parse: parseAccessor,\n default: 1\n },\n tileHeight: {\n parse: parseAccessor,\n default: 1\n },\n tileUseGlobeProjection: {\n parse: parseAccessor,\n default: true\n },\n tileMaterial: {\n parse: parseAccessor,\n default: undefined\n },\n tileCurvatureResolution: {\n parse: parseAccessor,\n default: 5\n },\n tilesTransitionDuration: {\n type: 'number',\n default: 1000\n },\n labelsData: {\n parse: parseJson,\n default: []\n },\n labelLat: {\n parse: parseAccessor,\n default: 'lat'\n },\n labelLng: {\n parse: parseAccessor,\n default: 'lng'\n },\n labelAltitude: {\n parse: parseAccessor,\n default: 0\n },\n labelRotation: {\n parse: parseAccessor,\n default: 0\n },\n labelText: {\n parse: parseAccessor,\n default: 'text'\n },\n labelSize: {\n parse: parseAccessor,\n default: 0.5\n },\n labelTypeFace: {\n parse: parseJson,\n default: undefined\n },\n labelColor: {\n parse: parseAccessor,\n default: function () {\n return 'lightgrey';\n }\n },\n labelResolution: {\n type: 'number',\n default: 3\n },\n labelIncludeDot: {\n parse: parseAccessor,\n default: true\n },\n labelDotRadius: {\n parse: parseAccessor,\n default: 0.1\n },\n labelDotOrientation: {\n parse: parseAccessor,\n default: function () {\n return 'bottom';\n }\n },\n labelsTransitionDuration: {\n type: 'number',\n default: 1000\n },\n customLayerData: {\n parse: parseJson,\n default: []\n },\n customThreeObject: {\n parse: parseAccessor,\n default: null\n },\n customThreeObjectUpdate: {\n parse: parseAccessor,\n default: null\n }\n },\n // Bind component methods\n globeMaterial: function () {\n if (!this.globe) {\n // Got here before component init -> initialize globe\n this.globe = new ThreeGlobe();\n }\n\n return this.globe.globeMaterial();\n },\n getCoords: function () {\n if (!this.globe) {\n // Got here before component init -> initialize globe\n this.globe = new ThreeGlobe();\n }\n\n var globe = this.globe;\n var returnVal = globe.getCoords.apply(globe, arguments);\n return returnVal === globe ? this // return self, not the inner globe component\n : returnVal;\n },\n toGeoCoords: function () {\n if (!this.globe) {\n // Got here before component init -> initialize globe\n this.globe = new ThreeGlobe();\n }\n\n var globe = this.globe;\n var returnVal = globe.toGeoCoords.apply(globe, arguments);\n return returnVal === globe ? this // return self, not the inner globe component\n : returnVal;\n },\n init: function () {\n var state = this.state = {}; // Internal state\n // Setup tooltip\n\n state.tooltipEl = document.createElement('a-text');\n state.tooltipEl.setAttribute('position', '0 -0.5 -1'); // Aligned to canvas bottom\n\n state.tooltipEl.setAttribute('width', 2);\n state.tooltipEl.setAttribute('align', 'center');\n state.tooltipEl.setAttribute('color', 'lavender');\n state.tooltipEl.setAttribute('value', ''); // Setup sub-tooltip\n\n state.subTooltipEl = document.createElement('a-text');\n state.subTooltipEl.setAttribute('position', '0 -0.6 -1'); // Aligned to canvas bottom\n\n state.subTooltipEl.setAttribute('width', 1.5);\n state.subTooltipEl.setAttribute('align', 'center');\n state.subTooltipEl.setAttribute('color', 'lavender');\n state.subTooltipEl.setAttribute('value', ''); // Get camera dom element and attach fixed view elements to camera\n\n var cameraEl = document.querySelector('a-entity[camera], a-camera');\n cameraEl.appendChild(state.tooltipEl);\n cameraEl.appendChild(state.subTooltipEl); // Keep reference to Three camera object\n\n state.cameraObj = cameraEl.object3D.children.filter(function (child) {\n return child.type === 'PerspectiveCamera';\n })[0]; // On camera switch\n\n this.el.sceneEl.addEventListener('camera-set-active', function (evt) {\n // Switch camera reference\n state.cameraObj = evt.detail.cameraEl.components.camera.camera;\n }); // setup Globe object\n\n if (!this.globe) this.globe = new ThreeGlobe(); // initialize globe if it doesn't exist yet\n\n this.el.object3D.add(this.globe);\n },\n remove: function () {\n // Clean-up elems\n this.state.tooltipEl.remove();\n this.state.subTooltipEl.remove();\n },\n update: function (oldData) {\n var comp = this;\n var elData = this.data;\n var diff = AFRAME.utils.diff(elData, oldData);\n var globeProps = ['globeImageUrl', 'bumpImageUrl', 'showAtmosphere', 'showGraticules', 'pointsData', 'pointLat', 'pointLng', 'pointColor', 'pointAltitude', 'pointRadius', 'pointResolution', 'pointsMerge', 'pointsTransitionDuration', 'arcsData', 'arcStartLat', 'arcStartLng', 'arcEndLat', 'arcEndLng', 'arcColor', 'arcAltitude', 'arcAltitudeAutoScale', 'arcStroke', 'arcCurveResolution', 'arcCircularResolution', 'arcDashLength', 'arcDashGap', 'arcDashInitialGap', 'arcDashAnimateTime', 'arcsTransitionDuration', 'polygonsData', 'polygonGeoJsonGeometry', 'polygonCapColor', 'polygonCapMaterial', 'polygonSideColor', 'polygonSideMaterial', 'polygonStrokeColor', 'polygonAltitude', 'polygonCapCurvatureResolution', 'polygonsTransitionDuration', 'pathsData', 'pathPoints', 'pathPointLat', 'pathPointLng', 'pathPointAlt', 'pathResolution', 'pathColor', 'pathStroke', 'pathDashLength', 'pathDashGap', 'pathDashInitialGap', 'pathDashAnimateTime', 'pathTransitionDuration', 'hexBinPointsData', 'hexBinPointLat', 'hexBinPointLng', 'hexBinPointWeight', 'hexBinResolution', 'hexMargin', 'hexTopCurvatureResolution', 'hexTopColor', 'hexSideColor', 'hexAltitude', 'hexBinMerge', 'hexTransitionDuration', 'hexPolygonsData', 'hexPolygonGeoJsonGeometry', 'hexPolygonColor', 'hexPolygonAltitude', 'hexPolygonResolution', 'hexPolygonMargin', 'hexPolygonCurvatureResolution', 'hexPolygonsTransitionDuration', 'tilesData', 'tileLat', 'tileLng', 'tileAltitude', 'tileWidth', 'tileHeight', 'tileUseGlobeProjection', 'tileMaterial', 'tileCurvatureResolution', 'tilesTransitionDuration', 'labelsData', 'labelLat', 'labelLng', 'labelAltitude', 'labelRotation', 'labelText', 'labelSize', 'labelTypeFace', 'labelColor', 'labelResolution', 'labelIncludeDot', 'labelDotRadius', 'labelDotOrientation', 'labelsTransitionDuration', 'customLayerData', 'customThreeObject', 'customThreeObjectUpdate'];\n globeProps.filter(function (p) {\n return p in diff && elData[p] !== undefined;\n }).forEach(function (p) {\n comp.globe[p](elData[p] !== '' ? elData[p] : null);\n }); // Convert blank values into nulls\n },\n tick: function (t, td) {\n var topObject = null;\n\n if (this.data.label || this.data.desc || this.data.onCenterHover) {\n // Update tooltip\n var centerRaycaster = new THREE.Raycaster();\n centerRaycaster.linePrecision = 0.2;\n centerRaycaster.setFromCamera(new THREE.Vector2(0, 0), // Canvas center\n this.state.cameraObj);\n var intersects = centerRaycaster.intersectObjects(this.globe.children, true).map(function (o) {\n return o.object;\n }).map(getGlobeObj).filter(function (o) {\n // Check only globe data layer objects\n return o.__globeObjType && ['globe', 'atmosphere'].indexOf(o.__globeObjType) === -1;\n });\n topObject = intersects.length ? intersects[0] : null;\n }\n\n if (topObject !== this.state.hoverObj) {\n this.data.onCenterHover && this.data.onCenterHover(formatObj(topObject), formatObj(this.state.hoverObj));\n this.state.hoverObj = topObject;\n this.state.tooltipEl.setAttribute('value', topObject ? accessorFn(this.data.label)(formatObj(topObject)) || '' : '');\n this.state.subTooltipEl.setAttribute('value', topObject ? accessorFn(this.data.desc)(formatObj(topObject)) || '' : '');\n } //\n\n\n function getGlobeObj(obj) {\n // recursively find globe object from parent chain\n return !obj.parent || obj.__globeObjType ? obj : getGlobeObj(obj.parent);\n }\n\n function formatObj(obj) {\n return !obj ? obj : {\n type: obj.__globeObjType,\n data: obj.__globeObjType === 'polygon' ? obj.__data.data : obj.__data\n };\n }\n }\n});\n\n//# sourceURL=webpack://aframe-globe-component/./index.js?"); /***/ }), @@ -169,14 +88,10 @@ eval("/* global AFRAME */\nif (typeof AFRAME === 'undefined') {\n throw new Err /*!************************************************!*\ !*** ./node_modules/d3-array/src/ascending.js ***! \************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n return a < b ? -1 : a > b ? 1 : a >= b ? 0 : NaN;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-array/src/ascending.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n return a < b ? -1 : a > b ? 1 : a >= b ? 0 : NaN;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-array/src/ascending.js?"); /***/ }), @@ -184,17 +99,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*********************************************!*\ !*** ./node_modules/d3-array/src/bisect.js ***! \*********************************************/ -/*! namespace exports */ -/*! export bisectCenter [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export bisectLeft [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export bisectRight [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_exports__, __webpack_require__.r, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"bisectRight\": () => /* binding */ bisectRight,\n/* harmony export */ \"bisectLeft\": () => /* binding */ bisectLeft,\n/* harmony export */ \"bisectCenter\": () => /* binding */ bisectCenter,\n/* harmony export */ \"default\": () => __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _ascending_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./ascending.js */ \"./node_modules/d3-array/src/ascending.js\");\n/* harmony import */ var _bisector_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./bisector.js */ \"./node_modules/d3-array/src/bisector.js\");\n/* harmony import */ var _number_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./number.js */ \"./node_modules/d3-array/src/number.js\");\n\n\n\n\nconst ascendingBisect = (0,_bisector_js__WEBPACK_IMPORTED_MODULE_0__.default)(_ascending_js__WEBPACK_IMPORTED_MODULE_1__.default);\nconst bisectRight = ascendingBisect.right;\nconst bisectLeft = ascendingBisect.left;\nconst bisectCenter = (0,_bisector_js__WEBPACK_IMPORTED_MODULE_0__.default)(_number_js__WEBPACK_IMPORTED_MODULE_2__.default).center;\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (bisectRight);\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-array/src/bisect.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"bisectRight\": () => (/* binding */ bisectRight),\n/* harmony export */ \"bisectLeft\": () => (/* binding */ bisectLeft),\n/* harmony export */ \"bisectCenter\": () => (/* binding */ bisectCenter),\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _ascending_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./ascending.js */ \"./node_modules/d3-array/src/ascending.js\");\n/* harmony import */ var _bisector_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./bisector.js */ \"./node_modules/d3-array/src/bisector.js\");\n/* harmony import */ var _number_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./number.js */ \"./node_modules/d3-array/src/number.js\");\n\n\n\n\nconst ascendingBisect = (0,_bisector_js__WEBPACK_IMPORTED_MODULE_0__.default)(_ascending_js__WEBPACK_IMPORTED_MODULE_1__.default);\nconst bisectRight = ascendingBisect.right;\nconst bisectLeft = ascendingBisect.left;\nconst bisectCenter = (0,_bisector_js__WEBPACK_IMPORTED_MODULE_0__.default)(_number_js__WEBPACK_IMPORTED_MODULE_2__.default).center;\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (bisectRight);\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-array/src/bisect.js?"); /***/ }), @@ -202,14 +110,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!***********************************************!*\ !*** ./node_modules/d3-array/src/bisector.js ***! \***********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _ascending_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./ascending.js */ \"./node_modules/d3-array/src/ascending.js\");\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(f) {\n let delta = f;\n let compare = f;\n\n if (f.length === 1) {\n delta = (d, x) => f(d) - x;\n compare = ascendingComparator(f);\n }\n\n function left(a, x, lo, hi) {\n if (lo == null) lo = 0;\n if (hi == null) hi = a.length;\n while (lo < hi) {\n const mid = (lo + hi) >>> 1;\n if (compare(a[mid], x) < 0) lo = mid + 1;\n else hi = mid;\n }\n return lo;\n }\n\n function right(a, x, lo, hi) {\n if (lo == null) lo = 0;\n if (hi == null) hi = a.length;\n while (lo < hi) {\n const mid = (lo + hi) >>> 1;\n if (compare(a[mid], x) > 0) hi = mid;\n else lo = mid + 1;\n }\n return lo;\n }\n\n function center(a, x, lo, hi) {\n if (lo == null) lo = 0;\n if (hi == null) hi = a.length;\n const i = left(a, x, lo, hi - 1);\n return i > lo && delta(a[i - 1], x) > -delta(a[i], x) ? i - 1 : i;\n }\n\n return {left, center, right};\n}\n\nfunction ascendingComparator(f) {\n return (d, x) => (0,_ascending_js__WEBPACK_IMPORTED_MODULE_0__.default)(f(d), x);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-array/src/bisector.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _ascending_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./ascending.js */ \"./node_modules/d3-array/src/ascending.js\");\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(f) {\n let delta = f;\n let compare = f;\n\n if (f.length === 1) {\n delta = (d, x) => f(d) - x;\n compare = ascendingComparator(f);\n }\n\n function left(a, x, lo, hi) {\n if (lo == null) lo = 0;\n if (hi == null) hi = a.length;\n while (lo < hi) {\n const mid = (lo + hi) >>> 1;\n if (compare(a[mid], x) < 0) lo = mid + 1;\n else hi = mid;\n }\n return lo;\n }\n\n function right(a, x, lo, hi) {\n if (lo == null) lo = 0;\n if (hi == null) hi = a.length;\n while (lo < hi) {\n const mid = (lo + hi) >>> 1;\n if (compare(a[mid], x) > 0) hi = mid;\n else lo = mid + 1;\n }\n return lo;\n }\n\n function center(a, x, lo, hi) {\n if (lo == null) lo = 0;\n if (hi == null) hi = a.length;\n const i = left(a, x, lo, hi - 1);\n return i > lo && delta(a[i - 1], x) > -delta(a[i], x) ? i - 1 : i;\n }\n\n return {left, center, right};\n}\n\nfunction ascendingComparator(f) {\n return (d, x) => (0,_ascending_js__WEBPACK_IMPORTED_MODULE_0__.default)(f(d), x);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-array/src/bisector.js?"); /***/ }), @@ -217,14 +121,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*********************************************!*\ !*** ./node_modules/d3-array/src/extent.js ***! \*********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(values, valueof) {\n let min;\n let max;\n if (valueof === undefined) {\n for (const value of values) {\n if (value != null) {\n if (min === undefined) {\n if (value >= value) min = max = value;\n } else {\n if (min > value) min = value;\n if (max < value) max = value;\n }\n }\n }\n } else {\n let index = -1;\n for (let value of values) {\n if ((value = valueof(value, ++index, values)) != null) {\n if (min === undefined) {\n if (value >= value) min = max = value;\n } else {\n if (min > value) min = value;\n if (max < value) max = value;\n }\n }\n }\n }\n return [min, max];\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-array/src/extent.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(values, valueof) {\n let min;\n let max;\n if (valueof === undefined) {\n for (const value of values) {\n if (value != null) {\n if (min === undefined) {\n if (value >= value) min = max = value;\n } else {\n if (min > value) min = value;\n if (max < value) max = value;\n }\n }\n }\n } else {\n let index = -1;\n for (let value of values) {\n if ((value = valueof(value, ++index, values)) != null) {\n if (min === undefined) {\n if (value >= value) min = max = value;\n } else {\n if (min > value) min = value;\n if (max < value) max = value;\n }\n }\n }\n }\n return [min, max];\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-array/src/extent.js?"); /***/ }), @@ -232,15 +132,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*******************************************!*\ !*** ./node_modules/d3-array/src/fsum.js ***! \*******************************************/ -/*! namespace exports */ -/*! export Adder [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"Adder\": () => /* binding */ Adder,\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n// https://github.com/python/cpython/blob/a74eea238f5baba15797e2e8b570d153bc8690a7/Modules/mathmodule.c#L1423\nclass Adder {\n constructor() {\n this._partials = new Float64Array(32);\n this._n = 0;\n }\n add(x) {\n const p = this._partials;\n let i = 0;\n for (let j = 0; j < this._n && j < 32; j++) {\n const y = p[j],\n hi = x + y,\n lo = Math.abs(x) < Math.abs(y) ? x - (hi - y) : y - (hi - x);\n if (lo) p[i++] = lo;\n x = hi;\n }\n p[i] = x;\n this._n = i + 1;\n return this;\n }\n valueOf() {\n const p = this._partials;\n let n = this._n, x, y, lo, hi = 0;\n if (n > 0) {\n hi = p[--n];\n while (n > 0) {\n x = hi;\n y = p[--n];\n hi = x + y;\n lo = y - (hi - x);\n if (lo) break;\n }\n if (n > 0 && ((lo < 0 && p[n - 1] < 0) || (lo > 0 && p[n - 1] > 0))) {\n y = lo * 2;\n x = hi + y;\n if (y == x - hi) hi = x;\n }\n }\n return hi;\n }\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(values, valueof) {\n const adder = new Adder();\n if (valueof === undefined) {\n for (let value of values) {\n if (value = +value) {\n adder.add(value);\n }\n }\n } else {\n let index = -1;\n for (let value of values) {\n if (value = +valueof(value, ++index, values)) {\n adder.add(value);\n }\n }\n }\n return +adder;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-array/src/fsum.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"Adder\": () => (/* binding */ Adder),\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n// https://github.com/python/cpython/blob/a74eea238f5baba15797e2e8b570d153bc8690a7/Modules/mathmodule.c#L1423\nclass Adder {\n constructor() {\n this._partials = new Float64Array(32);\n this._n = 0;\n }\n add(x) {\n const p = this._partials;\n let i = 0;\n for (let j = 0; j < this._n && j < 32; j++) {\n const y = p[j],\n hi = x + y,\n lo = Math.abs(x) < Math.abs(y) ? x - (hi - y) : y - (hi - x);\n if (lo) p[i++] = lo;\n x = hi;\n }\n p[i] = x;\n this._n = i + 1;\n return this;\n }\n valueOf() {\n const p = this._partials;\n let n = this._n, x, y, lo, hi = 0;\n if (n > 0) {\n hi = p[--n];\n while (n > 0) {\n x = hi;\n y = p[--n];\n hi = x + y;\n lo = y - (hi - x);\n if (lo) break;\n }\n if (n > 0 && ((lo < 0 && p[n - 1] < 0) || (lo > 0 && p[n - 1] > 0))) {\n y = lo * 2;\n x = hi + y;\n if (y == x - hi) hi = x;\n }\n }\n return hi;\n }\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(values, valueof) {\n const adder = new Adder();\n if (valueof === undefined) {\n for (let value of values) {\n if (value = +value) {\n adder.add(value);\n }\n }\n } else {\n let index = -1;\n for (let value of values) {\n if (value = +valueof(value, ++index, values)) {\n adder.add(value);\n }\n }\n }\n return +adder;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-array/src/fsum.js?"); /***/ }), @@ -248,14 +143,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*******************************************!*\ !*** ./node_modules/d3-array/src/mean.js ***! \*******************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* binding */ mean\n/* harmony export */ });\nfunction mean(values, valueof) {\n let count = 0;\n let sum = 0;\n if (valueof === undefined) {\n for (let value of values) {\n if (value != null && (value = +value) >= value) {\n ++count, sum += value;\n }\n }\n } else {\n let index = -1;\n for (let value of values) {\n if ((value = valueof(value, ++index, values)) != null && (value = +value) >= value) {\n ++count, sum += value;\n }\n }\n }\n if (count) return sum / count;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-array/src/mean.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* binding */ mean)\n/* harmony export */ });\nfunction mean(values, valueof) {\n let count = 0;\n let sum = 0;\n if (valueof === undefined) {\n for (let value of values) {\n if (value != null && (value = +value) >= value) {\n ++count, sum += value;\n }\n }\n } else {\n let index = -1;\n for (let value of values) {\n if ((value = valueof(value, ++index, values)) != null && (value = +value) >= value) {\n ++count, sum += value;\n }\n }\n }\n if (count) return sum / count;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-array/src/mean.js?"); /***/ }), @@ -263,14 +154,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!********************************************!*\ !*** ./node_modules/d3-array/src/merge.js ***! \********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* binding */ merge\n/* harmony export */ });\nfunction* flatten(arrays) {\n for (const array of arrays) {\n yield* array;\n }\n}\n\nfunction merge(arrays) {\n return Array.from(flatten(arrays));\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-array/src/merge.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* binding */ merge)\n/* harmony export */ });\nfunction* flatten(arrays) {\n for (const array of arrays) {\n yield* array;\n }\n}\n\nfunction merge(arrays) {\n return Array.from(flatten(arrays));\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-array/src/merge.js?"); /***/ }), @@ -278,15 +165,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*********************************************!*\ !*** ./node_modules/d3-array/src/number.js ***! \*********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export numbers [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__,\n/* harmony export */ \"numbers\": () => /* binding */ numbers\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(x) {\n return x === null ? NaN : +x;\n}\n\nfunction* numbers(values, valueof) {\n if (valueof === undefined) {\n for (let value of values) {\n if (value != null && (value = +value) >= value) {\n yield value;\n }\n }\n } else {\n let index = -1;\n for (let value of values) {\n if ((value = valueof(value, ++index, values)) != null && (value = +value) >= value) {\n yield value;\n }\n }\n }\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-array/src/number.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__),\n/* harmony export */ \"numbers\": () => (/* binding */ numbers)\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(x) {\n return x === null ? NaN : +x;\n}\n\nfunction* numbers(values, valueof) {\n if (valueof === undefined) {\n for (let value of values) {\n if (value != null && (value = +value) >= value) {\n yield value;\n }\n }\n } else {\n let index = -1;\n for (let value of values) {\n if ((value = valueof(value, ++index, values)) != null && (value = +value) >= value) {\n yield value;\n }\n }\n }\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-array/src/number.js?"); /***/ }), @@ -294,14 +176,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!********************************************!*\ !*** ./node_modules/d3-array/src/range.js ***! \********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(start, stop, step) {\n start = +start, stop = +stop, step = (n = arguments.length) < 2 ? (stop = start, start = 0, 1) : n < 3 ? 1 : +step;\n\n var i = -1,\n n = Math.max(0, Math.ceil((stop - start) / step)) | 0,\n range = new Array(n);\n\n while (++i < n) {\n range[i] = start + i * step;\n }\n\n return range;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-array/src/range.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(start, stop, step) {\n start = +start, stop = +stop, step = (n = arguments.length) < 2 ? (stop = start, start = 0, 1) : n < 3 ? 1 : +step;\n\n var i = -1,\n n = Math.max(0, Math.ceil((stop - start) / step)) | 0,\n range = new Array(n);\n\n while (++i < n) {\n range[i] = start + i * step;\n }\n\n return range;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-array/src/range.js?"); /***/ }), @@ -309,16 +187,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!********************************************!*\ !*** ./node_modules/d3-array/src/ticks.js ***! \********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export tickIncrement [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export tickStep [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__,\n/* harmony export */ \"tickIncrement\": () => /* binding */ tickIncrement,\n/* harmony export */ \"tickStep\": () => /* binding */ tickStep\n/* harmony export */ });\nvar e10 = Math.sqrt(50),\n e5 = Math.sqrt(10),\n e2 = Math.sqrt(2);\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(start, stop, count) {\n var reverse,\n i = -1,\n n,\n ticks,\n step;\n\n stop = +stop, start = +start, count = +count;\n if (start === stop && count > 0) return [start];\n if (reverse = stop < start) n = start, start = stop, stop = n;\n if ((step = tickIncrement(start, stop, count)) === 0 || !isFinite(step)) return [];\n\n if (step > 0) {\n start = Math.ceil(start / step);\n stop = Math.floor(stop / step);\n ticks = new Array(n = Math.ceil(stop - start + 1));\n while (++i < n) ticks[i] = (start + i) * step;\n } else {\n step = -step;\n start = Math.ceil(start * step);\n stop = Math.floor(stop * step);\n ticks = new Array(n = Math.ceil(stop - start + 1));\n while (++i < n) ticks[i] = (start + i) / step;\n }\n\n if (reverse) ticks.reverse();\n\n return ticks;\n}\n\nfunction tickIncrement(start, stop, count) {\n var step = (stop - start) / Math.max(0, count),\n power = Math.floor(Math.log(step) / Math.LN10),\n error = step / Math.pow(10, power);\n return power >= 0\n ? (error >= e10 ? 10 : error >= e5 ? 5 : error >= e2 ? 2 : 1) * Math.pow(10, power)\n : -Math.pow(10, -power) / (error >= e10 ? 10 : error >= e5 ? 5 : error >= e2 ? 2 : 1);\n}\n\nfunction tickStep(start, stop, count) {\n var step0 = Math.abs(stop - start) / Math.max(0, count),\n step1 = Math.pow(10, Math.floor(Math.log(step0) / Math.LN10)),\n error = step0 / step1;\n if (error >= e10) step1 *= 10;\n else if (error >= e5) step1 *= 5;\n else if (error >= e2) step1 *= 2;\n return stop < start ? -step1 : step1;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-array/src/ticks.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__),\n/* harmony export */ \"tickIncrement\": () => (/* binding */ tickIncrement),\n/* harmony export */ \"tickStep\": () => (/* binding */ tickStep)\n/* harmony export */ });\nvar e10 = Math.sqrt(50),\n e5 = Math.sqrt(10),\n e2 = Math.sqrt(2);\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(start, stop, count) {\n var reverse,\n i = -1,\n n,\n ticks,\n step;\n\n stop = +stop, start = +start, count = +count;\n if (start === stop && count > 0) return [start];\n if (reverse = stop < start) n = start, start = stop, stop = n;\n if ((step = tickIncrement(start, stop, count)) === 0 || !isFinite(step)) return [];\n\n if (step > 0) {\n start = Math.ceil(start / step);\n stop = Math.floor(stop / step);\n ticks = new Array(n = Math.ceil(stop - start + 1));\n while (++i < n) ticks[i] = (start + i) * step;\n } else {\n step = -step;\n start = Math.ceil(start * step);\n stop = Math.floor(stop * step);\n ticks = new Array(n = Math.ceil(stop - start + 1));\n while (++i < n) ticks[i] = (start + i) / step;\n }\n\n if (reverse) ticks.reverse();\n\n return ticks;\n}\n\nfunction tickIncrement(start, stop, count) {\n var step = (stop - start) / Math.max(0, count),\n power = Math.floor(Math.log(step) / Math.LN10),\n error = step / Math.pow(10, power);\n return power >= 0\n ? (error >= e10 ? 10 : error >= e5 ? 5 : error >= e2 ? 2 : 1) * Math.pow(10, power)\n : -Math.pow(10, -power) / (error >= e10 ? 10 : error >= e5 ? 5 : error >= e2 ? 2 : 1);\n}\n\nfunction tickStep(start, stop, count) {\n var step0 = Math.abs(stop - start) / Math.max(0, count),\n step1 = Math.pow(10, Math.floor(Math.log(step0) / Math.LN10)),\n error = step0 / step1;\n if (error >= e10) step1 *= 10;\n else if (error >= e5) step1 *= 5;\n else if (error >= e2) step1 *= 2;\n return stop < start ? -step1 : step1;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-array/src/ticks.js?"); /***/ }), @@ -326,22 +198,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!********************************************!*\ !*** ./node_modules/d3-color/src/color.js ***! \********************************************/ -/*! namespace exports */ -/*! export Color [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Rgb [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export brighter [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export darker [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export hsl [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export hslConvert [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export rgb [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export rgbConvert [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"Color\": () => /* binding */ Color,\n/* harmony export */ \"darker\": () => /* binding */ darker,\n/* harmony export */ \"brighter\": () => /* binding */ brighter,\n/* harmony export */ \"default\": () => /* binding */ color,\n/* harmony export */ \"rgbConvert\": () => /* binding */ rgbConvert,\n/* harmony export */ \"rgb\": () => /* binding */ rgb,\n/* harmony export */ \"Rgb\": () => /* binding */ Rgb,\n/* harmony export */ \"hslConvert\": () => /* binding */ hslConvert,\n/* harmony export */ \"hsl\": () => /* binding */ hsl\n/* harmony export */ });\n/* harmony import */ var _define_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./define.js */ \"./node_modules/d3-color/src/define.js\");\n\n\nfunction Color() {}\n\nvar darker = 0.7;\nvar brighter = 1 / darker;\n\nvar reI = \"\\\\s*([+-]?\\\\d+)\\\\s*\",\n reN = \"\\\\s*([+-]?\\\\d*\\\\.?\\\\d+(?:[eE][+-]?\\\\d+)?)\\\\s*\",\n reP = \"\\\\s*([+-]?\\\\d*\\\\.?\\\\d+(?:[eE][+-]?\\\\d+)?)%\\\\s*\",\n reHex = /^#([0-9a-f]{3,8})$/,\n reRgbInteger = new RegExp(\"^rgb\\\\(\" + [reI, reI, reI] + \"\\\\)$\"),\n reRgbPercent = new RegExp(\"^rgb\\\\(\" + [reP, reP, reP] + \"\\\\)$\"),\n reRgbaInteger = new RegExp(\"^rgba\\\\(\" + [reI, reI, reI, reN] + \"\\\\)$\"),\n reRgbaPercent = new RegExp(\"^rgba\\\\(\" + [reP, reP, reP, reN] + \"\\\\)$\"),\n reHslPercent = new RegExp(\"^hsl\\\\(\" + [reN, reP, reP] + \"\\\\)$\"),\n reHslaPercent = new RegExp(\"^hsla\\\\(\" + [reN, reP, reP, reN] + \"\\\\)$\");\n\nvar named = {\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};\n\n(0,_define_js__WEBPACK_IMPORTED_MODULE_0__.default)(Color, color, {\n copy: function(channels) {\n return Object.assign(new this.constructor, this, channels);\n },\n displayable: function() {\n return this.rgb().displayable();\n },\n hex: color_formatHex, // Deprecated! Use color.formatHex.\n formatHex: color_formatHex,\n formatHsl: color_formatHsl,\n formatRgb: color_formatRgb,\n toString: color_formatRgb\n});\n\nfunction color_formatHex() {\n return this.rgb().formatHex();\n}\n\nfunction color_formatHsl() {\n return hslConvert(this).formatHsl();\n}\n\nfunction color_formatRgb() {\n return this.rgb().formatRgb();\n}\n\nfunction color(format) {\n var m, l;\n format = (format + \"\").trim().toLowerCase();\n return (m = reHex.exec(format)) ? (l = m[1].length, m = parseInt(m[1], 16), l === 6 ? rgbn(m) // #ff0000\n : l === 3 ? new Rgb((m >> 8 & 0xf) | (m >> 4 & 0xf0), (m >> 4 & 0xf) | (m & 0xf0), ((m & 0xf) << 4) | (m & 0xf), 1) // #f00\n : l === 8 ? rgba(m >> 24 & 0xff, m >> 16 & 0xff, m >> 8 & 0xff, (m & 0xff) / 0xff) // #ff000000\n : l === 4 ? rgba((m >> 12 & 0xf) | (m >> 8 & 0xf0), (m >> 8 & 0xf) | (m >> 4 & 0xf0), (m >> 4 & 0xf) | (m & 0xf0), (((m & 0xf) << 4) | (m & 0xf)) / 0xff) // #f000\n : null) // invalid hex\n : (m = reRgbInteger.exec(format)) ? new Rgb(m[1], m[2], m[3], 1) // rgb(255, 0, 0)\n : (m = reRgbPercent.exec(format)) ? new Rgb(m[1] * 255 / 100, m[2] * 255 / 100, m[3] * 255 / 100, 1) // rgb(100%, 0%, 0%)\n : (m = reRgbaInteger.exec(format)) ? rgba(m[1], m[2], m[3], m[4]) // rgba(255, 0, 0, 1)\n : (m = reRgbaPercent.exec(format)) ? rgba(m[1] * 255 / 100, m[2] * 255 / 100, m[3] * 255 / 100, m[4]) // rgb(100%, 0%, 0%, 1)\n : (m = reHslPercent.exec(format)) ? hsla(m[1], m[2] / 100, m[3] / 100, 1) // hsl(120, 50%, 50%)\n : (m = reHslaPercent.exec(format)) ? hsla(m[1], m[2] / 100, m[3] / 100, m[4]) // hsla(120, 50%, 50%, 1)\n : named.hasOwnProperty(format) ? rgbn(named[format]) // eslint-disable-line no-prototype-builtins\n : format === \"transparent\" ? new Rgb(NaN, NaN, NaN, 0)\n : null;\n}\n\nfunction rgbn(n) {\n return new Rgb(n >> 16 & 0xff, n >> 8 & 0xff, n & 0xff, 1);\n}\n\nfunction rgba(r, g, b, a) {\n if (a <= 0) r = g = b = NaN;\n return new Rgb(r, g, b, a);\n}\n\nfunction rgbConvert(o) {\n if (!(o instanceof Color)) o = color(o);\n if (!o) return new Rgb;\n o = o.rgb();\n return new Rgb(o.r, o.g, o.b, o.opacity);\n}\n\nfunction rgb(r, g, b, opacity) {\n return arguments.length === 1 ? rgbConvert(r) : new Rgb(r, g, b, opacity == null ? 1 : opacity);\n}\n\nfunction Rgb(r, g, b, opacity) {\n this.r = +r;\n this.g = +g;\n this.b = +b;\n this.opacity = +opacity;\n}\n\n(0,_define_js__WEBPACK_IMPORTED_MODULE_0__.default)(Rgb, rgb, (0,_define_js__WEBPACK_IMPORTED_MODULE_0__.extend)(Color, {\n brighter: function(k) {\n k = k == null ? brighter : Math.pow(brighter, k);\n return new Rgb(this.r * k, this.g * k, this.b * k, this.opacity);\n },\n darker: function(k) {\n k = k == null ? darker : Math.pow(darker, k);\n return new Rgb(this.r * k, this.g * k, this.b * k, this.opacity);\n },\n rgb: function() {\n return this;\n },\n displayable: function() {\n return (-0.5 <= this.r && this.r < 255.5)\n && (-0.5 <= this.g && this.g < 255.5)\n && (-0.5 <= this.b && this.b < 255.5)\n && (0 <= this.opacity && this.opacity <= 1);\n },\n hex: rgb_formatHex, // Deprecated! Use color.formatHex.\n formatHex: rgb_formatHex,\n formatRgb: rgb_formatRgb,\n toString: rgb_formatRgb\n}));\n\nfunction rgb_formatHex() {\n return \"#\" + hex(this.r) + hex(this.g) + hex(this.b);\n}\n\nfunction rgb_formatRgb() {\n var a = this.opacity; a = isNaN(a) ? 1 : Math.max(0, Math.min(1, a));\n return (a === 1 ? \"rgb(\" : \"rgba(\")\n + Math.max(0, Math.min(255, Math.round(this.r) || 0)) + \", \"\n + Math.max(0, Math.min(255, Math.round(this.g) || 0)) + \", \"\n + Math.max(0, Math.min(255, Math.round(this.b) || 0))\n + (a === 1 ? \")\" : \", \" + a + \")\");\n}\n\nfunction hex(value) {\n value = Math.max(0, Math.min(255, Math.round(value) || 0));\n return (value < 16 ? \"0\" : \"\") + value.toString(16);\n}\n\nfunction hsla(h, s, l, a) {\n if (a <= 0) h = s = l = NaN;\n else if (l <= 0 || l >= 1) h = s = NaN;\n else if (s <= 0) h = NaN;\n return new Hsl(h, s, l, a);\n}\n\nfunction hslConvert(o) {\n if (o instanceof Hsl) return new Hsl(o.h, o.s, o.l, o.opacity);\n if (!(o instanceof Color)) o = color(o);\n if (!o) return new Hsl;\n if (o instanceof Hsl) return o;\n o = o.rgb();\n var r = o.r / 255,\n g = o.g / 255,\n b = o.b / 255,\n min = Math.min(r, g, b),\n max = Math.max(r, g, b),\n h = NaN,\n s = max - min,\n l = (max + min) / 2;\n if (s) {\n if (r === max) h = (g - b) / s + (g < b) * 6;\n else if (g === max) h = (b - r) / s + 2;\n else h = (r - g) / s + 4;\n s /= l < 0.5 ? max + min : 2 - max - min;\n h *= 60;\n } else {\n s = l > 0 && l < 1 ? 0 : h;\n }\n return new Hsl(h, s, l, o.opacity);\n}\n\nfunction hsl(h, s, l, opacity) {\n return arguments.length === 1 ? hslConvert(h) : new Hsl(h, s, l, opacity == null ? 1 : opacity);\n}\n\nfunction Hsl(h, s, l, opacity) {\n this.h = +h;\n this.s = +s;\n this.l = +l;\n this.opacity = +opacity;\n}\n\n(0,_define_js__WEBPACK_IMPORTED_MODULE_0__.default)(Hsl, hsl, (0,_define_js__WEBPACK_IMPORTED_MODULE_0__.extend)(Color, {\n brighter: function(k) {\n k = k == null ? brighter : Math.pow(brighter, k);\n return new Hsl(this.h, this.s, this.l * k, this.opacity);\n },\n darker: function(k) {\n k = k == null ? darker : Math.pow(darker, k);\n return new Hsl(this.h, this.s, this.l * k, this.opacity);\n },\n rgb: function() {\n var h = this.h % 360 + (this.h < 0) * 360,\n s = isNaN(h) || isNaN(this.s) ? 0 : this.s,\n l = this.l,\n m2 = l + (l < 0.5 ? l : 1 - l) * s,\n m1 = 2 * l - m2;\n return new Rgb(\n hsl2rgb(h >= 240 ? h - 240 : h + 120, m1, m2),\n hsl2rgb(h, m1, m2),\n hsl2rgb(h < 120 ? h + 240 : h - 120, m1, m2),\n this.opacity\n );\n },\n displayable: function() {\n return (0 <= this.s && this.s <= 1 || isNaN(this.s))\n && (0 <= this.l && this.l <= 1)\n && (0 <= this.opacity && this.opacity <= 1);\n },\n formatHsl: function() {\n var a = this.opacity; a = isNaN(a) ? 1 : Math.max(0, Math.min(1, a));\n return (a === 1 ? \"hsl(\" : \"hsla(\")\n + (this.h || 0) + \", \"\n + (this.s || 0) * 100 + \"%, \"\n + (this.l || 0) * 100 + \"%\"\n + (a === 1 ? \")\" : \", \" + a + \")\");\n }\n}));\n\n/* From FvD 13.37, CSS Color Module Level 3 */\nfunction hsl2rgb(h, m1, m2) {\n return (h < 60 ? m1 + (m2 - m1) * h / 60\n : h < 180 ? m2\n : h < 240 ? m1 + (m2 - m1) * (240 - h) / 60\n : m1) * 255;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-color/src/color.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"Color\": () => (/* binding */ Color),\n/* harmony export */ \"darker\": () => (/* binding */ darker),\n/* harmony export */ \"brighter\": () => (/* binding */ brighter),\n/* harmony export */ \"default\": () => (/* binding */ color),\n/* harmony export */ \"rgbConvert\": () => (/* binding */ rgbConvert),\n/* harmony export */ \"rgb\": () => (/* binding */ rgb),\n/* harmony export */ \"Rgb\": () => (/* binding */ Rgb),\n/* harmony export */ \"hslConvert\": () => (/* binding */ hslConvert),\n/* harmony export */ \"hsl\": () => (/* binding */ hsl)\n/* harmony export */ });\n/* harmony import */ var _define_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./define.js */ \"./node_modules/d3-color/src/define.js\");\n\n\nfunction Color() {}\n\nvar darker = 0.7;\nvar brighter = 1 / darker;\n\nvar reI = \"\\\\s*([+-]?\\\\d+)\\\\s*\",\n reN = \"\\\\s*([+-]?\\\\d*\\\\.?\\\\d+(?:[eE][+-]?\\\\d+)?)\\\\s*\",\n reP = \"\\\\s*([+-]?\\\\d*\\\\.?\\\\d+(?:[eE][+-]?\\\\d+)?)%\\\\s*\",\n reHex = /^#([0-9a-f]{3,8})$/,\n reRgbInteger = new RegExp(\"^rgb\\\\(\" + [reI, reI, reI] + \"\\\\)$\"),\n reRgbPercent = new RegExp(\"^rgb\\\\(\" + [reP, reP, reP] + \"\\\\)$\"),\n reRgbaInteger = new RegExp(\"^rgba\\\\(\" + [reI, reI, reI, reN] + \"\\\\)$\"),\n reRgbaPercent = new RegExp(\"^rgba\\\\(\" + [reP, reP, reP, reN] + \"\\\\)$\"),\n reHslPercent = new RegExp(\"^hsl\\\\(\" + [reN, reP, reP] + \"\\\\)$\"),\n reHslaPercent = new RegExp(\"^hsla\\\\(\" + [reN, reP, reP, reN] + \"\\\\)$\");\n\nvar named = {\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};\n\n(0,_define_js__WEBPACK_IMPORTED_MODULE_0__.default)(Color, color, {\n copy: function(channels) {\n return Object.assign(new this.constructor, this, channels);\n },\n displayable: function() {\n return this.rgb().displayable();\n },\n hex: color_formatHex, // Deprecated! Use color.formatHex.\n formatHex: color_formatHex,\n formatHsl: color_formatHsl,\n formatRgb: color_formatRgb,\n toString: color_formatRgb\n});\n\nfunction color_formatHex() {\n return this.rgb().formatHex();\n}\n\nfunction color_formatHsl() {\n return hslConvert(this).formatHsl();\n}\n\nfunction color_formatRgb() {\n return this.rgb().formatRgb();\n}\n\nfunction color(format) {\n var m, l;\n format = (format + \"\").trim().toLowerCase();\n return (m = reHex.exec(format)) ? (l = m[1].length, m = parseInt(m[1], 16), l === 6 ? rgbn(m) // #ff0000\n : l === 3 ? new Rgb((m >> 8 & 0xf) | (m >> 4 & 0xf0), (m >> 4 & 0xf) | (m & 0xf0), ((m & 0xf) << 4) | (m & 0xf), 1) // #f00\n : l === 8 ? rgba(m >> 24 & 0xff, m >> 16 & 0xff, m >> 8 & 0xff, (m & 0xff) / 0xff) // #ff000000\n : l === 4 ? rgba((m >> 12 & 0xf) | (m >> 8 & 0xf0), (m >> 8 & 0xf) | (m >> 4 & 0xf0), (m >> 4 & 0xf) | (m & 0xf0), (((m & 0xf) << 4) | (m & 0xf)) / 0xff) // #f000\n : null) // invalid hex\n : (m = reRgbInteger.exec(format)) ? new Rgb(m[1], m[2], m[3], 1) // rgb(255, 0, 0)\n : (m = reRgbPercent.exec(format)) ? new Rgb(m[1] * 255 / 100, m[2] * 255 / 100, m[3] * 255 / 100, 1) // rgb(100%, 0%, 0%)\n : (m = reRgbaInteger.exec(format)) ? rgba(m[1], m[2], m[3], m[4]) // rgba(255, 0, 0, 1)\n : (m = reRgbaPercent.exec(format)) ? rgba(m[1] * 255 / 100, m[2] * 255 / 100, m[3] * 255 / 100, m[4]) // rgb(100%, 0%, 0%, 1)\n : (m = reHslPercent.exec(format)) ? hsla(m[1], m[2] / 100, m[3] / 100, 1) // hsl(120, 50%, 50%)\n : (m = reHslaPercent.exec(format)) ? hsla(m[1], m[2] / 100, m[3] / 100, m[4]) // hsla(120, 50%, 50%, 1)\n : named.hasOwnProperty(format) ? rgbn(named[format]) // eslint-disable-line no-prototype-builtins\n : format === \"transparent\" ? new Rgb(NaN, NaN, NaN, 0)\n : null;\n}\n\nfunction rgbn(n) {\n return new Rgb(n >> 16 & 0xff, n >> 8 & 0xff, n & 0xff, 1);\n}\n\nfunction rgba(r, g, b, a) {\n if (a <= 0) r = g = b = NaN;\n return new Rgb(r, g, b, a);\n}\n\nfunction rgbConvert(o) {\n if (!(o instanceof Color)) o = color(o);\n if (!o) return new Rgb;\n o = o.rgb();\n return new Rgb(o.r, o.g, o.b, o.opacity);\n}\n\nfunction rgb(r, g, b, opacity) {\n return arguments.length === 1 ? rgbConvert(r) : new Rgb(r, g, b, opacity == null ? 1 : opacity);\n}\n\nfunction Rgb(r, g, b, opacity) {\n this.r = +r;\n this.g = +g;\n this.b = +b;\n this.opacity = +opacity;\n}\n\n(0,_define_js__WEBPACK_IMPORTED_MODULE_0__.default)(Rgb, rgb, (0,_define_js__WEBPACK_IMPORTED_MODULE_0__.extend)(Color, {\n brighter: function(k) {\n k = k == null ? brighter : Math.pow(brighter, k);\n return new Rgb(this.r * k, this.g * k, this.b * k, this.opacity);\n },\n darker: function(k) {\n k = k == null ? darker : Math.pow(darker, k);\n return new Rgb(this.r * k, this.g * k, this.b * k, this.opacity);\n },\n rgb: function() {\n return this;\n },\n displayable: function() {\n return (-0.5 <= this.r && this.r < 255.5)\n && (-0.5 <= this.g && this.g < 255.5)\n && (-0.5 <= this.b && this.b < 255.5)\n && (0 <= this.opacity && this.opacity <= 1);\n },\n hex: rgb_formatHex, // Deprecated! Use color.formatHex.\n formatHex: rgb_formatHex,\n formatRgb: rgb_formatRgb,\n toString: rgb_formatRgb\n}));\n\nfunction rgb_formatHex() {\n return \"#\" + hex(this.r) + hex(this.g) + hex(this.b);\n}\n\nfunction rgb_formatRgb() {\n var a = this.opacity; a = isNaN(a) ? 1 : Math.max(0, Math.min(1, a));\n return (a === 1 ? \"rgb(\" : \"rgba(\")\n + Math.max(0, Math.min(255, Math.round(this.r) || 0)) + \", \"\n + Math.max(0, Math.min(255, Math.round(this.g) || 0)) + \", \"\n + Math.max(0, Math.min(255, Math.round(this.b) || 0))\n + (a === 1 ? \")\" : \", \" + a + \")\");\n}\n\nfunction hex(value) {\n value = Math.max(0, Math.min(255, Math.round(value) || 0));\n return (value < 16 ? \"0\" : \"\") + value.toString(16);\n}\n\nfunction hsla(h, s, l, a) {\n if (a <= 0) h = s = l = NaN;\n else if (l <= 0 || l >= 1) h = s = NaN;\n else if (s <= 0) h = NaN;\n return new Hsl(h, s, l, a);\n}\n\nfunction hslConvert(o) {\n if (o instanceof Hsl) return new Hsl(o.h, o.s, o.l, o.opacity);\n if (!(o instanceof Color)) o = color(o);\n if (!o) return new Hsl;\n if (o instanceof Hsl) return o;\n o = o.rgb();\n var r = o.r / 255,\n g = o.g / 255,\n b = o.b / 255,\n min = Math.min(r, g, b),\n max = Math.max(r, g, b),\n h = NaN,\n s = max - min,\n l = (max + min) / 2;\n if (s) {\n if (r === max) h = (g - b) / s + (g < b) * 6;\n else if (g === max) h = (b - r) / s + 2;\n else h = (r - g) / s + 4;\n s /= l < 0.5 ? max + min : 2 - max - min;\n h *= 60;\n } else {\n s = l > 0 && l < 1 ? 0 : h;\n }\n return new Hsl(h, s, l, o.opacity);\n}\n\nfunction hsl(h, s, l, opacity) {\n return arguments.length === 1 ? hslConvert(h) : new Hsl(h, s, l, opacity == null ? 1 : opacity);\n}\n\nfunction Hsl(h, s, l, opacity) {\n this.h = +h;\n this.s = +s;\n this.l = +l;\n this.opacity = +opacity;\n}\n\n(0,_define_js__WEBPACK_IMPORTED_MODULE_0__.default)(Hsl, hsl, (0,_define_js__WEBPACK_IMPORTED_MODULE_0__.extend)(Color, {\n brighter: function(k) {\n k = k == null ? brighter : Math.pow(brighter, k);\n return new Hsl(this.h, this.s, this.l * k, this.opacity);\n },\n darker: function(k) {\n k = k == null ? darker : Math.pow(darker, k);\n return new Hsl(this.h, this.s, this.l * k, this.opacity);\n },\n rgb: function() {\n var h = this.h % 360 + (this.h < 0) * 360,\n s = isNaN(h) || isNaN(this.s) ? 0 : this.s,\n l = this.l,\n m2 = l + (l < 0.5 ? l : 1 - l) * s,\n m1 = 2 * l - m2;\n return new Rgb(\n hsl2rgb(h >= 240 ? h - 240 : h + 120, m1, m2),\n hsl2rgb(h, m1, m2),\n hsl2rgb(h < 120 ? h + 240 : h - 120, m1, m2),\n this.opacity\n );\n },\n displayable: function() {\n return (0 <= this.s && this.s <= 1 || isNaN(this.s))\n && (0 <= this.l && this.l <= 1)\n && (0 <= this.opacity && this.opacity <= 1);\n },\n formatHsl: function() {\n var a = this.opacity; a = isNaN(a) ? 1 : Math.max(0, Math.min(1, a));\n return (a === 1 ? \"hsl(\" : \"hsla(\")\n + (this.h || 0) + \", \"\n + (this.s || 0) * 100 + \"%, \"\n + (this.l || 0) * 100 + \"%\"\n + (a === 1 ? \")\" : \", \" + a + \")\");\n }\n}));\n\n/* From FvD 13.37, CSS Color Module Level 3 */\nfunction hsl2rgb(h, m1, m2) {\n return (h < 60 ? m1 + (m2 - m1) * h / 60\n : h < 180 ? m2\n : h < 240 ? m1 + (m2 - m1) * (240 - h) / 60\n : m1) * 255;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-color/src/color.js?"); /***/ }), @@ -349,15 +209,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*********************************************!*\ !*** ./node_modules/d3-color/src/define.js ***! \*********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export extend [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__,\n/* harmony export */ \"extend\": () => /* binding */ extend\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(constructor, factory, prototype) {\n constructor.prototype = factory.prototype = prototype;\n prototype.constructor = constructor;\n}\n\nfunction extend(parent, definition) {\n var prototype = Object.create(parent.prototype);\n for (var key in definition) prototype[key] = definition[key];\n return prototype;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-color/src/define.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__),\n/* harmony export */ \"extend\": () => (/* binding */ extend)\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(constructor, factory, prototype) {\n constructor.prototype = factory.prototype = prototype;\n prototype.constructor = constructor;\n}\n\nfunction extend(parent, definition) {\n var prototype = Object.create(parent.prototype);\n for (var key in definition) prototype[key] = definition[key];\n return prototype;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-color/src/define.js?"); /***/ }), @@ -365,14 +220,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!**************************************************!*\ !*** ./node_modules/d3-delaunay/src/delaunay.js ***! \**************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* binding */ Delaunay\n/* harmony export */ });\n/* harmony import */ var delaunator__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! delaunator */ \"./node_modules/delaunator/index.js\");\n/* harmony import */ var _path_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./path.js */ \"./node_modules/d3-delaunay/src/path.js\");\n/* harmony import */ var _polygon_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./polygon.js */ \"./node_modules/d3-delaunay/src/polygon.js\");\n/* harmony import */ var _voronoi_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./voronoi.js */ \"./node_modules/d3-delaunay/src/voronoi.js\");\n\n\n\n\n\nconst tau = 2 * Math.PI, pow = Math.pow;\n\nfunction pointX(p) {\n return p[0];\n}\n\nfunction pointY(p) {\n return p[1];\n}\n\n// A triangulation is collinear if all its triangles have a non-null area\nfunction collinear(d) {\n const {triangles, coords} = d;\n for (let i = 0; i < triangles.length; i += 3) {\n const a = 2 * triangles[i],\n b = 2 * triangles[i + 1],\n c = 2 * triangles[i + 2],\n cross = (coords[c] - coords[a]) * (coords[b + 1] - coords[a + 1])\n - (coords[b] - coords[a]) * (coords[c + 1] - coords[a + 1]);\n if (cross > 1e-10) return false;\n }\n return true;\n}\n\nfunction jitter(x, y, r) {\n return [x + Math.sin(x + y) * r, y + Math.cos(x - y) * r];\n}\n\nclass Delaunay {\n static from(points, fx = pointX, fy = pointY, that) {\n return new Delaunay(\"length\" in points\n ? flatArray(points, fx, fy, that)\n : Float64Array.from(flatIterable(points, fx, fy, that)));\n }\n constructor(points) {\n this._delaunator = new delaunator__WEBPACK_IMPORTED_MODULE_0__.default(points);\n this.inedges = new Int32Array(points.length / 2);\n this._hullIndex = new Int32Array(points.length / 2);\n this.points = this._delaunator.coords;\n this._init();\n }\n update() {\n this._delaunator.update();\n this._init();\n return this;\n }\n _init() {\n const d = this._delaunator, points = this.points;\n\n // check for collinear\n if (d.hull && d.hull.length > 2 && collinear(d)) {\n this.collinear = Int32Array.from({length: points.length/2}, (_,i) => i)\n .sort((i, j) => points[2 * i] - points[2 * j] || points[2 * i + 1] - points[2 * j + 1]); // for exact neighbors\n const e = this.collinear[0], f = this.collinear[this.collinear.length - 1],\n bounds = [ points[2 * e], points[2 * e + 1], points[2 * f], points[2 * f + 1] ],\n r = 1e-8 * Math.hypot(bounds[3] - bounds[1], bounds[2] - bounds[0]);\n for (let i = 0, n = points.length / 2; i < n; ++i) {\n const p = jitter(points[2 * i], points[2 * i + 1], r);\n points[2 * i] = p[0];\n points[2 * i + 1] = p[1];\n }\n this._delaunator = new delaunator__WEBPACK_IMPORTED_MODULE_0__.default(points);\n } else {\n delete this.collinear;\n }\n\n const halfedges = this.halfedges = this._delaunator.halfedges;\n const hull = this.hull = this._delaunator.hull;\n const triangles = this.triangles = this._delaunator.triangles;\n const inedges = this.inedges.fill(-1);\n const hullIndex = this._hullIndex.fill(-1);\n\n // Compute an index from each point to an (arbitrary) incoming halfedge\n // Used to give the first neighbor of each point; for this reason,\n // on the hull we give priority to exterior halfedges\n for (let e = 0, n = halfedges.length; e < n; ++e) {\n const p = triangles[e % 3 === 2 ? e - 2 : e + 1];\n if (halfedges[e] === -1 || inedges[p] === -1) inedges[p] = e;\n }\n for (let i = 0, n = hull.length; i < n; ++i) {\n hullIndex[hull[i]] = i;\n }\n\n // degenerate case: 1 or 2 (distinct) points\n if (hull.length <= 2 && hull.length > 0) {\n this.triangles = new Int32Array(3).fill(-1);\n this.halfedges = new Int32Array(3).fill(-1);\n this.triangles[0] = hull[0];\n this.triangles[1] = hull[1];\n this.triangles[2] = hull[1];\n inedges[hull[0]] = 1;\n if (hull.length === 2) inedges[hull[1]] = 0;\n }\n }\n voronoi(bounds) {\n return new _voronoi_js__WEBPACK_IMPORTED_MODULE_1__.default(this, bounds);\n }\n *neighbors(i) {\n const {inedges, hull, _hullIndex, halfedges, triangles, collinear} = this;\n\n // degenerate case with several collinear points\n if (collinear) {\n const l = collinear.indexOf(i);\n if (l > 0) yield collinear[l - 1];\n if (l < collinear.length - 1) yield collinear[l + 1];\n return;\n }\n\n const e0 = inedges[i];\n if (e0 === -1) return; // coincident point\n let e = e0, p0 = -1;\n do {\n yield p0 = triangles[e];\n e = e % 3 === 2 ? e - 2 : e + 1;\n if (triangles[e] !== i) return; // bad triangulation\n e = halfedges[e];\n if (e === -1) {\n const p = hull[(_hullIndex[i] + 1) % hull.length];\n if (p !== p0) yield p;\n return;\n }\n } while (e !== e0);\n }\n find(x, y, i = 0) {\n if ((x = +x, x !== x) || (y = +y, y !== y)) return -1;\n const i0 = i;\n let c;\n while ((c = this._step(i, x, y)) >= 0 && c !== i && c !== i0) i = c;\n return c;\n }\n _step(i, x, y) {\n const {inedges, hull, _hullIndex, halfedges, triangles, points} = this;\n if (inedges[i] === -1 || !points.length) return (i + 1) % (points.length >> 1);\n let c = i;\n let dc = pow(x - points[i * 2], 2) + pow(y - points[i * 2 + 1], 2);\n const e0 = inedges[i];\n let e = e0;\n do {\n let t = triangles[e];\n const dt = pow(x - points[t * 2], 2) + pow(y - points[t * 2 + 1], 2);\n if (dt < dc) dc = dt, c = t;\n e = e % 3 === 2 ? e - 2 : e + 1;\n if (triangles[e] !== i) break; // bad triangulation\n e = halfedges[e];\n if (e === -1) {\n e = hull[(_hullIndex[i] + 1) % hull.length];\n if (e !== t) {\n if (pow(x - points[e * 2], 2) + pow(y - points[e * 2 + 1], 2) < dc) return e;\n }\n break;\n }\n } while (e !== e0);\n return c;\n }\n render(context) {\n const buffer = context == null ? context = new _path_js__WEBPACK_IMPORTED_MODULE_2__.default : undefined;\n const {points, halfedges, triangles} = this;\n for (let i = 0, n = halfedges.length; i < n; ++i) {\n const j = halfedges[i];\n if (j < i) continue;\n const ti = triangles[i] * 2;\n const tj = triangles[j] * 2;\n context.moveTo(points[ti], points[ti + 1]);\n context.lineTo(points[tj], points[tj + 1]);\n }\n this.renderHull(context);\n return buffer && buffer.value();\n }\n renderPoints(context, r = 2) {\n const buffer = context == null ? context = new _path_js__WEBPACK_IMPORTED_MODULE_2__.default : undefined;\n const {points} = this;\n for (let i = 0, n = points.length; i < n; i += 2) {\n const x = points[i], y = points[i + 1];\n context.moveTo(x + r, y);\n context.arc(x, y, r, 0, tau);\n }\n return buffer && buffer.value();\n }\n renderHull(context) {\n const buffer = context == null ? context = new _path_js__WEBPACK_IMPORTED_MODULE_2__.default : undefined;\n const {hull, points} = this;\n const h = hull[0] * 2, n = hull.length;\n context.moveTo(points[h], points[h + 1]);\n for (let i = 1; i < n; ++i) {\n const h = 2 * hull[i];\n context.lineTo(points[h], points[h + 1]);\n }\n context.closePath();\n return buffer && buffer.value();\n }\n hullPolygon() {\n const polygon = new _polygon_js__WEBPACK_IMPORTED_MODULE_3__.default;\n this.renderHull(polygon);\n return polygon.value();\n }\n renderTriangle(i, context) {\n const buffer = context == null ? context = new _path_js__WEBPACK_IMPORTED_MODULE_2__.default : undefined;\n const {points, triangles} = this;\n const t0 = triangles[i *= 3] * 2;\n const t1 = triangles[i + 1] * 2;\n const t2 = triangles[i + 2] * 2;\n context.moveTo(points[t0], points[t0 + 1]);\n context.lineTo(points[t1], points[t1 + 1]);\n context.lineTo(points[t2], points[t2 + 1]);\n context.closePath();\n return buffer && buffer.value();\n }\n *trianglePolygons() {\n const {triangles} = this;\n for (let i = 0, n = triangles.length / 3; i < n; ++i) {\n yield this.trianglePolygon(i);\n }\n }\n trianglePolygon(i) {\n const polygon = new _polygon_js__WEBPACK_IMPORTED_MODULE_3__.default;\n this.renderTriangle(i, polygon);\n return polygon.value();\n }\n}\n\nfunction flatArray(points, fx, fy, that) {\n const n = points.length;\n const array = new Float64Array(n * 2);\n for (let i = 0; i < n; ++i) {\n const p = points[i];\n array[i * 2] = fx.call(that, p, i, points);\n array[i * 2 + 1] = fy.call(that, p, i, points);\n }\n return array;\n}\n\nfunction* flatIterable(points, fx, fy, that) {\n let i = 0;\n for (const p of points) {\n yield fx.call(that, p, i, points);\n yield fy.call(that, p, i, points);\n ++i;\n }\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-delaunay/src/delaunay.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* binding */ Delaunay)\n/* harmony export */ });\n/* harmony import */ var delaunator__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! delaunator */ \"./node_modules/delaunator/index.js\");\n/* harmony import */ var _path_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./path.js */ \"./node_modules/d3-delaunay/src/path.js\");\n/* harmony import */ var _polygon_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./polygon.js */ \"./node_modules/d3-delaunay/src/polygon.js\");\n/* harmony import */ var _voronoi_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./voronoi.js */ \"./node_modules/d3-delaunay/src/voronoi.js\");\n\n\n\n\n\nconst tau = 2 * Math.PI, pow = Math.pow;\n\nfunction pointX(p) {\n return p[0];\n}\n\nfunction pointY(p) {\n return p[1];\n}\n\n// A triangulation is collinear if all its triangles have a non-null area\nfunction collinear(d) {\n const {triangles, coords} = d;\n for (let i = 0; i < triangles.length; i += 3) {\n const a = 2 * triangles[i],\n b = 2 * triangles[i + 1],\n c = 2 * triangles[i + 2],\n cross = (coords[c] - coords[a]) * (coords[b + 1] - coords[a + 1])\n - (coords[b] - coords[a]) * (coords[c + 1] - coords[a + 1]);\n if (cross > 1e-10) return false;\n }\n return true;\n}\n\nfunction jitter(x, y, r) {\n return [x + Math.sin(x + y) * r, y + Math.cos(x - y) * r];\n}\n\nclass Delaunay {\n static from(points, fx = pointX, fy = pointY, that) {\n return new Delaunay(\"length\" in points\n ? flatArray(points, fx, fy, that)\n : Float64Array.from(flatIterable(points, fx, fy, that)));\n }\n constructor(points) {\n this._delaunator = new delaunator__WEBPACK_IMPORTED_MODULE_0__.default(points);\n this.inedges = new Int32Array(points.length / 2);\n this._hullIndex = new Int32Array(points.length / 2);\n this.points = this._delaunator.coords;\n this._init();\n }\n update() {\n this._delaunator.update();\n this._init();\n return this;\n }\n _init() {\n const d = this._delaunator, points = this.points;\n\n // check for collinear\n if (d.hull && d.hull.length > 2 && collinear(d)) {\n this.collinear = Int32Array.from({length: points.length/2}, (_,i) => i)\n .sort((i, j) => points[2 * i] - points[2 * j] || points[2 * i + 1] - points[2 * j + 1]); // for exact neighbors\n const e = this.collinear[0], f = this.collinear[this.collinear.length - 1],\n bounds = [ points[2 * e], points[2 * e + 1], points[2 * f], points[2 * f + 1] ],\n r = 1e-8 * Math.hypot(bounds[3] - bounds[1], bounds[2] - bounds[0]);\n for (let i = 0, n = points.length / 2; i < n; ++i) {\n const p = jitter(points[2 * i], points[2 * i + 1], r);\n points[2 * i] = p[0];\n points[2 * i + 1] = p[1];\n }\n this._delaunator = new delaunator__WEBPACK_IMPORTED_MODULE_0__.default(points);\n } else {\n delete this.collinear;\n }\n\n const halfedges = this.halfedges = this._delaunator.halfedges;\n const hull = this.hull = this._delaunator.hull;\n const triangles = this.triangles = this._delaunator.triangles;\n const inedges = this.inedges.fill(-1);\n const hullIndex = this._hullIndex.fill(-1);\n\n // Compute an index from each point to an (arbitrary) incoming halfedge\n // Used to give the first neighbor of each point; for this reason,\n // on the hull we give priority to exterior halfedges\n for (let e = 0, n = halfedges.length; e < n; ++e) {\n const p = triangles[e % 3 === 2 ? e - 2 : e + 1];\n if (halfedges[e] === -1 || inedges[p] === -1) inedges[p] = e;\n }\n for (let i = 0, n = hull.length; i < n; ++i) {\n hullIndex[hull[i]] = i;\n }\n\n // degenerate case: 1 or 2 (distinct) points\n if (hull.length <= 2 && hull.length > 0) {\n this.triangles = new Int32Array(3).fill(-1);\n this.halfedges = new Int32Array(3).fill(-1);\n this.triangles[0] = hull[0];\n this.triangles[1] = hull[1];\n this.triangles[2] = hull[1];\n inedges[hull[0]] = 1;\n if (hull.length === 2) inedges[hull[1]] = 0;\n }\n }\n voronoi(bounds) {\n return new _voronoi_js__WEBPACK_IMPORTED_MODULE_1__.default(this, bounds);\n }\n *neighbors(i) {\n const {inedges, hull, _hullIndex, halfedges, triangles, collinear} = this;\n\n // degenerate case with several collinear points\n if (collinear) {\n const l = collinear.indexOf(i);\n if (l > 0) yield collinear[l - 1];\n if (l < collinear.length - 1) yield collinear[l + 1];\n return;\n }\n\n const e0 = inedges[i];\n if (e0 === -1) return; // coincident point\n let e = e0, p0 = -1;\n do {\n yield p0 = triangles[e];\n e = e % 3 === 2 ? e - 2 : e + 1;\n if (triangles[e] !== i) return; // bad triangulation\n e = halfedges[e];\n if (e === -1) {\n const p = hull[(_hullIndex[i] + 1) % hull.length];\n if (p !== p0) yield p;\n return;\n }\n } while (e !== e0);\n }\n find(x, y, i = 0) {\n if ((x = +x, x !== x) || (y = +y, y !== y)) return -1;\n const i0 = i;\n let c;\n while ((c = this._step(i, x, y)) >= 0 && c !== i && c !== i0) i = c;\n return c;\n }\n _step(i, x, y) {\n const {inedges, hull, _hullIndex, halfedges, triangles, points} = this;\n if (inedges[i] === -1 || !points.length) return (i + 1) % (points.length >> 1);\n let c = i;\n let dc = pow(x - points[i * 2], 2) + pow(y - points[i * 2 + 1], 2);\n const e0 = inedges[i];\n let e = e0;\n do {\n let t = triangles[e];\n const dt = pow(x - points[t * 2], 2) + pow(y - points[t * 2 + 1], 2);\n if (dt < dc) dc = dt, c = t;\n e = e % 3 === 2 ? e - 2 : e + 1;\n if (triangles[e] !== i) break; // bad triangulation\n e = halfedges[e];\n if (e === -1) {\n e = hull[(_hullIndex[i] + 1) % hull.length];\n if (e !== t) {\n if (pow(x - points[e * 2], 2) + pow(y - points[e * 2 + 1], 2) < dc) return e;\n }\n break;\n }\n } while (e !== e0);\n return c;\n }\n render(context) {\n const buffer = context == null ? context = new _path_js__WEBPACK_IMPORTED_MODULE_2__.default : undefined;\n const {points, halfedges, triangles} = this;\n for (let i = 0, n = halfedges.length; i < n; ++i) {\n const j = halfedges[i];\n if (j < i) continue;\n const ti = triangles[i] * 2;\n const tj = triangles[j] * 2;\n context.moveTo(points[ti], points[ti + 1]);\n context.lineTo(points[tj], points[tj + 1]);\n }\n this.renderHull(context);\n return buffer && buffer.value();\n }\n renderPoints(context, r = 2) {\n const buffer = context == null ? context = new _path_js__WEBPACK_IMPORTED_MODULE_2__.default : undefined;\n const {points} = this;\n for (let i = 0, n = points.length; i < n; i += 2) {\n const x = points[i], y = points[i + 1];\n context.moveTo(x + r, y);\n context.arc(x, y, r, 0, tau);\n }\n return buffer && buffer.value();\n }\n renderHull(context) {\n const buffer = context == null ? context = new _path_js__WEBPACK_IMPORTED_MODULE_2__.default : undefined;\n const {hull, points} = this;\n const h = hull[0] * 2, n = hull.length;\n context.moveTo(points[h], points[h + 1]);\n for (let i = 1; i < n; ++i) {\n const h = 2 * hull[i];\n context.lineTo(points[h], points[h + 1]);\n }\n context.closePath();\n return buffer && buffer.value();\n }\n hullPolygon() {\n const polygon = new _polygon_js__WEBPACK_IMPORTED_MODULE_3__.default;\n this.renderHull(polygon);\n return polygon.value();\n }\n renderTriangle(i, context) {\n const buffer = context == null ? context = new _path_js__WEBPACK_IMPORTED_MODULE_2__.default : undefined;\n const {points, triangles} = this;\n const t0 = triangles[i *= 3] * 2;\n const t1 = triangles[i + 1] * 2;\n const t2 = triangles[i + 2] * 2;\n context.moveTo(points[t0], points[t0 + 1]);\n context.lineTo(points[t1], points[t1 + 1]);\n context.lineTo(points[t2], points[t2 + 1]);\n context.closePath();\n return buffer && buffer.value();\n }\n *trianglePolygons() {\n const {triangles} = this;\n for (let i = 0, n = triangles.length / 3; i < n; ++i) {\n yield this.trianglePolygon(i);\n }\n }\n trianglePolygon(i) {\n const polygon = new _polygon_js__WEBPACK_IMPORTED_MODULE_3__.default;\n this.renderTriangle(i, polygon);\n return polygon.value();\n }\n}\n\nfunction flatArray(points, fx, fy, that) {\n const n = points.length;\n const array = new Float64Array(n * 2);\n for (let i = 0; i < n; ++i) {\n const p = points[i];\n array[i * 2] = fx.call(that, p, i, points);\n array[i * 2 + 1] = fy.call(that, p, i, points);\n }\n return array;\n}\n\nfunction* flatIterable(points, fx, fy, that) {\n let i = 0;\n for (const p of points) {\n yield fx.call(that, p, i, points);\n yield fy.call(that, p, i, points);\n ++i;\n }\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-delaunay/src/delaunay.js?"); /***/ }), @@ -380,14 +231,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!**********************************************!*\ !*** ./node_modules/d3-delaunay/src/path.js ***! \**********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* binding */ Path\n/* harmony export */ });\nconst epsilon = 1e-6;\n\nclass Path {\n constructor() {\n this._x0 = this._y0 = // start of current subpath\n this._x1 = this._y1 = null; // end of current subpath\n this._ = \"\";\n }\n moveTo(x, y) {\n this._ += `M${this._x0 = this._x1 = +x},${this._y0 = this._y1 = +y}`;\n }\n closePath() {\n if (this._x1 !== null) {\n this._x1 = this._x0, this._y1 = this._y0;\n this._ += \"Z\";\n }\n }\n lineTo(x, y) {\n this._ += `L${this._x1 = +x},${this._y1 = +y}`;\n }\n arc(x, y, r) {\n x = +x, y = +y, r = +r;\n const x0 = x + r;\n const y0 = y;\n if (r < 0) throw new Error(\"negative radius\");\n if (this._x1 === null) this._ += `M${x0},${y0}`;\n else if (Math.abs(this._x1 - x0) > epsilon || Math.abs(this._y1 - y0) > epsilon) this._ += \"L\" + x0 + \",\" + y0;\n if (!r) return;\n this._ += `A${r},${r},0,1,1,${x - r},${y}A${r},${r},0,1,1,${this._x1 = x0},${this._y1 = y0}`;\n }\n rect(x, y, w, h) {\n this._ += `M${this._x0 = this._x1 = +x},${this._y0 = this._y1 = +y}h${+w}v${+h}h${-w}Z`;\n }\n value() {\n return this._ || null;\n }\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-delaunay/src/path.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* binding */ Path)\n/* harmony export */ });\nconst epsilon = 1e-6;\n\nclass Path {\n constructor() {\n this._x0 = this._y0 = // start of current subpath\n this._x1 = this._y1 = null; // end of current subpath\n this._ = \"\";\n }\n moveTo(x, y) {\n this._ += `M${this._x0 = this._x1 = +x},${this._y0 = this._y1 = +y}`;\n }\n closePath() {\n if (this._x1 !== null) {\n this._x1 = this._x0, this._y1 = this._y0;\n this._ += \"Z\";\n }\n }\n lineTo(x, y) {\n this._ += `L${this._x1 = +x},${this._y1 = +y}`;\n }\n arc(x, y, r) {\n x = +x, y = +y, r = +r;\n const x0 = x + r;\n const y0 = y;\n if (r < 0) throw new Error(\"negative radius\");\n if (this._x1 === null) this._ += `M${x0},${y0}`;\n else if (Math.abs(this._x1 - x0) > epsilon || Math.abs(this._y1 - y0) > epsilon) this._ += \"L\" + x0 + \",\" + y0;\n if (!r) return;\n this._ += `A${r},${r},0,1,1,${x - r},${y}A${r},${r},0,1,1,${this._x1 = x0},${this._y1 = y0}`;\n }\n rect(x, y, w, h) {\n this._ += `M${this._x0 = this._x1 = +x},${this._y0 = this._y1 = +y}h${+w}v${+h}h${-w}Z`;\n }\n value() {\n return this._ || null;\n }\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-delaunay/src/path.js?"); /***/ }), @@ -395,14 +242,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*************************************************!*\ !*** ./node_modules/d3-delaunay/src/polygon.js ***! \*************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* binding */ Polygon\n/* harmony export */ });\nclass Polygon {\n constructor() {\n this._ = [];\n }\n moveTo(x, y) {\n this._.push([x, y]);\n }\n closePath() {\n this._.push(this._[0].slice());\n }\n lineTo(x, y) {\n this._.push([x, y]);\n }\n value() {\n return this._.length ? this._ : null;\n }\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-delaunay/src/polygon.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* binding */ Polygon)\n/* harmony export */ });\nclass Polygon {\n constructor() {\n this._ = [];\n }\n moveTo(x, y) {\n this._.push([x, y]);\n }\n closePath() {\n this._.push(this._[0].slice());\n }\n lineTo(x, y) {\n this._.push([x, y]);\n }\n value() {\n return this._.length ? this._ : null;\n }\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-delaunay/src/polygon.js?"); /***/ }), @@ -410,14 +253,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*************************************************!*\ !*** ./node_modules/d3-delaunay/src/voronoi.js ***! \*************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* binding */ Voronoi\n/* harmony export */ });\n/* harmony import */ var _path_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./path.js */ \"./node_modules/d3-delaunay/src/path.js\");\n/* harmony import */ var _polygon_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./polygon.js */ \"./node_modules/d3-delaunay/src/polygon.js\");\n\n\n\nclass Voronoi {\n constructor(delaunay, [xmin, ymin, xmax, ymax] = [0, 0, 960, 500]) {\n if (!((xmax = +xmax) >= (xmin = +xmin)) || !((ymax = +ymax) >= (ymin = +ymin))) throw new Error(\"invalid bounds\");\n this.delaunay = delaunay;\n this._circumcenters = new Float64Array(delaunay.points.length * 2);\n this.vectors = new Float64Array(delaunay.points.length * 2);\n this.xmax = xmax, this.xmin = xmin;\n this.ymax = ymax, this.ymin = ymin;\n this._init();\n }\n update() {\n this.delaunay.update();\n this._init();\n return this;\n }\n _init() {\n const {delaunay: {points, hull, triangles}, vectors} = this;\n\n // Compute circumcenters.\n const circumcenters = this.circumcenters = this._circumcenters.subarray(0, triangles.length / 3 * 2);\n for (let i = 0, j = 0, n = triangles.length, x, y; i < n; i += 3, j += 2) {\n const t1 = triangles[i] * 2;\n const t2 = triangles[i + 1] * 2;\n const t3 = triangles[i + 2] * 2;\n const x1 = points[t1];\n const y1 = points[t1 + 1];\n const x2 = points[t2];\n const y2 = points[t2 + 1];\n const x3 = points[t3];\n const y3 = points[t3 + 1];\n\n const dx = x2 - x1;\n const dy = y2 - y1;\n const ex = x3 - x1;\n const ey = y3 - y1;\n const bl = dx * dx + dy * dy;\n const cl = ex * ex + ey * ey;\n const ab = (dx * ey - dy * ex) * 2;\n\n if (!ab) {\n // degenerate case (collinear diagram)\n x = (x1 + x3) / 2 - 1e8 * ey;\n y = (y1 + y3) / 2 + 1e8 * ex;\n }\n else if (Math.abs(ab) < 1e-8) {\n // almost equal points (degenerate triangle)\n x = (x1 + x3) / 2;\n y = (y1 + y3) / 2;\n } else {\n const d = 1 / ab;\n x = x1 + (ey * bl - dy * cl) * d;\n y = y1 + (dx * cl - ex * bl) * d;\n }\n circumcenters[j] = x;\n circumcenters[j + 1] = y;\n }\n\n // Compute exterior cell rays.\n let h = hull[hull.length - 1];\n let p0, p1 = h * 4;\n let x0, x1 = points[2 * h];\n let y0, y1 = points[2 * h + 1];\n vectors.fill(0);\n for (let i = 0; i < hull.length; ++i) {\n h = hull[i];\n p0 = p1, x0 = x1, y0 = y1;\n p1 = h * 4, x1 = points[2 * h], y1 = points[2 * h + 1];\n vectors[p0 + 2] = vectors[p1] = y0 - y1;\n vectors[p0 + 3] = vectors[p1 + 1] = x1 - x0;\n }\n }\n render(context) {\n const buffer = context == null ? context = new _path_js__WEBPACK_IMPORTED_MODULE_0__.default : undefined;\n const {delaunay: {halfedges, inedges, hull}, circumcenters, vectors} = this;\n if (hull.length <= 1) return null;\n for (let i = 0, n = halfedges.length; i < n; ++i) {\n const j = halfedges[i];\n if (j < i) continue;\n const ti = Math.floor(i / 3) * 2;\n const tj = Math.floor(j / 3) * 2;\n const xi = circumcenters[ti];\n const yi = circumcenters[ti + 1];\n const xj = circumcenters[tj];\n const yj = circumcenters[tj + 1];\n this._renderSegment(xi, yi, xj, yj, context);\n }\n let h0, h1 = hull[hull.length - 1];\n for (let i = 0; i < hull.length; ++i) {\n h0 = h1, h1 = hull[i];\n const t = Math.floor(inedges[h1] / 3) * 2;\n const x = circumcenters[t];\n const y = circumcenters[t + 1];\n const v = h0 * 4;\n const p = this._project(x, y, vectors[v + 2], vectors[v + 3]);\n if (p) this._renderSegment(x, y, p[0], p[1], context);\n }\n return buffer && buffer.value();\n }\n renderBounds(context) {\n const buffer = context == null ? context = new _path_js__WEBPACK_IMPORTED_MODULE_0__.default : undefined;\n context.rect(this.xmin, this.ymin, this.xmax - this.xmin, this.ymax - this.ymin);\n return buffer && buffer.value();\n }\n renderCell(i, context) {\n const buffer = context == null ? context = new _path_js__WEBPACK_IMPORTED_MODULE_0__.default : undefined;\n const points = this._clip(i);\n if (points === null || !points.length) return;\n context.moveTo(points[0], points[1]);\n let n = points.length;\n while (points[0] === points[n-2] && points[1] === points[n-1] && n > 1) n -= 2;\n for (let i = 2; i < n; i += 2) {\n if (points[i] !== points[i-2] || points[i+1] !== points[i-1])\n context.lineTo(points[i], points[i + 1]);\n }\n context.closePath();\n return buffer && buffer.value();\n }\n *cellPolygons() {\n const {delaunay: {points}} = this;\n for (let i = 0, n = points.length / 2; i < n; ++i) {\n const cell = this.cellPolygon(i);\n if (cell) cell.index = i, yield cell;\n }\n }\n cellPolygon(i) {\n const polygon = new _polygon_js__WEBPACK_IMPORTED_MODULE_1__.default;\n this.renderCell(i, polygon);\n return polygon.value();\n }\n _renderSegment(x0, y0, x1, y1, context) {\n let S;\n const c0 = this._regioncode(x0, y0);\n const c1 = this._regioncode(x1, y1);\n if (c0 === 0 && c1 === 0) {\n context.moveTo(x0, y0);\n context.lineTo(x1, y1);\n } else if (S = this._clipSegment(x0, y0, x1, y1, c0, c1)) {\n context.moveTo(S[0], S[1]);\n context.lineTo(S[2], S[3]);\n }\n }\n contains(i, x, y) {\n if ((x = +x, x !== x) || (y = +y, y !== y)) return false;\n return this.delaunay._step(i, x, y) === i;\n }\n *neighbors(i) {\n const ci = this._clip(i);\n if (ci) for (const j of this.delaunay.neighbors(i)) {\n const cj = this._clip(j);\n // find the common edge\n if (cj) loop: for (let ai = 0, li = ci.length; ai < li; ai += 2) {\n for (let aj = 0, lj = cj.length; aj < lj; aj += 2) {\n if (ci[ai] == cj[aj]\n && ci[ai + 1] == cj[aj + 1]\n && ci[(ai + 2) % li] == cj[(aj + lj - 2) % lj]\n && ci[(ai + 3) % li] == cj[(aj + lj - 1) % lj]\n ) {\n yield j;\n break loop;\n }\n }\n }\n }\n }\n _cell(i) {\n const {circumcenters, delaunay: {inedges, halfedges, triangles}} = this;\n const e0 = inedges[i];\n if (e0 === -1) return null; // coincident point\n const points = [];\n let e = e0;\n do {\n const t = Math.floor(e / 3);\n points.push(circumcenters[t * 2], circumcenters[t * 2 + 1]);\n e = e % 3 === 2 ? e - 2 : e + 1;\n if (triangles[e] !== i) break; // bad triangulation\n e = halfedges[e];\n } while (e !== e0 && e !== -1);\n return points;\n }\n _clip(i) {\n // degenerate case (1 valid point: return the box)\n if (i === 0 && this.delaunay.hull.length === 1) {\n return [this.xmax, this.ymin, this.xmax, this.ymax, this.xmin, this.ymax, this.xmin, this.ymin];\n }\n const points = this._cell(i);\n if (points === null) return null;\n const {vectors: V} = this;\n const v = i * 4;\n return V[v] || V[v + 1]\n ? this._clipInfinite(i, points, V[v], V[v + 1], V[v + 2], V[v + 3])\n : this._clipFinite(i, points);\n }\n _clipFinite(i, points) {\n const n = points.length;\n let P = null;\n let x0, y0, x1 = points[n - 2], y1 = points[n - 1];\n let c0, c1 = this._regioncode(x1, y1);\n let e0, e1;\n for (let j = 0; j < n; j += 2) {\n x0 = x1, y0 = y1, x1 = points[j], y1 = points[j + 1];\n c0 = c1, c1 = this._regioncode(x1, y1);\n if (c0 === 0 && c1 === 0) {\n e0 = e1, e1 = 0;\n if (P) P.push(x1, y1);\n else P = [x1, y1];\n } else {\n let S, sx0, sy0, sx1, sy1;\n if (c0 === 0) {\n if ((S = this._clipSegment(x0, y0, x1, y1, c0, c1)) === null) continue;\n [sx0, sy0, sx1, sy1] = S;\n } else {\n if ((S = this._clipSegment(x1, y1, x0, y0, c1, c0)) === null) continue;\n [sx1, sy1, sx0, sy0] = S;\n e0 = e1, e1 = this._edgecode(sx0, sy0);\n if (e0 && e1) this._edge(i, e0, e1, P, P.length);\n if (P) P.push(sx0, sy0);\n else P = [sx0, sy0];\n }\n e0 = e1, e1 = this._edgecode(sx1, sy1);\n if (e0 && e1) this._edge(i, e0, e1, P, P.length);\n if (P) P.push(sx1, sy1);\n else P = [sx1, sy1];\n }\n }\n if (P) {\n e0 = e1, e1 = this._edgecode(P[0], P[1]);\n if (e0 && e1) this._edge(i, e0, e1, P, P.length);\n } else if (this.contains(i, (this.xmin + this.xmax) / 2, (this.ymin + this.ymax) / 2)) {\n return [this.xmax, this.ymin, this.xmax, this.ymax, this.xmin, this.ymax, this.xmin, this.ymin];\n }\n return P;\n }\n _clipSegment(x0, y0, x1, y1, c0, c1) {\n while (true) {\n if (c0 === 0 && c1 === 0) return [x0, y0, x1, y1];\n if (c0 & c1) return null;\n let x, y, c = c0 || c1;\n if (c & 0b1000) x = x0 + (x1 - x0) * (this.ymax - y0) / (y1 - y0), y = this.ymax;\n else if (c & 0b0100) x = x0 + (x1 - x0) * (this.ymin - y0) / (y1 - y0), y = this.ymin;\n else if (c & 0b0010) y = y0 + (y1 - y0) * (this.xmax - x0) / (x1 - x0), x = this.xmax;\n else y = y0 + (y1 - y0) * (this.xmin - x0) / (x1 - x0), x = this.xmin;\n if (c0) x0 = x, y0 = y, c0 = this._regioncode(x0, y0);\n else x1 = x, y1 = y, c1 = this._regioncode(x1, y1);\n }\n }\n _clipInfinite(i, points, vx0, vy0, vxn, vyn) {\n let P = Array.from(points), p;\n if (p = this._project(P[0], P[1], vx0, vy0)) P.unshift(p[0], p[1]);\n if (p = this._project(P[P.length - 2], P[P.length - 1], vxn, vyn)) P.push(p[0], p[1]);\n if (P = this._clipFinite(i, P)) {\n for (let j = 0, n = P.length, c0, c1 = this._edgecode(P[n - 2], P[n - 1]); j < n; j += 2) {\n c0 = c1, c1 = this._edgecode(P[j], P[j + 1]);\n if (c0 && c1) j = this._edge(i, c0, c1, P, j), n = P.length;\n }\n } else if (this.contains(i, (this.xmin + this.xmax) / 2, (this.ymin + this.ymax) / 2)) {\n P = [this.xmin, this.ymin, this.xmax, this.ymin, this.xmax, this.ymax, this.xmin, this.ymax];\n }\n return P;\n }\n _edge(i, e0, e1, P, j) {\n while (e0 !== e1) {\n let x, y;\n switch (e0) {\n case 0b0101: e0 = 0b0100; continue; // top-left\n case 0b0100: e0 = 0b0110, x = this.xmax, y = this.ymin; break; // top\n case 0b0110: e0 = 0b0010; continue; // top-right\n case 0b0010: e0 = 0b1010, x = this.xmax, y = this.ymax; break; // right\n case 0b1010: e0 = 0b1000; continue; // bottom-right\n case 0b1000: e0 = 0b1001, x = this.xmin, y = this.ymax; break; // bottom\n case 0b1001: e0 = 0b0001; continue; // bottom-left\n case 0b0001: e0 = 0b0101, x = this.xmin, y = this.ymin; break; // left\n }\n if ((P[j] !== x || P[j + 1] !== y) && this.contains(i, x, y)) {\n P.splice(j, 0, x, y), j += 2;\n }\n }\n if (P.length > 4) {\n for (let i = 0; i < P.length; i+= 2) {\n const j = (i + 2) % P.length, k = (i + 4) % P.length;\n if (P[i] === P[j] && P[j] === P[k]\n || P[i + 1] === P[j + 1] && P[j + 1] === P[k + 1])\n P.splice(j, 2), i -= 2;\n }\n }\n return j;\n }\n _project(x0, y0, vx, vy) {\n let t = Infinity, c, x, y;\n if (vy < 0) { // top\n if (y0 <= this.ymin) return null;\n if ((c = (this.ymin - y0) / vy) < t) y = this.ymin, x = x0 + (t = c) * vx;\n } else if (vy > 0) { // bottom\n if (y0 >= this.ymax) return null;\n if ((c = (this.ymax - y0) / vy) < t) y = this.ymax, x = x0 + (t = c) * vx;\n }\n if (vx > 0) { // right\n if (x0 >= this.xmax) return null;\n if ((c = (this.xmax - x0) / vx) < t) x = this.xmax, y = y0 + (t = c) * vy;\n } else if (vx < 0) { // left\n if (x0 <= this.xmin) return null;\n if ((c = (this.xmin - x0) / vx) < t) x = this.xmin, y = y0 + (t = c) * vy;\n }\n return [x, y];\n }\n _edgecode(x, y) {\n return (x === this.xmin ? 0b0001\n : x === this.xmax ? 0b0010 : 0b0000)\n | (y === this.ymin ? 0b0100\n : y === this.ymax ? 0b1000 : 0b0000);\n }\n _regioncode(x, y) {\n return (x < this.xmin ? 0b0001\n : x > this.xmax ? 0b0010 : 0b0000)\n | (y < this.ymin ? 0b0100\n : y > this.ymax ? 0b1000 : 0b0000);\n }\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-delaunay/src/voronoi.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* binding */ Voronoi)\n/* harmony export */ });\n/* harmony import */ var _path_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./path.js */ \"./node_modules/d3-delaunay/src/path.js\");\n/* harmony import */ var _polygon_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./polygon.js */ \"./node_modules/d3-delaunay/src/polygon.js\");\n\n\n\nclass Voronoi {\n constructor(delaunay, [xmin, ymin, xmax, ymax] = [0, 0, 960, 500]) {\n if (!((xmax = +xmax) >= (xmin = +xmin)) || !((ymax = +ymax) >= (ymin = +ymin))) throw new Error(\"invalid bounds\");\n this.delaunay = delaunay;\n this._circumcenters = new Float64Array(delaunay.points.length * 2);\n this.vectors = new Float64Array(delaunay.points.length * 2);\n this.xmax = xmax, this.xmin = xmin;\n this.ymax = ymax, this.ymin = ymin;\n this._init();\n }\n update() {\n this.delaunay.update();\n this._init();\n return this;\n }\n _init() {\n const {delaunay: {points, hull, triangles}, vectors} = this;\n\n // Compute circumcenters.\n const circumcenters = this.circumcenters = this._circumcenters.subarray(0, triangles.length / 3 * 2);\n for (let i = 0, j = 0, n = triangles.length, x, y; i < n; i += 3, j += 2) {\n const t1 = triangles[i] * 2;\n const t2 = triangles[i + 1] * 2;\n const t3 = triangles[i + 2] * 2;\n const x1 = points[t1];\n const y1 = points[t1 + 1];\n const x2 = points[t2];\n const y2 = points[t2 + 1];\n const x3 = points[t3];\n const y3 = points[t3 + 1];\n\n const dx = x2 - x1;\n const dy = y2 - y1;\n const ex = x3 - x1;\n const ey = y3 - y1;\n const bl = dx * dx + dy * dy;\n const cl = ex * ex + ey * ey;\n const ab = (dx * ey - dy * ex) * 2;\n\n if (!ab) {\n // degenerate case (collinear diagram)\n x = (x1 + x3) / 2 - 1e8 * ey;\n y = (y1 + y3) / 2 + 1e8 * ex;\n }\n else if (Math.abs(ab) < 1e-8) {\n // almost equal points (degenerate triangle)\n x = (x1 + x3) / 2;\n y = (y1 + y3) / 2;\n } else {\n const d = 1 / ab;\n x = x1 + (ey * bl - dy * cl) * d;\n y = y1 + (dx * cl - ex * bl) * d;\n }\n circumcenters[j] = x;\n circumcenters[j + 1] = y;\n }\n\n // Compute exterior cell rays.\n let h = hull[hull.length - 1];\n let p0, p1 = h * 4;\n let x0, x1 = points[2 * h];\n let y0, y1 = points[2 * h + 1];\n vectors.fill(0);\n for (let i = 0; i < hull.length; ++i) {\n h = hull[i];\n p0 = p1, x0 = x1, y0 = y1;\n p1 = h * 4, x1 = points[2 * h], y1 = points[2 * h + 1];\n vectors[p0 + 2] = vectors[p1] = y0 - y1;\n vectors[p0 + 3] = vectors[p1 + 1] = x1 - x0;\n }\n }\n render(context) {\n const buffer = context == null ? context = new _path_js__WEBPACK_IMPORTED_MODULE_0__.default : undefined;\n const {delaunay: {halfedges, inedges, hull}, circumcenters, vectors} = this;\n if (hull.length <= 1) return null;\n for (let i = 0, n = halfedges.length; i < n; ++i) {\n const j = halfedges[i];\n if (j < i) continue;\n const ti = Math.floor(i / 3) * 2;\n const tj = Math.floor(j / 3) * 2;\n const xi = circumcenters[ti];\n const yi = circumcenters[ti + 1];\n const xj = circumcenters[tj];\n const yj = circumcenters[tj + 1];\n this._renderSegment(xi, yi, xj, yj, context);\n }\n let h0, h1 = hull[hull.length - 1];\n for (let i = 0; i < hull.length; ++i) {\n h0 = h1, h1 = hull[i];\n const t = Math.floor(inedges[h1] / 3) * 2;\n const x = circumcenters[t];\n const y = circumcenters[t + 1];\n const v = h0 * 4;\n const p = this._project(x, y, vectors[v + 2], vectors[v + 3]);\n if (p) this._renderSegment(x, y, p[0], p[1], context);\n }\n return buffer && buffer.value();\n }\n renderBounds(context) {\n const buffer = context == null ? context = new _path_js__WEBPACK_IMPORTED_MODULE_0__.default : undefined;\n context.rect(this.xmin, this.ymin, this.xmax - this.xmin, this.ymax - this.ymin);\n return buffer && buffer.value();\n }\n renderCell(i, context) {\n const buffer = context == null ? context = new _path_js__WEBPACK_IMPORTED_MODULE_0__.default : undefined;\n const points = this._clip(i);\n if (points === null || !points.length) return;\n context.moveTo(points[0], points[1]);\n let n = points.length;\n while (points[0] === points[n-2] && points[1] === points[n-1] && n > 1) n -= 2;\n for (let i = 2; i < n; i += 2) {\n if (points[i] !== points[i-2] || points[i+1] !== points[i-1])\n context.lineTo(points[i], points[i + 1]);\n }\n context.closePath();\n return buffer && buffer.value();\n }\n *cellPolygons() {\n const {delaunay: {points}} = this;\n for (let i = 0, n = points.length / 2; i < n; ++i) {\n const cell = this.cellPolygon(i);\n if (cell) cell.index = i, yield cell;\n }\n }\n cellPolygon(i) {\n const polygon = new _polygon_js__WEBPACK_IMPORTED_MODULE_1__.default;\n this.renderCell(i, polygon);\n return polygon.value();\n }\n _renderSegment(x0, y0, x1, y1, context) {\n let S;\n const c0 = this._regioncode(x0, y0);\n const c1 = this._regioncode(x1, y1);\n if (c0 === 0 && c1 === 0) {\n context.moveTo(x0, y0);\n context.lineTo(x1, y1);\n } else if (S = this._clipSegment(x0, y0, x1, y1, c0, c1)) {\n context.moveTo(S[0], S[1]);\n context.lineTo(S[2], S[3]);\n }\n }\n contains(i, x, y) {\n if ((x = +x, x !== x) || (y = +y, y !== y)) return false;\n return this.delaunay._step(i, x, y) === i;\n }\n *neighbors(i) {\n const ci = this._clip(i);\n if (ci) for (const j of this.delaunay.neighbors(i)) {\n const cj = this._clip(j);\n // find the common edge\n if (cj) loop: for (let ai = 0, li = ci.length; ai < li; ai += 2) {\n for (let aj = 0, lj = cj.length; aj < lj; aj += 2) {\n if (ci[ai] == cj[aj]\n && ci[ai + 1] == cj[aj + 1]\n && ci[(ai + 2) % li] == cj[(aj + lj - 2) % lj]\n && ci[(ai + 3) % li] == cj[(aj + lj - 1) % lj]\n ) {\n yield j;\n break loop;\n }\n }\n }\n }\n }\n _cell(i) {\n const {circumcenters, delaunay: {inedges, halfedges, triangles}} = this;\n const e0 = inedges[i];\n if (e0 === -1) return null; // coincident point\n const points = [];\n let e = e0;\n do {\n const t = Math.floor(e / 3);\n points.push(circumcenters[t * 2], circumcenters[t * 2 + 1]);\n e = e % 3 === 2 ? e - 2 : e + 1;\n if (triangles[e] !== i) break; // bad triangulation\n e = halfedges[e];\n } while (e !== e0 && e !== -1);\n return points;\n }\n _clip(i) {\n // degenerate case (1 valid point: return the box)\n if (i === 0 && this.delaunay.hull.length === 1) {\n return [this.xmax, this.ymin, this.xmax, this.ymax, this.xmin, this.ymax, this.xmin, this.ymin];\n }\n const points = this._cell(i);\n if (points === null) return null;\n const {vectors: V} = this;\n const v = i * 4;\n return V[v] || V[v + 1]\n ? this._clipInfinite(i, points, V[v], V[v + 1], V[v + 2], V[v + 3])\n : this._clipFinite(i, points);\n }\n _clipFinite(i, points) {\n const n = points.length;\n let P = null;\n let x0, y0, x1 = points[n - 2], y1 = points[n - 1];\n let c0, c1 = this._regioncode(x1, y1);\n let e0, e1;\n for (let j = 0; j < n; j += 2) {\n x0 = x1, y0 = y1, x1 = points[j], y1 = points[j + 1];\n c0 = c1, c1 = this._regioncode(x1, y1);\n if (c0 === 0 && c1 === 0) {\n e0 = e1, e1 = 0;\n if (P) P.push(x1, y1);\n else P = [x1, y1];\n } else {\n let S, sx0, sy0, sx1, sy1;\n if (c0 === 0) {\n if ((S = this._clipSegment(x0, y0, x1, y1, c0, c1)) === null) continue;\n [sx0, sy0, sx1, sy1] = S;\n } else {\n if ((S = this._clipSegment(x1, y1, x0, y0, c1, c0)) === null) continue;\n [sx1, sy1, sx0, sy0] = S;\n e0 = e1, e1 = this._edgecode(sx0, sy0);\n if (e0 && e1) this._edge(i, e0, e1, P, P.length);\n if (P) P.push(sx0, sy0);\n else P = [sx0, sy0];\n }\n e0 = e1, e1 = this._edgecode(sx1, sy1);\n if (e0 && e1) this._edge(i, e0, e1, P, P.length);\n if (P) P.push(sx1, sy1);\n else P = [sx1, sy1];\n }\n }\n if (P) {\n e0 = e1, e1 = this._edgecode(P[0], P[1]);\n if (e0 && e1) this._edge(i, e0, e1, P, P.length);\n } else if (this.contains(i, (this.xmin + this.xmax) / 2, (this.ymin + this.ymax) / 2)) {\n return [this.xmax, this.ymin, this.xmax, this.ymax, this.xmin, this.ymax, this.xmin, this.ymin];\n }\n return P;\n }\n _clipSegment(x0, y0, x1, y1, c0, c1) {\n while (true) {\n if (c0 === 0 && c1 === 0) return [x0, y0, x1, y1];\n if (c0 & c1) return null;\n let x, y, c = c0 || c1;\n if (c & 0b1000) x = x0 + (x1 - x0) * (this.ymax - y0) / (y1 - y0), y = this.ymax;\n else if (c & 0b0100) x = x0 + (x1 - x0) * (this.ymin - y0) / (y1 - y0), y = this.ymin;\n else if (c & 0b0010) y = y0 + (y1 - y0) * (this.xmax - x0) / (x1 - x0), x = this.xmax;\n else y = y0 + (y1 - y0) * (this.xmin - x0) / (x1 - x0), x = this.xmin;\n if (c0) x0 = x, y0 = y, c0 = this._regioncode(x0, y0);\n else x1 = x, y1 = y, c1 = this._regioncode(x1, y1);\n }\n }\n _clipInfinite(i, points, vx0, vy0, vxn, vyn) {\n let P = Array.from(points), p;\n if (p = this._project(P[0], P[1], vx0, vy0)) P.unshift(p[0], p[1]);\n if (p = this._project(P[P.length - 2], P[P.length - 1], vxn, vyn)) P.push(p[0], p[1]);\n if (P = this._clipFinite(i, P)) {\n for (let j = 0, n = P.length, c0, c1 = this._edgecode(P[n - 2], P[n - 1]); j < n; j += 2) {\n c0 = c1, c1 = this._edgecode(P[j], P[j + 1]);\n if (c0 && c1) j = this._edge(i, c0, c1, P, j), n = P.length;\n }\n } else if (this.contains(i, (this.xmin + this.xmax) / 2, (this.ymin + this.ymax) / 2)) {\n P = [this.xmin, this.ymin, this.xmax, this.ymin, this.xmax, this.ymax, this.xmin, this.ymax];\n }\n return P;\n }\n _edge(i, e0, e1, P, j) {\n while (e0 !== e1) {\n let x, y;\n switch (e0) {\n case 0b0101: e0 = 0b0100; continue; // top-left\n case 0b0100: e0 = 0b0110, x = this.xmax, y = this.ymin; break; // top\n case 0b0110: e0 = 0b0010; continue; // top-right\n case 0b0010: e0 = 0b1010, x = this.xmax, y = this.ymax; break; // right\n case 0b1010: e0 = 0b1000; continue; // bottom-right\n case 0b1000: e0 = 0b1001, x = this.xmin, y = this.ymax; break; // bottom\n case 0b1001: e0 = 0b0001; continue; // bottom-left\n case 0b0001: e0 = 0b0101, x = this.xmin, y = this.ymin; break; // left\n }\n if ((P[j] !== x || P[j + 1] !== y) && this.contains(i, x, y)) {\n P.splice(j, 0, x, y), j += 2;\n }\n }\n if (P.length > 4) {\n for (let i = 0; i < P.length; i+= 2) {\n const j = (i + 2) % P.length, k = (i + 4) % P.length;\n if (P[i] === P[j] && P[j] === P[k]\n || P[i + 1] === P[j + 1] && P[j + 1] === P[k + 1])\n P.splice(j, 2), i -= 2;\n }\n }\n return j;\n }\n _project(x0, y0, vx, vy) {\n let t = Infinity, c, x, y;\n if (vy < 0) { // top\n if (y0 <= this.ymin) return null;\n if ((c = (this.ymin - y0) / vy) < t) y = this.ymin, x = x0 + (t = c) * vx;\n } else if (vy > 0) { // bottom\n if (y0 >= this.ymax) return null;\n if ((c = (this.ymax - y0) / vy) < t) y = this.ymax, x = x0 + (t = c) * vx;\n }\n if (vx > 0) { // right\n if (x0 >= this.xmax) return null;\n if ((c = (this.xmax - x0) / vx) < t) x = this.xmax, y = y0 + (t = c) * vy;\n } else if (vx < 0) { // left\n if (x0 <= this.xmin) return null;\n if ((c = (this.xmin - x0) / vx) < t) x = this.xmin, y = y0 + (t = c) * vy;\n }\n return [x, y];\n }\n _edgecode(x, y) {\n return (x === this.xmin ? 0b0001\n : x === this.xmax ? 0b0010 : 0b0000)\n | (y === this.ymin ? 0b0100\n : y === this.ymax ? 0b1000 : 0b0000);\n }\n _regioncode(x, y) {\n return (x < this.xmin ? 0b0001\n : x > this.xmax ? 0b0010 : 0b0000)\n | (y < this.ymin ? 0b0100\n : y > this.ymax ? 0b1000 : 0b0000);\n }\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-delaunay/src/voronoi.js?"); /***/ }), @@ -425,16 +264,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*****************************************************!*\ !*** ./node_modules/d3-format/src/defaultLocale.js ***! \*****************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export formatPrefix [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"format\": () => /* binding */ format,\n/* harmony export */ \"formatPrefix\": () => /* binding */ formatPrefix,\n/* harmony export */ \"default\": () => /* binding */ defaultLocale\n/* harmony export */ });\n/* harmony import */ var _locale_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./locale.js */ \"./node_modules/d3-format/src/locale.js\");\n\n\nvar locale;\nvar format;\nvar formatPrefix;\n\ndefaultLocale({\n thousands: \",\",\n grouping: [3],\n currency: [\"$\", \"\"]\n});\n\nfunction defaultLocale(definition) {\n locale = (0,_locale_js__WEBPACK_IMPORTED_MODULE_0__.default)(definition);\n format = locale.format;\n formatPrefix = locale.formatPrefix;\n return locale;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/defaultLocale.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"format\": () => (/* binding */ format),\n/* harmony export */ \"formatPrefix\": () => (/* binding */ formatPrefix),\n/* harmony export */ \"default\": () => (/* binding */ defaultLocale)\n/* harmony export */ });\n/* harmony import */ var _locale_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./locale.js */ \"./node_modules/d3-format/src/locale.js\");\n\n\nvar locale;\nvar format;\nvar formatPrefix;\n\ndefaultLocale({\n thousands: \",\",\n grouping: [3],\n currency: [\"$\", \"\"]\n});\n\nfunction defaultLocale(definition) {\n locale = (0,_locale_js__WEBPACK_IMPORTED_MODULE_0__.default)(definition);\n format = locale.format;\n formatPrefix = locale.formatPrefix;\n return locale;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/defaultLocale.js?"); /***/ }), @@ -442,14 +275,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!************************************************!*\ !*** ./node_modules/d3-format/src/exponent.js ***! \************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _formatDecimal_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./formatDecimal.js */ \"./node_modules/d3-format/src/formatDecimal.js\");\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(x) {\n return x = (0,_formatDecimal_js__WEBPACK_IMPORTED_MODULE_0__.formatDecimalParts)(Math.abs(x)), x ? x[1] : NaN;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/exponent.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _formatDecimal_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./formatDecimal.js */ \"./node_modules/d3-format/src/formatDecimal.js\");\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(x) {\n return x = (0,_formatDecimal_js__WEBPACK_IMPORTED_MODULE_0__.formatDecimalParts)(Math.abs(x)), x ? x[1] : NaN;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/exponent.js?"); /***/ }), @@ -457,15 +286,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*****************************************************!*\ !*** ./node_modules/d3-format/src/formatDecimal.js ***! \*****************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export formatDecimalParts [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__,\n/* harmony export */ \"formatDecimalParts\": () => /* binding */ formatDecimalParts\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(x) {\n return Math.abs(x = Math.round(x)) >= 1e21\n ? x.toLocaleString(\"en\").replace(/,/g, \"\")\n : x.toString(10);\n}\n\n// Computes the decimal coefficient and exponent of the specified number x with\n// significant digits p, where x is positive and p is in [1, 21] or undefined.\n// For example, formatDecimalParts(1.23) returns [\"123\", 0].\nfunction formatDecimalParts(x, p) {\n if ((i = (x = p ? x.toExponential(p - 1) : x.toExponential()).indexOf(\"e\")) < 0) return null; // NaN, ±Infinity\n var i, coefficient = x.slice(0, i);\n\n // The string returned by toExponential either has the form \\d\\.\\d+e[-+]\\d+\n // (e.g., 1.2e+3) or the form \\de[-+]\\d+ (e.g., 1e+3).\n return [\n coefficient.length > 1 ? coefficient[0] + coefficient.slice(2) : coefficient,\n +x.slice(i + 1)\n ];\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/formatDecimal.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__),\n/* harmony export */ \"formatDecimalParts\": () => (/* binding */ formatDecimalParts)\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(x) {\n return Math.abs(x = Math.round(x)) >= 1e21\n ? x.toLocaleString(\"en\").replace(/,/g, \"\")\n : x.toString(10);\n}\n\n// Computes the decimal coefficient and exponent of the specified number x with\n// significant digits p, where x is positive and p is in [1, 21] or undefined.\n// For example, formatDecimalParts(1.23) returns [\"123\", 0].\nfunction formatDecimalParts(x, p) {\n if ((i = (x = p ? x.toExponential(p - 1) : x.toExponential()).indexOf(\"e\")) < 0) return null; // NaN, ±Infinity\n var i, coefficient = x.slice(0, i);\n\n // The string returned by toExponential either has the form \\d\\.\\d+e[-+]\\d+\n // (e.g., 1.2e+3) or the form \\de[-+]\\d+ (e.g., 1e+3).\n return [\n coefficient.length > 1 ? coefficient[0] + coefficient.slice(2) : coefficient,\n +x.slice(i + 1)\n ];\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/formatDecimal.js?"); /***/ }), @@ -473,14 +297,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!***************************************************!*\ !*** ./node_modules/d3-format/src/formatGroup.js ***! \***************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(grouping, thousands) {\n return function(value, width) {\n var i = value.length,\n t = [],\n j = 0,\n g = grouping[0],\n length = 0;\n\n while (i > 0 && g > 0) {\n if (length + g + 1 > width) g = Math.max(1, width - length);\n t.push(value.substring(i -= g, i + g));\n if ((length += g + 1) > width) break;\n g = grouping[j = (j + 1) % grouping.length];\n }\n\n return t.reverse().join(thousands);\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/formatGroup.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(grouping, thousands) {\n return function(value, width) {\n var i = value.length,\n t = [],\n j = 0,\n g = grouping[0],\n length = 0;\n\n while (i > 0 && g > 0) {\n if (length + g + 1 > width) g = Math.max(1, width - length);\n t.push(value.substring(i -= g, i + g));\n if ((length += g + 1) > width) break;\n g = grouping[j = (j + 1) % grouping.length];\n }\n\n return t.reverse().join(thousands);\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/formatGroup.js?"); /***/ }), @@ -488,14 +308,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!******************************************************!*\ !*** ./node_modules/d3-format/src/formatNumerals.js ***! \******************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(numerals) {\n return function(value) {\n return value.replace(/[0-9]/g, function(i) {\n return numerals[+i];\n });\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/formatNumerals.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(numerals) {\n return function(value) {\n return value.replace(/[0-9]/g, function(i) {\n return numerals[+i];\n });\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/formatNumerals.js?"); /***/ }), @@ -503,15 +319,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!********************************************************!*\ !*** ./node_modules/d3-format/src/formatPrefixAuto.js ***! \********************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export prefixExponent [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"prefixExponent\": () => /* binding */ prefixExponent,\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _formatDecimal_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./formatDecimal.js */ \"./node_modules/d3-format/src/formatDecimal.js\");\n\n\nvar prefixExponent;\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(x, p) {\n var d = (0,_formatDecimal_js__WEBPACK_IMPORTED_MODULE_0__.formatDecimalParts)(x, p);\n if (!d) return x + \"\";\n var coefficient = d[0],\n exponent = d[1],\n i = exponent - (prefixExponent = Math.max(-8, Math.min(8, Math.floor(exponent / 3))) * 3) + 1,\n n = coefficient.length;\n return i === n ? coefficient\n : i > n ? coefficient + new Array(i - n + 1).join(\"0\")\n : i > 0 ? coefficient.slice(0, i) + \".\" + coefficient.slice(i)\n : \"0.\" + new Array(1 - i).join(\"0\") + (0,_formatDecimal_js__WEBPACK_IMPORTED_MODULE_0__.formatDecimalParts)(x, Math.max(0, p + i - 1))[0]; // less than 1y!\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/formatPrefixAuto.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"prefixExponent\": () => (/* binding */ prefixExponent),\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _formatDecimal_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./formatDecimal.js */ \"./node_modules/d3-format/src/formatDecimal.js\");\n\n\nvar prefixExponent;\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(x, p) {\n var d = (0,_formatDecimal_js__WEBPACK_IMPORTED_MODULE_0__.formatDecimalParts)(x, p);\n if (!d) return x + \"\";\n var coefficient = d[0],\n exponent = d[1],\n i = exponent - (prefixExponent = Math.max(-8, Math.min(8, Math.floor(exponent / 3))) * 3) + 1,\n n = coefficient.length;\n return i === n ? coefficient\n : i > n ? coefficient + new Array(i - n + 1).join(\"0\")\n : i > 0 ? coefficient.slice(0, i) + \".\" + coefficient.slice(i)\n : \"0.\" + new Array(1 - i).join(\"0\") + (0,_formatDecimal_js__WEBPACK_IMPORTED_MODULE_0__.formatDecimalParts)(x, Math.max(0, p + i - 1))[0]; // less than 1y!\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/formatPrefixAuto.js?"); /***/ }), @@ -519,14 +330,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*****************************************************!*\ !*** ./node_modules/d3-format/src/formatRounded.js ***! \*****************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _formatDecimal_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./formatDecimal.js */ \"./node_modules/d3-format/src/formatDecimal.js\");\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(x, p) {\n var d = (0,_formatDecimal_js__WEBPACK_IMPORTED_MODULE_0__.formatDecimalParts)(x, p);\n if (!d) return x + \"\";\n var coefficient = d[0],\n exponent = d[1];\n return exponent < 0 ? \"0.\" + new Array(-exponent).join(\"0\") + coefficient\n : coefficient.length > exponent + 1 ? coefficient.slice(0, exponent + 1) + \".\" + coefficient.slice(exponent + 1)\n : coefficient + new Array(exponent - coefficient.length + 2).join(\"0\");\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/formatRounded.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _formatDecimal_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./formatDecimal.js */ \"./node_modules/d3-format/src/formatDecimal.js\");\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(x, p) {\n var d = (0,_formatDecimal_js__WEBPACK_IMPORTED_MODULE_0__.formatDecimalParts)(x, p);\n if (!d) return x + \"\";\n var coefficient = d[0],\n exponent = d[1];\n return exponent < 0 ? \"0.\" + new Array(-exponent).join(\"0\") + coefficient\n : coefficient.length > exponent + 1 ? coefficient.slice(0, exponent + 1) + \".\" + coefficient.slice(exponent + 1)\n : coefficient + new Array(exponent - coefficient.length + 2).join(\"0\");\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/formatRounded.js?"); /***/ }), @@ -534,15 +341,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*******************************************************!*\ !*** ./node_modules/d3-format/src/formatSpecifier.js ***! \*******************************************************/ -/*! namespace exports */ -/*! export FormatSpecifier [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* binding */ formatSpecifier,\n/* harmony export */ \"FormatSpecifier\": () => /* binding */ FormatSpecifier\n/* harmony export */ });\n// [[fill]align][sign][symbol][0][width][,][.precision][~][type]\nvar re = /^(?:(.)?([<>=^]))?([+\\-( ])?([$#])?(0)?(\\d+)?(,)?(\\.\\d+)?(~)?([a-z%])?$/i;\n\nfunction formatSpecifier(specifier) {\n if (!(match = re.exec(specifier))) throw new Error(\"invalid format: \" + specifier);\n var match;\n return new FormatSpecifier({\n fill: match[1],\n align: match[2],\n sign: match[3],\n symbol: match[4],\n zero: match[5],\n width: match[6],\n comma: match[7],\n precision: match[8] && match[8].slice(1),\n trim: match[9],\n type: match[10]\n });\n}\n\nformatSpecifier.prototype = FormatSpecifier.prototype; // instanceof\n\nfunction FormatSpecifier(specifier) {\n this.fill = specifier.fill === undefined ? \" \" : specifier.fill + \"\";\n this.align = specifier.align === undefined ? \">\" : specifier.align + \"\";\n this.sign = specifier.sign === undefined ? \"-\" : specifier.sign + \"\";\n this.symbol = specifier.symbol === undefined ? \"\" : specifier.symbol + \"\";\n this.zero = !!specifier.zero;\n this.width = specifier.width === undefined ? undefined : +specifier.width;\n this.comma = !!specifier.comma;\n this.precision = specifier.precision === undefined ? undefined : +specifier.precision;\n this.trim = !!specifier.trim;\n this.type = specifier.type === undefined ? \"\" : specifier.type + \"\";\n}\n\nFormatSpecifier.prototype.toString = function() {\n return this.fill\n + this.align\n + this.sign\n + this.symbol\n + (this.zero ? \"0\" : \"\")\n + (this.width === undefined ? \"\" : Math.max(1, this.width | 0))\n + (this.comma ? \",\" : \"\")\n + (this.precision === undefined ? \"\" : \".\" + Math.max(0, this.precision | 0))\n + (this.trim ? \"~\" : \"\")\n + this.type;\n};\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/formatSpecifier.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* binding */ formatSpecifier),\n/* harmony export */ \"FormatSpecifier\": () => (/* binding */ FormatSpecifier)\n/* harmony export */ });\n// [[fill]align][sign][symbol][0][width][,][.precision][~][type]\nvar re = /^(?:(.)?([<>=^]))?([+\\-( ])?([$#])?(0)?(\\d+)?(,)?(\\.\\d+)?(~)?([a-z%])?$/i;\n\nfunction formatSpecifier(specifier) {\n if (!(match = re.exec(specifier))) throw new Error(\"invalid format: \" + specifier);\n var match;\n return new FormatSpecifier({\n fill: match[1],\n align: match[2],\n sign: match[3],\n symbol: match[4],\n zero: match[5],\n width: match[6],\n comma: match[7],\n precision: match[8] && match[8].slice(1),\n trim: match[9],\n type: match[10]\n });\n}\n\nformatSpecifier.prototype = FormatSpecifier.prototype; // instanceof\n\nfunction FormatSpecifier(specifier) {\n this.fill = specifier.fill === undefined ? \" \" : specifier.fill + \"\";\n this.align = specifier.align === undefined ? \">\" : specifier.align + \"\";\n this.sign = specifier.sign === undefined ? \"-\" : specifier.sign + \"\";\n this.symbol = specifier.symbol === undefined ? \"\" : specifier.symbol + \"\";\n this.zero = !!specifier.zero;\n this.width = specifier.width === undefined ? undefined : +specifier.width;\n this.comma = !!specifier.comma;\n this.precision = specifier.precision === undefined ? undefined : +specifier.precision;\n this.trim = !!specifier.trim;\n this.type = specifier.type === undefined ? \"\" : specifier.type + \"\";\n}\n\nFormatSpecifier.prototype.toString = function() {\n return this.fill\n + this.align\n + this.sign\n + this.symbol\n + (this.zero ? \"0\" : \"\")\n + (this.width === undefined ? \"\" : Math.max(1, this.width | 0))\n + (this.comma ? \",\" : \"\")\n + (this.precision === undefined ? \"\" : \".\" + Math.max(0, this.precision | 0))\n + (this.trim ? \"~\" : \"\")\n + this.type;\n};\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/formatSpecifier.js?"); /***/ }), @@ -550,14 +352,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!**************************************************!*\ !*** ./node_modules/d3-format/src/formatTrim.js ***! \**************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n// Trims insignificant zeros, e.g., replaces 1.2000k with 1.2k.\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(s) {\n out: for (var n = s.length, i = 1, i0 = -1, i1; i < n; ++i) {\n switch (s[i]) {\n case \".\": i0 = i1 = i; break;\n case \"0\": if (i0 === 0) i0 = i; i1 = i; break;\n default: if (!+s[i]) break out; if (i0 > 0) i0 = 0; break;\n }\n }\n return i0 > 0 ? s.slice(0, i0) + s.slice(i1 + 1) : s;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/formatTrim.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n// Trims insignificant zeros, e.g., replaces 1.2000k with 1.2k.\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(s) {\n out: for (var n = s.length, i = 1, i0 = -1, i1; i < n; ++i) {\n switch (s[i]) {\n case \".\": i0 = i1 = i; break;\n case \"0\": if (i0 === 0) i0 = i; i1 = i; break;\n default: if (!+s[i]) break out; if (i0 > 0) i0 = 0; break;\n }\n }\n return i0 > 0 ? s.slice(0, i0) + s.slice(i1 + 1) : s;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/formatTrim.js?"); /***/ }), @@ -565,14 +363,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!***************************************************!*\ !*** ./node_modules/d3-format/src/formatTypes.js ***! \***************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_exports__, __webpack_require__, __webpack_require__.r, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _formatDecimal_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./formatDecimal.js */ \"./node_modules/d3-format/src/formatDecimal.js\");\n/* harmony import */ var _formatPrefixAuto_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./formatPrefixAuto.js */ \"./node_modules/d3-format/src/formatPrefixAuto.js\");\n/* harmony import */ var _formatRounded_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./formatRounded.js */ \"./node_modules/d3-format/src/formatRounded.js\");\n\n\n\n\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = ({\n \"%\": (x, p) => (x * 100).toFixed(p),\n \"b\": (x) => Math.round(x).toString(2),\n \"c\": (x) => x + \"\",\n \"d\": _formatDecimal_js__WEBPACK_IMPORTED_MODULE_0__.default,\n \"e\": (x, p) => x.toExponential(p),\n \"f\": (x, p) => x.toFixed(p),\n \"g\": (x, p) => x.toPrecision(p),\n \"o\": (x) => Math.round(x).toString(8),\n \"p\": (x, p) => (0,_formatRounded_js__WEBPACK_IMPORTED_MODULE_1__.default)(x * 100, p),\n \"r\": _formatRounded_js__WEBPACK_IMPORTED_MODULE_1__.default,\n \"s\": _formatPrefixAuto_js__WEBPACK_IMPORTED_MODULE_2__.default,\n \"X\": (x) => Math.round(x).toString(16).toUpperCase(),\n \"x\": (x) => Math.round(x).toString(16)\n});\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/formatTypes.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _formatDecimal_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./formatDecimal.js */ \"./node_modules/d3-format/src/formatDecimal.js\");\n/* harmony import */ var _formatPrefixAuto_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./formatPrefixAuto.js */ \"./node_modules/d3-format/src/formatPrefixAuto.js\");\n/* harmony import */ var _formatRounded_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./formatRounded.js */ \"./node_modules/d3-format/src/formatRounded.js\");\n\n\n\n\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = ({\n \"%\": (x, p) => (x * 100).toFixed(p),\n \"b\": (x) => Math.round(x).toString(2),\n \"c\": (x) => x + \"\",\n \"d\": _formatDecimal_js__WEBPACK_IMPORTED_MODULE_0__.default,\n \"e\": (x, p) => x.toExponential(p),\n \"f\": (x, p) => x.toFixed(p),\n \"g\": (x, p) => x.toPrecision(p),\n \"o\": (x) => Math.round(x).toString(8),\n \"p\": (x, p) => (0,_formatRounded_js__WEBPACK_IMPORTED_MODULE_1__.default)(x * 100, p),\n \"r\": _formatRounded_js__WEBPACK_IMPORTED_MODULE_1__.default,\n \"s\": _formatPrefixAuto_js__WEBPACK_IMPORTED_MODULE_2__.default,\n \"X\": (x) => Math.round(x).toString(16).toUpperCase(),\n \"x\": (x) => Math.round(x).toString(16)\n});\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/formatTypes.js?"); /***/ }), @@ -580,14 +374,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!************************************************!*\ !*** ./node_modules/d3-format/src/identity.js ***! \************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(x) {\n return x;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/identity.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(x) {\n return x;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/identity.js?"); /***/ }), @@ -595,14 +385,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!**********************************************!*\ !*** ./node_modules/d3-format/src/locale.js ***! \**********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _exponent_js__WEBPACK_IMPORTED_MODULE_7__ = __webpack_require__(/*! ./exponent.js */ \"./node_modules/d3-format/src/exponent.js\");\n/* harmony import */ var _formatGroup_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./formatGroup.js */ \"./node_modules/d3-format/src/formatGroup.js\");\n/* harmony import */ var _formatNumerals_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./formatNumerals.js */ \"./node_modules/d3-format/src/formatNumerals.js\");\n/* harmony import */ var _formatSpecifier_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./formatSpecifier.js */ \"./node_modules/d3-format/src/formatSpecifier.js\");\n/* harmony import */ var _formatTrim_js__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! ./formatTrim.js */ \"./node_modules/d3-format/src/formatTrim.js\");\n/* harmony import */ var _formatTypes_js__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ./formatTypes.js */ \"./node_modules/d3-format/src/formatTypes.js\");\n/* harmony import */ var _formatPrefixAuto_js__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! ./formatPrefixAuto.js */ \"./node_modules/d3-format/src/formatPrefixAuto.js\");\n/* harmony import */ var _identity_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./identity.js */ \"./node_modules/d3-format/src/identity.js\");\n\n\n\n\n\n\n\n\n\nvar map = Array.prototype.map,\n prefixes = [\"y\",\"z\",\"a\",\"f\",\"p\",\"n\",\"µ\",\"m\",\"\",\"k\",\"M\",\"G\",\"T\",\"P\",\"E\",\"Z\",\"Y\"];\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(locale) {\n var group = locale.grouping === undefined || locale.thousands === undefined ? _identity_js__WEBPACK_IMPORTED_MODULE_0__.default : (0,_formatGroup_js__WEBPACK_IMPORTED_MODULE_1__.default)(map.call(locale.grouping, Number), locale.thousands + \"\"),\n currencyPrefix = locale.currency === undefined ? \"\" : locale.currency[0] + \"\",\n currencySuffix = locale.currency === undefined ? \"\" : locale.currency[1] + \"\",\n decimal = locale.decimal === undefined ? \".\" : locale.decimal + \"\",\n numerals = locale.numerals === undefined ? _identity_js__WEBPACK_IMPORTED_MODULE_0__.default : (0,_formatNumerals_js__WEBPACK_IMPORTED_MODULE_2__.default)(map.call(locale.numerals, String)),\n percent = locale.percent === undefined ? \"%\" : locale.percent + \"\",\n minus = locale.minus === undefined ? \"−\" : locale.minus + \"\",\n nan = locale.nan === undefined ? \"NaN\" : locale.nan + \"\";\n\n function newFormat(specifier) {\n specifier = (0,_formatSpecifier_js__WEBPACK_IMPORTED_MODULE_3__.default)(specifier);\n\n var fill = specifier.fill,\n align = specifier.align,\n sign = specifier.sign,\n symbol = specifier.symbol,\n zero = specifier.zero,\n width = specifier.width,\n comma = specifier.comma,\n precision = specifier.precision,\n trim = specifier.trim,\n type = specifier.type;\n\n // The \"n\" type is an alias for \",g\".\n if (type === \"n\") comma = true, type = \"g\";\n\n // The \"\" type, and any invalid type, is an alias for \".12~g\".\n else if (!_formatTypes_js__WEBPACK_IMPORTED_MODULE_4__.default[type]) precision === undefined && (precision = 12), trim = true, type = \"g\";\n\n // If zero fill is specified, padding goes after sign and before digits.\n if (zero || (fill === \"0\" && align === \"=\")) zero = true, fill = \"0\", align = \"=\";\n\n // Compute the prefix and suffix.\n // For SI-prefix, the suffix is lazily computed.\n var prefix = symbol === \"$\" ? currencyPrefix : symbol === \"#\" && /[boxX]/.test(type) ? \"0\" + type.toLowerCase() : \"\",\n suffix = symbol === \"$\" ? currencySuffix : /[%p]/.test(type) ? percent : \"\";\n\n // What format function should we use?\n // Is this an integer type?\n // Can this type generate exponential notation?\n var formatType = _formatTypes_js__WEBPACK_IMPORTED_MODULE_4__.default[type],\n maybeSuffix = /[defgprs%]/.test(type);\n\n // Set the default precision if not specified,\n // or clamp the specified precision to the supported range.\n // For significant precision, it must be in [1, 21].\n // For fixed precision, it must be in [0, 20].\n precision = precision === undefined ? 6\n : /[gprs]/.test(type) ? Math.max(1, Math.min(21, precision))\n : Math.max(0, Math.min(20, precision));\n\n function format(value) {\n var valuePrefix = prefix,\n valueSuffix = suffix,\n i, n, c;\n\n if (type === \"c\") {\n valueSuffix = formatType(value) + valueSuffix;\n value = \"\";\n } else {\n value = +value;\n\n // Determine the sign. -0 is not less than 0, but 1 / -0 is!\n var valueNegative = value < 0 || 1 / value < 0;\n\n // Perform the initial formatting.\n value = isNaN(value) ? nan : formatType(Math.abs(value), precision);\n\n // Trim insignificant zeros.\n if (trim) value = (0,_formatTrim_js__WEBPACK_IMPORTED_MODULE_5__.default)(value);\n\n // If a negative value rounds to zero after formatting, and no explicit positive sign is requested, hide the sign.\n if (valueNegative && +value === 0 && sign !== \"+\") valueNegative = false;\n\n // Compute the prefix and suffix.\n valuePrefix = (valueNegative ? (sign === \"(\" ? sign : minus) : sign === \"-\" || sign === \"(\" ? \"\" : sign) + valuePrefix;\n valueSuffix = (type === \"s\" ? prefixes[8 + _formatPrefixAuto_js__WEBPACK_IMPORTED_MODULE_6__.prefixExponent / 3] : \"\") + valueSuffix + (valueNegative && sign === \"(\" ? \")\" : \"\");\n\n // Break the formatted value into the integer “value” part that can be\n // grouped, and fractional or exponential “suffix” part that is not.\n if (maybeSuffix) {\n i = -1, n = value.length;\n while (++i < n) {\n if (c = value.charCodeAt(i), 48 > c || c > 57) {\n valueSuffix = (c === 46 ? decimal + value.slice(i + 1) : value.slice(i)) + valueSuffix;\n value = value.slice(0, i);\n break;\n }\n }\n }\n }\n\n // If the fill character is not \"0\", grouping is applied before padding.\n if (comma && !zero) value = group(value, Infinity);\n\n // Compute the padding.\n var length = valuePrefix.length + value.length + valueSuffix.length,\n padding = length < width ? new Array(width - length + 1).join(fill) : \"\";\n\n // If the fill character is \"0\", grouping is applied after padding.\n if (comma && zero) value = group(padding + value, padding.length ? width - valueSuffix.length : Infinity), padding = \"\";\n\n // Reconstruct the final output based on the desired alignment.\n switch (align) {\n case \"<\": value = valuePrefix + value + valueSuffix + padding; break;\n case \"=\": value = valuePrefix + padding + value + valueSuffix; break;\n case \"^\": value = padding.slice(0, length = padding.length >> 1) + valuePrefix + value + valueSuffix + padding.slice(length); break;\n default: value = padding + valuePrefix + value + valueSuffix; break;\n }\n\n return numerals(value);\n }\n\n format.toString = function() {\n return specifier + \"\";\n };\n\n return format;\n }\n\n function formatPrefix(specifier, value) {\n var f = newFormat((specifier = (0,_formatSpecifier_js__WEBPACK_IMPORTED_MODULE_3__.default)(specifier), specifier.type = \"f\", specifier)),\n e = Math.max(-8, Math.min(8, Math.floor((0,_exponent_js__WEBPACK_IMPORTED_MODULE_7__.default)(value) / 3))) * 3,\n k = Math.pow(10, -e),\n prefix = prefixes[8 + e / 3];\n return function(value) {\n return f(k * value) + prefix;\n };\n }\n\n return {\n format: newFormat,\n formatPrefix: formatPrefix\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/locale.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _exponent_js__WEBPACK_IMPORTED_MODULE_7__ = __webpack_require__(/*! ./exponent.js */ \"./node_modules/d3-format/src/exponent.js\");\n/* harmony import */ var _formatGroup_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./formatGroup.js */ \"./node_modules/d3-format/src/formatGroup.js\");\n/* harmony import */ var _formatNumerals_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./formatNumerals.js */ \"./node_modules/d3-format/src/formatNumerals.js\");\n/* harmony import */ var _formatSpecifier_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./formatSpecifier.js */ \"./node_modules/d3-format/src/formatSpecifier.js\");\n/* harmony import */ var _formatTrim_js__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! ./formatTrim.js */ \"./node_modules/d3-format/src/formatTrim.js\");\n/* harmony import */ var _formatTypes_js__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ./formatTypes.js */ \"./node_modules/d3-format/src/formatTypes.js\");\n/* harmony import */ var _formatPrefixAuto_js__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! ./formatPrefixAuto.js */ \"./node_modules/d3-format/src/formatPrefixAuto.js\");\n/* harmony import */ var _identity_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./identity.js */ \"./node_modules/d3-format/src/identity.js\");\n\n\n\n\n\n\n\n\n\nvar map = Array.prototype.map,\n prefixes = [\"y\",\"z\",\"a\",\"f\",\"p\",\"n\",\"µ\",\"m\",\"\",\"k\",\"M\",\"G\",\"T\",\"P\",\"E\",\"Z\",\"Y\"];\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(locale) {\n var group = locale.grouping === undefined || locale.thousands === undefined ? _identity_js__WEBPACK_IMPORTED_MODULE_0__.default : (0,_formatGroup_js__WEBPACK_IMPORTED_MODULE_1__.default)(map.call(locale.grouping, Number), locale.thousands + \"\"),\n currencyPrefix = locale.currency === undefined ? \"\" : locale.currency[0] + \"\",\n currencySuffix = locale.currency === undefined ? \"\" : locale.currency[1] + \"\",\n decimal = locale.decimal === undefined ? \".\" : locale.decimal + \"\",\n numerals = locale.numerals === undefined ? _identity_js__WEBPACK_IMPORTED_MODULE_0__.default : (0,_formatNumerals_js__WEBPACK_IMPORTED_MODULE_2__.default)(map.call(locale.numerals, String)),\n percent = locale.percent === undefined ? \"%\" : locale.percent + \"\",\n minus = locale.minus === undefined ? \"−\" : locale.minus + \"\",\n nan = locale.nan === undefined ? \"NaN\" : locale.nan + \"\";\n\n function newFormat(specifier) {\n specifier = (0,_formatSpecifier_js__WEBPACK_IMPORTED_MODULE_3__.default)(specifier);\n\n var fill = specifier.fill,\n align = specifier.align,\n sign = specifier.sign,\n symbol = specifier.symbol,\n zero = specifier.zero,\n width = specifier.width,\n comma = specifier.comma,\n precision = specifier.precision,\n trim = specifier.trim,\n type = specifier.type;\n\n // The \"n\" type is an alias for \",g\".\n if (type === \"n\") comma = true, type = \"g\";\n\n // The \"\" type, and any invalid type, is an alias for \".12~g\".\n else if (!_formatTypes_js__WEBPACK_IMPORTED_MODULE_4__.default[type]) precision === undefined && (precision = 12), trim = true, type = \"g\";\n\n // If zero fill is specified, padding goes after sign and before digits.\n if (zero || (fill === \"0\" && align === \"=\")) zero = true, fill = \"0\", align = \"=\";\n\n // Compute the prefix and suffix.\n // For SI-prefix, the suffix is lazily computed.\n var prefix = symbol === \"$\" ? currencyPrefix : symbol === \"#\" && /[boxX]/.test(type) ? \"0\" + type.toLowerCase() : \"\",\n suffix = symbol === \"$\" ? currencySuffix : /[%p]/.test(type) ? percent : \"\";\n\n // What format function should we use?\n // Is this an integer type?\n // Can this type generate exponential notation?\n var formatType = _formatTypes_js__WEBPACK_IMPORTED_MODULE_4__.default[type],\n maybeSuffix = /[defgprs%]/.test(type);\n\n // Set the default precision if not specified,\n // or clamp the specified precision to the supported range.\n // For significant precision, it must be in [1, 21].\n // For fixed precision, it must be in [0, 20].\n precision = precision === undefined ? 6\n : /[gprs]/.test(type) ? Math.max(1, Math.min(21, precision))\n : Math.max(0, Math.min(20, precision));\n\n function format(value) {\n var valuePrefix = prefix,\n valueSuffix = suffix,\n i, n, c;\n\n if (type === \"c\") {\n valueSuffix = formatType(value) + valueSuffix;\n value = \"\";\n } else {\n value = +value;\n\n // Determine the sign. -0 is not less than 0, but 1 / -0 is!\n var valueNegative = value < 0 || 1 / value < 0;\n\n // Perform the initial formatting.\n value = isNaN(value) ? nan : formatType(Math.abs(value), precision);\n\n // Trim insignificant zeros.\n if (trim) value = (0,_formatTrim_js__WEBPACK_IMPORTED_MODULE_5__.default)(value);\n\n // If a negative value rounds to zero after formatting, and no explicit positive sign is requested, hide the sign.\n if (valueNegative && +value === 0 && sign !== \"+\") valueNegative = false;\n\n // Compute the prefix and suffix.\n valuePrefix = (valueNegative ? (sign === \"(\" ? sign : minus) : sign === \"-\" || sign === \"(\" ? \"\" : sign) + valuePrefix;\n valueSuffix = (type === \"s\" ? prefixes[8 + _formatPrefixAuto_js__WEBPACK_IMPORTED_MODULE_6__.prefixExponent / 3] : \"\") + valueSuffix + (valueNegative && sign === \"(\" ? \")\" : \"\");\n\n // Break the formatted value into the integer “value” part that can be\n // grouped, and fractional or exponential “suffix” part that is not.\n if (maybeSuffix) {\n i = -1, n = value.length;\n while (++i < n) {\n if (c = value.charCodeAt(i), 48 > c || c > 57) {\n valueSuffix = (c === 46 ? decimal + value.slice(i + 1) : value.slice(i)) + valueSuffix;\n value = value.slice(0, i);\n break;\n }\n }\n }\n }\n\n // If the fill character is not \"0\", grouping is applied before padding.\n if (comma && !zero) value = group(value, Infinity);\n\n // Compute the padding.\n var length = valuePrefix.length + value.length + valueSuffix.length,\n padding = length < width ? new Array(width - length + 1).join(fill) : \"\";\n\n // If the fill character is \"0\", grouping is applied after padding.\n if (comma && zero) value = group(padding + value, padding.length ? width - valueSuffix.length : Infinity), padding = \"\";\n\n // Reconstruct the final output based on the desired alignment.\n switch (align) {\n case \"<\": value = valuePrefix + value + valueSuffix + padding; break;\n case \"=\": value = valuePrefix + padding + value + valueSuffix; break;\n case \"^\": value = padding.slice(0, length = padding.length >> 1) + valuePrefix + value + valueSuffix + padding.slice(length); break;\n default: value = padding + valuePrefix + value + valueSuffix; break;\n }\n\n return numerals(value);\n }\n\n format.toString = function() {\n return specifier + \"\";\n };\n\n return format;\n }\n\n function formatPrefix(specifier, value) {\n var f = newFormat((specifier = (0,_formatSpecifier_js__WEBPACK_IMPORTED_MODULE_3__.default)(specifier), specifier.type = \"f\", specifier)),\n e = Math.max(-8, Math.min(8, Math.floor((0,_exponent_js__WEBPACK_IMPORTED_MODULE_7__.default)(value) / 3))) * 3,\n k = Math.pow(10, -e),\n prefix = prefixes[8 + e / 3];\n return function(value) {\n return f(k * value) + prefix;\n };\n }\n\n return {\n format: newFormat,\n formatPrefix: formatPrefix\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/locale.js?"); /***/ }), @@ -610,14 +396,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!******************************************************!*\ !*** ./node_modules/d3-format/src/precisionFixed.js ***! \******************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _exponent_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./exponent.js */ \"./node_modules/d3-format/src/exponent.js\");\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(step) {\n return Math.max(0, -(0,_exponent_js__WEBPACK_IMPORTED_MODULE_0__.default)(Math.abs(step)));\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/precisionFixed.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _exponent_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./exponent.js */ \"./node_modules/d3-format/src/exponent.js\");\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(step) {\n return Math.max(0, -(0,_exponent_js__WEBPACK_IMPORTED_MODULE_0__.default)(Math.abs(step)));\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/precisionFixed.js?"); /***/ }), @@ -625,14 +407,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*******************************************************!*\ !*** ./node_modules/d3-format/src/precisionPrefix.js ***! \*******************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _exponent_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./exponent.js */ \"./node_modules/d3-format/src/exponent.js\");\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(step, value) {\n return Math.max(0, Math.max(-8, Math.min(8, Math.floor((0,_exponent_js__WEBPACK_IMPORTED_MODULE_0__.default)(value) / 3))) * 3 - (0,_exponent_js__WEBPACK_IMPORTED_MODULE_0__.default)(Math.abs(step)));\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/precisionPrefix.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _exponent_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./exponent.js */ \"./node_modules/d3-format/src/exponent.js\");\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(step, value) {\n return Math.max(0, Math.max(-8, Math.min(8, Math.floor((0,_exponent_js__WEBPACK_IMPORTED_MODULE_0__.default)(value) / 3))) * 3 - (0,_exponent_js__WEBPACK_IMPORTED_MODULE_0__.default)(Math.abs(step)));\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/precisionPrefix.js?"); /***/ }), @@ -640,14 +418,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!******************************************************!*\ !*** ./node_modules/d3-format/src/precisionRound.js ***! \******************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _exponent_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./exponent.js */ \"./node_modules/d3-format/src/exponent.js\");\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(step, max) {\n step = Math.abs(step), max = Math.abs(max) - step;\n return Math.max(0, (0,_exponent_js__WEBPACK_IMPORTED_MODULE_0__.default)(max) - (0,_exponent_js__WEBPACK_IMPORTED_MODULE_0__.default)(step)) + 1;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/precisionRound.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _exponent_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./exponent.js */ \"./node_modules/d3-format/src/exponent.js\");\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(step, max) {\n step = Math.abs(step), max = Math.abs(max) - step;\n return Math.max(0, (0,_exponent_js__WEBPACK_IMPORTED_MODULE_0__.default)(max) - (0,_exponent_js__WEBPACK_IMPORTED_MODULE_0__.default)(step)) + 1;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-format/src/precisionRound.js?"); /***/ }), @@ -655,16 +429,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!**********************************************!*\ !*** ./node_modules/d3-geo-voronoi/index.js ***! \**********************************************/ -/*! namespace exports */ -/*! export geoContour [provided] [no usage info] [missing usage info prevents renaming] -> ./node_modules/d3-geo-voronoi/src/contour.js .geoContour */ -/*! export geoDelaunay [provided] [no usage info] [missing usage info prevents renaming] -> ./node_modules/d3-geo-voronoi/src/delaunay.js .geoDelaunay */ -/*! export geoVoronoi [provided] [no usage info] [missing usage info prevents renaming] -> ./node_modules/d3-geo-voronoi/src/voronoi.js .geoVoronoi */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_exports__, __webpack_require__.d, __webpack_require__.r, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"geoDelaunay\": () => /* reexport safe */ _src_delaunay_js__WEBPACK_IMPORTED_MODULE_0__.geoDelaunay,\n/* harmony export */ \"geoVoronoi\": () => /* reexport safe */ _src_voronoi_js__WEBPACK_IMPORTED_MODULE_1__.geoVoronoi,\n/* harmony export */ \"geoContour\": () => /* reexport safe */ _src_contour_js__WEBPACK_IMPORTED_MODULE_2__.geoContour\n/* harmony export */ });\n/* harmony import */ var _src_delaunay_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./src/delaunay.js */ \"./node_modules/d3-geo-voronoi/src/delaunay.js\");\n/* harmony import */ var _src_voronoi_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./src/voronoi.js */ \"./node_modules/d3-geo-voronoi/src/voronoi.js\");\n/* harmony import */ var _src_contour_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./src/contour.js */ \"./node_modules/d3-geo-voronoi/src/contour.js\");\n\n\n\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo-voronoi/index.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"geoDelaunay\": () => (/* reexport safe */ _src_delaunay_js__WEBPACK_IMPORTED_MODULE_0__.geoDelaunay),\n/* harmony export */ \"geoVoronoi\": () => (/* reexport safe */ _src_voronoi_js__WEBPACK_IMPORTED_MODULE_1__.geoVoronoi),\n/* harmony export */ \"geoContour\": () => (/* reexport safe */ _src_contour_js__WEBPACK_IMPORTED_MODULE_2__.geoContour)\n/* harmony export */ });\n/* harmony import */ var _src_delaunay_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./src/delaunay.js */ \"./node_modules/d3-geo-voronoi/src/delaunay.js\");\n/* harmony import */ var _src_voronoi_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./src/voronoi.js */ \"./node_modules/d3-geo-voronoi/src/voronoi.js\");\n/* harmony import */ var _src_contour_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./src/contour.js */ \"./node_modules/d3-geo-voronoi/src/contour.js\");\n\n\n\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo-voronoi/index.js?"); /***/ }), @@ -672,22 +440,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!******************************************************!*\ !*** ./node_modules/d3-geo-voronoi/src/cartesian.js ***! \******************************************************/ -/*! namespace exports */ -/*! export cartesian [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export cartesianAdd [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export cartesianAddInPlace [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export cartesianCross [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export cartesianDot [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export cartesianNormalize [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export cartesianNormalizeInPlace [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export cartesianScale [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export spherical [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"spherical\": () => /* binding */ spherical,\n/* harmony export */ \"cartesian\": () => /* binding */ cartesian,\n/* harmony export */ \"cartesianDot\": () => /* binding */ cartesianDot,\n/* harmony export */ \"cartesianCross\": () => /* binding */ cartesianCross,\n/* harmony export */ \"cartesianAddInPlace\": () => /* binding */ cartesianAddInPlace,\n/* harmony export */ \"cartesianAdd\": () => /* binding */ cartesianAdd,\n/* harmony export */ \"cartesianScale\": () => /* binding */ cartesianScale,\n/* harmony export */ \"cartesianNormalizeInPlace\": () => /* binding */ cartesianNormalizeInPlace,\n/* harmony export */ \"cartesianNormalize\": () => /* binding */ cartesianNormalize\n/* harmony export */ });\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo-voronoi/src/math.js\");\n\n\nfunction spherical(cartesian) {\n return [(0,_math_js__WEBPACK_IMPORTED_MODULE_0__.atan2)(cartesian[1], cartesian[0]), (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.asin)(cartesian[2])];\n}\n\nfunction cartesian(spherical) {\n var lambda = spherical[0],\n phi = spherical[1],\n cosPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(phi);\n return [cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(lambda), cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(lambda), (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(phi)];\n}\n\nfunction cartesianDot(a, b) {\n return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];\n}\n\nfunction cartesianCross(a, b) {\n return [\n a[1] * b[2] - a[2] * b[1],\n a[2] * b[0] - a[0] * b[2],\n a[0] * b[1] - a[1] * b[0]\n ];\n}\n\n// TODO return a\nfunction cartesianAddInPlace(a, b) {\n (a[0] += b[0]), (a[1] += b[1]), (a[2] += b[2]);\n}\n\nfunction cartesianAdd(a, b) {\n return [a[0] + b[0], a[1] + b[1], a[2] + b[2]];\n}\n\nfunction cartesianScale(vector, k) {\n return [vector[0] * k, vector[1] * k, vector[2] * k];\n}\n\n// TODO return d\nfunction cartesianNormalizeInPlace(d) {\n var l = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sqrt)(d[0] * d[0] + d[1] * d[1] + d[2] * d[2]);\n (d[0] /= l), (d[1] /= l), (d[2] /= l);\n}\n\nfunction cartesianNormalize(d) {\n var l = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sqrt)(d[0] * d[0] + d[1] * d[1] + d[2] * d[2]);\n return [d[0] / l, d[1] / l, d[2] / l];\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo-voronoi/src/cartesian.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"spherical\": () => (/* binding */ spherical),\n/* harmony export */ \"cartesian\": () => (/* binding */ cartesian),\n/* harmony export */ \"cartesianDot\": () => (/* binding */ cartesianDot),\n/* harmony export */ \"cartesianCross\": () => (/* binding */ cartesianCross),\n/* harmony export */ \"cartesianAddInPlace\": () => (/* binding */ cartesianAddInPlace),\n/* harmony export */ \"cartesianAdd\": () => (/* binding */ cartesianAdd),\n/* harmony export */ \"cartesianScale\": () => (/* binding */ cartesianScale),\n/* harmony export */ \"cartesianNormalizeInPlace\": () => (/* binding */ cartesianNormalizeInPlace),\n/* harmony export */ \"cartesianNormalize\": () => (/* binding */ cartesianNormalize)\n/* harmony export */ });\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo-voronoi/src/math.js\");\n\n\nfunction spherical(cartesian) {\n return [(0,_math_js__WEBPACK_IMPORTED_MODULE_0__.atan2)(cartesian[1], cartesian[0]), (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.asin)(cartesian[2])];\n}\n\nfunction cartesian(spherical) {\n var lambda = spherical[0],\n phi = spherical[1],\n cosPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(phi);\n return [cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(lambda), cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(lambda), (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(phi)];\n}\n\nfunction cartesianDot(a, b) {\n return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];\n}\n\nfunction cartesianCross(a, b) {\n return [\n a[1] * b[2] - a[2] * b[1],\n a[2] * b[0] - a[0] * b[2],\n a[0] * b[1] - a[1] * b[0]\n ];\n}\n\n// TODO return a\nfunction cartesianAddInPlace(a, b) {\n (a[0] += b[0]), (a[1] += b[1]), (a[2] += b[2]);\n}\n\nfunction cartesianAdd(a, b) {\n return [a[0] + b[0], a[1] + b[1], a[2] + b[2]];\n}\n\nfunction cartesianScale(vector, k) {\n return [vector[0] * k, vector[1] * k, vector[2] * k];\n}\n\n// TODO return d\nfunction cartesianNormalizeInPlace(d) {\n var l = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sqrt)(d[0] * d[0] + d[1] * d[1] + d[2] * d[2]);\n (d[0] /= l), (d[1] /= l), (d[2] /= l);\n}\n\nfunction cartesianNormalize(d) {\n var l = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sqrt)(d[0] * d[0] + d[1] * d[1] + d[2] * d[2]);\n return [d[0] / l, d[1] / l, d[2] / l];\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo-voronoi/src/cartesian.js?"); /***/ }), @@ -695,14 +451,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!****************************************************!*\ !*** ./node_modules/d3-geo-voronoi/src/contour.js ***! \****************************************************/ -/*! namespace exports */ -/*! export geoContour [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"geoContour\": () => /* binding */ geoContour\n/* harmony export */ });\n/* harmony import */ var _delaunay_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./delaunay.js */ \"./node_modules/d3-geo-voronoi/src/delaunay.js\");\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/interpolate.js\");\n/* harmony import */ var d3_tricontour__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! d3-tricontour */ \"./node_modules/d3-tricontour/src/index.js\");\n//\n// (c) 2019 Philippe Riviere\n//\n// https://github.com/Fil/\n//\n// This software is distributed under the terms of the MIT License\n\n\n\n\n\nfunction geoContour() {\n let v;\n const contour = (0,d3_tricontour__WEBPACK_IMPORTED_MODULE_1__.tricontour)()\n .triangulate((data, x, y) => {\n v = (0,_delaunay_js__WEBPACK_IMPORTED_MODULE_0__.geoDelaunay)(data.map(d => [x(d), y(d)]));\n return v.delaunay;\n })\n .pointInterpolate((i, j, a) => {\n const { points, projection } = v.delaunay;\n const A = projection.invert([points[2 * i], points[2 * i + 1]]),\n B = projection.invert([points[2 * j], points[2 * j + 1]]);\n return (0,d3_geo__WEBPACK_IMPORTED_MODULE_2__.default)(A, B)(a);\n })\n .ringsort(rings => {\n // tricky thing: in isobands this function is called twice,\n // we want to reverse the polygons’s winding order only in tricontour()\n // not in isoband()\n if (rings.length && !rings[0].reversed) {\n rings.forEach(ring => ring.reverse());\n rings[0].reversed = true;\n }\n return [rings];\n });\n\n return contour;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo-voronoi/src/contour.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"geoContour\": () => (/* binding */ geoContour)\n/* harmony export */ });\n/* harmony import */ var _delaunay_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./delaunay.js */ \"./node_modules/d3-geo-voronoi/src/delaunay.js\");\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/interpolate.js\");\n/* harmony import */ var d3_tricontour__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! d3-tricontour */ \"./node_modules/d3-tricontour/src/index.js\");\n//\n// (c) 2019 Philippe Riviere\n//\n// https://github.com/Fil/\n//\n// This software is distributed under the terms of the MIT License\n\n\n\n\n\nfunction geoContour() {\n let v;\n const contour = (0,d3_tricontour__WEBPACK_IMPORTED_MODULE_1__.tricontour)()\n .triangulate((data, x, y) => {\n v = (0,_delaunay_js__WEBPACK_IMPORTED_MODULE_0__.geoDelaunay)(data.map(d => [x(d), y(d)]));\n return v.delaunay;\n })\n .pointInterpolate((i, j, a) => {\n const { points, projection } = v.delaunay;\n const A = projection.invert([points[2 * i], points[2 * i + 1]]),\n B = projection.invert([points[2 * j], points[2 * j + 1]]);\n return (0,d3_geo__WEBPACK_IMPORTED_MODULE_2__.default)(A, B)(a);\n })\n .ringsort(rings => {\n // tricky thing: in isobands this function is called twice,\n // we want to reverse the polygons’s winding order only in tricontour()\n // not in isoband()\n if (rings.length && !rings[0].reversed) {\n rings.forEach(ring => ring.reverse());\n rings[0].reversed = true;\n }\n return [rings];\n });\n\n return contour;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo-voronoi/src/contour.js?"); /***/ }), @@ -710,15 +462,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*****************************************************!*\ !*** ./node_modules/d3-geo-voronoi/src/delaunay.js ***! \*****************************************************/ -/*! namespace exports */ -/*! export excess [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export geoDelaunay [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"excess\": () => /* binding */ excess,\n/* harmony export */ \"geoDelaunay\": () => /* binding */ geoDelaunay\n/* harmony export */ });\n/* harmony import */ var d3_delaunay__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! d3-delaunay */ \"./node_modules/d3-delaunay/src/delaunay.js\");\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/rotation.js\");\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/projection/stereographic.js\");\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/extent.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo-voronoi/src/math.js\");\n/* harmony import */ var _cartesian_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./cartesian.js */ \"./node_modules/d3-geo-voronoi/src/cartesian.js\");\n//\n// (c) 2019 Philippe Riviere\n//\n// https://github.com/Fil/\n//\n// This software is distributed under the terms of the MIT License\n\n\n\n\n\n\n\n// Converts 3D Cartesian to spherical coordinates (degrees).\nfunction spherical(cartesian) {\n return [\n (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.atan2)(cartesian[1], cartesian[0]) * _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees,\n (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.asin)((0,_math_js__WEBPACK_IMPORTED_MODULE_0__.max)(-1, (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.min)(1, cartesian[2]))) * _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees\n ];\n}\n\n// Converts spherical coordinates (degrees) to 3D Cartesian.\nfunction cartesian(coordinates) {\n var lambda = coordinates[0] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians,\n phi = coordinates[1] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians,\n cosphi = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(phi);\n return [cosphi * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(lambda), cosphi * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(lambda), (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(phi)];\n}\n\n// Spherical excess of a triangle (in spherical coordinates)\nfunction excess(triangle) {\n triangle = triangle.map(p => cartesian(p));\n return (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianDot)(triangle[0], (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)(triangle[2], triangle[1]));\n}\n\nfunction geoDelaunay(points) {\n const delaunay = geo_delaunay_from(points),\n triangles = geo_triangles(delaunay),\n edges = geo_edges(triangles, points),\n neighbors = geo_neighbors(triangles, points.length),\n find = geo_find(neighbors, points),\n // Voronoi ; could take a center function as an argument\n circumcenters = geo_circumcenters(triangles, points),\n { polygons, centers } = geo_polygons(circumcenters, triangles, points),\n mesh = geo_mesh(polygons),\n hull = geo_hull(triangles, points),\n // Urquhart ; returns a function that takes a distance array as argument.\n urquhart = geo_urquhart(edges, triangles);\n return {\n delaunay,\n edges,\n triangles,\n centers,\n neighbors,\n polygons,\n mesh,\n hull,\n urquhart,\n find\n };\n}\n\nfunction geo_find(neighbors, points) {\n function distance2(a,b) {\n let x = a[0] - b[0],\n y = a[1] - b[1],\n z = a[2] - b[2];\n return x * x + y * y + z * z;\n }\n\n return function find(x, y, next) {\n if (next === undefined) next = 0;\n let cell,\n dist,\n found = next;\n const xyz = cartesian([x, y]);\n do {\n cell = next;\n next = null;\n dist = distance2(xyz, cartesian(points[cell]));\n neighbors[cell].forEach(i => {\n let ndist = distance2(xyz, cartesian(points[i]));\n if (ndist < dist) {\n dist = ndist;\n next = i;\n found = i;\n return;\n }\n });\n } while (next !== null);\n\n return found;\n };\n}\n\nfunction geo_delaunay_from(points) {\n if (points.length < 2) return {};\n\n // find a valid point to send to infinity\n let pivot = 0;\n while (isNaN(points[pivot][0]+points[pivot][1]) && pivot++ < points.length) {}\n\n const r = (0,d3_geo__WEBPACK_IMPORTED_MODULE_2__.default)(points[pivot]),\n projection = (0,d3_geo__WEBPACK_IMPORTED_MODULE_3__.default)()\n .translate([0, 0])\n .scale(1)\n .rotate(r.invert([180, 0]));\n points = points.map(projection);\n\n const zeros = [];\n let max2 = 1;\n for (let i = 0, n = points.length; i < n; i++) {\n let m = points[i][0] ** 2 + points[i][1] ** 2;\n if (!isFinite(m) || m > 1e32) zeros.push(i);\n else if (m > max2) max2 = m;\n }\n\n const FAR = 1e6 * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sqrt)(max2);\n\n zeros.forEach(i => (points[i] = [FAR, 0]));\n\n // Add infinite horizon points\n points.push([0,FAR]);\n points.push([-FAR,0]);\n points.push([0,-FAR]);\n\n const delaunay = d3_delaunay__WEBPACK_IMPORTED_MODULE_4__.default.from(points);\n\n delaunay.projection = projection;\n\n // clean up the triangulation\n const {triangles, halfedges, inedges} = delaunay;\n const degenerate = [];\n for (let i = 0, l = halfedges.length; i < l; i++) {\n if (halfedges[i] < 0) {\n const j = i % 3 == 2 ? i - 2 : i + 1;\n const k = i % 3 == 0 ? i + 2 : i - 1;\n const a = halfedges[j];\n const b = halfedges[k];\n halfedges[a] = b;\n halfedges[b] = a;\n halfedges[j] = halfedges[k] = -1;\n triangles[i] = triangles[j] = triangles[k] = pivot;\n inedges[triangles[a]] = a % 3 == 0 ? a + 2 : a - 1;\n inedges[triangles[b]] = b % 3 == 0 ? b + 2 : b - 1;\n degenerate.push(Math.min(i,j,k));\n i += 2 - i % 3;\n } else if (triangles[i] > points.length - 3 - 1) {\n triangles[i] = pivot;\n }\n }\n \n // there should always be 4 degenerate triangles\n // console.warn(degenerate);\n return delaunay;\n}\n\nfunction geo_edges(triangles, points) {\n const _index = {};\n if (points.length === 2) return [[0, 1]];\n triangles.forEach(tri => {\n if (tri[0] === tri[1]) return;\n if (excess(tri.map(i => points[i])) < 0) return;\n for (let i = 0, j; i < 3; i++) {\n j = (i + 1) % 3;\n _index[(0,d3_array__WEBPACK_IMPORTED_MODULE_5__.default)([tri[i], tri[j]]).join(\"-\")] = true;\n }\n });\n return Object.keys(_index).map(d => d.split(\"-\").map(Number));\n}\n\nfunction geo_triangles(delaunay) {\n const {triangles} = delaunay;\n if (!triangles) return [];\n\n const geo_triangles = [];\n for (let i = 0, n = triangles.length / 3; i < n; i++) {\n const a = triangles[3 * i],\n b = triangles[3 * i + 1],\n c = triangles[3 * i + 2];\n if (a !== b && b !== c) {\n geo_triangles.push([a, c, b]);\n }\n }\n return geo_triangles;\n}\n\nfunction geo_circumcenters(triangles, points) {\n // if (!use_centroids) {\n return triangles.map(tri => {\n const c = tri.map(i => points[i]).map(cartesian),\n V = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianAdd)(\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianAdd)((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)(c[1], c[0]), (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)(c[2], c[1])),\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)(c[0], c[2])\n );\n return spherical((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianNormalize)(V));\n });\n /*} else {\n return triangles.map(tri => {\n return d3.geoCentroid({\n type: \"MultiPoint\",\n coordinates: tri.map(i => points[i])\n });\n });\n }*/\n}\n\nfunction geo_neighbors(triangles, npoints) {\n const neighbors = [];\n triangles.forEach((tri, i) => {\n for (let j = 0; j < 3; j++) {\n const a = tri[j],\n b = tri[(j + 1) % 3],\n c = tri[(j + 2) % 3];\n neighbors[a] = neighbors[a] || [];\n neighbors[a].push(b);\n }\n });\n\n // degenerate cases\n if (triangles.length === 0) {\n if (npoints === 2) (neighbors[0] = [1]), (neighbors[1] = [0]);\n else if (npoints === 1) neighbors[0] = [];\n }\n\n return neighbors;\n}\n\nfunction geo_polygons(circumcenters, triangles, points) {\n const polygons = [];\n\n const centers = circumcenters.slice();\n\n // supplementary centers for degenerate cases like n = 1,2,3\n const supplements = [];\n\n if (triangles.length === 0) {\n if (points.length < 2) return { polygons, centers };\n if (points.length === 2) {\n // two hemispheres\n const a = cartesian(points[0]),\n b = cartesian(points[1]),\n m = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianNormalize)((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianAdd)(a, b)),\n d = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianNormalize)((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)(a, b)),\n c = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)(m, d);\n const poly = [\n m,\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)(m, c),\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)(m, c), c),\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)(m, c), c), c)\n ]\n .map(spherical)\n .map(supplement);\n return (\n polygons.push(poly),\n polygons.push(poly.slice().reverse()),\n { polygons, centers }\n );\n }\n }\n\n triangles.forEach((tri, t) => {\n for (let j = 0; j < 3; j++) {\n const a = tri[j],\n b = tri[(j + 1) % 3],\n c = tri[(j + 2) % 3];\n polygons[a] = polygons[a] || [];\n polygons[a].push([b, c, t, [a, b, c]]);\n }\n });\n\n // reorder each polygon\n const reordered = polygons.map(poly => {\n const p = [poly[0][2]]; // t\n let k = poly[0][1]; // k = c\n for (let i = 1; i < poly.length; i++) {\n // look for b = k\n for (let j = 0; j < poly.length; j++) {\n if (poly[j][0] == k) {\n k = poly[j][1];\n p.push(poly[j][2]);\n break;\n }\n }\n }\n\n if (p.length > 2) {\n return p;\n } else if (p.length == 2) {\n const R0 = o_midpoint(\n points[poly[0][3][0]],\n points[poly[0][3][1]],\n centers[p[0]]\n ),\n R1 = o_midpoint(\n points[poly[0][3][2]],\n points[poly[0][3][0]],\n centers[p[0]]\n );\n const i0 = supplement(R0),\n i1 = supplement(R1);\n return [p[0], i1, p[1], i0];\n }\n });\n\n function supplement(point) {\n let f = -1;\n centers.slice(triangles.length, Infinity).forEach((p, i) => {\n if (p[0] === point[0] && p[1] === point[1]) f = i + triangles.length;\n });\n if (f < 0) (f = centers.length), centers.push(point);\n return f;\n }\n\n return { polygons: reordered, centers };\n}\n\nfunction o_midpoint(a, b, c) {\n a = cartesian(a);\n b = cartesian(b);\n c = cartesian(c);\n const s = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sign)((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianDot)((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)(b, a), c));\n return spherical((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianNormalize)((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianAdd)(a, b)).map(d => s * d));\n}\n\nfunction geo_mesh(polygons) {\n const mesh = [];\n polygons.forEach(poly => {\n if (!poly) return;\n let p = poly[poly.length - 1];\n for (let q of poly) {\n if (q > p) mesh.push([p, q]);\n p = q;\n }\n });\n return mesh;\n}\n\nfunction geo_urquhart(edges, triangles) {\n return function(distances) {\n const _lengths = {},\n _urquhart = {};\n edges.forEach((edge, i) => {\n const u = edge.join(\"-\");\n _lengths[u] = distances[i];\n _urquhart[u] = true;\n });\n\n triangles.forEach(tri => {\n let l = 0,\n remove = -1;\n for (var j = 0; j < 3; j++) {\n let u = (0,d3_array__WEBPACK_IMPORTED_MODULE_5__.default)([tri[j], tri[(j + 1) % 3]]).join(\"-\");\n if (_lengths[u] > l) {\n l = _lengths[u];\n remove = u;\n }\n }\n _urquhart[remove] = false;\n });\n\n return edges.map(edge => _urquhart[edge.join(\"-\")]);\n };\n}\n\nfunction geo_hull(triangles, points) {\n const _hull = {},\n hull = [];\n triangles.map(tri => {\n if (excess(tri.map(i => points[i > points.length ? 0 : i])) < 0) return;\n for (let i = 0; i < 3; i++) {\n let e = [tri[i], tri[(i + 1) % 3]],\n code = `${e[1]}-${e[0]}`;\n if (_hull[code]) delete _hull[code];\n else _hull[e.join(\"-\")] = true;\n }\n });\n\n const _index = {};\n let start;\n Object.keys(_hull).forEach(e => {\n e = e.split(\"-\").map(Number);\n _index[e[0]] = e[1];\n start = e[0];\n });\n\n if (start === undefined) return hull;\n\n let next = start;\n do {\n hull.push(next);\n let n = _index[next];\n _index[next] = -1;\n next = n;\n } while (next > -1 && next !== start);\n\n return hull;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo-voronoi/src/delaunay.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"excess\": () => (/* binding */ excess),\n/* harmony export */ \"geoDelaunay\": () => (/* binding */ geoDelaunay)\n/* harmony export */ });\n/* harmony import */ var d3_delaunay__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! d3-delaunay */ \"./node_modules/d3-delaunay/src/delaunay.js\");\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/rotation.js\");\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/projection/stereographic.js\");\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/extent.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo-voronoi/src/math.js\");\n/* harmony import */ var _cartesian_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./cartesian.js */ \"./node_modules/d3-geo-voronoi/src/cartesian.js\");\n//\n// (c) 2019 Philippe Riviere\n//\n// https://github.com/Fil/\n//\n// This software is distributed under the terms of the MIT License\n\n\n\n\n\n\n\n// Converts 3D Cartesian to spherical coordinates (degrees).\nfunction spherical(cartesian) {\n return [\n (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.atan2)(cartesian[1], cartesian[0]) * _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees,\n (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.asin)((0,_math_js__WEBPACK_IMPORTED_MODULE_0__.max)(-1, (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.min)(1, cartesian[2]))) * _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees\n ];\n}\n\n// Converts spherical coordinates (degrees) to 3D Cartesian.\nfunction cartesian(coordinates) {\n var lambda = coordinates[0] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians,\n phi = coordinates[1] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians,\n cosphi = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(phi);\n return [cosphi * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(lambda), cosphi * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(lambda), (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(phi)];\n}\n\n// Spherical excess of a triangle (in spherical coordinates)\nfunction excess(triangle) {\n triangle = triangle.map(p => cartesian(p));\n return (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianDot)(triangle[0], (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)(triangle[2], triangle[1]));\n}\n\nfunction geoDelaunay(points) {\n const delaunay = geo_delaunay_from(points),\n triangles = geo_triangles(delaunay),\n edges = geo_edges(triangles, points),\n neighbors = geo_neighbors(triangles, points.length),\n find = geo_find(neighbors, points),\n // Voronoi ; could take a center function as an argument\n circumcenters = geo_circumcenters(triangles, points),\n { polygons, centers } = geo_polygons(circumcenters, triangles, points),\n mesh = geo_mesh(polygons),\n hull = geo_hull(triangles, points),\n // Urquhart ; returns a function that takes a distance array as argument.\n urquhart = geo_urquhart(edges, triangles);\n return {\n delaunay,\n edges,\n triangles,\n centers,\n neighbors,\n polygons,\n mesh,\n hull,\n urquhart,\n find\n };\n}\n\nfunction geo_find(neighbors, points) {\n function distance2(a,b) {\n let x = a[0] - b[0],\n y = a[1] - b[1],\n z = a[2] - b[2];\n return x * x + y * y + z * z;\n }\n\n return function find(x, y, next) {\n if (next === undefined) next = 0;\n let cell,\n dist,\n found = next;\n const xyz = cartesian([x, y]);\n do {\n cell = next;\n next = null;\n dist = distance2(xyz, cartesian(points[cell]));\n neighbors[cell].forEach(i => {\n let ndist = distance2(xyz, cartesian(points[i]));\n if (ndist < dist) {\n dist = ndist;\n next = i;\n found = i;\n return;\n }\n });\n } while (next !== null);\n\n return found;\n };\n}\n\nfunction geo_delaunay_from(points) {\n if (points.length < 2) return {};\n\n // find a valid point to send to infinity\n let pivot = 0;\n while (isNaN(points[pivot][0]+points[pivot][1]) && pivot++ < points.length) {}\n\n const r = (0,d3_geo__WEBPACK_IMPORTED_MODULE_2__.default)(points[pivot]),\n projection = (0,d3_geo__WEBPACK_IMPORTED_MODULE_3__.default)()\n .translate([0, 0])\n .scale(1)\n .rotate(r.invert([180, 0]));\n points = points.map(projection);\n\n const zeros = [];\n let max2 = 1;\n for (let i = 0, n = points.length; i < n; i++) {\n let m = points[i][0] ** 2 + points[i][1] ** 2;\n if (!isFinite(m) || m > 1e32) zeros.push(i);\n else if (m > max2) max2 = m;\n }\n\n const FAR = 1e6 * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sqrt)(max2);\n\n zeros.forEach(i => (points[i] = [FAR, 0]));\n\n // Add infinite horizon points\n points.push([0,FAR]);\n points.push([-FAR,0]);\n points.push([0,-FAR]);\n\n const delaunay = d3_delaunay__WEBPACK_IMPORTED_MODULE_4__.default.from(points);\n\n delaunay.projection = projection;\n\n // clean up the triangulation\n const {triangles, halfedges, inedges} = delaunay;\n const degenerate = [];\n for (let i = 0, l = halfedges.length; i < l; i++) {\n if (halfedges[i] < 0) {\n const j = i % 3 == 2 ? i - 2 : i + 1;\n const k = i % 3 == 0 ? i + 2 : i - 1;\n const a = halfedges[j];\n const b = halfedges[k];\n halfedges[a] = b;\n halfedges[b] = a;\n halfedges[j] = halfedges[k] = -1;\n triangles[i] = triangles[j] = triangles[k] = pivot;\n inedges[triangles[a]] = a % 3 == 0 ? a + 2 : a - 1;\n inedges[triangles[b]] = b % 3 == 0 ? b + 2 : b - 1;\n degenerate.push(Math.min(i,j,k));\n i += 2 - i % 3;\n } else if (triangles[i] > points.length - 3 - 1) {\n triangles[i] = pivot;\n }\n }\n \n // there should always be 4 degenerate triangles\n // console.warn(degenerate);\n return delaunay;\n}\n\nfunction geo_edges(triangles, points) {\n const _index = {};\n if (points.length === 2) return [[0, 1]];\n triangles.forEach(tri => {\n if (tri[0] === tri[1]) return;\n if (excess(tri.map(i => points[i])) < 0) return;\n for (let i = 0, j; i < 3; i++) {\n j = (i + 1) % 3;\n _index[(0,d3_array__WEBPACK_IMPORTED_MODULE_5__.default)([tri[i], tri[j]]).join(\"-\")] = true;\n }\n });\n return Object.keys(_index).map(d => d.split(\"-\").map(Number));\n}\n\nfunction geo_triangles(delaunay) {\n const {triangles} = delaunay;\n if (!triangles) return [];\n\n const geo_triangles = [];\n for (let i = 0, n = triangles.length / 3; i < n; i++) {\n const a = triangles[3 * i],\n b = triangles[3 * i + 1],\n c = triangles[3 * i + 2];\n if (a !== b && b !== c) {\n geo_triangles.push([a, c, b]);\n }\n }\n return geo_triangles;\n}\n\nfunction geo_circumcenters(triangles, points) {\n // if (!use_centroids) {\n return triangles.map(tri => {\n const c = tri.map(i => points[i]).map(cartesian),\n V = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianAdd)(\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianAdd)((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)(c[1], c[0]), (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)(c[2], c[1])),\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)(c[0], c[2])\n );\n return spherical((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianNormalize)(V));\n });\n /*} else {\n return triangles.map(tri => {\n return d3.geoCentroid({\n type: \"MultiPoint\",\n coordinates: tri.map(i => points[i])\n });\n });\n }*/\n}\n\nfunction geo_neighbors(triangles, npoints) {\n const neighbors = [];\n triangles.forEach((tri, i) => {\n for (let j = 0; j < 3; j++) {\n const a = tri[j],\n b = tri[(j + 1) % 3],\n c = tri[(j + 2) % 3];\n neighbors[a] = neighbors[a] || [];\n neighbors[a].push(b);\n }\n });\n\n // degenerate cases\n if (triangles.length === 0) {\n if (npoints === 2) (neighbors[0] = [1]), (neighbors[1] = [0]);\n else if (npoints === 1) neighbors[0] = [];\n }\n\n return neighbors;\n}\n\nfunction geo_polygons(circumcenters, triangles, points) {\n const polygons = [];\n\n const centers = circumcenters.slice();\n\n // supplementary centers for degenerate cases like n = 1,2,3\n const supplements = [];\n\n if (triangles.length === 0) {\n if (points.length < 2) return { polygons, centers };\n if (points.length === 2) {\n // two hemispheres\n const a = cartesian(points[0]),\n b = cartesian(points[1]),\n m = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianNormalize)((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianAdd)(a, b)),\n d = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianNormalize)((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)(a, b)),\n c = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)(m, d);\n const poly = [\n m,\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)(m, c),\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)(m, c), c),\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)(m, c), c), c)\n ]\n .map(spherical)\n .map(supplement);\n return (\n polygons.push(poly),\n polygons.push(poly.slice().reverse()),\n { polygons, centers }\n );\n }\n }\n\n triangles.forEach((tri, t) => {\n for (let j = 0; j < 3; j++) {\n const a = tri[j],\n b = tri[(j + 1) % 3],\n c = tri[(j + 2) % 3];\n polygons[a] = polygons[a] || [];\n polygons[a].push([b, c, t, [a, b, c]]);\n }\n });\n\n // reorder each polygon\n const reordered = polygons.map(poly => {\n const p = [poly[0][2]]; // t\n let k = poly[0][1]; // k = c\n for (let i = 1; i < poly.length; i++) {\n // look for b = k\n for (let j = 0; j < poly.length; j++) {\n if (poly[j][0] == k) {\n k = poly[j][1];\n p.push(poly[j][2]);\n break;\n }\n }\n }\n\n if (p.length > 2) {\n return p;\n } else if (p.length == 2) {\n const R0 = o_midpoint(\n points[poly[0][3][0]],\n points[poly[0][3][1]],\n centers[p[0]]\n ),\n R1 = o_midpoint(\n points[poly[0][3][2]],\n points[poly[0][3][0]],\n centers[p[0]]\n );\n const i0 = supplement(R0),\n i1 = supplement(R1);\n return [p[0], i1, p[1], i0];\n }\n });\n\n function supplement(point) {\n let f = -1;\n centers.slice(triangles.length, Infinity).forEach((p, i) => {\n if (p[0] === point[0] && p[1] === point[1]) f = i + triangles.length;\n });\n if (f < 0) (f = centers.length), centers.push(point);\n return f;\n }\n\n return { polygons: reordered, centers };\n}\n\nfunction o_midpoint(a, b, c) {\n a = cartesian(a);\n b = cartesian(b);\n c = cartesian(c);\n const s = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sign)((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianDot)((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianCross)(b, a), c));\n return spherical((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianNormalize)((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianAdd)(a, b)).map(d => s * d));\n}\n\nfunction geo_mesh(polygons) {\n const mesh = [];\n polygons.forEach(poly => {\n if (!poly) return;\n let p = poly[poly.length - 1];\n for (let q of poly) {\n if (q > p) mesh.push([p, q]);\n p = q;\n }\n });\n return mesh;\n}\n\nfunction geo_urquhart(edges, triangles) {\n return function(distances) {\n const _lengths = {},\n _urquhart = {};\n edges.forEach((edge, i) => {\n const u = edge.join(\"-\");\n _lengths[u] = distances[i];\n _urquhart[u] = true;\n });\n\n triangles.forEach(tri => {\n let l = 0,\n remove = -1;\n for (var j = 0; j < 3; j++) {\n let u = (0,d3_array__WEBPACK_IMPORTED_MODULE_5__.default)([tri[j], tri[(j + 1) % 3]]).join(\"-\");\n if (_lengths[u] > l) {\n l = _lengths[u];\n remove = u;\n }\n }\n _urquhart[remove] = false;\n });\n\n return edges.map(edge => _urquhart[edge.join(\"-\")]);\n };\n}\n\nfunction geo_hull(triangles, points) {\n const _hull = {},\n hull = [];\n triangles.map(tri => {\n if (excess(tri.map(i => points[i > points.length ? 0 : i])) < 0) return;\n for (let i = 0; i < 3; i++) {\n let e = [tri[i], tri[(i + 1) % 3]],\n code = `${e[1]}-${e[0]}`;\n if (_hull[code]) delete _hull[code];\n else _hull[e.join(\"-\")] = true;\n }\n });\n\n const _index = {};\n let start;\n Object.keys(_hull).forEach(e => {\n e = e.split(\"-\").map(Number);\n _index[e[0]] = e[1];\n start = e[0];\n });\n\n if (start === undefined) return hull;\n\n let next = start;\n do {\n hull.push(next);\n let n = _index[next];\n _index[next] = -1;\n next = n;\n } while (next > -1 && next !== start);\n\n return hull;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo-voronoi/src/delaunay.js?"); /***/ }), @@ -726,39 +473,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*************************************************!*\ !*** ./node_modules/d3-geo-voronoi/src/math.js ***! \*************************************************/ -/*! namespace exports */ -/*! export abs [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export acos [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export asin [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export atan [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export atan2 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ceil [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export cos [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export degrees [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export epsilon [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export epsilon2 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export exp [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export floor [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export halfPi [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export haversin [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export log [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export max [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export min [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export pi [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export pow [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export quarterPi [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export radians [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export sign [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export sin [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export sqrt [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export tan [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export tau [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { - -"use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"epsilon\": () => /* binding */ epsilon,\n/* harmony export */ \"epsilon2\": () => /* binding */ epsilon2,\n/* harmony export */ \"pi\": () => /* binding */ pi,\n/* harmony export */ \"halfPi\": () => /* binding */ halfPi,\n/* harmony export */ \"quarterPi\": () => /* binding */ quarterPi,\n/* harmony export */ \"tau\": () => /* binding */ tau,\n/* harmony export */ \"degrees\": () => /* binding */ degrees,\n/* harmony export */ \"radians\": () => /* binding */ radians,\n/* harmony export */ \"abs\": () => /* binding */ abs,\n/* harmony export */ \"atan\": () => /* binding */ atan,\n/* harmony export */ \"atan2\": () => /* binding */ atan2,\n/* harmony export */ \"cos\": () => /* binding */ cos,\n/* harmony export */ \"ceil\": () => /* binding */ ceil,\n/* harmony export */ \"exp\": () => /* binding */ exp,\n/* harmony export */ \"floor\": () => /* binding */ floor,\n/* harmony export */ \"log\": () => /* binding */ log,\n/* harmony export */ \"max\": () => /* binding */ max,\n/* harmony export */ \"min\": () => /* binding */ min,\n/* harmony export */ \"pow\": () => /* binding */ pow,\n/* harmony export */ \"sin\": () => /* binding */ sin,\n/* harmony export */ \"sign\": () => /* binding */ sign,\n/* harmony export */ \"sqrt\": () => /* binding */ sqrt,\n/* harmony export */ \"tan\": () => /* binding */ tan,\n/* harmony export */ \"acos\": () => /* binding */ acos,\n/* harmony export */ \"asin\": () => /* binding */ asin,\n/* harmony export */ \"haversin\": () => /* binding */ haversin\n/* harmony export */ });\nvar epsilon = 1e-6;\nvar epsilon2 = 1e-12;\nvar pi = Math.PI;\nvar halfPi = pi / 2;\nvar quarterPi = pi / 4;\nvar tau = pi * 2;\n\nvar degrees = 180 / pi;\nvar radians = pi / 180;\n\nvar abs = Math.abs;\nvar atan = Math.atan;\nvar atan2 = Math.atan2;\nvar cos = Math.cos;\nvar ceil = Math.ceil;\nvar exp = Math.exp;\nvar floor = Math.floor;\nvar log = Math.log;\nvar max = Math.max;\nvar min = Math.min;\nvar pow = Math.pow;\nvar sin = Math.sin;\nvar sign =\n Math.sign ||\n function(x) {\n return x > 0 ? 1 : x < 0 ? -1 : 0;\n };\nvar sqrt = Math.sqrt;\nvar tan = Math.tan;\n\nfunction acos(x) {\n return x > 1 ? 0 : x < -1 ? pi : Math.acos(x);\n}\n\nfunction asin(x) {\n return x > 1 ? halfPi : x < -1 ? -halfPi : Math.asin(x);\n}\n\nfunction haversin(x) {\n return (x = sin(x / 2)) * x;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo-voronoi/src/math.js?"); +/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { + +"use strict"; +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"epsilon\": () => (/* binding */ epsilon),\n/* harmony export */ \"epsilon2\": () => (/* binding */ epsilon2),\n/* harmony export */ \"pi\": () => (/* binding */ pi),\n/* harmony export */ \"halfPi\": () => (/* binding */ halfPi),\n/* harmony export */ \"quarterPi\": () => (/* binding */ quarterPi),\n/* harmony export */ \"tau\": () => (/* binding */ tau),\n/* harmony export */ \"degrees\": () => (/* binding */ degrees),\n/* harmony export */ \"radians\": () => (/* binding */ radians),\n/* harmony export */ \"abs\": () => (/* binding */ abs),\n/* harmony export */ \"atan\": () => (/* binding */ atan),\n/* harmony export */ \"atan2\": () => (/* binding */ atan2),\n/* harmony export */ \"cos\": () => (/* binding */ cos),\n/* harmony export */ \"ceil\": () => (/* binding */ ceil),\n/* harmony export */ \"exp\": () => (/* binding */ exp),\n/* harmony export */ \"floor\": () => (/* binding */ floor),\n/* harmony export */ \"log\": () => (/* binding */ log),\n/* harmony export */ \"max\": () => (/* binding */ max),\n/* harmony export */ \"min\": () => (/* binding */ min),\n/* harmony export */ \"pow\": () => (/* binding */ pow),\n/* harmony export */ \"sin\": () => (/* binding */ sin),\n/* harmony export */ \"sign\": () => (/* binding */ sign),\n/* harmony export */ \"sqrt\": () => (/* binding */ sqrt),\n/* harmony export */ \"tan\": () => (/* binding */ tan),\n/* harmony export */ \"acos\": () => (/* binding */ acos),\n/* harmony export */ \"asin\": () => (/* binding */ asin),\n/* harmony export */ \"haversin\": () => (/* binding */ haversin)\n/* harmony export */ });\nvar epsilon = 1e-6;\nvar epsilon2 = 1e-12;\nvar pi = Math.PI;\nvar halfPi = pi / 2;\nvar quarterPi = pi / 4;\nvar tau = pi * 2;\n\nvar degrees = 180 / pi;\nvar radians = pi / 180;\n\nvar abs = Math.abs;\nvar atan = Math.atan;\nvar atan2 = Math.atan2;\nvar cos = Math.cos;\nvar ceil = Math.ceil;\nvar exp = Math.exp;\nvar floor = Math.floor;\nvar log = Math.log;\nvar max = Math.max;\nvar min = Math.min;\nvar pow = Math.pow;\nvar sin = Math.sin;\nvar sign =\n Math.sign ||\n function(x) {\n return x > 0 ? 1 : x < 0 ? -1 : 0;\n };\nvar sqrt = Math.sqrt;\nvar tan = Math.tan;\n\nfunction acos(x) {\n return x > 1 ? 0 : x < -1 ? pi : Math.acos(x);\n}\n\nfunction asin(x) {\n return x > 1 ? halfPi : x < -1 ? -halfPi : Math.asin(x);\n}\n\nfunction haversin(x) {\n return (x = sin(x / 2)) * x;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo-voronoi/src/math.js?"); /***/ }), @@ -766,14 +484,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!****************************************************!*\ !*** ./node_modules/d3-geo-voronoi/src/voronoi.js ***! \****************************************************/ -/*! namespace exports */ -/*! export geoVoronoi [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"geoVoronoi\": () => /* binding */ geoVoronoi\n/* harmony export */ });\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/centroid.js\");\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/distance.js\");\n/* harmony import */ var _delaunay_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./delaunay.js */ \"./node_modules/d3-geo-voronoi/src/delaunay.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo-voronoi/src/math.js\");\n//\n// (c) 2018 Philippe Riviere\n//\n// https://github.com/Fil/\n//\n// This software is distributed under the terms of the MIT License\n\n\n\n\n\n\nfunction geoVoronoi(data) {\n const v = function(data) {\n v.delaunay = null;\n v._data = data;\n\n if (typeof v._data === \"object\" && v._data.type === \"FeatureCollection\") {\n v._data = v._data.features;\n }\n if (typeof v._data === \"object\") {\n const temp = v._data\n .map(d => [v._vx(d), v._vy(d), d])\n .filter(d => isFinite(d[0] + d[1]));\n v.points = temp.map(d => [d[0], d[1]]);\n v.valid = temp.map(d => d[2]);\n v.delaunay = (0,_delaunay_js__WEBPACK_IMPORTED_MODULE_0__.geoDelaunay)(v.points);\n }\n return v;\n };\n\n v._vx = function(d) {\n if (typeof d == \"object\" && \"type\" in d) {\n return (0,d3_geo__WEBPACK_IMPORTED_MODULE_2__.default)(d)[0];\n }\n if (0 in d) return d[0];\n };\n v._vy = function(d) {\n if (typeof d == \"object\" && \"type\" in d) {\n return (0,d3_geo__WEBPACK_IMPORTED_MODULE_2__.default)(d)[1];\n }\n if (1 in d) return d[1];\n };\n\n v.x = function(f) {\n if (!f) return v._vx;\n v._vx = f;\n return v;\n };\n v.y = function(f) {\n if (!f) return v._vy;\n v._vy = f;\n return v;\n };\n\n v.polygons = function(data) {\n if (data !== undefined) {\n v(data);\n }\n\n if (!v.delaunay) return false;\n const coll = {\n type: \"FeatureCollection\",\n features: []\n };\n if (v.valid.length === 0) return coll;\n v.delaunay.polygons.forEach((poly, i) =>\n coll.features.push({\n type: \"Feature\",\n geometry: !poly\n ? null\n : {\n type: \"Polygon\",\n coordinates: [[...poly, poly[0]].map(i => v.delaunay.centers[i])]\n },\n properties: {\n site: v.valid[i],\n sitecoordinates: v.points[i],\n neighbours: v.delaunay.neighbors[i] // not part of the public API\n }\n })\n );\n if (v.valid.length === 1)\n coll.features.push({\n type: \"Feature\",\n geometry: { type: \"Sphere\" },\n properties: {\n site: v.valid[0],\n sitecoordinates: v.points[0],\n neighbours: []\n }\n });\n return coll;\n };\n\n v.triangles = function(data) {\n if (data !== undefined) {\n v(data);\n }\n if (!v.delaunay) return false;\n\n return {\n type: \"FeatureCollection\",\n features: v.delaunay.triangles\n .map((tri, index) => {\n tri = tri.map(i => v.points[i]);\n tri.center = v.delaunay.centers[index];\n return tri;\n })\n .filter(tri => (0,_delaunay_js__WEBPACK_IMPORTED_MODULE_0__.excess)(tri) > 0)\n .map(tri => ({\n type: \"Feature\",\n properties: {\n circumcenter: tri.center\n },\n geometry: {\n type: \"Polygon\",\n coordinates: [[...tri, tri[0]]]\n }\n }))\n };\n };\n\n v.links = function(data) {\n if (data !== undefined) {\n v(data);\n }\n if (!v.delaunay) return false;\n const _distances = v.delaunay.edges.map(e =>\n (0,d3_geo__WEBPACK_IMPORTED_MODULE_3__.default)(v.points[e[0]], v.points[e[1]])\n ),\n _urquart = v.delaunay.urquhart(_distances);\n return {\n type: \"FeatureCollection\",\n features: v.delaunay.edges.map((e, i) => ({\n type: \"Feature\",\n properties: {\n source: v.valid[e[0]],\n target: v.valid[e[1]],\n length: _distances[i],\n urquhart: !!_urquart[i]\n },\n geometry: {\n type: \"LineString\",\n coordinates: [v.points[e[0]], v.points[e[1]]]\n }\n }))\n };\n };\n\n v.mesh = function(data) {\n if (data !== undefined) {\n v(data);\n }\n if (!v.delaunay) return false;\n return {\n type: \"MultiLineString\",\n coordinates: v.delaunay.edges.map(e => [v.points[e[0]], v.points[e[1]]])\n };\n };\n\n v.cellMesh = function(data) {\n if (data !== undefined) {\n v(data);\n }\n if (!v.delaunay) return false;\n const { centers, polygons } = v.delaunay;\n const coordinates = [];\n for (const p of polygons) {\n if (!p) continue;\n for (\n let n = p.length, p0 = p[n - 1], p1 = p[0], i = 0;\n i < n;\n p0 = p1, p1 = p[++i]\n ) {\n if (p1 > p0) {\n coordinates.push([centers[p0], centers[p1]]);\n }\n }\n }\n return {\n type: \"MultiLineString\",\n coordinates\n };\n };\n\n v._found = undefined;\n v.find = function(x, y, radius) {\n v._found = v.delaunay.find(x, y, v._found);\n if (!radius || (0,d3_geo__WEBPACK_IMPORTED_MODULE_3__.default)([x, y], v.points[v._found]) < radius)\n return v._found;\n };\n\n v.hull = function(data) {\n if (data !== undefined) {\n v(data);\n }\n const hull = v.delaunay.hull,\n points = v.points;\n return hull.length === 0\n ? null\n : {\n type: \"Polygon\",\n coordinates: [[...hull.map(i => points[i]), points[hull[0]]]]\n };\n };\n\n return data ? v(data) : v;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo-voronoi/src/voronoi.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"geoVoronoi\": () => (/* binding */ geoVoronoi)\n/* harmony export */ });\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/centroid.js\");\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/distance.js\");\n/* harmony import */ var _delaunay_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./delaunay.js */ \"./node_modules/d3-geo-voronoi/src/delaunay.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo-voronoi/src/math.js\");\n//\n// (c) 2018 Philippe Riviere\n//\n// https://github.com/Fil/\n//\n// This software is distributed under the terms of the MIT License\n\n\n\n\n\n\nfunction geoVoronoi(data) {\n const v = function(data) {\n v.delaunay = null;\n v._data = data;\n\n if (typeof v._data === \"object\" && v._data.type === \"FeatureCollection\") {\n v._data = v._data.features;\n }\n if (typeof v._data === \"object\") {\n const temp = v._data\n .map(d => [v._vx(d), v._vy(d), d])\n .filter(d => isFinite(d[0] + d[1]));\n v.points = temp.map(d => [d[0], d[1]]);\n v.valid = temp.map(d => d[2]);\n v.delaunay = (0,_delaunay_js__WEBPACK_IMPORTED_MODULE_0__.geoDelaunay)(v.points);\n }\n return v;\n };\n\n v._vx = function(d) {\n if (typeof d == \"object\" && \"type\" in d) {\n return (0,d3_geo__WEBPACK_IMPORTED_MODULE_2__.default)(d)[0];\n }\n if (0 in d) return d[0];\n };\n v._vy = function(d) {\n if (typeof d == \"object\" && \"type\" in d) {\n return (0,d3_geo__WEBPACK_IMPORTED_MODULE_2__.default)(d)[1];\n }\n if (1 in d) return d[1];\n };\n\n v.x = function(f) {\n if (!f) return v._vx;\n v._vx = f;\n return v;\n };\n v.y = function(f) {\n if (!f) return v._vy;\n v._vy = f;\n return v;\n };\n\n v.polygons = function(data) {\n if (data !== undefined) {\n v(data);\n }\n\n if (!v.delaunay) return false;\n const coll = {\n type: \"FeatureCollection\",\n features: []\n };\n if (v.valid.length === 0) return coll;\n v.delaunay.polygons.forEach((poly, i) =>\n coll.features.push({\n type: \"Feature\",\n geometry: !poly\n ? null\n : {\n type: \"Polygon\",\n coordinates: [[...poly, poly[0]].map(i => v.delaunay.centers[i])]\n },\n properties: {\n site: v.valid[i],\n sitecoordinates: v.points[i],\n neighbours: v.delaunay.neighbors[i] // not part of the public API\n }\n })\n );\n if (v.valid.length === 1)\n coll.features.push({\n type: \"Feature\",\n geometry: { type: \"Sphere\" },\n properties: {\n site: v.valid[0],\n sitecoordinates: v.points[0],\n neighbours: []\n }\n });\n return coll;\n };\n\n v.triangles = function(data) {\n if (data !== undefined) {\n v(data);\n }\n if (!v.delaunay) return false;\n\n return {\n type: \"FeatureCollection\",\n features: v.delaunay.triangles\n .map((tri, index) => {\n tri = tri.map(i => v.points[i]);\n tri.center = v.delaunay.centers[index];\n return tri;\n })\n .filter(tri => (0,_delaunay_js__WEBPACK_IMPORTED_MODULE_0__.excess)(tri) > 0)\n .map(tri => ({\n type: \"Feature\",\n properties: {\n circumcenter: tri.center\n },\n geometry: {\n type: \"Polygon\",\n coordinates: [[...tri, tri[0]]]\n }\n }))\n };\n };\n\n v.links = function(data) {\n if (data !== undefined) {\n v(data);\n }\n if (!v.delaunay) return false;\n const _distances = v.delaunay.edges.map(e =>\n (0,d3_geo__WEBPACK_IMPORTED_MODULE_3__.default)(v.points[e[0]], v.points[e[1]])\n ),\n _urquart = v.delaunay.urquhart(_distances);\n return {\n type: \"FeatureCollection\",\n features: v.delaunay.edges.map((e, i) => ({\n type: \"Feature\",\n properties: {\n source: v.valid[e[0]],\n target: v.valid[e[1]],\n length: _distances[i],\n urquhart: !!_urquart[i]\n },\n geometry: {\n type: \"LineString\",\n coordinates: [v.points[e[0]], v.points[e[1]]]\n }\n }))\n };\n };\n\n v.mesh = function(data) {\n if (data !== undefined) {\n v(data);\n }\n if (!v.delaunay) return false;\n return {\n type: \"MultiLineString\",\n coordinates: v.delaunay.edges.map(e => [v.points[e[0]], v.points[e[1]]])\n };\n };\n\n v.cellMesh = function(data) {\n if (data !== undefined) {\n v(data);\n }\n if (!v.delaunay) return false;\n const { centers, polygons } = v.delaunay;\n const coordinates = [];\n for (const p of polygons) {\n if (!p) continue;\n for (\n let n = p.length, p0 = p[n - 1], p1 = p[0], i = 0;\n i < n;\n p0 = p1, p1 = p[++i]\n ) {\n if (p1 > p0) {\n coordinates.push([centers[p0], centers[p1]]);\n }\n }\n }\n return {\n type: \"MultiLineString\",\n coordinates\n };\n };\n\n v._found = undefined;\n v.find = function(x, y, radius) {\n v._found = v.delaunay.find(x, y, v._found);\n if (!radius || (0,d3_geo__WEBPACK_IMPORTED_MODULE_3__.default)([x, y], v.points[v._found]) < radius)\n return v._found;\n };\n\n v.hull = function(data) {\n if (data !== undefined) {\n v(data);\n }\n const hull = v.delaunay.hull,\n points = v.points;\n return hull.length === 0\n ? null\n : {\n type: \"Polygon\",\n coordinates: [[...hull.map(i => points[i]), points[hull[0]]]]\n };\n };\n\n return data ? v(data) : v;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo-voronoi/src/voronoi.js?"); /***/ }), @@ -781,16 +495,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*****************************************!*\ !*** ./node_modules/d3-geo/src/area.js ***! \*****************************************/ -/*! namespace exports */ -/*! export areaRingSum [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export areaStream [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"areaRingSum\": () => /* binding */ areaRingSum,\n/* harmony export */ \"areaStream\": () => /* binding */ areaStream,\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/fsum.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n/* harmony import */ var _noop_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./noop.js */ \"./node_modules/d3-geo/src/noop.js\");\n/* harmony import */ var _stream_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./stream.js */ \"./node_modules/d3-geo/src/stream.js\");\n\n\n\n\n\nvar areaRingSum = new d3_array__WEBPACK_IMPORTED_MODULE_0__.Adder();\n\n// hello?\n\nvar areaSum = new d3_array__WEBPACK_IMPORTED_MODULE_0__.Adder(),\n lambda00,\n phi00,\n lambda0,\n cosPhi0,\n sinPhi0;\n\nvar areaStream = {\n point: _noop_js__WEBPACK_IMPORTED_MODULE_1__.default,\n lineStart: _noop_js__WEBPACK_IMPORTED_MODULE_1__.default,\n lineEnd: _noop_js__WEBPACK_IMPORTED_MODULE_1__.default,\n polygonStart: function() {\n areaRingSum = new d3_array__WEBPACK_IMPORTED_MODULE_0__.Adder();\n areaStream.lineStart = areaRingStart;\n areaStream.lineEnd = areaRingEnd;\n },\n polygonEnd: function() {\n var areaRing = +areaRingSum;\n areaSum.add(areaRing < 0 ? _math_js__WEBPACK_IMPORTED_MODULE_2__.tau + areaRing : areaRing);\n this.lineStart = this.lineEnd = this.point = _noop_js__WEBPACK_IMPORTED_MODULE_1__.default;\n },\n sphere: function() {\n areaSum.add(_math_js__WEBPACK_IMPORTED_MODULE_2__.tau);\n }\n};\n\nfunction areaRingStart() {\n areaStream.point = areaPointFirst;\n}\n\nfunction areaRingEnd() {\n areaPoint(lambda00, phi00);\n}\n\nfunction areaPointFirst(lambda, phi) {\n areaStream.point = areaPoint;\n lambda00 = lambda, phi00 = phi;\n lambda *= _math_js__WEBPACK_IMPORTED_MODULE_2__.radians, phi *= _math_js__WEBPACK_IMPORTED_MODULE_2__.radians;\n lambda0 = lambda, cosPhi0 = (0,_math_js__WEBPACK_IMPORTED_MODULE_2__.cos)(phi = phi / 2 + _math_js__WEBPACK_IMPORTED_MODULE_2__.quarterPi), sinPhi0 = (0,_math_js__WEBPACK_IMPORTED_MODULE_2__.sin)(phi);\n}\n\nfunction areaPoint(lambda, phi) {\n lambda *= _math_js__WEBPACK_IMPORTED_MODULE_2__.radians, phi *= _math_js__WEBPACK_IMPORTED_MODULE_2__.radians;\n phi = phi / 2 + _math_js__WEBPACK_IMPORTED_MODULE_2__.quarterPi; // half the angular distance from south pole\n\n // Spherical excess E for a spherical triangle with vertices: south pole,\n // previous point, current point. Uses a formula derived from Cagnoli’s\n // theorem. See Todhunter, Spherical Trig. (1871), Sec. 103, Eq. (2).\n var dLambda = lambda - lambda0,\n sdLambda = dLambda >= 0 ? 1 : -1,\n adLambda = sdLambda * dLambda,\n cosPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_2__.cos)(phi),\n sinPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_2__.sin)(phi),\n k = sinPhi0 * sinPhi,\n u = cosPhi0 * cosPhi + k * (0,_math_js__WEBPACK_IMPORTED_MODULE_2__.cos)(adLambda),\n v = k * sdLambda * (0,_math_js__WEBPACK_IMPORTED_MODULE_2__.sin)(adLambda);\n areaRingSum.add((0,_math_js__WEBPACK_IMPORTED_MODULE_2__.atan2)(v, u));\n\n // Advance the previous points.\n lambda0 = lambda, cosPhi0 = cosPhi, sinPhi0 = sinPhi;\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(object) {\n areaSum = new d3_array__WEBPACK_IMPORTED_MODULE_0__.Adder();\n (0,_stream_js__WEBPACK_IMPORTED_MODULE_3__.default)(object, areaStream);\n return areaSum * 2;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/area.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"areaRingSum\": () => (/* binding */ areaRingSum),\n/* harmony export */ \"areaStream\": () => (/* binding */ areaStream),\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/fsum.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n/* harmony import */ var _noop_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./noop.js */ \"./node_modules/d3-geo/src/noop.js\");\n/* harmony import */ var _stream_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./stream.js */ \"./node_modules/d3-geo/src/stream.js\");\n\n\n\n\n\nvar areaRingSum = new d3_array__WEBPACK_IMPORTED_MODULE_0__.Adder();\n\n// hello?\n\nvar areaSum = new d3_array__WEBPACK_IMPORTED_MODULE_0__.Adder(),\n lambda00,\n phi00,\n lambda0,\n cosPhi0,\n sinPhi0;\n\nvar areaStream = {\n point: _noop_js__WEBPACK_IMPORTED_MODULE_1__.default,\n lineStart: _noop_js__WEBPACK_IMPORTED_MODULE_1__.default,\n lineEnd: _noop_js__WEBPACK_IMPORTED_MODULE_1__.default,\n polygonStart: function() {\n areaRingSum = new d3_array__WEBPACK_IMPORTED_MODULE_0__.Adder();\n areaStream.lineStart = areaRingStart;\n areaStream.lineEnd = areaRingEnd;\n },\n polygonEnd: function() {\n var areaRing = +areaRingSum;\n areaSum.add(areaRing < 0 ? _math_js__WEBPACK_IMPORTED_MODULE_2__.tau + areaRing : areaRing);\n this.lineStart = this.lineEnd = this.point = _noop_js__WEBPACK_IMPORTED_MODULE_1__.default;\n },\n sphere: function() {\n areaSum.add(_math_js__WEBPACK_IMPORTED_MODULE_2__.tau);\n }\n};\n\nfunction areaRingStart() {\n areaStream.point = areaPointFirst;\n}\n\nfunction areaRingEnd() {\n areaPoint(lambda00, phi00);\n}\n\nfunction areaPointFirst(lambda, phi) {\n areaStream.point = areaPoint;\n lambda00 = lambda, phi00 = phi;\n lambda *= _math_js__WEBPACK_IMPORTED_MODULE_2__.radians, phi *= _math_js__WEBPACK_IMPORTED_MODULE_2__.radians;\n lambda0 = lambda, cosPhi0 = (0,_math_js__WEBPACK_IMPORTED_MODULE_2__.cos)(phi = phi / 2 + _math_js__WEBPACK_IMPORTED_MODULE_2__.quarterPi), sinPhi0 = (0,_math_js__WEBPACK_IMPORTED_MODULE_2__.sin)(phi);\n}\n\nfunction areaPoint(lambda, phi) {\n lambda *= _math_js__WEBPACK_IMPORTED_MODULE_2__.radians, phi *= _math_js__WEBPACK_IMPORTED_MODULE_2__.radians;\n phi = phi / 2 + _math_js__WEBPACK_IMPORTED_MODULE_2__.quarterPi; // half the angular distance from south pole\n\n // Spherical excess E for a spherical triangle with vertices: south pole,\n // previous point, current point. Uses a formula derived from Cagnoli’s\n // theorem. See Todhunter, Spherical Trig. (1871), Sec. 103, Eq. (2).\n var dLambda = lambda - lambda0,\n sdLambda = dLambda >= 0 ? 1 : -1,\n adLambda = sdLambda * dLambda,\n cosPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_2__.cos)(phi),\n sinPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_2__.sin)(phi),\n k = sinPhi0 * sinPhi,\n u = cosPhi0 * cosPhi + k * (0,_math_js__WEBPACK_IMPORTED_MODULE_2__.cos)(adLambda),\n v = k * sdLambda * (0,_math_js__WEBPACK_IMPORTED_MODULE_2__.sin)(adLambda);\n areaRingSum.add((0,_math_js__WEBPACK_IMPORTED_MODULE_2__.atan2)(v, u));\n\n // Advance the previous points.\n lambda0 = lambda, cosPhi0 = cosPhi, sinPhi0 = sinPhi;\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(object) {\n areaSum = new d3_array__WEBPACK_IMPORTED_MODULE_0__.Adder();\n (0,_stream_js__WEBPACK_IMPORTED_MODULE_3__.default)(object, areaStream);\n return areaSum * 2;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/area.js?"); /***/ }), @@ -798,14 +506,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*******************************************!*\ !*** ./node_modules/d3-geo/src/bounds.js ***! \*******************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/fsum.js\");\n/* harmony import */ var _area_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./area.js */ \"./node_modules/d3-geo/src/area.js\");\n/* harmony import */ var _cartesian_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./cartesian.js */ \"./node_modules/d3-geo/src/cartesian.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n/* harmony import */ var _stream_js__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ./stream.js */ \"./node_modules/d3-geo/src/stream.js\");\n\n\n\n\n\n\nvar lambda0, phi0, lambda1, phi1, // bounds\n lambda2, // previous lambda-coordinate\n lambda00, phi00, // first point\n p0, // previous 3D point\n deltaSum,\n ranges,\n range;\n\nvar boundsStream = {\n point: boundsPoint,\n lineStart: boundsLineStart,\n lineEnd: boundsLineEnd,\n polygonStart: function() {\n boundsStream.point = boundsRingPoint;\n boundsStream.lineStart = boundsRingStart;\n boundsStream.lineEnd = boundsRingEnd;\n deltaSum = new d3_array__WEBPACK_IMPORTED_MODULE_0__.Adder();\n _area_js__WEBPACK_IMPORTED_MODULE_1__.areaStream.polygonStart();\n },\n polygonEnd: function() {\n _area_js__WEBPACK_IMPORTED_MODULE_1__.areaStream.polygonEnd();\n boundsStream.point = boundsPoint;\n boundsStream.lineStart = boundsLineStart;\n boundsStream.lineEnd = boundsLineEnd;\n if (_area_js__WEBPACK_IMPORTED_MODULE_1__.areaRingSum < 0) lambda0 = -(lambda1 = 180), phi0 = -(phi1 = 90);\n else if (deltaSum > _math_js__WEBPACK_IMPORTED_MODULE_2__.epsilon) phi1 = 90;\n else if (deltaSum < -_math_js__WEBPACK_IMPORTED_MODULE_2__.epsilon) phi0 = -90;\n range[0] = lambda0, range[1] = lambda1;\n },\n sphere: function() {\n lambda0 = -(lambda1 = 180), phi0 = -(phi1 = 90);\n }\n};\n\nfunction boundsPoint(lambda, phi) {\n ranges.push(range = [lambda0 = lambda, lambda1 = lambda]);\n if (phi < phi0) phi0 = phi;\n if (phi > phi1) phi1 = phi;\n}\n\nfunction linePoint(lambda, phi) {\n var p = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesian)([lambda * _math_js__WEBPACK_IMPORTED_MODULE_2__.radians, phi * _math_js__WEBPACK_IMPORTED_MODULE_2__.radians]);\n if (p0) {\n var normal = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianCross)(p0, p),\n equatorial = [normal[1], -normal[0], 0],\n inflection = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianCross)(equatorial, normal);\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianNormalizeInPlace)(inflection);\n inflection = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.spherical)(inflection);\n var delta = lambda - lambda2,\n sign = delta > 0 ? 1 : -1,\n lambdai = inflection[0] * _math_js__WEBPACK_IMPORTED_MODULE_2__.degrees * sign,\n phii,\n antimeridian = (0,_math_js__WEBPACK_IMPORTED_MODULE_2__.abs)(delta) > 180;\n if (antimeridian ^ (sign * lambda2 < lambdai && lambdai < sign * lambda)) {\n phii = inflection[1] * _math_js__WEBPACK_IMPORTED_MODULE_2__.degrees;\n if (phii > phi1) phi1 = phii;\n } else if (lambdai = (lambdai + 360) % 360 - 180, antimeridian ^ (sign * lambda2 < lambdai && lambdai < sign * lambda)) {\n phii = -inflection[1] * _math_js__WEBPACK_IMPORTED_MODULE_2__.degrees;\n if (phii < phi0) phi0 = phii;\n } else {\n if (phi < phi0) phi0 = phi;\n if (phi > phi1) phi1 = phi;\n }\n if (antimeridian) {\n if (lambda < lambda2) {\n if (angle(lambda0, lambda) > angle(lambda0, lambda1)) lambda1 = lambda;\n } else {\n if (angle(lambda, lambda1) > angle(lambda0, lambda1)) lambda0 = lambda;\n }\n } else {\n if (lambda1 >= lambda0) {\n if (lambda < lambda0) lambda0 = lambda;\n if (lambda > lambda1) lambda1 = lambda;\n } else {\n if (lambda > lambda2) {\n if (angle(lambda0, lambda) > angle(lambda0, lambda1)) lambda1 = lambda;\n } else {\n if (angle(lambda, lambda1) > angle(lambda0, lambda1)) lambda0 = lambda;\n }\n }\n }\n } else {\n ranges.push(range = [lambda0 = lambda, lambda1 = lambda]);\n }\n if (phi < phi0) phi0 = phi;\n if (phi > phi1) phi1 = phi;\n p0 = p, lambda2 = lambda;\n}\n\nfunction boundsLineStart() {\n boundsStream.point = linePoint;\n}\n\nfunction boundsLineEnd() {\n range[0] = lambda0, range[1] = lambda1;\n boundsStream.point = boundsPoint;\n p0 = null;\n}\n\nfunction boundsRingPoint(lambda, phi) {\n if (p0) {\n var delta = lambda - lambda2;\n deltaSum.add((0,_math_js__WEBPACK_IMPORTED_MODULE_2__.abs)(delta) > 180 ? delta + (delta > 0 ? 360 : -360) : delta);\n } else {\n lambda00 = lambda, phi00 = phi;\n }\n _area_js__WEBPACK_IMPORTED_MODULE_1__.areaStream.point(lambda, phi);\n linePoint(lambda, phi);\n}\n\nfunction boundsRingStart() {\n _area_js__WEBPACK_IMPORTED_MODULE_1__.areaStream.lineStart();\n}\n\nfunction boundsRingEnd() {\n boundsRingPoint(lambda00, phi00);\n _area_js__WEBPACK_IMPORTED_MODULE_1__.areaStream.lineEnd();\n if ((0,_math_js__WEBPACK_IMPORTED_MODULE_2__.abs)(deltaSum) > _math_js__WEBPACK_IMPORTED_MODULE_2__.epsilon) lambda0 = -(lambda1 = 180);\n range[0] = lambda0, range[1] = lambda1;\n p0 = null;\n}\n\n// Finds the left-right distance between two longitudes.\n// This is almost the same as (lambda1 - lambda0 + 360°) % 360°, except that we want\n// the distance between ±180° to be 360°.\nfunction angle(lambda0, lambda1) {\n return (lambda1 -= lambda0) < 0 ? lambda1 + 360 : lambda1;\n}\n\nfunction rangeCompare(a, b) {\n return a[0] - b[0];\n}\n\nfunction rangeContains(range, x) {\n return range[0] <= range[1] ? range[0] <= x && x <= range[1] : x < range[0] || range[1] < x;\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(feature) {\n var i, n, a, b, merged, deltaMax, delta;\n\n phi1 = lambda1 = -(lambda0 = phi0 = Infinity);\n ranges = [];\n (0,_stream_js__WEBPACK_IMPORTED_MODULE_4__.default)(feature, boundsStream);\n\n // First, sort ranges by their minimum longitudes.\n if (n = ranges.length) {\n ranges.sort(rangeCompare);\n\n // Then, merge any ranges that overlap.\n for (i = 1, a = ranges[0], merged = [a]; i < n; ++i) {\n b = ranges[i];\n if (rangeContains(a, b[0]) || rangeContains(a, b[1])) {\n if (angle(a[0], b[1]) > angle(a[0], a[1])) a[1] = b[1];\n if (angle(b[0], a[1]) > angle(a[0], a[1])) a[0] = b[0];\n } else {\n merged.push(a = b);\n }\n }\n\n // Finally, find the largest gap between the merged ranges.\n // The final bounding box will be the inverse of this gap.\n for (deltaMax = -Infinity, n = merged.length - 1, i = 0, a = merged[n]; i <= n; a = b, ++i) {\n b = merged[i];\n if ((delta = angle(a[1], b[0])) > deltaMax) deltaMax = delta, lambda0 = b[0], lambda1 = a[1];\n }\n }\n\n ranges = range = null;\n\n return lambda0 === Infinity || phi0 === Infinity\n ? [[NaN, NaN], [NaN, NaN]]\n : [[lambda0, phi0], [lambda1, phi1]];\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/bounds.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/fsum.js\");\n/* harmony import */ var _area_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./area.js */ \"./node_modules/d3-geo/src/area.js\");\n/* harmony import */ var _cartesian_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./cartesian.js */ \"./node_modules/d3-geo/src/cartesian.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n/* harmony import */ var _stream_js__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ./stream.js */ \"./node_modules/d3-geo/src/stream.js\");\n\n\n\n\n\n\nvar lambda0, phi0, lambda1, phi1, // bounds\n lambda2, // previous lambda-coordinate\n lambda00, phi00, // first point\n p0, // previous 3D point\n deltaSum,\n ranges,\n range;\n\nvar boundsStream = {\n point: boundsPoint,\n lineStart: boundsLineStart,\n lineEnd: boundsLineEnd,\n polygonStart: function() {\n boundsStream.point = boundsRingPoint;\n boundsStream.lineStart = boundsRingStart;\n boundsStream.lineEnd = boundsRingEnd;\n deltaSum = new d3_array__WEBPACK_IMPORTED_MODULE_0__.Adder();\n _area_js__WEBPACK_IMPORTED_MODULE_1__.areaStream.polygonStart();\n },\n polygonEnd: function() {\n _area_js__WEBPACK_IMPORTED_MODULE_1__.areaStream.polygonEnd();\n boundsStream.point = boundsPoint;\n boundsStream.lineStart = boundsLineStart;\n boundsStream.lineEnd = boundsLineEnd;\n if (_area_js__WEBPACK_IMPORTED_MODULE_1__.areaRingSum < 0) lambda0 = -(lambda1 = 180), phi0 = -(phi1 = 90);\n else if (deltaSum > _math_js__WEBPACK_IMPORTED_MODULE_2__.epsilon) phi1 = 90;\n else if (deltaSum < -_math_js__WEBPACK_IMPORTED_MODULE_2__.epsilon) phi0 = -90;\n range[0] = lambda0, range[1] = lambda1;\n },\n sphere: function() {\n lambda0 = -(lambda1 = 180), phi0 = -(phi1 = 90);\n }\n};\n\nfunction boundsPoint(lambda, phi) {\n ranges.push(range = [lambda0 = lambda, lambda1 = lambda]);\n if (phi < phi0) phi0 = phi;\n if (phi > phi1) phi1 = phi;\n}\n\nfunction linePoint(lambda, phi) {\n var p = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesian)([lambda * _math_js__WEBPACK_IMPORTED_MODULE_2__.radians, phi * _math_js__WEBPACK_IMPORTED_MODULE_2__.radians]);\n if (p0) {\n var normal = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianCross)(p0, p),\n equatorial = [normal[1], -normal[0], 0],\n inflection = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianCross)(equatorial, normal);\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianNormalizeInPlace)(inflection);\n inflection = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.spherical)(inflection);\n var delta = lambda - lambda2,\n sign = delta > 0 ? 1 : -1,\n lambdai = inflection[0] * _math_js__WEBPACK_IMPORTED_MODULE_2__.degrees * sign,\n phii,\n antimeridian = (0,_math_js__WEBPACK_IMPORTED_MODULE_2__.abs)(delta) > 180;\n if (antimeridian ^ (sign * lambda2 < lambdai && lambdai < sign * lambda)) {\n phii = inflection[1] * _math_js__WEBPACK_IMPORTED_MODULE_2__.degrees;\n if (phii > phi1) phi1 = phii;\n } else if (lambdai = (lambdai + 360) % 360 - 180, antimeridian ^ (sign * lambda2 < lambdai && lambdai < sign * lambda)) {\n phii = -inflection[1] * _math_js__WEBPACK_IMPORTED_MODULE_2__.degrees;\n if (phii < phi0) phi0 = phii;\n } else {\n if (phi < phi0) phi0 = phi;\n if (phi > phi1) phi1 = phi;\n }\n if (antimeridian) {\n if (lambda < lambda2) {\n if (angle(lambda0, lambda) > angle(lambda0, lambda1)) lambda1 = lambda;\n } else {\n if (angle(lambda, lambda1) > angle(lambda0, lambda1)) lambda0 = lambda;\n }\n } else {\n if (lambda1 >= lambda0) {\n if (lambda < lambda0) lambda0 = lambda;\n if (lambda > lambda1) lambda1 = lambda;\n } else {\n if (lambda > lambda2) {\n if (angle(lambda0, lambda) > angle(lambda0, lambda1)) lambda1 = lambda;\n } else {\n if (angle(lambda, lambda1) > angle(lambda0, lambda1)) lambda0 = lambda;\n }\n }\n }\n } else {\n ranges.push(range = [lambda0 = lambda, lambda1 = lambda]);\n }\n if (phi < phi0) phi0 = phi;\n if (phi > phi1) phi1 = phi;\n p0 = p, lambda2 = lambda;\n}\n\nfunction boundsLineStart() {\n boundsStream.point = linePoint;\n}\n\nfunction boundsLineEnd() {\n range[0] = lambda0, range[1] = lambda1;\n boundsStream.point = boundsPoint;\n p0 = null;\n}\n\nfunction boundsRingPoint(lambda, phi) {\n if (p0) {\n var delta = lambda - lambda2;\n deltaSum.add((0,_math_js__WEBPACK_IMPORTED_MODULE_2__.abs)(delta) > 180 ? delta + (delta > 0 ? 360 : -360) : delta);\n } else {\n lambda00 = lambda, phi00 = phi;\n }\n _area_js__WEBPACK_IMPORTED_MODULE_1__.areaStream.point(lambda, phi);\n linePoint(lambda, phi);\n}\n\nfunction boundsRingStart() {\n _area_js__WEBPACK_IMPORTED_MODULE_1__.areaStream.lineStart();\n}\n\nfunction boundsRingEnd() {\n boundsRingPoint(lambda00, phi00);\n _area_js__WEBPACK_IMPORTED_MODULE_1__.areaStream.lineEnd();\n if ((0,_math_js__WEBPACK_IMPORTED_MODULE_2__.abs)(deltaSum) > _math_js__WEBPACK_IMPORTED_MODULE_2__.epsilon) lambda0 = -(lambda1 = 180);\n range[0] = lambda0, range[1] = lambda1;\n p0 = null;\n}\n\n// Finds the left-right distance between two longitudes.\n// This is almost the same as (lambda1 - lambda0 + 360°) % 360°, except that we want\n// the distance between ±180° to be 360°.\nfunction angle(lambda0, lambda1) {\n return (lambda1 -= lambda0) < 0 ? lambda1 + 360 : lambda1;\n}\n\nfunction rangeCompare(a, b) {\n return a[0] - b[0];\n}\n\nfunction rangeContains(range, x) {\n return range[0] <= range[1] ? range[0] <= x && x <= range[1] : x < range[0] || range[1] < x;\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(feature) {\n var i, n, a, b, merged, deltaMax, delta;\n\n phi1 = lambda1 = -(lambda0 = phi0 = Infinity);\n ranges = [];\n (0,_stream_js__WEBPACK_IMPORTED_MODULE_4__.default)(feature, boundsStream);\n\n // First, sort ranges by their minimum longitudes.\n if (n = ranges.length) {\n ranges.sort(rangeCompare);\n\n // Then, merge any ranges that overlap.\n for (i = 1, a = ranges[0], merged = [a]; i < n; ++i) {\n b = ranges[i];\n if (rangeContains(a, b[0]) || rangeContains(a, b[1])) {\n if (angle(a[0], b[1]) > angle(a[0], a[1])) a[1] = b[1];\n if (angle(b[0], a[1]) > angle(a[0], a[1])) a[0] = b[0];\n } else {\n merged.push(a = b);\n }\n }\n\n // Finally, find the largest gap between the merged ranges.\n // The final bounding box will be the inverse of this gap.\n for (deltaMax = -Infinity, n = merged.length - 1, i = 0, a = merged[n]; i <= n; a = b, ++i) {\n b = merged[i];\n if ((delta = angle(a[1], b[0])) > deltaMax) deltaMax = delta, lambda0 = b[0], lambda1 = a[1];\n }\n }\n\n ranges = range = null;\n\n return lambda0 === Infinity || phi0 === Infinity\n ? [[NaN, NaN], [NaN, NaN]]\n : [[lambda0, phi0], [lambda1, phi1]];\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/bounds.js?"); /***/ }), @@ -813,20 +517,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!**********************************************!*\ !*** ./node_modules/d3-geo/src/cartesian.js ***! \**********************************************/ -/*! namespace exports */ -/*! export cartesian [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export cartesianAddInPlace [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export cartesianCross [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export cartesianDot [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export cartesianNormalizeInPlace [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export cartesianScale [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export spherical [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"spherical\": () => /* binding */ spherical,\n/* harmony export */ \"cartesian\": () => /* binding */ cartesian,\n/* harmony export */ \"cartesianDot\": () => /* binding */ cartesianDot,\n/* harmony export */ \"cartesianCross\": () => /* binding */ cartesianCross,\n/* harmony export */ \"cartesianAddInPlace\": () => /* binding */ cartesianAddInPlace,\n/* harmony export */ \"cartesianScale\": () => /* binding */ cartesianScale,\n/* harmony export */ \"cartesianNormalizeInPlace\": () => /* binding */ cartesianNormalizeInPlace\n/* harmony export */ });\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n\n\nfunction spherical(cartesian) {\n return [(0,_math_js__WEBPACK_IMPORTED_MODULE_0__.atan2)(cartesian[1], cartesian[0]), (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.asin)(cartesian[2])];\n}\n\nfunction cartesian(spherical) {\n var lambda = spherical[0], phi = spherical[1], cosPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(phi);\n return [cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(lambda), cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(lambda), (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(phi)];\n}\n\nfunction cartesianDot(a, b) {\n return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];\n}\n\nfunction cartesianCross(a, b) {\n return [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]];\n}\n\n// TODO return a\nfunction cartesianAddInPlace(a, b) {\n a[0] += b[0], a[1] += b[1], a[2] += b[2];\n}\n\nfunction cartesianScale(vector, k) {\n return [vector[0] * k, vector[1] * k, vector[2] * k];\n}\n\n// TODO return d\nfunction cartesianNormalizeInPlace(d) {\n var l = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sqrt)(d[0] * d[0] + d[1] * d[1] + d[2] * d[2]);\n d[0] /= l, d[1] /= l, d[2] /= l;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/cartesian.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"spherical\": () => (/* binding */ spherical),\n/* harmony export */ \"cartesian\": () => (/* binding */ cartesian),\n/* harmony export */ \"cartesianDot\": () => (/* binding */ cartesianDot),\n/* harmony export */ \"cartesianCross\": () => (/* binding */ cartesianCross),\n/* harmony export */ \"cartesianAddInPlace\": () => (/* binding */ cartesianAddInPlace),\n/* harmony export */ \"cartesianScale\": () => (/* binding */ cartesianScale),\n/* harmony export */ \"cartesianNormalizeInPlace\": () => (/* binding */ cartesianNormalizeInPlace)\n/* harmony export */ });\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n\n\nfunction spherical(cartesian) {\n return [(0,_math_js__WEBPACK_IMPORTED_MODULE_0__.atan2)(cartesian[1], cartesian[0]), (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.asin)(cartesian[2])];\n}\n\nfunction cartesian(spherical) {\n var lambda = spherical[0], phi = spherical[1], cosPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(phi);\n return [cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(lambda), cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(lambda), (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(phi)];\n}\n\nfunction cartesianDot(a, b) {\n return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];\n}\n\nfunction cartesianCross(a, b) {\n return [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]];\n}\n\n// TODO return a\nfunction cartesianAddInPlace(a, b) {\n a[0] += b[0], a[1] += b[1], a[2] += b[2];\n}\n\nfunction cartesianScale(vector, k) {\n return [vector[0] * k, vector[1] * k, vector[2] * k];\n}\n\n// TODO return d\nfunction cartesianNormalizeInPlace(d) {\n var l = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sqrt)(d[0] * d[0] + d[1] * d[1] + d[2] * d[2]);\n d[0] /= l, d[1] /= l, d[2] /= l;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/cartesian.js?"); /***/ }), @@ -834,14 +528,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*********************************************!*\ !*** ./node_modules/d3-geo/src/centroid.js ***! \*********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/fsum.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n/* harmony import */ var _noop_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./noop.js */ \"./node_modules/d3-geo/src/noop.js\");\n/* harmony import */ var _stream_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./stream.js */ \"./node_modules/d3-geo/src/stream.js\");\n\n\n\n\n\nvar W0, W1,\n X0, Y0, Z0,\n X1, Y1, Z1,\n X2, Y2, Z2,\n lambda00, phi00, // first point\n x0, y0, z0; // previous point\n\nvar centroidStream = {\n sphere: _noop_js__WEBPACK_IMPORTED_MODULE_0__.default,\n point: centroidPoint,\n lineStart: centroidLineStart,\n lineEnd: centroidLineEnd,\n polygonStart: function() {\n centroidStream.lineStart = centroidRingStart;\n centroidStream.lineEnd = centroidRingEnd;\n },\n polygonEnd: function() {\n centroidStream.lineStart = centroidLineStart;\n centroidStream.lineEnd = centroidLineEnd;\n }\n};\n\n// Arithmetic mean of Cartesian vectors.\nfunction centroidPoint(lambda, phi) {\n lambda *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, phi *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians;\n var cosPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(phi);\n centroidPointCartesian(cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(lambda), cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(lambda), (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(phi));\n}\n\nfunction centroidPointCartesian(x, y, z) {\n ++W0;\n X0 += (x - X0) / W0;\n Y0 += (y - Y0) / W0;\n Z0 += (z - Z0) / W0;\n}\n\nfunction centroidLineStart() {\n centroidStream.point = centroidLinePointFirst;\n}\n\nfunction centroidLinePointFirst(lambda, phi) {\n lambda *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, phi *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians;\n var cosPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(phi);\n x0 = cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(lambda);\n y0 = cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(lambda);\n z0 = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(phi);\n centroidStream.point = centroidLinePoint;\n centroidPointCartesian(x0, y0, z0);\n}\n\nfunction centroidLinePoint(lambda, phi) {\n lambda *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, phi *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians;\n var cosPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(phi),\n x = cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(lambda),\n y = cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(lambda),\n z = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(phi),\n w = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.atan2)((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sqrt)((w = y0 * z - z0 * y) * w + (w = z0 * x - x0 * z) * w + (w = x0 * y - y0 * x) * w), x0 * x + y0 * y + z0 * z);\n W1 += w;\n X1 += w * (x0 + (x0 = x));\n Y1 += w * (y0 + (y0 = y));\n Z1 += w * (z0 + (z0 = z));\n centroidPointCartesian(x0, y0, z0);\n}\n\nfunction centroidLineEnd() {\n centroidStream.point = centroidPoint;\n}\n\n// See J. E. Brock, The Inertia Tensor for a Spherical Triangle,\n// J. Applied Mechanics 42, 239 (1975).\nfunction centroidRingStart() {\n centroidStream.point = centroidRingPointFirst;\n}\n\nfunction centroidRingEnd() {\n centroidRingPoint(lambda00, phi00);\n centroidStream.point = centroidPoint;\n}\n\nfunction centroidRingPointFirst(lambda, phi) {\n lambda00 = lambda, phi00 = phi;\n lambda *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, phi *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians;\n centroidStream.point = centroidRingPoint;\n var cosPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(phi);\n x0 = cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(lambda);\n y0 = cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(lambda);\n z0 = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(phi);\n centroidPointCartesian(x0, y0, z0);\n}\n\nfunction centroidRingPoint(lambda, phi) {\n lambda *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, phi *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians;\n var cosPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(phi),\n x = cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(lambda),\n y = cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(lambda),\n z = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(phi),\n cx = y0 * z - z0 * y,\n cy = z0 * x - x0 * z,\n cz = x0 * y - y0 * x,\n m = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.hypot)(cx, cy, cz),\n w = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.asin)(m), // line weight = angle\n v = m && -w / m; // area weight multiplier\n X2.add(v * cx);\n Y2.add(v * cy);\n Z2.add(v * cz);\n W1 += w;\n X1 += w * (x0 + (x0 = x));\n Y1 += w * (y0 + (y0 = y));\n Z1 += w * (z0 + (z0 = z));\n centroidPointCartesian(x0, y0, z0);\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(object) {\n W0 = W1 =\n X0 = Y0 = Z0 =\n X1 = Y1 = Z1 = 0;\n X2 = new d3_array__WEBPACK_IMPORTED_MODULE_2__.Adder();\n Y2 = new d3_array__WEBPACK_IMPORTED_MODULE_2__.Adder();\n Z2 = new d3_array__WEBPACK_IMPORTED_MODULE_2__.Adder();\n (0,_stream_js__WEBPACK_IMPORTED_MODULE_3__.default)(object, centroidStream);\n\n var x = +X2,\n y = +Y2,\n z = +Z2,\n m = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.hypot)(x, y, z);\n\n // If the area-weighted ccentroid is undefined, fall back to length-weighted ccentroid.\n if (m < _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon2) {\n x = X1, y = Y1, z = Z1;\n // If the feature has zero length, fall back to arithmetic mean of point vectors.\n if (W1 < _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon) x = X0, y = Y0, z = Z0;\n m = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.hypot)(x, y, z);\n // If the feature still has an undefined ccentroid, then return.\n if (m < _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon2) return [NaN, NaN];\n }\n\n return [(0,_math_js__WEBPACK_IMPORTED_MODULE_1__.atan2)(y, x) * _math_js__WEBPACK_IMPORTED_MODULE_1__.degrees, (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.asin)(z / m) * _math_js__WEBPACK_IMPORTED_MODULE_1__.degrees];\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/centroid.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/fsum.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n/* harmony import */ var _noop_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./noop.js */ \"./node_modules/d3-geo/src/noop.js\");\n/* harmony import */ var _stream_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./stream.js */ \"./node_modules/d3-geo/src/stream.js\");\n\n\n\n\n\nvar W0, W1,\n X0, Y0, Z0,\n X1, Y1, Z1,\n X2, Y2, Z2,\n lambda00, phi00, // first point\n x0, y0, z0; // previous point\n\nvar centroidStream = {\n sphere: _noop_js__WEBPACK_IMPORTED_MODULE_0__.default,\n point: centroidPoint,\n lineStart: centroidLineStart,\n lineEnd: centroidLineEnd,\n polygonStart: function() {\n centroidStream.lineStart = centroidRingStart;\n centroidStream.lineEnd = centroidRingEnd;\n },\n polygonEnd: function() {\n centroidStream.lineStart = centroidLineStart;\n centroidStream.lineEnd = centroidLineEnd;\n }\n};\n\n// Arithmetic mean of Cartesian vectors.\nfunction centroidPoint(lambda, phi) {\n lambda *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, phi *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians;\n var cosPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(phi);\n centroidPointCartesian(cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(lambda), cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(lambda), (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(phi));\n}\n\nfunction centroidPointCartesian(x, y, z) {\n ++W0;\n X0 += (x - X0) / W0;\n Y0 += (y - Y0) / W0;\n Z0 += (z - Z0) / W0;\n}\n\nfunction centroidLineStart() {\n centroidStream.point = centroidLinePointFirst;\n}\n\nfunction centroidLinePointFirst(lambda, phi) {\n lambda *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, phi *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians;\n var cosPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(phi);\n x0 = cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(lambda);\n y0 = cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(lambda);\n z0 = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(phi);\n centroidStream.point = centroidLinePoint;\n centroidPointCartesian(x0, y0, z0);\n}\n\nfunction centroidLinePoint(lambda, phi) {\n lambda *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, phi *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians;\n var cosPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(phi),\n x = cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(lambda),\n y = cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(lambda),\n z = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(phi),\n w = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.atan2)((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sqrt)((w = y0 * z - z0 * y) * w + (w = z0 * x - x0 * z) * w + (w = x0 * y - y0 * x) * w), x0 * x + y0 * y + z0 * z);\n W1 += w;\n X1 += w * (x0 + (x0 = x));\n Y1 += w * (y0 + (y0 = y));\n Z1 += w * (z0 + (z0 = z));\n centroidPointCartesian(x0, y0, z0);\n}\n\nfunction centroidLineEnd() {\n centroidStream.point = centroidPoint;\n}\n\n// See J. E. Brock, The Inertia Tensor for a Spherical Triangle,\n// J. Applied Mechanics 42, 239 (1975).\nfunction centroidRingStart() {\n centroidStream.point = centroidRingPointFirst;\n}\n\nfunction centroidRingEnd() {\n centroidRingPoint(lambda00, phi00);\n centroidStream.point = centroidPoint;\n}\n\nfunction centroidRingPointFirst(lambda, phi) {\n lambda00 = lambda, phi00 = phi;\n lambda *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, phi *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians;\n centroidStream.point = centroidRingPoint;\n var cosPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(phi);\n x0 = cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(lambda);\n y0 = cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(lambda);\n z0 = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(phi);\n centroidPointCartesian(x0, y0, z0);\n}\n\nfunction centroidRingPoint(lambda, phi) {\n lambda *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, phi *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians;\n var cosPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(phi),\n x = cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(lambda),\n y = cosPhi * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(lambda),\n z = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(phi),\n cx = y0 * z - z0 * y,\n cy = z0 * x - x0 * z,\n cz = x0 * y - y0 * x,\n m = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.hypot)(cx, cy, cz),\n w = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.asin)(m), // line weight = angle\n v = m && -w / m; // area weight multiplier\n X2.add(v * cx);\n Y2.add(v * cy);\n Z2.add(v * cz);\n W1 += w;\n X1 += w * (x0 + (x0 = x));\n Y1 += w * (y0 + (y0 = y));\n Z1 += w * (z0 + (z0 = z));\n centroidPointCartesian(x0, y0, z0);\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(object) {\n W0 = W1 =\n X0 = Y0 = Z0 =\n X1 = Y1 = Z1 = 0;\n X2 = new d3_array__WEBPACK_IMPORTED_MODULE_2__.Adder();\n Y2 = new d3_array__WEBPACK_IMPORTED_MODULE_2__.Adder();\n Z2 = new d3_array__WEBPACK_IMPORTED_MODULE_2__.Adder();\n (0,_stream_js__WEBPACK_IMPORTED_MODULE_3__.default)(object, centroidStream);\n\n var x = +X2,\n y = +Y2,\n z = +Z2,\n m = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.hypot)(x, y, z);\n\n // If the area-weighted ccentroid is undefined, fall back to length-weighted ccentroid.\n if (m < _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon2) {\n x = X1, y = Y1, z = Z1;\n // If the feature has zero length, fall back to arithmetic mean of point vectors.\n if (W1 < _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon) x = X0, y = Y0, z = Z0;\n m = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.hypot)(x, y, z);\n // If the feature still has an undefined ccentroid, then return.\n if (m < _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon2) return [NaN, NaN];\n }\n\n return [(0,_math_js__WEBPACK_IMPORTED_MODULE_1__.atan2)(y, x) * _math_js__WEBPACK_IMPORTED_MODULE_1__.degrees, (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.asin)(z / m) * _math_js__WEBPACK_IMPORTED_MODULE_1__.degrees];\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/centroid.js?"); /***/ }), @@ -849,15 +539,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*******************************************!*\ !*** ./node_modules/d3-geo/src/circle.js ***! \*******************************************/ -/*! namespace exports */ -/*! export circleStream [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"circleStream\": () => /* binding */ circleStream,\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _cartesian_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./cartesian.js */ \"./node_modules/d3-geo/src/cartesian.js\");\n/* harmony import */ var _constant_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./constant.js */ \"./node_modules/d3-geo/src/constant.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n/* harmony import */ var _rotation_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./rotation.js */ \"./node_modules/d3-geo/src/rotation.js\");\n\n\n\n\n\n// Generates a circle centered at [0°, 0°], with a given radius and precision.\nfunction circleStream(stream, radius, delta, direction, t0, t1) {\n if (!delta) return;\n var cosRadius = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(radius),\n sinRadius = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(radius),\n step = direction * delta;\n if (t0 == null) {\n t0 = radius + direction * _math_js__WEBPACK_IMPORTED_MODULE_0__.tau;\n t1 = radius - step / 2;\n } else {\n t0 = circleRadius(cosRadius, t0);\n t1 = circleRadius(cosRadius, t1);\n if (direction > 0 ? t0 < t1 : t0 > t1) t0 += direction * _math_js__WEBPACK_IMPORTED_MODULE_0__.tau;\n }\n for (var point, t = t0; direction > 0 ? t > t1 : t < t1; t -= step) {\n point = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.spherical)([cosRadius, -sinRadius * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(t), -sinRadius * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(t)]);\n stream.point(point[0], point[1]);\n }\n}\n\n// Returns the signed angle of a cartesian point relative to [cosRadius, 0, 0].\nfunction circleRadius(cosRadius, point) {\n point = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesian)(point), point[0] -= cosRadius;\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianNormalizeInPlace)(point);\n var radius = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.acos)(-point[1]);\n return ((-point[2] < 0 ? -radius : radius) + _math_js__WEBPACK_IMPORTED_MODULE_0__.tau - _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon) % _math_js__WEBPACK_IMPORTED_MODULE_0__.tau;\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__() {\n var center = (0,_constant_js__WEBPACK_IMPORTED_MODULE_2__.default)([0, 0]),\n radius = (0,_constant_js__WEBPACK_IMPORTED_MODULE_2__.default)(90),\n precision = (0,_constant_js__WEBPACK_IMPORTED_MODULE_2__.default)(6),\n ring,\n rotate,\n stream = {point: point};\n\n function point(x, y) {\n ring.push(x = rotate(x, y));\n x[0] *= _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees, x[1] *= _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees;\n }\n\n function circle() {\n var c = center.apply(this, arguments),\n r = radius.apply(this, arguments) * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians,\n p = precision.apply(this, arguments) * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians;\n ring = [];\n rotate = (0,_rotation_js__WEBPACK_IMPORTED_MODULE_3__.rotateRadians)(-c[0] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians, -c[1] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians, 0).invert;\n circleStream(stream, r, p, 1);\n c = {type: \"Polygon\", coordinates: [ring]};\n ring = rotate = null;\n return c;\n }\n\n circle.center = function(_) {\n return arguments.length ? (center = typeof _ === \"function\" ? _ : (0,_constant_js__WEBPACK_IMPORTED_MODULE_2__.default)([+_[0], +_[1]]), circle) : center;\n };\n\n circle.radius = function(_) {\n return arguments.length ? (radius = typeof _ === \"function\" ? _ : (0,_constant_js__WEBPACK_IMPORTED_MODULE_2__.default)(+_), circle) : radius;\n };\n\n circle.precision = function(_) {\n return arguments.length ? (precision = typeof _ === \"function\" ? _ : (0,_constant_js__WEBPACK_IMPORTED_MODULE_2__.default)(+_), circle) : precision;\n };\n\n return circle;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/circle.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"circleStream\": () => (/* binding */ circleStream),\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _cartesian_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./cartesian.js */ \"./node_modules/d3-geo/src/cartesian.js\");\n/* harmony import */ var _constant_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./constant.js */ \"./node_modules/d3-geo/src/constant.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n/* harmony import */ var _rotation_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./rotation.js */ \"./node_modules/d3-geo/src/rotation.js\");\n\n\n\n\n\n// Generates a circle centered at [0°, 0°], with a given radius and precision.\nfunction circleStream(stream, radius, delta, direction, t0, t1) {\n if (!delta) return;\n var cosRadius = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(radius),\n sinRadius = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(radius),\n step = direction * delta;\n if (t0 == null) {\n t0 = radius + direction * _math_js__WEBPACK_IMPORTED_MODULE_0__.tau;\n t1 = radius - step / 2;\n } else {\n t0 = circleRadius(cosRadius, t0);\n t1 = circleRadius(cosRadius, t1);\n if (direction > 0 ? t0 < t1 : t0 > t1) t0 += direction * _math_js__WEBPACK_IMPORTED_MODULE_0__.tau;\n }\n for (var point, t = t0; direction > 0 ? t > t1 : t < t1; t -= step) {\n point = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.spherical)([cosRadius, -sinRadius * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(t), -sinRadius * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(t)]);\n stream.point(point[0], point[1]);\n }\n}\n\n// Returns the signed angle of a cartesian point relative to [cosRadius, 0, 0].\nfunction circleRadius(cosRadius, point) {\n point = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesian)(point), point[0] -= cosRadius;\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_1__.cartesianNormalizeInPlace)(point);\n var radius = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.acos)(-point[1]);\n return ((-point[2] < 0 ? -radius : radius) + _math_js__WEBPACK_IMPORTED_MODULE_0__.tau - _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon) % _math_js__WEBPACK_IMPORTED_MODULE_0__.tau;\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__() {\n var center = (0,_constant_js__WEBPACK_IMPORTED_MODULE_2__.default)([0, 0]),\n radius = (0,_constant_js__WEBPACK_IMPORTED_MODULE_2__.default)(90),\n precision = (0,_constant_js__WEBPACK_IMPORTED_MODULE_2__.default)(6),\n ring,\n rotate,\n stream = {point: point};\n\n function point(x, y) {\n ring.push(x = rotate(x, y));\n x[0] *= _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees, x[1] *= _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees;\n }\n\n function circle() {\n var c = center.apply(this, arguments),\n r = radius.apply(this, arguments) * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians,\n p = precision.apply(this, arguments) * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians;\n ring = [];\n rotate = (0,_rotation_js__WEBPACK_IMPORTED_MODULE_3__.rotateRadians)(-c[0] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians, -c[1] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians, 0).invert;\n circleStream(stream, r, p, 1);\n c = {type: \"Polygon\", coordinates: [ring]};\n ring = rotate = null;\n return c;\n }\n\n circle.center = function(_) {\n return arguments.length ? (center = typeof _ === \"function\" ? _ : (0,_constant_js__WEBPACK_IMPORTED_MODULE_2__.default)([+_[0], +_[1]]), circle) : center;\n };\n\n circle.radius = function(_) {\n return arguments.length ? (radius = typeof _ === \"function\" ? _ : (0,_constant_js__WEBPACK_IMPORTED_MODULE_2__.default)(+_), circle) : radius;\n };\n\n circle.precision = function(_) {\n return arguments.length ? (precision = typeof _ === \"function\" ? _ : (0,_constant_js__WEBPACK_IMPORTED_MODULE_2__.default)(+_), circle) : precision;\n };\n\n return circle;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/circle.js?"); /***/ }), @@ -865,14 +550,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!******************************************************!*\ !*** ./node_modules/d3-geo/src/clip/antimeridian.js ***! \******************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_exports__, __webpack_require__, __webpack_require__.r, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _index_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./index.js */ \"./node_modules/d3-geo/src/clip/index.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../math.js */ \"./node_modules/d3-geo/src/math.js\");\n\n\n\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = ((0,_index_js__WEBPACK_IMPORTED_MODULE_0__.default)(\n function() { return true; },\n clipAntimeridianLine,\n clipAntimeridianInterpolate,\n [-_math_js__WEBPACK_IMPORTED_MODULE_1__.pi, -_math_js__WEBPACK_IMPORTED_MODULE_1__.halfPi]\n));\n\n// Takes a line and cuts into visible segments. Return values: 0 - there were\n// intersections or the line was empty; 1 - no intersections; 2 - there were\n// intersections, and the first and last segments should be rejoined.\nfunction clipAntimeridianLine(stream) {\n var lambda0 = NaN,\n phi0 = NaN,\n sign0 = NaN,\n clean; // no intersections\n\n return {\n lineStart: function() {\n stream.lineStart();\n clean = 1;\n },\n point: function(lambda1, phi1) {\n var sign1 = lambda1 > 0 ? _math_js__WEBPACK_IMPORTED_MODULE_1__.pi : -_math_js__WEBPACK_IMPORTED_MODULE_1__.pi,\n delta = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.abs)(lambda1 - lambda0);\n if ((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.abs)(delta - _math_js__WEBPACK_IMPORTED_MODULE_1__.pi) < _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon) { // line crosses a pole\n stream.point(lambda0, phi0 = (phi0 + phi1) / 2 > 0 ? _math_js__WEBPACK_IMPORTED_MODULE_1__.halfPi : -_math_js__WEBPACK_IMPORTED_MODULE_1__.halfPi);\n stream.point(sign0, phi0);\n stream.lineEnd();\n stream.lineStart();\n stream.point(sign1, phi0);\n stream.point(lambda1, phi0);\n clean = 0;\n } else if (sign0 !== sign1 && delta >= _math_js__WEBPACK_IMPORTED_MODULE_1__.pi) { // line crosses antimeridian\n if ((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.abs)(lambda0 - sign0) < _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon) lambda0 -= sign0 * _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon; // handle degeneracies\n if ((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.abs)(lambda1 - sign1) < _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon) lambda1 -= sign1 * _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon;\n phi0 = clipAntimeridianIntersect(lambda0, phi0, lambda1, phi1);\n stream.point(sign0, phi0);\n stream.lineEnd();\n stream.lineStart();\n stream.point(sign1, phi0);\n clean = 0;\n }\n stream.point(lambda0 = lambda1, phi0 = phi1);\n sign0 = sign1;\n },\n lineEnd: function() {\n stream.lineEnd();\n lambda0 = phi0 = NaN;\n },\n clean: function() {\n return 2 - clean; // if intersections, rejoin first and last segments\n }\n };\n}\n\nfunction clipAntimeridianIntersect(lambda0, phi0, lambda1, phi1) {\n var cosPhi0,\n cosPhi1,\n sinLambda0Lambda1 = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(lambda0 - lambda1);\n return (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.abs)(sinLambda0Lambda1) > _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon\n ? (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.atan)(((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(phi0) * (cosPhi1 = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(phi1)) * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(lambda1)\n - (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(phi1) * (cosPhi0 = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(phi0)) * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(lambda0))\n / (cosPhi0 * cosPhi1 * sinLambda0Lambda1))\n : (phi0 + phi1) / 2;\n}\n\nfunction clipAntimeridianInterpolate(from, to, direction, stream) {\n var phi;\n if (from == null) {\n phi = direction * _math_js__WEBPACK_IMPORTED_MODULE_1__.halfPi;\n stream.point(-_math_js__WEBPACK_IMPORTED_MODULE_1__.pi, phi);\n stream.point(0, phi);\n stream.point(_math_js__WEBPACK_IMPORTED_MODULE_1__.pi, phi);\n stream.point(_math_js__WEBPACK_IMPORTED_MODULE_1__.pi, 0);\n stream.point(_math_js__WEBPACK_IMPORTED_MODULE_1__.pi, -phi);\n stream.point(0, -phi);\n stream.point(-_math_js__WEBPACK_IMPORTED_MODULE_1__.pi, -phi);\n stream.point(-_math_js__WEBPACK_IMPORTED_MODULE_1__.pi, 0);\n stream.point(-_math_js__WEBPACK_IMPORTED_MODULE_1__.pi, phi);\n } else if ((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.abs)(from[0] - to[0]) > _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon) {\n var lambda = from[0] < to[0] ? _math_js__WEBPACK_IMPORTED_MODULE_1__.pi : -_math_js__WEBPACK_IMPORTED_MODULE_1__.pi;\n phi = direction * lambda / 2;\n stream.point(-lambda, phi);\n stream.point(0, phi);\n stream.point(lambda, phi);\n } else {\n stream.point(to[0], to[1]);\n }\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/clip/antimeridian.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _index_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./index.js */ \"./node_modules/d3-geo/src/clip/index.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../math.js */ \"./node_modules/d3-geo/src/math.js\");\n\n\n\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = ((0,_index_js__WEBPACK_IMPORTED_MODULE_0__.default)(\n function() { return true; },\n clipAntimeridianLine,\n clipAntimeridianInterpolate,\n [-_math_js__WEBPACK_IMPORTED_MODULE_1__.pi, -_math_js__WEBPACK_IMPORTED_MODULE_1__.halfPi]\n));\n\n// Takes a line and cuts into visible segments. Return values: 0 - there were\n// intersections or the line was empty; 1 - no intersections; 2 - there were\n// intersections, and the first and last segments should be rejoined.\nfunction clipAntimeridianLine(stream) {\n var lambda0 = NaN,\n phi0 = NaN,\n sign0 = NaN,\n clean; // no intersections\n\n return {\n lineStart: function() {\n stream.lineStart();\n clean = 1;\n },\n point: function(lambda1, phi1) {\n var sign1 = lambda1 > 0 ? _math_js__WEBPACK_IMPORTED_MODULE_1__.pi : -_math_js__WEBPACK_IMPORTED_MODULE_1__.pi,\n delta = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.abs)(lambda1 - lambda0);\n if ((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.abs)(delta - _math_js__WEBPACK_IMPORTED_MODULE_1__.pi) < _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon) { // line crosses a pole\n stream.point(lambda0, phi0 = (phi0 + phi1) / 2 > 0 ? _math_js__WEBPACK_IMPORTED_MODULE_1__.halfPi : -_math_js__WEBPACK_IMPORTED_MODULE_1__.halfPi);\n stream.point(sign0, phi0);\n stream.lineEnd();\n stream.lineStart();\n stream.point(sign1, phi0);\n stream.point(lambda1, phi0);\n clean = 0;\n } else if (sign0 !== sign1 && delta >= _math_js__WEBPACK_IMPORTED_MODULE_1__.pi) { // line crosses antimeridian\n if ((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.abs)(lambda0 - sign0) < _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon) lambda0 -= sign0 * _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon; // handle degeneracies\n if ((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.abs)(lambda1 - sign1) < _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon) lambda1 -= sign1 * _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon;\n phi0 = clipAntimeridianIntersect(lambda0, phi0, lambda1, phi1);\n stream.point(sign0, phi0);\n stream.lineEnd();\n stream.lineStart();\n stream.point(sign1, phi0);\n clean = 0;\n }\n stream.point(lambda0 = lambda1, phi0 = phi1);\n sign0 = sign1;\n },\n lineEnd: function() {\n stream.lineEnd();\n lambda0 = phi0 = NaN;\n },\n clean: function() {\n return 2 - clean; // if intersections, rejoin first and last segments\n }\n };\n}\n\nfunction clipAntimeridianIntersect(lambda0, phi0, lambda1, phi1) {\n var cosPhi0,\n cosPhi1,\n sinLambda0Lambda1 = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(lambda0 - lambda1);\n return (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.abs)(sinLambda0Lambda1) > _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon\n ? (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.atan)(((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(phi0) * (cosPhi1 = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(phi1)) * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(lambda1)\n - (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(phi1) * (cosPhi0 = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(phi0)) * (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(lambda0))\n / (cosPhi0 * cosPhi1 * sinLambda0Lambda1))\n : (phi0 + phi1) / 2;\n}\n\nfunction clipAntimeridianInterpolate(from, to, direction, stream) {\n var phi;\n if (from == null) {\n phi = direction * _math_js__WEBPACK_IMPORTED_MODULE_1__.halfPi;\n stream.point(-_math_js__WEBPACK_IMPORTED_MODULE_1__.pi, phi);\n stream.point(0, phi);\n stream.point(_math_js__WEBPACK_IMPORTED_MODULE_1__.pi, phi);\n stream.point(_math_js__WEBPACK_IMPORTED_MODULE_1__.pi, 0);\n stream.point(_math_js__WEBPACK_IMPORTED_MODULE_1__.pi, -phi);\n stream.point(0, -phi);\n stream.point(-_math_js__WEBPACK_IMPORTED_MODULE_1__.pi, -phi);\n stream.point(-_math_js__WEBPACK_IMPORTED_MODULE_1__.pi, 0);\n stream.point(-_math_js__WEBPACK_IMPORTED_MODULE_1__.pi, phi);\n } else if ((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.abs)(from[0] - to[0]) > _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon) {\n var lambda = from[0] < to[0] ? _math_js__WEBPACK_IMPORTED_MODULE_1__.pi : -_math_js__WEBPACK_IMPORTED_MODULE_1__.pi;\n phi = direction * lambda / 2;\n stream.point(-lambda, phi);\n stream.point(0, phi);\n stream.point(lambda, phi);\n } else {\n stream.point(to[0], to[1]);\n }\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/clip/antimeridian.js?"); /***/ }), @@ -880,14 +561,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!************************************************!*\ !*** ./node_modules/d3-geo/src/clip/buffer.js ***! \************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _noop_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../noop.js */ \"./node_modules/d3-geo/src/noop.js\");\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__() {\n var lines = [],\n line;\n return {\n point: function(x, y, m) {\n line.push([x, y, m]);\n },\n lineStart: function() {\n lines.push(line = []);\n },\n lineEnd: _noop_js__WEBPACK_IMPORTED_MODULE_0__.default,\n rejoin: function() {\n if (lines.length > 1) lines.push(lines.pop().concat(lines.shift()));\n },\n result: function() {\n var result = lines;\n lines = [];\n line = null;\n return result;\n }\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/clip/buffer.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _noop_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../noop.js */ \"./node_modules/d3-geo/src/noop.js\");\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__() {\n var lines = [],\n line;\n return {\n point: function(x, y, m) {\n line.push([x, y, m]);\n },\n lineStart: function() {\n lines.push(line = []);\n },\n lineEnd: _noop_js__WEBPACK_IMPORTED_MODULE_0__.default,\n rejoin: function() {\n if (lines.length > 1) lines.push(lines.pop().concat(lines.shift()));\n },\n result: function() {\n var result = lines;\n lines = [];\n line = null;\n return result;\n }\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/clip/buffer.js?"); /***/ }), @@ -895,14 +572,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!************************************************!*\ !*** ./node_modules/d3-geo/src/clip/circle.js ***! \************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _cartesian_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ../cartesian.js */ \"./node_modules/d3-geo/src/cartesian.js\");\n/* harmony import */ var _circle_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../circle.js */ \"./node_modules/d3-geo/src/circle.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../math.js */ \"./node_modules/d3-geo/src/math.js\");\n/* harmony import */ var _pointEqual_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ../pointEqual.js */ \"./node_modules/d3-geo/src/pointEqual.js\");\n/* harmony import */ var _index_js__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ./index.js */ \"./node_modules/d3-geo/src/clip/index.js\");\n\n\n\n\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(radius) {\n var cr = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(radius),\n delta = 6 * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians,\n smallRadius = cr > 0,\n notHemisphere = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(cr) > _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon; // TODO optimise for this common case\n\n function interpolate(from, to, direction, stream) {\n (0,_circle_js__WEBPACK_IMPORTED_MODULE_1__.circleStream)(stream, radius, delta, direction, from, to);\n }\n\n function visible(lambda, phi) {\n return (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(lambda) * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(phi) > cr;\n }\n\n // Takes a line and cuts into visible segments. Return values used for polygon\n // clipping: 0 - there were intersections or the line was empty; 1 - no\n // intersections 2 - there were intersections, and the first and last segments\n // should be rejoined.\n function clipLine(stream) {\n var point0, // previous point\n c0, // code for previous point\n v0, // visibility of previous point\n v00, // visibility of first point\n clean; // no intersections\n return {\n lineStart: function() {\n v00 = v0 = false;\n clean = 1;\n },\n point: function(lambda, phi) {\n var point1 = [lambda, phi],\n point2,\n v = visible(lambda, phi),\n c = smallRadius\n ? v ? 0 : code(lambda, phi)\n : v ? code(lambda + (lambda < 0 ? _math_js__WEBPACK_IMPORTED_MODULE_0__.pi : -_math_js__WEBPACK_IMPORTED_MODULE_0__.pi), phi) : 0;\n if (!point0 && (v00 = v0 = v)) stream.lineStart();\n if (v !== v0) {\n point2 = intersect(point0, point1);\n if (!point2 || (0,_pointEqual_js__WEBPACK_IMPORTED_MODULE_2__.default)(point0, point2) || (0,_pointEqual_js__WEBPACK_IMPORTED_MODULE_2__.default)(point1, point2))\n point1[2] = 1;\n }\n if (v !== v0) {\n clean = 0;\n if (v) {\n // outside going in\n stream.lineStart();\n point2 = intersect(point1, point0);\n stream.point(point2[0], point2[1]);\n } else {\n // inside going out\n point2 = intersect(point0, point1);\n stream.point(point2[0], point2[1], 2);\n stream.lineEnd();\n }\n point0 = point2;\n } else if (notHemisphere && point0 && smallRadius ^ v) {\n var t;\n // If the codes for two points are different, or are both zero,\n // and there this segment intersects with the small circle.\n if (!(c & c0) && (t = intersect(point1, point0, true))) {\n clean = 0;\n if (smallRadius) {\n stream.lineStart();\n stream.point(t[0][0], t[0][1]);\n stream.point(t[1][0], t[1][1]);\n stream.lineEnd();\n } else {\n stream.point(t[1][0], t[1][1]);\n stream.lineEnd();\n stream.lineStart();\n stream.point(t[0][0], t[0][1], 3);\n }\n }\n }\n if (v && (!point0 || !(0,_pointEqual_js__WEBPACK_IMPORTED_MODULE_2__.default)(point0, point1))) {\n stream.point(point1[0], point1[1]);\n }\n point0 = point1, v0 = v, c0 = c;\n },\n lineEnd: function() {\n if (v0) stream.lineEnd();\n point0 = null;\n },\n // Rejoin first and last segments if there were intersections and the first\n // and last points were visible.\n clean: function() {\n return clean | ((v00 && v0) << 1);\n }\n };\n }\n\n // Intersects the great circle between a and b with the clip circle.\n function intersect(a, b, two) {\n var pa = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesian)(a),\n pb = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesian)(b);\n\n // We have two planes, n1.p = d1 and n2.p = d2.\n // Find intersection line p(t) = c1 n1 + c2 n2 + t (n1 ⨯ n2).\n var n1 = [1, 0, 0], // normal\n n2 = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianCross)(pa, pb),\n n2n2 = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianDot)(n2, n2),\n n1n2 = n2[0], // cartesianDot(n1, n2),\n determinant = n2n2 - n1n2 * n1n2;\n\n // Two polar points.\n if (!determinant) return !two && a;\n\n var c1 = cr * n2n2 / determinant,\n c2 = -cr * n1n2 / determinant,\n n1xn2 = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianCross)(n1, n2),\n A = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianScale)(n1, c1),\n B = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianScale)(n2, c2);\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianAddInPlace)(A, B);\n\n // Solve |p(t)|^2 = 1.\n var u = n1xn2,\n w = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianDot)(A, u),\n uu = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianDot)(u, u),\n t2 = w * w - uu * ((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianDot)(A, A) - 1);\n\n if (t2 < 0) return;\n\n var t = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sqrt)(t2),\n q = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianScale)(u, (-w - t) / uu);\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianAddInPlace)(q, A);\n q = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.spherical)(q);\n\n if (!two) return q;\n\n // Two intersection points.\n var lambda0 = a[0],\n lambda1 = b[0],\n phi0 = a[1],\n phi1 = b[1],\n z;\n\n if (lambda1 < lambda0) z = lambda0, lambda0 = lambda1, lambda1 = z;\n\n var delta = lambda1 - lambda0,\n polar = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(delta - _math_js__WEBPACK_IMPORTED_MODULE_0__.pi) < _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon,\n meridian = polar || delta < _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon;\n\n if (!polar && phi1 < phi0) z = phi0, phi0 = phi1, phi1 = z;\n\n // Check that the first point is between a and b.\n if (meridian\n ? polar\n ? phi0 + phi1 > 0 ^ q[1] < ((0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(q[0] - lambda0) < _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon ? phi0 : phi1)\n : phi0 <= q[1] && q[1] <= phi1\n : delta > _math_js__WEBPACK_IMPORTED_MODULE_0__.pi ^ (lambda0 <= q[0] && q[0] <= lambda1)) {\n var q1 = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianScale)(u, (-w + t) / uu);\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianAddInPlace)(q1, A);\n return [q, (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.spherical)(q1)];\n }\n }\n\n // Generates a 4-bit vector representing the location of a point relative to\n // the small circle's bounding box.\n function code(lambda, phi) {\n var r = smallRadius ? radius : _math_js__WEBPACK_IMPORTED_MODULE_0__.pi - radius,\n code = 0;\n if (lambda < -r) code |= 1; // left\n else if (lambda > r) code |= 2; // right\n if (phi < -r) code |= 4; // below\n else if (phi > r) code |= 8; // above\n return code;\n }\n\n return (0,_index_js__WEBPACK_IMPORTED_MODULE_4__.default)(visible, clipLine, interpolate, smallRadius ? [0, -radius] : [-_math_js__WEBPACK_IMPORTED_MODULE_0__.pi, radius - _math_js__WEBPACK_IMPORTED_MODULE_0__.pi]);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/clip/circle.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _cartesian_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ../cartesian.js */ \"./node_modules/d3-geo/src/cartesian.js\");\n/* harmony import */ var _circle_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../circle.js */ \"./node_modules/d3-geo/src/circle.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../math.js */ \"./node_modules/d3-geo/src/math.js\");\n/* harmony import */ var _pointEqual_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ../pointEqual.js */ \"./node_modules/d3-geo/src/pointEqual.js\");\n/* harmony import */ var _index_js__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ./index.js */ \"./node_modules/d3-geo/src/clip/index.js\");\n\n\n\n\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(radius) {\n var cr = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(radius),\n delta = 6 * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians,\n smallRadius = cr > 0,\n notHemisphere = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(cr) > _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon; // TODO optimise for this common case\n\n function interpolate(from, to, direction, stream) {\n (0,_circle_js__WEBPACK_IMPORTED_MODULE_1__.circleStream)(stream, radius, delta, direction, from, to);\n }\n\n function visible(lambda, phi) {\n return (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(lambda) * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(phi) > cr;\n }\n\n // Takes a line and cuts into visible segments. Return values used for polygon\n // clipping: 0 - there were intersections or the line was empty; 1 - no\n // intersections 2 - there were intersections, and the first and last segments\n // should be rejoined.\n function clipLine(stream) {\n var point0, // previous point\n c0, // code for previous point\n v0, // visibility of previous point\n v00, // visibility of first point\n clean; // no intersections\n return {\n lineStart: function() {\n v00 = v0 = false;\n clean = 1;\n },\n point: function(lambda, phi) {\n var point1 = [lambda, phi],\n point2,\n v = visible(lambda, phi),\n c = smallRadius\n ? v ? 0 : code(lambda, phi)\n : v ? code(lambda + (lambda < 0 ? _math_js__WEBPACK_IMPORTED_MODULE_0__.pi : -_math_js__WEBPACK_IMPORTED_MODULE_0__.pi), phi) : 0;\n if (!point0 && (v00 = v0 = v)) stream.lineStart();\n if (v !== v0) {\n point2 = intersect(point0, point1);\n if (!point2 || (0,_pointEqual_js__WEBPACK_IMPORTED_MODULE_2__.default)(point0, point2) || (0,_pointEqual_js__WEBPACK_IMPORTED_MODULE_2__.default)(point1, point2))\n point1[2] = 1;\n }\n if (v !== v0) {\n clean = 0;\n if (v) {\n // outside going in\n stream.lineStart();\n point2 = intersect(point1, point0);\n stream.point(point2[0], point2[1]);\n } else {\n // inside going out\n point2 = intersect(point0, point1);\n stream.point(point2[0], point2[1], 2);\n stream.lineEnd();\n }\n point0 = point2;\n } else if (notHemisphere && point0 && smallRadius ^ v) {\n var t;\n // If the codes for two points are different, or are both zero,\n // and there this segment intersects with the small circle.\n if (!(c & c0) && (t = intersect(point1, point0, true))) {\n clean = 0;\n if (smallRadius) {\n stream.lineStart();\n stream.point(t[0][0], t[0][1]);\n stream.point(t[1][0], t[1][1]);\n stream.lineEnd();\n } else {\n stream.point(t[1][0], t[1][1]);\n stream.lineEnd();\n stream.lineStart();\n stream.point(t[0][0], t[0][1], 3);\n }\n }\n }\n if (v && (!point0 || !(0,_pointEqual_js__WEBPACK_IMPORTED_MODULE_2__.default)(point0, point1))) {\n stream.point(point1[0], point1[1]);\n }\n point0 = point1, v0 = v, c0 = c;\n },\n lineEnd: function() {\n if (v0) stream.lineEnd();\n point0 = null;\n },\n // Rejoin first and last segments if there were intersections and the first\n // and last points were visible.\n clean: function() {\n return clean | ((v00 && v0) << 1);\n }\n };\n }\n\n // Intersects the great circle between a and b with the clip circle.\n function intersect(a, b, two) {\n var pa = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesian)(a),\n pb = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesian)(b);\n\n // We have two planes, n1.p = d1 and n2.p = d2.\n // Find intersection line p(t) = c1 n1 + c2 n2 + t (n1 ⨯ n2).\n var n1 = [1, 0, 0], // normal\n n2 = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianCross)(pa, pb),\n n2n2 = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianDot)(n2, n2),\n n1n2 = n2[0], // cartesianDot(n1, n2),\n determinant = n2n2 - n1n2 * n1n2;\n\n // Two polar points.\n if (!determinant) return !two && a;\n\n var c1 = cr * n2n2 / determinant,\n c2 = -cr * n1n2 / determinant,\n n1xn2 = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianCross)(n1, n2),\n A = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianScale)(n1, c1),\n B = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianScale)(n2, c2);\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianAddInPlace)(A, B);\n\n // Solve |p(t)|^2 = 1.\n var u = n1xn2,\n w = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianDot)(A, u),\n uu = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianDot)(u, u),\n t2 = w * w - uu * ((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianDot)(A, A) - 1);\n\n if (t2 < 0) return;\n\n var t = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sqrt)(t2),\n q = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianScale)(u, (-w - t) / uu);\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianAddInPlace)(q, A);\n q = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.spherical)(q);\n\n if (!two) return q;\n\n // Two intersection points.\n var lambda0 = a[0],\n lambda1 = b[0],\n phi0 = a[1],\n phi1 = b[1],\n z;\n\n if (lambda1 < lambda0) z = lambda0, lambda0 = lambda1, lambda1 = z;\n\n var delta = lambda1 - lambda0,\n polar = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(delta - _math_js__WEBPACK_IMPORTED_MODULE_0__.pi) < _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon,\n meridian = polar || delta < _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon;\n\n if (!polar && phi1 < phi0) z = phi0, phi0 = phi1, phi1 = z;\n\n // Check that the first point is between a and b.\n if (meridian\n ? polar\n ? phi0 + phi1 > 0 ^ q[1] < ((0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(q[0] - lambda0) < _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon ? phi0 : phi1)\n : phi0 <= q[1] && q[1] <= phi1\n : delta > _math_js__WEBPACK_IMPORTED_MODULE_0__.pi ^ (lambda0 <= q[0] && q[0] <= lambda1)) {\n var q1 = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianScale)(u, (-w + t) / uu);\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.cartesianAddInPlace)(q1, A);\n return [q, (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_3__.spherical)(q1)];\n }\n }\n\n // Generates a 4-bit vector representing the location of a point relative to\n // the small circle's bounding box.\n function code(lambda, phi) {\n var r = smallRadius ? radius : _math_js__WEBPACK_IMPORTED_MODULE_0__.pi - radius,\n code = 0;\n if (lambda < -r) code |= 1; // left\n else if (lambda > r) code |= 2; // right\n if (phi < -r) code |= 4; // below\n else if (phi > r) code |= 8; // above\n return code;\n }\n\n return (0,_index_js__WEBPACK_IMPORTED_MODULE_4__.default)(visible, clipLine, interpolate, smallRadius ? [0, -radius] : [-_math_js__WEBPACK_IMPORTED_MODULE_0__.pi, radius - _math_js__WEBPACK_IMPORTED_MODULE_0__.pi]);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/clip/circle.js?"); /***/ }), @@ -910,14 +583,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!***********************************************!*\ !*** ./node_modules/d3-geo/src/clip/index.js ***! \***********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _buffer_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./buffer.js */ \"./node_modules/d3-geo/src/clip/buffer.js\");\n/* harmony import */ var _rejoin_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./rejoin.js */ \"./node_modules/d3-geo/src/clip/rejoin.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ../math.js */ \"./node_modules/d3-geo/src/math.js\");\n/* harmony import */ var _polygonContains_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ../polygonContains.js */ \"./node_modules/d3-geo/src/polygonContains.js\");\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/merge.js\");\n\n\n\n\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(pointVisible, clipLine, interpolate, start) {\n return function(sink) {\n var line = clipLine(sink),\n ringBuffer = (0,_buffer_js__WEBPACK_IMPORTED_MODULE_0__.default)(),\n ringSink = clipLine(ringBuffer),\n polygonStarted = false,\n polygon,\n segments,\n ring;\n\n var clip = {\n point: point,\n lineStart: lineStart,\n lineEnd: lineEnd,\n polygonStart: function() {\n clip.point = pointRing;\n clip.lineStart = ringStart;\n clip.lineEnd = ringEnd;\n segments = [];\n polygon = [];\n },\n polygonEnd: function() {\n clip.point = point;\n clip.lineStart = lineStart;\n clip.lineEnd = lineEnd;\n segments = (0,d3_array__WEBPACK_IMPORTED_MODULE_1__.default)(segments);\n var startInside = (0,_polygonContains_js__WEBPACK_IMPORTED_MODULE_2__.default)(polygon, start);\n if (segments.length) {\n if (!polygonStarted) sink.polygonStart(), polygonStarted = true;\n (0,_rejoin_js__WEBPACK_IMPORTED_MODULE_3__.default)(segments, compareIntersection, startInside, interpolate, sink);\n } else if (startInside) {\n if (!polygonStarted) sink.polygonStart(), polygonStarted = true;\n sink.lineStart();\n interpolate(null, null, 1, sink);\n sink.lineEnd();\n }\n if (polygonStarted) sink.polygonEnd(), polygonStarted = false;\n segments = polygon = null;\n },\n sphere: function() {\n sink.polygonStart();\n sink.lineStart();\n interpolate(null, null, 1, sink);\n sink.lineEnd();\n sink.polygonEnd();\n }\n };\n\n function point(lambda, phi) {\n if (pointVisible(lambda, phi)) sink.point(lambda, phi);\n }\n\n function pointLine(lambda, phi) {\n line.point(lambda, phi);\n }\n\n function lineStart() {\n clip.point = pointLine;\n line.lineStart();\n }\n\n function lineEnd() {\n clip.point = point;\n line.lineEnd();\n }\n\n function pointRing(lambda, phi) {\n ring.push([lambda, phi]);\n ringSink.point(lambda, phi);\n }\n\n function ringStart() {\n ringSink.lineStart();\n ring = [];\n }\n\n function ringEnd() {\n pointRing(ring[0][0], ring[0][1]);\n ringSink.lineEnd();\n\n var clean = ringSink.clean(),\n ringSegments = ringBuffer.result(),\n i, n = ringSegments.length, m,\n segment,\n point;\n\n ring.pop();\n polygon.push(ring);\n ring = null;\n\n if (!n) return;\n\n // No intersections.\n if (clean & 1) {\n segment = ringSegments[0];\n if ((m = segment.length - 1) > 0) {\n if (!polygonStarted) sink.polygonStart(), polygonStarted = true;\n sink.lineStart();\n for (i = 0; i < m; ++i) sink.point((point = segment[i])[0], point[1]);\n sink.lineEnd();\n }\n return;\n }\n\n // Rejoin connected segments.\n // TODO reuse ringBuffer.rejoin()?\n if (n > 1 && clean & 2) ringSegments.push(ringSegments.pop().concat(ringSegments.shift()));\n\n segments.push(ringSegments.filter(validSegment));\n }\n\n return clip;\n };\n}\n\nfunction validSegment(segment) {\n return segment.length > 1;\n}\n\n// Intersections are sorted along the clip edge. For both antimeridian cutting\n// and circle clipping, the same comparison is used.\nfunction compareIntersection(a, b) {\n return ((a = a.x)[0] < 0 ? a[1] - _math_js__WEBPACK_IMPORTED_MODULE_4__.halfPi - _math_js__WEBPACK_IMPORTED_MODULE_4__.epsilon : _math_js__WEBPACK_IMPORTED_MODULE_4__.halfPi - a[1])\n - ((b = b.x)[0] < 0 ? b[1] - _math_js__WEBPACK_IMPORTED_MODULE_4__.halfPi - _math_js__WEBPACK_IMPORTED_MODULE_4__.epsilon : _math_js__WEBPACK_IMPORTED_MODULE_4__.halfPi - b[1]);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/clip/index.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _buffer_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./buffer.js */ \"./node_modules/d3-geo/src/clip/buffer.js\");\n/* harmony import */ var _rejoin_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./rejoin.js */ \"./node_modules/d3-geo/src/clip/rejoin.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ../math.js */ \"./node_modules/d3-geo/src/math.js\");\n/* harmony import */ var _polygonContains_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ../polygonContains.js */ \"./node_modules/d3-geo/src/polygonContains.js\");\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/merge.js\");\n\n\n\n\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(pointVisible, clipLine, interpolate, start) {\n return function(sink) {\n var line = clipLine(sink),\n ringBuffer = (0,_buffer_js__WEBPACK_IMPORTED_MODULE_0__.default)(),\n ringSink = clipLine(ringBuffer),\n polygonStarted = false,\n polygon,\n segments,\n ring;\n\n var clip = {\n point: point,\n lineStart: lineStart,\n lineEnd: lineEnd,\n polygonStart: function() {\n clip.point = pointRing;\n clip.lineStart = ringStart;\n clip.lineEnd = ringEnd;\n segments = [];\n polygon = [];\n },\n polygonEnd: function() {\n clip.point = point;\n clip.lineStart = lineStart;\n clip.lineEnd = lineEnd;\n segments = (0,d3_array__WEBPACK_IMPORTED_MODULE_1__.default)(segments);\n var startInside = (0,_polygonContains_js__WEBPACK_IMPORTED_MODULE_2__.default)(polygon, start);\n if (segments.length) {\n if (!polygonStarted) sink.polygonStart(), polygonStarted = true;\n (0,_rejoin_js__WEBPACK_IMPORTED_MODULE_3__.default)(segments, compareIntersection, startInside, interpolate, sink);\n } else if (startInside) {\n if (!polygonStarted) sink.polygonStart(), polygonStarted = true;\n sink.lineStart();\n interpolate(null, null, 1, sink);\n sink.lineEnd();\n }\n if (polygonStarted) sink.polygonEnd(), polygonStarted = false;\n segments = polygon = null;\n },\n sphere: function() {\n sink.polygonStart();\n sink.lineStart();\n interpolate(null, null, 1, sink);\n sink.lineEnd();\n sink.polygonEnd();\n }\n };\n\n function point(lambda, phi) {\n if (pointVisible(lambda, phi)) sink.point(lambda, phi);\n }\n\n function pointLine(lambda, phi) {\n line.point(lambda, phi);\n }\n\n function lineStart() {\n clip.point = pointLine;\n line.lineStart();\n }\n\n function lineEnd() {\n clip.point = point;\n line.lineEnd();\n }\n\n function pointRing(lambda, phi) {\n ring.push([lambda, phi]);\n ringSink.point(lambda, phi);\n }\n\n function ringStart() {\n ringSink.lineStart();\n ring = [];\n }\n\n function ringEnd() {\n pointRing(ring[0][0], ring[0][1]);\n ringSink.lineEnd();\n\n var clean = ringSink.clean(),\n ringSegments = ringBuffer.result(),\n i, n = ringSegments.length, m,\n segment,\n point;\n\n ring.pop();\n polygon.push(ring);\n ring = null;\n\n if (!n) return;\n\n // No intersections.\n if (clean & 1) {\n segment = ringSegments[0];\n if ((m = segment.length - 1) > 0) {\n if (!polygonStarted) sink.polygonStart(), polygonStarted = true;\n sink.lineStart();\n for (i = 0; i < m; ++i) sink.point((point = segment[i])[0], point[1]);\n sink.lineEnd();\n }\n return;\n }\n\n // Rejoin connected segments.\n // TODO reuse ringBuffer.rejoin()?\n if (n > 1 && clean & 2) ringSegments.push(ringSegments.pop().concat(ringSegments.shift()));\n\n segments.push(ringSegments.filter(validSegment));\n }\n\n return clip;\n };\n}\n\nfunction validSegment(segment) {\n return segment.length > 1;\n}\n\n// Intersections are sorted along the clip edge. For both antimeridian cutting\n// and circle clipping, the same comparison is used.\nfunction compareIntersection(a, b) {\n return ((a = a.x)[0] < 0 ? a[1] - _math_js__WEBPACK_IMPORTED_MODULE_4__.halfPi - _math_js__WEBPACK_IMPORTED_MODULE_4__.epsilon : _math_js__WEBPACK_IMPORTED_MODULE_4__.halfPi - a[1])\n - ((b = b.x)[0] < 0 ? b[1] - _math_js__WEBPACK_IMPORTED_MODULE_4__.halfPi - _math_js__WEBPACK_IMPORTED_MODULE_4__.epsilon : _math_js__WEBPACK_IMPORTED_MODULE_4__.halfPi - b[1]);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/clip/index.js?"); /***/ }), @@ -925,14 +594,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!**********************************************!*\ !*** ./node_modules/d3-geo/src/clip/line.js ***! \**********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b, x0, y0, x1, y1) {\n var ax = a[0],\n ay = a[1],\n bx = b[0],\n by = b[1],\n t0 = 0,\n t1 = 1,\n dx = bx - ax,\n dy = by - ay,\n r;\n\n r = x0 - ax;\n if (!dx && r > 0) return;\n r /= dx;\n if (dx < 0) {\n if (r < t0) return;\n if (r < t1) t1 = r;\n } else if (dx > 0) {\n if (r > t1) return;\n if (r > t0) t0 = r;\n }\n\n r = x1 - ax;\n if (!dx && r < 0) return;\n r /= dx;\n if (dx < 0) {\n if (r > t1) return;\n if (r > t0) t0 = r;\n } else if (dx > 0) {\n if (r < t0) return;\n if (r < t1) t1 = r;\n }\n\n r = y0 - ay;\n if (!dy && r > 0) return;\n r /= dy;\n if (dy < 0) {\n if (r < t0) return;\n if (r < t1) t1 = r;\n } else if (dy > 0) {\n if (r > t1) return;\n if (r > t0) t0 = r;\n }\n\n r = y1 - ay;\n if (!dy && r < 0) return;\n r /= dy;\n if (dy < 0) {\n if (r > t1) return;\n if (r > t0) t0 = r;\n } else if (dy > 0) {\n if (r < t0) return;\n if (r < t1) t1 = r;\n }\n\n if (t0 > 0) a[0] = ax + t0 * dx, a[1] = ay + t0 * dy;\n if (t1 < 1) b[0] = ax + t1 * dx, b[1] = ay + t1 * dy;\n return true;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/clip/line.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b, x0, y0, x1, y1) {\n var ax = a[0],\n ay = a[1],\n bx = b[0],\n by = b[1],\n t0 = 0,\n t1 = 1,\n dx = bx - ax,\n dy = by - ay,\n r;\n\n r = x0 - ax;\n if (!dx && r > 0) return;\n r /= dx;\n if (dx < 0) {\n if (r < t0) return;\n if (r < t1) t1 = r;\n } else if (dx > 0) {\n if (r > t1) return;\n if (r > t0) t0 = r;\n }\n\n r = x1 - ax;\n if (!dx && r < 0) return;\n r /= dx;\n if (dx < 0) {\n if (r > t1) return;\n if (r > t0) t0 = r;\n } else if (dx > 0) {\n if (r < t0) return;\n if (r < t1) t1 = r;\n }\n\n r = y0 - ay;\n if (!dy && r > 0) return;\n r /= dy;\n if (dy < 0) {\n if (r < t0) return;\n if (r < t1) t1 = r;\n } else if (dy > 0) {\n if (r > t1) return;\n if (r > t0) t0 = r;\n }\n\n r = y1 - ay;\n if (!dy && r < 0) return;\n r /= dy;\n if (dy < 0) {\n if (r > t1) return;\n if (r > t0) t0 = r;\n } else if (dy > 0) {\n if (r < t0) return;\n if (r < t1) t1 = r;\n }\n\n if (t0 > 0) a[0] = ax + t0 * dx, a[1] = ay + t0 * dy;\n if (t1 < 1) b[0] = ax + t1 * dx, b[1] = ay + t1 * dy;\n return true;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/clip/line.js?"); /***/ }), @@ -940,14 +605,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!***************************************************!*\ !*** ./node_modules/d3-geo/src/clip/rectangle.js ***! \***************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* binding */ clipRectangle\n/* harmony export */ });\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../math.js */ \"./node_modules/d3-geo/src/math.js\");\n/* harmony import */ var _buffer_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./buffer.js */ \"./node_modules/d3-geo/src/clip/buffer.js\");\n/* harmony import */ var _line_js__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ./line.js */ \"./node_modules/d3-geo/src/clip/line.js\");\n/* harmony import */ var _rejoin_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./rejoin.js */ \"./node_modules/d3-geo/src/clip/rejoin.js\");\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/merge.js\");\n\n\n\n\n\n\nvar clipMax = 1e9, clipMin = -clipMax;\n\n// TODO Use d3-polygon’s polygonContains here for the ring check?\n// TODO Eliminate duplicate buffering in clipBuffer and polygon.push?\n\nfunction clipRectangle(x0, y0, x1, y1) {\n\n function visible(x, y) {\n return x0 <= x && x <= x1 && y0 <= y && y <= y1;\n }\n\n function interpolate(from, to, direction, stream) {\n var a = 0, a1 = 0;\n if (from == null\n || (a = corner(from, direction)) !== (a1 = corner(to, direction))\n || comparePoint(from, to) < 0 ^ direction > 0) {\n do stream.point(a === 0 || a === 3 ? x0 : x1, a > 1 ? y1 : y0);\n while ((a = (a + direction + 4) % 4) !== a1);\n } else {\n stream.point(to[0], to[1]);\n }\n }\n\n function corner(p, direction) {\n return (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(p[0] - x0) < _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon ? direction > 0 ? 0 : 3\n : (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(p[0] - x1) < _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon ? direction > 0 ? 2 : 1\n : (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(p[1] - y0) < _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon ? direction > 0 ? 1 : 0\n : direction > 0 ? 3 : 2; // abs(p[1] - y1) < epsilon\n }\n\n function compareIntersection(a, b) {\n return comparePoint(a.x, b.x);\n }\n\n function comparePoint(a, b) {\n var ca = corner(a, 1),\n cb = corner(b, 1);\n return ca !== cb ? ca - cb\n : ca === 0 ? b[1] - a[1]\n : ca === 1 ? a[0] - b[0]\n : ca === 2 ? a[1] - b[1]\n : b[0] - a[0];\n }\n\n return function(stream) {\n var activeStream = stream,\n bufferStream = (0,_buffer_js__WEBPACK_IMPORTED_MODULE_1__.default)(),\n segments,\n polygon,\n ring,\n x__, y__, v__, // first point\n x_, y_, v_, // previous point\n first,\n clean;\n\n var clipStream = {\n point: point,\n lineStart: lineStart,\n lineEnd: lineEnd,\n polygonStart: polygonStart,\n polygonEnd: polygonEnd\n };\n\n function point(x, y) {\n if (visible(x, y)) activeStream.point(x, y);\n }\n\n function polygonInside() {\n var winding = 0;\n\n for (var i = 0, n = polygon.length; i < n; ++i) {\n for (var ring = polygon[i], j = 1, m = ring.length, point = ring[0], a0, a1, b0 = point[0], b1 = point[1]; j < m; ++j) {\n a0 = b0, a1 = b1, point = ring[j], b0 = point[0], b1 = point[1];\n if (a1 <= y1) { if (b1 > y1 && (b0 - a0) * (y1 - a1) > (b1 - a1) * (x0 - a0)) ++winding; }\n else { if (b1 <= y1 && (b0 - a0) * (y1 - a1) < (b1 - a1) * (x0 - a0)) --winding; }\n }\n }\n\n return winding;\n }\n\n // Buffer geometry within a polygon and then clip it en masse.\n function polygonStart() {\n activeStream = bufferStream, segments = [], polygon = [], clean = true;\n }\n\n function polygonEnd() {\n var startInside = polygonInside(),\n cleanInside = clean && startInside,\n visible = (segments = (0,d3_array__WEBPACK_IMPORTED_MODULE_2__.default)(segments)).length;\n if (cleanInside || visible) {\n stream.polygonStart();\n if (cleanInside) {\n stream.lineStart();\n interpolate(null, null, 1, stream);\n stream.lineEnd();\n }\n if (visible) {\n (0,_rejoin_js__WEBPACK_IMPORTED_MODULE_3__.default)(segments, compareIntersection, startInside, interpolate, stream);\n }\n stream.polygonEnd();\n }\n activeStream = stream, segments = polygon = ring = null;\n }\n\n function lineStart() {\n clipStream.point = linePoint;\n if (polygon) polygon.push(ring = []);\n first = true;\n v_ = false;\n x_ = y_ = NaN;\n }\n\n // TODO rather than special-case polygons, simply handle them separately.\n // Ideally, coincident intersection points should be jittered to avoid\n // clipping issues.\n function lineEnd() {\n if (segments) {\n linePoint(x__, y__);\n if (v__ && v_) bufferStream.rejoin();\n segments.push(bufferStream.result());\n }\n clipStream.point = point;\n if (v_) activeStream.lineEnd();\n }\n\n function linePoint(x, y) {\n var v = visible(x, y);\n if (polygon) ring.push([x, y]);\n if (first) {\n x__ = x, y__ = y, v__ = v;\n first = false;\n if (v) {\n activeStream.lineStart();\n activeStream.point(x, y);\n }\n } else {\n if (v && v_) activeStream.point(x, y);\n else {\n var a = [x_ = Math.max(clipMin, Math.min(clipMax, x_)), y_ = Math.max(clipMin, Math.min(clipMax, y_))],\n b = [x = Math.max(clipMin, Math.min(clipMax, x)), y = Math.max(clipMin, Math.min(clipMax, y))];\n if ((0,_line_js__WEBPACK_IMPORTED_MODULE_4__.default)(a, b, x0, y0, x1, y1)) {\n if (!v_) {\n activeStream.lineStart();\n activeStream.point(a[0], a[1]);\n }\n activeStream.point(b[0], b[1]);\n if (!v) activeStream.lineEnd();\n clean = false;\n } else if (v) {\n activeStream.lineStart();\n activeStream.point(x, y);\n clean = false;\n }\n }\n }\n x_ = x, y_ = y, v_ = v;\n }\n\n return clipStream;\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/clip/rectangle.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* binding */ clipRectangle)\n/* harmony export */ });\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../math.js */ \"./node_modules/d3-geo/src/math.js\");\n/* harmony import */ var _buffer_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./buffer.js */ \"./node_modules/d3-geo/src/clip/buffer.js\");\n/* harmony import */ var _line_js__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ./line.js */ \"./node_modules/d3-geo/src/clip/line.js\");\n/* harmony import */ var _rejoin_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./rejoin.js */ \"./node_modules/d3-geo/src/clip/rejoin.js\");\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/merge.js\");\n\n\n\n\n\n\nvar clipMax = 1e9, clipMin = -clipMax;\n\n// TODO Use d3-polygon’s polygonContains here for the ring check?\n// TODO Eliminate duplicate buffering in clipBuffer and polygon.push?\n\nfunction clipRectangle(x0, y0, x1, y1) {\n\n function visible(x, y) {\n return x0 <= x && x <= x1 && y0 <= y && y <= y1;\n }\n\n function interpolate(from, to, direction, stream) {\n var a = 0, a1 = 0;\n if (from == null\n || (a = corner(from, direction)) !== (a1 = corner(to, direction))\n || comparePoint(from, to) < 0 ^ direction > 0) {\n do stream.point(a === 0 || a === 3 ? x0 : x1, a > 1 ? y1 : y0);\n while ((a = (a + direction + 4) % 4) !== a1);\n } else {\n stream.point(to[0], to[1]);\n }\n }\n\n function corner(p, direction) {\n return (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(p[0] - x0) < _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon ? direction > 0 ? 0 : 3\n : (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(p[0] - x1) < _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon ? direction > 0 ? 2 : 1\n : (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(p[1] - y0) < _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon ? direction > 0 ? 1 : 0\n : direction > 0 ? 3 : 2; // abs(p[1] - y1) < epsilon\n }\n\n function compareIntersection(a, b) {\n return comparePoint(a.x, b.x);\n }\n\n function comparePoint(a, b) {\n var ca = corner(a, 1),\n cb = corner(b, 1);\n return ca !== cb ? ca - cb\n : ca === 0 ? b[1] - a[1]\n : ca === 1 ? a[0] - b[0]\n : ca === 2 ? a[1] - b[1]\n : b[0] - a[0];\n }\n\n return function(stream) {\n var activeStream = stream,\n bufferStream = (0,_buffer_js__WEBPACK_IMPORTED_MODULE_1__.default)(),\n segments,\n polygon,\n ring,\n x__, y__, v__, // first point\n x_, y_, v_, // previous point\n first,\n clean;\n\n var clipStream = {\n point: point,\n lineStart: lineStart,\n lineEnd: lineEnd,\n polygonStart: polygonStart,\n polygonEnd: polygonEnd\n };\n\n function point(x, y) {\n if (visible(x, y)) activeStream.point(x, y);\n }\n\n function polygonInside() {\n var winding = 0;\n\n for (var i = 0, n = polygon.length; i < n; ++i) {\n for (var ring = polygon[i], j = 1, m = ring.length, point = ring[0], a0, a1, b0 = point[0], b1 = point[1]; j < m; ++j) {\n a0 = b0, a1 = b1, point = ring[j], b0 = point[0], b1 = point[1];\n if (a1 <= y1) { if (b1 > y1 && (b0 - a0) * (y1 - a1) > (b1 - a1) * (x0 - a0)) ++winding; }\n else { if (b1 <= y1 && (b0 - a0) * (y1 - a1) < (b1 - a1) * (x0 - a0)) --winding; }\n }\n }\n\n return winding;\n }\n\n // Buffer geometry within a polygon and then clip it en masse.\n function polygonStart() {\n activeStream = bufferStream, segments = [], polygon = [], clean = true;\n }\n\n function polygonEnd() {\n var startInside = polygonInside(),\n cleanInside = clean && startInside,\n visible = (segments = (0,d3_array__WEBPACK_IMPORTED_MODULE_2__.default)(segments)).length;\n if (cleanInside || visible) {\n stream.polygonStart();\n if (cleanInside) {\n stream.lineStart();\n interpolate(null, null, 1, stream);\n stream.lineEnd();\n }\n if (visible) {\n (0,_rejoin_js__WEBPACK_IMPORTED_MODULE_3__.default)(segments, compareIntersection, startInside, interpolate, stream);\n }\n stream.polygonEnd();\n }\n activeStream = stream, segments = polygon = ring = null;\n }\n\n function lineStart() {\n clipStream.point = linePoint;\n if (polygon) polygon.push(ring = []);\n first = true;\n v_ = false;\n x_ = y_ = NaN;\n }\n\n // TODO rather than special-case polygons, simply handle them separately.\n // Ideally, coincident intersection points should be jittered to avoid\n // clipping issues.\n function lineEnd() {\n if (segments) {\n linePoint(x__, y__);\n if (v__ && v_) bufferStream.rejoin();\n segments.push(bufferStream.result());\n }\n clipStream.point = point;\n if (v_) activeStream.lineEnd();\n }\n\n function linePoint(x, y) {\n var v = visible(x, y);\n if (polygon) ring.push([x, y]);\n if (first) {\n x__ = x, y__ = y, v__ = v;\n first = false;\n if (v) {\n activeStream.lineStart();\n activeStream.point(x, y);\n }\n } else {\n if (v && v_) activeStream.point(x, y);\n else {\n var a = [x_ = Math.max(clipMin, Math.min(clipMax, x_)), y_ = Math.max(clipMin, Math.min(clipMax, y_))],\n b = [x = Math.max(clipMin, Math.min(clipMax, x)), y = Math.max(clipMin, Math.min(clipMax, y))];\n if ((0,_line_js__WEBPACK_IMPORTED_MODULE_4__.default)(a, b, x0, y0, x1, y1)) {\n if (!v_) {\n activeStream.lineStart();\n activeStream.point(a[0], a[1]);\n }\n activeStream.point(b[0], b[1]);\n if (!v) activeStream.lineEnd();\n clean = false;\n } else if (v) {\n activeStream.lineStart();\n activeStream.point(x, y);\n clean = false;\n }\n }\n }\n x_ = x, y_ = y, v_ = v;\n }\n\n return clipStream;\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/clip/rectangle.js?"); /***/ }), @@ -955,14 +616,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!************************************************!*\ !*** ./node_modules/d3-geo/src/clip/rejoin.js ***! \************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _pointEqual_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../pointEqual.js */ \"./node_modules/d3-geo/src/pointEqual.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../math.js */ \"./node_modules/d3-geo/src/math.js\");\n\n\n\nfunction Intersection(point, points, other, entry) {\n this.x = point;\n this.z = points;\n this.o = other; // another intersection\n this.e = entry; // is an entry?\n this.v = false; // visited\n this.n = this.p = null; // next & previous\n}\n\n// A generalized polygon clipping algorithm: given a polygon that has been cut\n// into its visible line segments, and rejoins the segments by interpolating\n// along the clip edge.\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(segments, compareIntersection, startInside, interpolate, stream) {\n var subject = [],\n clip = [],\n i,\n n;\n\n segments.forEach(function(segment) {\n if ((n = segment.length - 1) <= 0) return;\n var n, p0 = segment[0], p1 = segment[n], x;\n\n if ((0,_pointEqual_js__WEBPACK_IMPORTED_MODULE_0__.default)(p0, p1)) {\n if (!p0[2] && !p1[2]) {\n stream.lineStart();\n for (i = 0; i < n; ++i) stream.point((p0 = segment[i])[0], p0[1]);\n stream.lineEnd();\n return;\n }\n // handle degenerate cases by moving the point\n p1[0] += 2 * _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon;\n }\n\n subject.push(x = new Intersection(p0, segment, null, true));\n clip.push(x.o = new Intersection(p0, null, x, false));\n subject.push(x = new Intersection(p1, segment, null, false));\n clip.push(x.o = new Intersection(p1, null, x, true));\n });\n\n if (!subject.length) return;\n\n clip.sort(compareIntersection);\n link(subject);\n link(clip);\n\n for (i = 0, n = clip.length; i < n; ++i) {\n clip[i].e = startInside = !startInside;\n }\n\n var start = subject[0],\n points,\n point;\n\n while (1) {\n // Find first unvisited intersection.\n var current = start,\n isSubject = true;\n while (current.v) if ((current = current.n) === start) return;\n points = current.z;\n stream.lineStart();\n do {\n current.v = current.o.v = true;\n if (current.e) {\n if (isSubject) {\n for (i = 0, n = points.length; i < n; ++i) stream.point((point = points[i])[0], point[1]);\n } else {\n interpolate(current.x, current.n.x, 1, stream);\n }\n current = current.n;\n } else {\n if (isSubject) {\n points = current.p.z;\n for (i = points.length - 1; i >= 0; --i) stream.point((point = points[i])[0], point[1]);\n } else {\n interpolate(current.x, current.p.x, -1, stream);\n }\n current = current.p;\n }\n current = current.o;\n points = current.z;\n isSubject = !isSubject;\n } while (!current.v);\n stream.lineEnd();\n }\n}\n\nfunction link(array) {\n if (!(n = array.length)) return;\n var n,\n i = 0,\n a = array[0],\n b;\n while (++i < n) {\n a.n = b = array[i];\n b.p = a;\n a = b;\n }\n a.n = b = array[0];\n b.p = a;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/clip/rejoin.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _pointEqual_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../pointEqual.js */ \"./node_modules/d3-geo/src/pointEqual.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../math.js */ \"./node_modules/d3-geo/src/math.js\");\n\n\n\nfunction Intersection(point, points, other, entry) {\n this.x = point;\n this.z = points;\n this.o = other; // another intersection\n this.e = entry; // is an entry?\n this.v = false; // visited\n this.n = this.p = null; // next & previous\n}\n\n// A generalized polygon clipping algorithm: given a polygon that has been cut\n// into its visible line segments, and rejoins the segments by interpolating\n// along the clip edge.\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(segments, compareIntersection, startInside, interpolate, stream) {\n var subject = [],\n clip = [],\n i,\n n;\n\n segments.forEach(function(segment) {\n if ((n = segment.length - 1) <= 0) return;\n var n, p0 = segment[0], p1 = segment[n], x;\n\n if ((0,_pointEqual_js__WEBPACK_IMPORTED_MODULE_0__.default)(p0, p1)) {\n if (!p0[2] && !p1[2]) {\n stream.lineStart();\n for (i = 0; i < n; ++i) stream.point((p0 = segment[i])[0], p0[1]);\n stream.lineEnd();\n return;\n }\n // handle degenerate cases by moving the point\n p1[0] += 2 * _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon;\n }\n\n subject.push(x = new Intersection(p0, segment, null, true));\n clip.push(x.o = new Intersection(p0, null, x, false));\n subject.push(x = new Intersection(p1, segment, null, false));\n clip.push(x.o = new Intersection(p1, null, x, true));\n });\n\n if (!subject.length) return;\n\n clip.sort(compareIntersection);\n link(subject);\n link(clip);\n\n for (i = 0, n = clip.length; i < n; ++i) {\n clip[i].e = startInside = !startInside;\n }\n\n var start = subject[0],\n points,\n point;\n\n while (1) {\n // Find first unvisited intersection.\n var current = start,\n isSubject = true;\n while (current.v) if ((current = current.n) === start) return;\n points = current.z;\n stream.lineStart();\n do {\n current.v = current.o.v = true;\n if (current.e) {\n if (isSubject) {\n for (i = 0, n = points.length; i < n; ++i) stream.point((point = points[i])[0], point[1]);\n } else {\n interpolate(current.x, current.n.x, 1, stream);\n }\n current = current.n;\n } else {\n if (isSubject) {\n points = current.p.z;\n for (i = points.length - 1; i >= 0; --i) stream.point((point = points[i])[0], point[1]);\n } else {\n interpolate(current.x, current.p.x, -1, stream);\n }\n current = current.p;\n }\n current = current.o;\n points = current.z;\n isSubject = !isSubject;\n } while (!current.v);\n stream.lineEnd();\n }\n}\n\nfunction link(array) {\n if (!(n = array.length)) return;\n var n,\n i = 0,\n a = array[0],\n b;\n while (++i < n) {\n a.n = b = array[i];\n b.p = a;\n a = b;\n }\n a.n = b = array[0];\n b.p = a;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/clip/rejoin.js?"); /***/ }), @@ -970,14 +627,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!********************************************!*\ !*** ./node_modules/d3-geo/src/compose.js ***! \********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n\n function compose(x, y) {\n return x = a(x, y), b(x[0], x[1]);\n }\n\n if (a.invert && b.invert) compose.invert = function(x, y) {\n return x = b.invert(x, y), x && a.invert(x[0], x[1]);\n };\n\n return compose;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/compose.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n\n function compose(x, y) {\n return x = a(x, y), b(x[0], x[1]);\n }\n\n if (a.invert && b.invert) compose.invert = function(x, y) {\n return x = b.invert(x, y), x && a.invert(x[0], x[1]);\n };\n\n return compose;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/compose.js?"); /***/ }), @@ -985,14 +638,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*********************************************!*\ !*** ./node_modules/d3-geo/src/constant.js ***! \*********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(x) {\n return function() {\n return x;\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/constant.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(x) {\n return function() {\n return x;\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/constant.js?"); /***/ }), @@ -1000,14 +649,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*********************************************!*\ !*** ./node_modules/d3-geo/src/contains.js ***! \*********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _polygonContains_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./polygonContains.js */ \"./node_modules/d3-geo/src/polygonContains.js\");\n/* harmony import */ var _distance_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./distance.js */ \"./node_modules/d3-geo/src/distance.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n\n\n\n\nvar containsObjectType = {\n Feature: function(object, point) {\n return containsGeometry(object.geometry, point);\n },\n FeatureCollection: function(object, point) {\n var features = object.features, i = -1, n = features.length;\n while (++i < n) if (containsGeometry(features[i].geometry, point)) return true;\n return false;\n }\n};\n\nvar containsGeometryType = {\n Sphere: function() {\n return true;\n },\n Point: function(object, point) {\n return containsPoint(object.coordinates, point);\n },\n MultiPoint: function(object, point) {\n var coordinates = object.coordinates, i = -1, n = coordinates.length;\n while (++i < n) if (containsPoint(coordinates[i], point)) return true;\n return false;\n },\n LineString: function(object, point) {\n return containsLine(object.coordinates, point);\n },\n MultiLineString: function(object, point) {\n var coordinates = object.coordinates, i = -1, n = coordinates.length;\n while (++i < n) if (containsLine(coordinates[i], point)) return true;\n return false;\n },\n Polygon: function(object, point) {\n return containsPolygon(object.coordinates, point);\n },\n MultiPolygon: function(object, point) {\n var coordinates = object.coordinates, i = -1, n = coordinates.length;\n while (++i < n) if (containsPolygon(coordinates[i], point)) return true;\n return false;\n },\n GeometryCollection: function(object, point) {\n var geometries = object.geometries, i = -1, n = geometries.length;\n while (++i < n) if (containsGeometry(geometries[i], point)) return true;\n return false;\n }\n};\n\nfunction containsGeometry(geometry, point) {\n return geometry && containsGeometryType.hasOwnProperty(geometry.type)\n ? containsGeometryType[geometry.type](geometry, point)\n : false;\n}\n\nfunction containsPoint(coordinates, point) {\n return (0,_distance_js__WEBPACK_IMPORTED_MODULE_0__.default)(coordinates, point) === 0;\n}\n\nfunction containsLine(coordinates, point) {\n var ao, bo, ab;\n for (var i = 0, n = coordinates.length; i < n; i++) {\n bo = (0,_distance_js__WEBPACK_IMPORTED_MODULE_0__.default)(coordinates[i], point);\n if (bo === 0) return true;\n if (i > 0) {\n ab = (0,_distance_js__WEBPACK_IMPORTED_MODULE_0__.default)(coordinates[i], coordinates[i - 1]);\n if (\n ab > 0 &&\n ao <= ab &&\n bo <= ab &&\n (ao + bo - ab) * (1 - Math.pow((ao - bo) / ab, 2)) < _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon2 * ab\n )\n return true;\n }\n ao = bo;\n }\n return false;\n}\n\nfunction containsPolygon(coordinates, point) {\n return !!(0,_polygonContains_js__WEBPACK_IMPORTED_MODULE_2__.default)(coordinates.map(ringRadians), pointRadians(point));\n}\n\nfunction ringRadians(ring) {\n return ring = ring.map(pointRadians), ring.pop(), ring;\n}\n\nfunction pointRadians(point) {\n return [point[0] * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, point[1] * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians];\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(object, point) {\n return (object && containsObjectType.hasOwnProperty(object.type)\n ? containsObjectType[object.type]\n : containsGeometry)(object, point);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/contains.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _polygonContains_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./polygonContains.js */ \"./node_modules/d3-geo/src/polygonContains.js\");\n/* harmony import */ var _distance_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./distance.js */ \"./node_modules/d3-geo/src/distance.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n\n\n\n\nvar containsObjectType = {\n Feature: function(object, point) {\n return containsGeometry(object.geometry, point);\n },\n FeatureCollection: function(object, point) {\n var features = object.features, i = -1, n = features.length;\n while (++i < n) if (containsGeometry(features[i].geometry, point)) return true;\n return false;\n }\n};\n\nvar containsGeometryType = {\n Sphere: function() {\n return true;\n },\n Point: function(object, point) {\n return containsPoint(object.coordinates, point);\n },\n MultiPoint: function(object, point) {\n var coordinates = object.coordinates, i = -1, n = coordinates.length;\n while (++i < n) if (containsPoint(coordinates[i], point)) return true;\n return false;\n },\n LineString: function(object, point) {\n return containsLine(object.coordinates, point);\n },\n MultiLineString: function(object, point) {\n var coordinates = object.coordinates, i = -1, n = coordinates.length;\n while (++i < n) if (containsLine(coordinates[i], point)) return true;\n return false;\n },\n Polygon: function(object, point) {\n return containsPolygon(object.coordinates, point);\n },\n MultiPolygon: function(object, point) {\n var coordinates = object.coordinates, i = -1, n = coordinates.length;\n while (++i < n) if (containsPolygon(coordinates[i], point)) return true;\n return false;\n },\n GeometryCollection: function(object, point) {\n var geometries = object.geometries, i = -1, n = geometries.length;\n while (++i < n) if (containsGeometry(geometries[i], point)) return true;\n return false;\n }\n};\n\nfunction containsGeometry(geometry, point) {\n return geometry && containsGeometryType.hasOwnProperty(geometry.type)\n ? containsGeometryType[geometry.type](geometry, point)\n : false;\n}\n\nfunction containsPoint(coordinates, point) {\n return (0,_distance_js__WEBPACK_IMPORTED_MODULE_0__.default)(coordinates, point) === 0;\n}\n\nfunction containsLine(coordinates, point) {\n var ao, bo, ab;\n for (var i = 0, n = coordinates.length; i < n; i++) {\n bo = (0,_distance_js__WEBPACK_IMPORTED_MODULE_0__.default)(coordinates[i], point);\n if (bo === 0) return true;\n if (i > 0) {\n ab = (0,_distance_js__WEBPACK_IMPORTED_MODULE_0__.default)(coordinates[i], coordinates[i - 1]);\n if (\n ab > 0 &&\n ao <= ab &&\n bo <= ab &&\n (ao + bo - ab) * (1 - Math.pow((ao - bo) / ab, 2)) < _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon2 * ab\n )\n return true;\n }\n ao = bo;\n }\n return false;\n}\n\nfunction containsPolygon(coordinates, point) {\n return !!(0,_polygonContains_js__WEBPACK_IMPORTED_MODULE_2__.default)(coordinates.map(ringRadians), pointRadians(point));\n}\n\nfunction ringRadians(ring) {\n return ring = ring.map(pointRadians), ring.pop(), ring;\n}\n\nfunction pointRadians(point) {\n return [point[0] * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, point[1] * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians];\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(object, point) {\n return (object && containsObjectType.hasOwnProperty(object.type)\n ? containsObjectType[object.type]\n : containsGeometry)(object, point);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/contains.js?"); /***/ }), @@ -1015,14 +660,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*********************************************!*\ !*** ./node_modules/d3-geo/src/distance.js ***! \*********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _length_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./length.js */ \"./node_modules/d3-geo/src/length.js\");\n\n\nvar coordinates = [null, null],\n object = {type: \"LineString\", coordinates: coordinates};\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n coordinates[0] = a;\n coordinates[1] = b;\n return (0,_length_js__WEBPACK_IMPORTED_MODULE_0__.default)(object);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/distance.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _length_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./length.js */ \"./node_modules/d3-geo/src/length.js\");\n\n\nvar coordinates = [null, null],\n object = {type: \"LineString\", coordinates: coordinates};\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n coordinates[0] = a;\n coordinates[1] = b;\n return (0,_length_js__WEBPACK_IMPORTED_MODULE_0__.default)(object);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/distance.js?"); /***/ }), @@ -1030,15 +671,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!**********************************************!*\ !*** ./node_modules/d3-geo/src/graticule.js ***! \**********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export graticule10 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* binding */ graticule,\n/* harmony export */ \"graticule10\": () => /* binding */ graticule10\n/* harmony export */ });\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/range.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n\n\n\nfunction graticuleX(y0, y1, dy) {\n var y = (0,d3_array__WEBPACK_IMPORTED_MODULE_0__.default)(y0, y1 - _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon, dy).concat(y1);\n return function(x) { return y.map(function(y) { return [x, y]; }); };\n}\n\nfunction graticuleY(x0, x1, dx) {\n var x = (0,d3_array__WEBPACK_IMPORTED_MODULE_0__.default)(x0, x1 - _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon, dx).concat(x1);\n return function(y) { return x.map(function(x) { return [x, y]; }); };\n}\n\nfunction graticule() {\n var x1, x0, X1, X0,\n y1, y0, Y1, Y0,\n dx = 10, dy = dx, DX = 90, DY = 360,\n x, y, X, Y,\n precision = 2.5;\n\n function graticule() {\n return {type: \"MultiLineString\", coordinates: lines()};\n }\n\n function lines() {\n return (0,d3_array__WEBPACK_IMPORTED_MODULE_0__.default)((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.ceil)(X0 / DX) * DX, X1, DX).map(X)\n .concat((0,d3_array__WEBPACK_IMPORTED_MODULE_0__.default)((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.ceil)(Y0 / DY) * DY, Y1, DY).map(Y))\n .concat((0,d3_array__WEBPACK_IMPORTED_MODULE_0__.default)((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.ceil)(x0 / dx) * dx, x1, dx).filter(function(x) { return (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.abs)(x % DX) > _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon; }).map(x))\n .concat((0,d3_array__WEBPACK_IMPORTED_MODULE_0__.default)((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.ceil)(y0 / dy) * dy, y1, dy).filter(function(y) { return (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.abs)(y % DY) > _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon; }).map(y));\n }\n\n graticule.lines = function() {\n return lines().map(function(coordinates) { return {type: \"LineString\", coordinates: coordinates}; });\n };\n\n graticule.outline = function() {\n return {\n type: \"Polygon\",\n coordinates: [\n X(X0).concat(\n Y(Y1).slice(1),\n X(X1).reverse().slice(1),\n Y(Y0).reverse().slice(1))\n ]\n };\n };\n\n graticule.extent = function(_) {\n if (!arguments.length) return graticule.extentMinor();\n return graticule.extentMajor(_).extentMinor(_);\n };\n\n graticule.extentMajor = function(_) {\n if (!arguments.length) return [[X0, Y0], [X1, Y1]];\n X0 = +_[0][0], X1 = +_[1][0];\n Y0 = +_[0][1], Y1 = +_[1][1];\n if (X0 > X1) _ = X0, X0 = X1, X1 = _;\n if (Y0 > Y1) _ = Y0, Y0 = Y1, Y1 = _;\n return graticule.precision(precision);\n };\n\n graticule.extentMinor = function(_) {\n if (!arguments.length) return [[x0, y0], [x1, y1]];\n x0 = +_[0][0], x1 = +_[1][0];\n y0 = +_[0][1], y1 = +_[1][1];\n if (x0 > x1) _ = x0, x0 = x1, x1 = _;\n if (y0 > y1) _ = y0, y0 = y1, y1 = _;\n return graticule.precision(precision);\n };\n\n graticule.step = function(_) {\n if (!arguments.length) return graticule.stepMinor();\n return graticule.stepMajor(_).stepMinor(_);\n };\n\n graticule.stepMajor = function(_) {\n if (!arguments.length) return [DX, DY];\n DX = +_[0], DY = +_[1];\n return graticule;\n };\n\n graticule.stepMinor = function(_) {\n if (!arguments.length) return [dx, dy];\n dx = +_[0], dy = +_[1];\n return graticule;\n };\n\n graticule.precision = function(_) {\n if (!arguments.length) return precision;\n precision = +_;\n x = graticuleX(y0, y1, 90);\n y = graticuleY(x0, x1, precision);\n X = graticuleX(Y0, Y1, 90);\n Y = graticuleY(X0, X1, precision);\n return graticule;\n };\n\n return graticule\n .extentMajor([[-180, -90 + _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon], [180, 90 - _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon]])\n .extentMinor([[-180, -80 - _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon], [180, 80 + _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon]]);\n}\n\nfunction graticule10() {\n return graticule()();\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/graticule.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* binding */ graticule),\n/* harmony export */ \"graticule10\": () => (/* binding */ graticule10)\n/* harmony export */ });\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/range.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n\n\n\nfunction graticuleX(y0, y1, dy) {\n var y = (0,d3_array__WEBPACK_IMPORTED_MODULE_0__.default)(y0, y1 - _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon, dy).concat(y1);\n return function(x) { return y.map(function(y) { return [x, y]; }); };\n}\n\nfunction graticuleY(x0, x1, dx) {\n var x = (0,d3_array__WEBPACK_IMPORTED_MODULE_0__.default)(x0, x1 - _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon, dx).concat(x1);\n return function(y) { return x.map(function(x) { return [x, y]; }); };\n}\n\nfunction graticule() {\n var x1, x0, X1, X0,\n y1, y0, Y1, Y0,\n dx = 10, dy = dx, DX = 90, DY = 360,\n x, y, X, Y,\n precision = 2.5;\n\n function graticule() {\n return {type: \"MultiLineString\", coordinates: lines()};\n }\n\n function lines() {\n return (0,d3_array__WEBPACK_IMPORTED_MODULE_0__.default)((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.ceil)(X0 / DX) * DX, X1, DX).map(X)\n .concat((0,d3_array__WEBPACK_IMPORTED_MODULE_0__.default)((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.ceil)(Y0 / DY) * DY, Y1, DY).map(Y))\n .concat((0,d3_array__WEBPACK_IMPORTED_MODULE_0__.default)((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.ceil)(x0 / dx) * dx, x1, dx).filter(function(x) { return (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.abs)(x % DX) > _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon; }).map(x))\n .concat((0,d3_array__WEBPACK_IMPORTED_MODULE_0__.default)((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.ceil)(y0 / dy) * dy, y1, dy).filter(function(y) { return (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.abs)(y % DY) > _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon; }).map(y));\n }\n\n graticule.lines = function() {\n return lines().map(function(coordinates) { return {type: \"LineString\", coordinates: coordinates}; });\n };\n\n graticule.outline = function() {\n return {\n type: \"Polygon\",\n coordinates: [\n X(X0).concat(\n Y(Y1).slice(1),\n X(X1).reverse().slice(1),\n Y(Y0).reverse().slice(1))\n ]\n };\n };\n\n graticule.extent = function(_) {\n if (!arguments.length) return graticule.extentMinor();\n return graticule.extentMajor(_).extentMinor(_);\n };\n\n graticule.extentMajor = function(_) {\n if (!arguments.length) return [[X0, Y0], [X1, Y1]];\n X0 = +_[0][0], X1 = +_[1][0];\n Y0 = +_[0][1], Y1 = +_[1][1];\n if (X0 > X1) _ = X0, X0 = X1, X1 = _;\n if (Y0 > Y1) _ = Y0, Y0 = Y1, Y1 = _;\n return graticule.precision(precision);\n };\n\n graticule.extentMinor = function(_) {\n if (!arguments.length) return [[x0, y0], [x1, y1]];\n x0 = +_[0][0], x1 = +_[1][0];\n y0 = +_[0][1], y1 = +_[1][1];\n if (x0 > x1) _ = x0, x0 = x1, x1 = _;\n if (y0 > y1) _ = y0, y0 = y1, y1 = _;\n return graticule.precision(precision);\n };\n\n graticule.step = function(_) {\n if (!arguments.length) return graticule.stepMinor();\n return graticule.stepMajor(_).stepMinor(_);\n };\n\n graticule.stepMajor = function(_) {\n if (!arguments.length) return [DX, DY];\n DX = +_[0], DY = +_[1];\n return graticule;\n };\n\n graticule.stepMinor = function(_) {\n if (!arguments.length) return [dx, dy];\n dx = +_[0], dy = +_[1];\n return graticule;\n };\n\n graticule.precision = function(_) {\n if (!arguments.length) return precision;\n precision = +_;\n x = graticuleX(y0, y1, 90);\n y = graticuleY(x0, x1, precision);\n X = graticuleX(Y0, Y1, 90);\n Y = graticuleY(X0, X1, precision);\n return graticule;\n };\n\n return graticule\n .extentMajor([[-180, -90 + _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon], [180, 90 - _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon]])\n .extentMinor([[-180, -80 - _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon], [180, 80 + _math_js__WEBPACK_IMPORTED_MODULE_1__.epsilon]]);\n}\n\nfunction graticule10() {\n return graticule()();\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/graticule.js?"); /***/ }), @@ -1046,14 +682,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*********************************************!*\ !*** ./node_modules/d3-geo/src/identity.js ***! \*********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_exports__, __webpack_require__.r, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (x => x);\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/identity.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (x => x);\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/identity.js?"); /***/ }), @@ -1061,14 +693,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!************************************************!*\ !*** ./node_modules/d3-geo/src/interpolate.js ***! \************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n var x0 = a[0] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians,\n y0 = a[1] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians,\n x1 = b[0] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians,\n y1 = b[1] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians,\n cy0 = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(y0),\n sy0 = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(y0),\n cy1 = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(y1),\n sy1 = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(y1),\n kx0 = cy0 * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(x0),\n ky0 = cy0 * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(x0),\n kx1 = cy1 * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(x1),\n ky1 = cy1 * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(x1),\n d = 2 * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.asin)((0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sqrt)((0,_math_js__WEBPACK_IMPORTED_MODULE_0__.haversin)(y1 - y0) + cy0 * cy1 * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.haversin)(x1 - x0))),\n k = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(d);\n\n var interpolate = d ? function(t) {\n var B = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(t *= d) / k,\n A = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(d - t) / k,\n x = A * kx0 + B * kx1,\n y = A * ky0 + B * ky1,\n z = A * sy0 + B * sy1;\n return [\n (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.atan2)(y, x) * _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees,\n (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.atan2)(z, (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sqrt)(x * x + y * y)) * _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees\n ];\n } : function() {\n return [x0 * _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees, y0 * _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees];\n };\n\n interpolate.distance = d;\n\n return interpolate;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/interpolate.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n var x0 = a[0] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians,\n y0 = a[1] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians,\n x1 = b[0] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians,\n y1 = b[1] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians,\n cy0 = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(y0),\n sy0 = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(y0),\n cy1 = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(y1),\n sy1 = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(y1),\n kx0 = cy0 * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(x0),\n ky0 = cy0 * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(x0),\n kx1 = cy1 * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(x1),\n ky1 = cy1 * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(x1),\n d = 2 * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.asin)((0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sqrt)((0,_math_js__WEBPACK_IMPORTED_MODULE_0__.haversin)(y1 - y0) + cy0 * cy1 * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.haversin)(x1 - x0))),\n k = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(d);\n\n var interpolate = d ? function(t) {\n var B = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(t *= d) / k,\n A = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(d - t) / k,\n x = A * kx0 + B * kx1,\n y = A * ky0 + B * ky1,\n z = A * sy0 + B * sy1;\n return [\n (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.atan2)(y, x) * _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees,\n (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.atan2)(z, (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sqrt)(x * x + y * y)) * _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees\n ];\n } : function() {\n return [x0 * _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees, y0 * _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees];\n };\n\n interpolate.distance = d;\n\n return interpolate;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/interpolate.js?"); /***/ }), @@ -1076,14 +704,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*******************************************!*\ !*** ./node_modules/d3-geo/src/length.js ***! \*******************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/fsum.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n/* harmony import */ var _noop_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./noop.js */ \"./node_modules/d3-geo/src/noop.js\");\n/* harmony import */ var _stream_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./stream.js */ \"./node_modules/d3-geo/src/stream.js\");\n\n\n\n\n\nvar lengthSum,\n lambda0,\n sinPhi0,\n cosPhi0;\n\nvar lengthStream = {\n sphere: _noop_js__WEBPACK_IMPORTED_MODULE_0__.default,\n point: _noop_js__WEBPACK_IMPORTED_MODULE_0__.default,\n lineStart: lengthLineStart,\n lineEnd: _noop_js__WEBPACK_IMPORTED_MODULE_0__.default,\n polygonStart: _noop_js__WEBPACK_IMPORTED_MODULE_0__.default,\n polygonEnd: _noop_js__WEBPACK_IMPORTED_MODULE_0__.default\n};\n\nfunction lengthLineStart() {\n lengthStream.point = lengthPointFirst;\n lengthStream.lineEnd = lengthLineEnd;\n}\n\nfunction lengthLineEnd() {\n lengthStream.point = lengthStream.lineEnd = _noop_js__WEBPACK_IMPORTED_MODULE_0__.default;\n}\n\nfunction lengthPointFirst(lambda, phi) {\n lambda *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, phi *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians;\n lambda0 = lambda, sinPhi0 = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(phi), cosPhi0 = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(phi);\n lengthStream.point = lengthPoint;\n}\n\nfunction lengthPoint(lambda, phi) {\n lambda *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, phi *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians;\n var sinPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(phi),\n cosPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(phi),\n delta = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.abs)(lambda - lambda0),\n cosDelta = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(delta),\n sinDelta = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(delta),\n x = cosPhi * sinDelta,\n y = cosPhi0 * sinPhi - sinPhi0 * cosPhi * cosDelta,\n z = sinPhi0 * sinPhi + cosPhi0 * cosPhi * cosDelta;\n lengthSum.add((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.atan2)((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sqrt)(x * x + y * y), z));\n lambda0 = lambda, sinPhi0 = sinPhi, cosPhi0 = cosPhi;\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(object) {\n lengthSum = new d3_array__WEBPACK_IMPORTED_MODULE_2__.Adder();\n (0,_stream_js__WEBPACK_IMPORTED_MODULE_3__.default)(object, lengthStream);\n return +lengthSum;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/length.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/fsum.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n/* harmony import */ var _noop_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./noop.js */ \"./node_modules/d3-geo/src/noop.js\");\n/* harmony import */ var _stream_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./stream.js */ \"./node_modules/d3-geo/src/stream.js\");\n\n\n\n\n\nvar lengthSum,\n lambda0,\n sinPhi0,\n cosPhi0;\n\nvar lengthStream = {\n sphere: _noop_js__WEBPACK_IMPORTED_MODULE_0__.default,\n point: _noop_js__WEBPACK_IMPORTED_MODULE_0__.default,\n lineStart: lengthLineStart,\n lineEnd: _noop_js__WEBPACK_IMPORTED_MODULE_0__.default,\n polygonStart: _noop_js__WEBPACK_IMPORTED_MODULE_0__.default,\n polygonEnd: _noop_js__WEBPACK_IMPORTED_MODULE_0__.default\n};\n\nfunction lengthLineStart() {\n lengthStream.point = lengthPointFirst;\n lengthStream.lineEnd = lengthLineEnd;\n}\n\nfunction lengthLineEnd() {\n lengthStream.point = lengthStream.lineEnd = _noop_js__WEBPACK_IMPORTED_MODULE_0__.default;\n}\n\nfunction lengthPointFirst(lambda, phi) {\n lambda *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, phi *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians;\n lambda0 = lambda, sinPhi0 = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(phi), cosPhi0 = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(phi);\n lengthStream.point = lengthPoint;\n}\n\nfunction lengthPoint(lambda, phi) {\n lambda *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, phi *= _math_js__WEBPACK_IMPORTED_MODULE_1__.radians;\n var sinPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(phi),\n cosPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(phi),\n delta = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.abs)(lambda - lambda0),\n cosDelta = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(delta),\n sinDelta = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(delta),\n x = cosPhi * sinDelta,\n y = cosPhi0 * sinPhi - sinPhi0 * cosPhi * cosDelta,\n z = sinPhi0 * sinPhi + cosPhi0 * cosPhi * cosDelta;\n lengthSum.add((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.atan2)((0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sqrt)(x * x + y * y), z));\n lambda0 = lambda, sinPhi0 = sinPhi, cosPhi0 = cosPhi;\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(object) {\n lengthSum = new d3_array__WEBPACK_IMPORTED_MODULE_2__.Adder();\n (0,_stream_js__WEBPACK_IMPORTED_MODULE_3__.default)(object, lengthStream);\n return +lengthSum;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/length.js?"); /***/ }), @@ -1091,38 +715,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*****************************************!*\ !*** ./node_modules/d3-geo/src/math.js ***! \*****************************************/ -/*! namespace exports */ -/*! export abs [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export acos [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export asin [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export atan [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export atan2 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ceil [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export cos [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export degrees [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export epsilon [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export epsilon2 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export exp [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export floor [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export halfPi [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export haversin [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export hypot [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export log [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export pi [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export pow [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export quarterPi [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export radians [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export sign [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export sin [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export sqrt [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export tan [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export tau [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { - -"use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"epsilon\": () => /* binding */ epsilon,\n/* harmony export */ \"epsilon2\": () => /* binding */ epsilon2,\n/* harmony export */ \"pi\": () => /* binding */ pi,\n/* harmony export */ \"halfPi\": () => /* binding */ halfPi,\n/* harmony export */ \"quarterPi\": () => /* binding */ quarterPi,\n/* harmony export */ \"tau\": () => /* binding */ tau,\n/* harmony export */ \"degrees\": () => /* binding */ degrees,\n/* harmony export */ \"radians\": () => /* binding */ radians,\n/* harmony export */ \"abs\": () => /* binding */ abs,\n/* harmony export */ \"atan\": () => /* binding */ atan,\n/* harmony export */ \"atan2\": () => /* binding */ atan2,\n/* harmony export */ \"cos\": () => /* binding */ cos,\n/* harmony export */ \"ceil\": () => /* binding */ ceil,\n/* harmony export */ \"exp\": () => /* binding */ exp,\n/* harmony export */ \"floor\": () => /* binding */ floor,\n/* harmony export */ \"hypot\": () => /* binding */ hypot,\n/* harmony export */ \"log\": () => /* binding */ log,\n/* harmony export */ \"pow\": () => /* binding */ pow,\n/* harmony export */ \"sin\": () => /* binding */ sin,\n/* harmony export */ \"sign\": () => /* binding */ sign,\n/* harmony export */ \"sqrt\": () => /* binding */ sqrt,\n/* harmony export */ \"tan\": () => /* binding */ tan,\n/* harmony export */ \"acos\": () => /* binding */ acos,\n/* harmony export */ \"asin\": () => /* binding */ asin,\n/* harmony export */ \"haversin\": () => /* binding */ haversin\n/* harmony export */ });\nvar epsilon = 1e-6;\nvar epsilon2 = 1e-12;\nvar pi = Math.PI;\nvar halfPi = pi / 2;\nvar quarterPi = pi / 4;\nvar tau = pi * 2;\n\nvar degrees = 180 / pi;\nvar radians = pi / 180;\n\nvar abs = Math.abs;\nvar atan = Math.atan;\nvar atan2 = Math.atan2;\nvar cos = Math.cos;\nvar ceil = Math.ceil;\nvar exp = Math.exp;\nvar floor = Math.floor;\nvar hypot = Math.hypot;\nvar log = Math.log;\nvar pow = Math.pow;\nvar sin = Math.sin;\nvar sign = Math.sign || function(x) { return x > 0 ? 1 : x < 0 ? -1 : 0; };\nvar sqrt = Math.sqrt;\nvar tan = Math.tan;\n\nfunction acos(x) {\n return x > 1 ? 0 : x < -1 ? pi : Math.acos(x);\n}\n\nfunction asin(x) {\n return x > 1 ? halfPi : x < -1 ? -halfPi : Math.asin(x);\n}\n\nfunction haversin(x) {\n return (x = sin(x / 2)) * x;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/math.js?"); +/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { + +"use strict"; +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"epsilon\": () => (/* binding */ epsilon),\n/* harmony export */ \"epsilon2\": () => (/* binding */ epsilon2),\n/* harmony export */ \"pi\": () => (/* binding */ pi),\n/* harmony export */ \"halfPi\": () => (/* binding */ halfPi),\n/* harmony export */ \"quarterPi\": () => (/* binding */ quarterPi),\n/* harmony export */ \"tau\": () => (/* binding */ tau),\n/* harmony export */ \"degrees\": () => (/* binding */ degrees),\n/* harmony export */ \"radians\": () => (/* binding */ radians),\n/* harmony export */ \"abs\": () => (/* binding */ abs),\n/* harmony export */ \"atan\": () => (/* binding */ atan),\n/* harmony export */ \"atan2\": () => (/* binding */ atan2),\n/* harmony export */ \"cos\": () => (/* binding */ cos),\n/* harmony export */ \"ceil\": () => (/* binding */ ceil),\n/* harmony export */ \"exp\": () => (/* binding */ exp),\n/* harmony export */ \"floor\": () => (/* binding */ floor),\n/* harmony export */ \"hypot\": () => (/* binding */ hypot),\n/* harmony export */ \"log\": () => (/* binding */ log),\n/* harmony export */ \"pow\": () => (/* binding */ pow),\n/* harmony export */ \"sin\": () => (/* binding */ sin),\n/* harmony export */ \"sign\": () => (/* binding */ sign),\n/* harmony export */ \"sqrt\": () => (/* binding */ sqrt),\n/* harmony export */ \"tan\": () => (/* binding */ tan),\n/* harmony export */ \"acos\": () => (/* binding */ acos),\n/* harmony export */ \"asin\": () => (/* binding */ asin),\n/* harmony export */ \"haversin\": () => (/* binding */ haversin)\n/* harmony export */ });\nvar epsilon = 1e-6;\nvar epsilon2 = 1e-12;\nvar pi = Math.PI;\nvar halfPi = pi / 2;\nvar quarterPi = pi / 4;\nvar tau = pi * 2;\n\nvar degrees = 180 / pi;\nvar radians = pi / 180;\n\nvar abs = Math.abs;\nvar atan = Math.atan;\nvar atan2 = Math.atan2;\nvar cos = Math.cos;\nvar ceil = Math.ceil;\nvar exp = Math.exp;\nvar floor = Math.floor;\nvar hypot = Math.hypot;\nvar log = Math.log;\nvar pow = Math.pow;\nvar sin = Math.sin;\nvar sign = Math.sign || function(x) { return x > 0 ? 1 : x < 0 ? -1 : 0; };\nvar sqrt = Math.sqrt;\nvar tan = Math.tan;\n\nfunction acos(x) {\n return x > 1 ? 0 : x < -1 ? pi : Math.acos(x);\n}\n\nfunction asin(x) {\n return x > 1 ? halfPi : x < -1 ? -halfPi : Math.asin(x);\n}\n\nfunction haversin(x) {\n return (x = sin(x / 2)) * x;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/math.js?"); /***/ }), @@ -1130,14 +726,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*****************************************!*\ !*** ./node_modules/d3-geo/src/noop.js ***! \*****************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* binding */ noop\n/* harmony export */ });\nfunction noop() {}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/noop.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* binding */ noop)\n/* harmony export */ });\nfunction noop() {}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/noop.js?"); /***/ }), @@ -1145,14 +737,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!************************************************!*\ !*** ./node_modules/d3-geo/src/path/bounds.js ***! \************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_exports__, __webpack_require__.r, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _noop_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../noop.js */ \"./node_modules/d3-geo/src/noop.js\");\n\n\nvar x0 = Infinity,\n y0 = x0,\n x1 = -x0,\n y1 = x1;\n\nvar boundsStream = {\n point: boundsPoint,\n lineStart: _noop_js__WEBPACK_IMPORTED_MODULE_0__.default,\n lineEnd: _noop_js__WEBPACK_IMPORTED_MODULE_0__.default,\n polygonStart: _noop_js__WEBPACK_IMPORTED_MODULE_0__.default,\n polygonEnd: _noop_js__WEBPACK_IMPORTED_MODULE_0__.default,\n result: function() {\n var bounds = [[x0, y0], [x1, y1]];\n x1 = y1 = -(y0 = x0 = Infinity);\n return bounds;\n }\n};\n\nfunction boundsPoint(x, y) {\n if (x < x0) x0 = x;\n if (x > x1) x1 = x;\n if (y < y0) y0 = y;\n if (y > y1) y1 = y;\n}\n\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (boundsStream);\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/path/bounds.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _noop_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../noop.js */ \"./node_modules/d3-geo/src/noop.js\");\n\n\nvar x0 = Infinity,\n y0 = x0,\n x1 = -x0,\n y1 = x1;\n\nvar boundsStream = {\n point: boundsPoint,\n lineStart: _noop_js__WEBPACK_IMPORTED_MODULE_0__.default,\n lineEnd: _noop_js__WEBPACK_IMPORTED_MODULE_0__.default,\n polygonStart: _noop_js__WEBPACK_IMPORTED_MODULE_0__.default,\n polygonEnd: _noop_js__WEBPACK_IMPORTED_MODULE_0__.default,\n result: function() {\n var bounds = [[x0, y0], [x1, y1]];\n x1 = y1 = -(y0 = x0 = Infinity);\n return bounds;\n }\n};\n\nfunction boundsPoint(x, y) {\n if (x < x0) x0 = x;\n if (x > x1) x1 = x;\n if (y < y0) y0 = y;\n if (y > y1) y1 = y;\n}\n\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (boundsStream);\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/path/bounds.js?"); /***/ }), @@ -1160,14 +748,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!***********************************************!*\ !*** ./node_modules/d3-geo/src/pointEqual.js ***! \***********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n return (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(a[0] - b[0]) < _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon && (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(a[1] - b[1]) < _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/pointEqual.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n return (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(a[0] - b[0]) < _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon && (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(a[1] - b[1]) < _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/pointEqual.js?"); /***/ }), @@ -1175,14 +759,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!****************************************************!*\ !*** ./node_modules/d3-geo/src/polygonContains.js ***! \****************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/fsum.js\");\n/* harmony import */ var _cartesian_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./cartesian.js */ \"./node_modules/d3-geo/src/cartesian.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n\n\n\n\nfunction longitude(point) {\n if ((0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(point[0]) <= _math_js__WEBPACK_IMPORTED_MODULE_0__.pi)\n return point[0];\n else\n return (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sign)(point[0]) * (((0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(point[0]) + _math_js__WEBPACK_IMPORTED_MODULE_0__.pi) % _math_js__WEBPACK_IMPORTED_MODULE_0__.tau - _math_js__WEBPACK_IMPORTED_MODULE_0__.pi);\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(polygon, point) {\n var lambda = longitude(point),\n phi = point[1],\n sinPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(phi),\n normal = [(0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(lambda), -(0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(lambda), 0],\n angle = 0,\n winding = 0;\n\n var sum = new d3_array__WEBPACK_IMPORTED_MODULE_1__.Adder();\n\n if (sinPhi === 1) phi = _math_js__WEBPACK_IMPORTED_MODULE_0__.halfPi + _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon;\n else if (sinPhi === -1) phi = -_math_js__WEBPACK_IMPORTED_MODULE_0__.halfPi - _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon;\n\n for (var i = 0, n = polygon.length; i < n; ++i) {\n if (!(m = (ring = polygon[i]).length)) continue;\n var ring,\n m,\n point0 = ring[m - 1],\n lambda0 = longitude(point0),\n phi0 = point0[1] / 2 + _math_js__WEBPACK_IMPORTED_MODULE_0__.quarterPi,\n sinPhi0 = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(phi0),\n cosPhi0 = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(phi0);\n\n for (var j = 0; j < m; ++j, lambda0 = lambda1, sinPhi0 = sinPhi1, cosPhi0 = cosPhi1, point0 = point1) {\n var point1 = ring[j],\n lambda1 = longitude(point1),\n phi1 = point1[1] / 2 + _math_js__WEBPACK_IMPORTED_MODULE_0__.quarterPi,\n sinPhi1 = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(phi1),\n cosPhi1 = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(phi1),\n delta = lambda1 - lambda0,\n sign = delta >= 0 ? 1 : -1,\n absDelta = sign * delta,\n antimeridian = absDelta > _math_js__WEBPACK_IMPORTED_MODULE_0__.pi,\n k = sinPhi0 * sinPhi1;\n\n sum.add((0,_math_js__WEBPACK_IMPORTED_MODULE_0__.atan2)(k * sign * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(absDelta), cosPhi0 * cosPhi1 + k * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(absDelta)));\n angle += antimeridian ? delta + sign * _math_js__WEBPACK_IMPORTED_MODULE_0__.tau : delta;\n\n // Are the longitudes either side of the point’s meridian (lambda),\n // and are the latitudes smaller than the parallel (phi)?\n if (antimeridian ^ lambda0 >= lambda ^ lambda1 >= lambda) {\n var arc = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_2__.cartesianCross)((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_2__.cartesian)(point0), (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_2__.cartesian)(point1));\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_2__.cartesianNormalizeInPlace)(arc);\n var intersection = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_2__.cartesianCross)(normal, arc);\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_2__.cartesianNormalizeInPlace)(intersection);\n var phiArc = (antimeridian ^ delta >= 0 ? -1 : 1) * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.asin)(intersection[2]);\n if (phi > phiArc || phi === phiArc && (arc[0] || arc[1])) {\n winding += antimeridian ^ delta >= 0 ? 1 : -1;\n }\n }\n }\n }\n\n // First, determine whether the South pole is inside or outside:\n //\n // It is inside if:\n // * the polygon winds around it in a clockwise direction.\n // * the polygon does not (cumulatively) wind around it, but has a negative\n // (counter-clockwise) area.\n //\n // Second, count the (signed) number of times a segment crosses a lambda\n // from the point to the South pole. If it is zero, then the point is the\n // same side as the South pole.\n\n return (angle < -_math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon || angle < _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon && sum < -_math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon2) ^ (winding & 1);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/polygonContains.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/fsum.js\");\n/* harmony import */ var _cartesian_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./cartesian.js */ \"./node_modules/d3-geo/src/cartesian.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n\n\n\n\nfunction longitude(point) {\n if ((0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(point[0]) <= _math_js__WEBPACK_IMPORTED_MODULE_0__.pi)\n return point[0];\n else\n return (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sign)(point[0]) * (((0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(point[0]) + _math_js__WEBPACK_IMPORTED_MODULE_0__.pi) % _math_js__WEBPACK_IMPORTED_MODULE_0__.tau - _math_js__WEBPACK_IMPORTED_MODULE_0__.pi);\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(polygon, point) {\n var lambda = longitude(point),\n phi = point[1],\n sinPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(phi),\n normal = [(0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(lambda), -(0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(lambda), 0],\n angle = 0,\n winding = 0;\n\n var sum = new d3_array__WEBPACK_IMPORTED_MODULE_1__.Adder();\n\n if (sinPhi === 1) phi = _math_js__WEBPACK_IMPORTED_MODULE_0__.halfPi + _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon;\n else if (sinPhi === -1) phi = -_math_js__WEBPACK_IMPORTED_MODULE_0__.halfPi - _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon;\n\n for (var i = 0, n = polygon.length; i < n; ++i) {\n if (!(m = (ring = polygon[i]).length)) continue;\n var ring,\n m,\n point0 = ring[m - 1],\n lambda0 = longitude(point0),\n phi0 = point0[1] / 2 + _math_js__WEBPACK_IMPORTED_MODULE_0__.quarterPi,\n sinPhi0 = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(phi0),\n cosPhi0 = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(phi0);\n\n for (var j = 0; j < m; ++j, lambda0 = lambda1, sinPhi0 = sinPhi1, cosPhi0 = cosPhi1, point0 = point1) {\n var point1 = ring[j],\n lambda1 = longitude(point1),\n phi1 = point1[1] / 2 + _math_js__WEBPACK_IMPORTED_MODULE_0__.quarterPi,\n sinPhi1 = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(phi1),\n cosPhi1 = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(phi1),\n delta = lambda1 - lambda0,\n sign = delta >= 0 ? 1 : -1,\n absDelta = sign * delta,\n antimeridian = absDelta > _math_js__WEBPACK_IMPORTED_MODULE_0__.pi,\n k = sinPhi0 * sinPhi1;\n\n sum.add((0,_math_js__WEBPACK_IMPORTED_MODULE_0__.atan2)(k * sign * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(absDelta), cosPhi0 * cosPhi1 + k * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(absDelta)));\n angle += antimeridian ? delta + sign * _math_js__WEBPACK_IMPORTED_MODULE_0__.tau : delta;\n\n // Are the longitudes either side of the point’s meridian (lambda),\n // and are the latitudes smaller than the parallel (phi)?\n if (antimeridian ^ lambda0 >= lambda ^ lambda1 >= lambda) {\n var arc = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_2__.cartesianCross)((0,_cartesian_js__WEBPACK_IMPORTED_MODULE_2__.cartesian)(point0), (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_2__.cartesian)(point1));\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_2__.cartesianNormalizeInPlace)(arc);\n var intersection = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_2__.cartesianCross)(normal, arc);\n (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_2__.cartesianNormalizeInPlace)(intersection);\n var phiArc = (antimeridian ^ delta >= 0 ? -1 : 1) * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.asin)(intersection[2]);\n if (phi > phiArc || phi === phiArc && (arc[0] || arc[1])) {\n winding += antimeridian ^ delta >= 0 ? 1 : -1;\n }\n }\n }\n }\n\n // First, determine whether the South pole is inside or outside:\n //\n // It is inside if:\n // * the polygon winds around it in a clockwise direction.\n // * the polygon does not (cumulatively) wind around it, but has a negative\n // (counter-clockwise) area.\n //\n // Second, count the (signed) number of times a segment crosses a lambda\n // from the point to the South pole. If it is zero, then the point is the\n // same side as the South pole.\n\n return (angle < -_math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon || angle < _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon && sum < -_math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon2) ^ (winding & 1);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/polygonContains.js?"); /***/ }), @@ -1190,15 +770,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*********************************************************!*\ !*** ./node_modules/d3-geo/src/projection/azimuthal.js ***! \*********************************************************/ -/*! namespace exports */ -/*! export azimuthalInvert [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export azimuthalRaw [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"azimuthalRaw\": () => /* binding */ azimuthalRaw,\n/* harmony export */ \"azimuthalInvert\": () => /* binding */ azimuthalInvert\n/* harmony export */ });\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../math.js */ \"./node_modules/d3-geo/src/math.js\");\n\n\nfunction azimuthalRaw(scale) {\n return function(x, y) {\n var cx = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(x),\n cy = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(y),\n k = scale(cx * cy);\n if (k === Infinity) return [2, 0];\n return [\n k * cy * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(x),\n k * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(y)\n ];\n }\n}\n\nfunction azimuthalInvert(angle) {\n return function(x, y) {\n var z = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sqrt)(x * x + y * y),\n c = angle(z),\n sc = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(c),\n cc = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(c);\n return [\n (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.atan2)(x * sc, z * cc),\n (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.asin)(z && y * sc / z)\n ];\n }\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/projection/azimuthal.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"azimuthalRaw\": () => (/* binding */ azimuthalRaw),\n/* harmony export */ \"azimuthalInvert\": () => (/* binding */ azimuthalInvert)\n/* harmony export */ });\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../math.js */ \"./node_modules/d3-geo/src/math.js\");\n\n\nfunction azimuthalRaw(scale) {\n return function(x, y) {\n var cx = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(x),\n cy = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(y),\n k = scale(cx * cy);\n if (k === Infinity) return [2, 0];\n return [\n k * cy * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(x),\n k * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(y)\n ];\n }\n}\n\nfunction azimuthalInvert(angle) {\n return function(x, y) {\n var z = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sqrt)(x * x + y * y),\n c = angle(z),\n sc = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(c),\n cc = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(c);\n return [\n (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.atan2)(x * sc, z * cc),\n (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.asin)(z && y * sc / z)\n ];\n }\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/projection/azimuthal.js?"); /***/ }), @@ -1206,17 +781,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!***************************************************!*\ !*** ./node_modules/d3-geo/src/projection/fit.js ***! \***************************************************/ -/*! namespace exports */ -/*! export fitExtent [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export fitHeight [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export fitSize [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export fitWidth [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"fitExtent\": () => /* binding */ fitExtent,\n/* harmony export */ \"fitSize\": () => /* binding */ fitSize,\n/* harmony export */ \"fitWidth\": () => /* binding */ fitWidth,\n/* harmony export */ \"fitHeight\": () => /* binding */ fitHeight\n/* harmony export */ });\n/* harmony import */ var _stream_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../stream.js */ \"./node_modules/d3-geo/src/stream.js\");\n/* harmony import */ var _path_bounds_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../path/bounds.js */ \"./node_modules/d3-geo/src/path/bounds.js\");\n\n\n\nfunction fit(projection, fitBounds, object) {\n var clip = projection.clipExtent && projection.clipExtent();\n projection.scale(150).translate([0, 0]);\n if (clip != null) projection.clipExtent(null);\n (0,_stream_js__WEBPACK_IMPORTED_MODULE_0__.default)(object, projection.stream(_path_bounds_js__WEBPACK_IMPORTED_MODULE_1__.default));\n fitBounds(_path_bounds_js__WEBPACK_IMPORTED_MODULE_1__.default.result());\n if (clip != null) projection.clipExtent(clip);\n return projection;\n}\n\nfunction fitExtent(projection, extent, object) {\n return fit(projection, function(b) {\n var w = extent[1][0] - extent[0][0],\n h = extent[1][1] - extent[0][1],\n k = Math.min(w / (b[1][0] - b[0][0]), h / (b[1][1] - b[0][1])),\n x = +extent[0][0] + (w - k * (b[1][0] + b[0][0])) / 2,\n y = +extent[0][1] + (h - k * (b[1][1] + b[0][1])) / 2;\n projection.scale(150 * k).translate([x, y]);\n }, object);\n}\n\nfunction fitSize(projection, size, object) {\n return fitExtent(projection, [[0, 0], size], object);\n}\n\nfunction fitWidth(projection, width, object) {\n return fit(projection, function(b) {\n var w = +width,\n k = w / (b[1][0] - b[0][0]),\n x = (w - k * (b[1][0] + b[0][0])) / 2,\n y = -k * b[0][1];\n projection.scale(150 * k).translate([x, y]);\n }, object);\n}\n\nfunction fitHeight(projection, height, object) {\n return fit(projection, function(b) {\n var h = +height,\n k = h / (b[1][1] - b[0][1]),\n x = -k * b[0][0],\n y = (h - k * (b[1][1] + b[0][1])) / 2;\n projection.scale(150 * k).translate([x, y]);\n }, object);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/projection/fit.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"fitExtent\": () => (/* binding */ fitExtent),\n/* harmony export */ \"fitSize\": () => (/* binding */ fitSize),\n/* harmony export */ \"fitWidth\": () => (/* binding */ fitWidth),\n/* harmony export */ \"fitHeight\": () => (/* binding */ fitHeight)\n/* harmony export */ });\n/* harmony import */ var _stream_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../stream.js */ \"./node_modules/d3-geo/src/stream.js\");\n/* harmony import */ var _path_bounds_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../path/bounds.js */ \"./node_modules/d3-geo/src/path/bounds.js\");\n\n\n\nfunction fit(projection, fitBounds, object) {\n var clip = projection.clipExtent && projection.clipExtent();\n projection.scale(150).translate([0, 0]);\n if (clip != null) projection.clipExtent(null);\n (0,_stream_js__WEBPACK_IMPORTED_MODULE_0__.default)(object, projection.stream(_path_bounds_js__WEBPACK_IMPORTED_MODULE_1__.default));\n fitBounds(_path_bounds_js__WEBPACK_IMPORTED_MODULE_1__.default.result());\n if (clip != null) projection.clipExtent(clip);\n return projection;\n}\n\nfunction fitExtent(projection, extent, object) {\n return fit(projection, function(b) {\n var w = extent[1][0] - extent[0][0],\n h = extent[1][1] - extent[0][1],\n k = Math.min(w / (b[1][0] - b[0][0]), h / (b[1][1] - b[0][1])),\n x = +extent[0][0] + (w - k * (b[1][0] + b[0][0])) / 2,\n y = +extent[0][1] + (h - k * (b[1][1] + b[0][1])) / 2;\n projection.scale(150 * k).translate([x, y]);\n }, object);\n}\n\nfunction fitSize(projection, size, object) {\n return fitExtent(projection, [[0, 0], size], object);\n}\n\nfunction fitWidth(projection, width, object) {\n return fit(projection, function(b) {\n var w = +width,\n k = w / (b[1][0] - b[0][0]),\n x = (w - k * (b[1][0] + b[0][0])) / 2,\n y = -k * b[0][1];\n projection.scale(150 * k).translate([x, y]);\n }, object);\n}\n\nfunction fitHeight(projection, height, object) {\n return fit(projection, function(b) {\n var h = +height,\n k = h / (b[1][1] - b[0][1]),\n x = -k * b[0][0],\n y = (h - k * (b[1][1] + b[0][1])) / 2;\n projection.scale(150 * k).translate([x, y]);\n }, object);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/projection/fit.js?"); /***/ }), @@ -1224,15 +792,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*****************************************************!*\ !*** ./node_modules/d3-geo/src/projection/index.js ***! \*****************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export projectionMutator [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* binding */ projection,\n/* harmony export */ \"projectionMutator\": () => /* binding */ projectionMutator\n/* harmony export */ });\n/* harmony import */ var _clip_antimeridian_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ../clip/antimeridian.js */ \"./node_modules/d3-geo/src/clip/antimeridian.js\");\n/* harmony import */ var _clip_circle_js__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ../clip/circle.js */ \"./node_modules/d3-geo/src/clip/circle.js\");\n/* harmony import */ var _clip_rectangle_js__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! ../clip/rectangle.js */ \"./node_modules/d3-geo/src/clip/rectangle.js\");\n/* harmony import */ var _compose_js__WEBPACK_IMPORTED_MODULE_9__ = __webpack_require__(/*! ../compose.js */ \"./node_modules/d3-geo/src/compose.js\");\n/* harmony import */ var _identity_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ../identity.js */ \"./node_modules/d3-geo/src/identity.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../math.js */ \"./node_modules/d3-geo/src/math.js\");\n/* harmony import */ var _rotation_js__WEBPACK_IMPORTED_MODULE_8__ = __webpack_require__(/*! ../rotation.js */ \"./node_modules/d3-geo/src/rotation.js\");\n/* harmony import */ var _transform_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../transform.js */ \"./node_modules/d3-geo/src/transform.js\");\n/* harmony import */ var _fit_js__WEBPACK_IMPORTED_MODULE_7__ = __webpack_require__(/*! ./fit.js */ \"./node_modules/d3-geo/src/projection/fit.js\");\n/* harmony import */ var _resample_js__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! ./resample.js */ \"./node_modules/d3-geo/src/projection/resample.js\");\n\n\n\n\n\n\n\n\n\n\n\nvar transformRadians = (0,_transform_js__WEBPACK_IMPORTED_MODULE_0__.transformer)({\n point: function(x, y) {\n this.stream.point(x * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, y * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians);\n }\n});\n\nfunction transformRotate(rotate) {\n return (0,_transform_js__WEBPACK_IMPORTED_MODULE_0__.transformer)({\n point: function(x, y) {\n var r = rotate(x, y);\n return this.stream.point(r[0], r[1]);\n }\n });\n}\n\nfunction scaleTranslate(k, dx, dy, sx, sy) {\n function transform(x, y) {\n x *= sx; y *= sy;\n return [dx + k * x, dy - k * y];\n }\n transform.invert = function(x, y) {\n return [(x - dx) / k * sx, (dy - y) / k * sy];\n };\n return transform;\n}\n\nfunction scaleTranslateRotate(k, dx, dy, sx, sy, alpha) {\n if (!alpha) return scaleTranslate(k, dx, dy, sx, sy);\n var cosAlpha = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(alpha),\n sinAlpha = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(alpha),\n a = cosAlpha * k,\n b = sinAlpha * k,\n ai = cosAlpha / k,\n bi = sinAlpha / k,\n ci = (sinAlpha * dy - cosAlpha * dx) / k,\n fi = (sinAlpha * dx + cosAlpha * dy) / k;\n function transform(x, y) {\n x *= sx; y *= sy;\n return [a * x - b * y + dx, dy - b * x - a * y];\n }\n transform.invert = function(x, y) {\n return [sx * (ai * x - bi * y + ci), sy * (fi - bi * x - ai * y)];\n };\n return transform;\n}\n\nfunction projection(project) {\n return projectionMutator(function() { return project; })();\n}\n\nfunction projectionMutator(projectAt) {\n var project,\n k = 150, // scale\n x = 480, y = 250, // translate\n lambda = 0, phi = 0, // center\n deltaLambda = 0, deltaPhi = 0, deltaGamma = 0, rotate, // pre-rotate\n alpha = 0, // post-rotate angle\n sx = 1, // reflectX\n sy = 1, // reflectX\n theta = null, preclip = _clip_antimeridian_js__WEBPACK_IMPORTED_MODULE_2__.default, // pre-clip angle\n x0 = null, y0, x1, y1, postclip = _identity_js__WEBPACK_IMPORTED_MODULE_3__.default, // post-clip extent\n delta2 = 0.5, // precision\n projectResample,\n projectTransform,\n projectRotateTransform,\n cache,\n cacheStream;\n\n function projection(point) {\n return projectRotateTransform(point[0] * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, point[1] * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians);\n }\n\n function invert(point) {\n point = projectRotateTransform.invert(point[0], point[1]);\n return point && [point[0] * _math_js__WEBPACK_IMPORTED_MODULE_1__.degrees, point[1] * _math_js__WEBPACK_IMPORTED_MODULE_1__.degrees];\n }\n\n projection.stream = function(stream) {\n return cache && cacheStream === stream ? cache : cache = transformRadians(transformRotate(rotate)(preclip(projectResample(postclip(cacheStream = stream)))));\n };\n\n projection.preclip = function(_) {\n return arguments.length ? (preclip = _, theta = undefined, reset()) : preclip;\n };\n\n projection.postclip = function(_) {\n return arguments.length ? (postclip = _, x0 = y0 = x1 = y1 = null, reset()) : postclip;\n };\n\n projection.clipAngle = function(_) {\n return arguments.length ? (preclip = +_ ? (0,_clip_circle_js__WEBPACK_IMPORTED_MODULE_4__.default)(theta = _ * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians) : (theta = null, _clip_antimeridian_js__WEBPACK_IMPORTED_MODULE_2__.default), reset()) : theta * _math_js__WEBPACK_IMPORTED_MODULE_1__.degrees;\n };\n\n projection.clipExtent = function(_) {\n return arguments.length ? (postclip = _ == null ? (x0 = y0 = x1 = y1 = null, _identity_js__WEBPACK_IMPORTED_MODULE_3__.default) : (0,_clip_rectangle_js__WEBPACK_IMPORTED_MODULE_5__.default)(x0 = +_[0][0], y0 = +_[0][1], x1 = +_[1][0], y1 = +_[1][1]), reset()) : x0 == null ? null : [[x0, y0], [x1, y1]];\n };\n\n projection.scale = function(_) {\n return arguments.length ? (k = +_, recenter()) : k;\n };\n\n projection.translate = function(_) {\n return arguments.length ? (x = +_[0], y = +_[1], recenter()) : [x, y];\n };\n\n projection.center = function(_) {\n return arguments.length ? (lambda = _[0] % 360 * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, phi = _[1] % 360 * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, recenter()) : [lambda * _math_js__WEBPACK_IMPORTED_MODULE_1__.degrees, phi * _math_js__WEBPACK_IMPORTED_MODULE_1__.degrees];\n };\n\n projection.rotate = function(_) {\n return arguments.length ? (deltaLambda = _[0] % 360 * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, deltaPhi = _[1] % 360 * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, deltaGamma = _.length > 2 ? _[2] % 360 * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians : 0, recenter()) : [deltaLambda * _math_js__WEBPACK_IMPORTED_MODULE_1__.degrees, deltaPhi * _math_js__WEBPACK_IMPORTED_MODULE_1__.degrees, deltaGamma * _math_js__WEBPACK_IMPORTED_MODULE_1__.degrees];\n };\n\n projection.angle = function(_) {\n return arguments.length ? (alpha = _ % 360 * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, recenter()) : alpha * _math_js__WEBPACK_IMPORTED_MODULE_1__.degrees;\n };\n\n projection.reflectX = function(_) {\n return arguments.length ? (sx = _ ? -1 : 1, recenter()) : sx < 0;\n };\n\n projection.reflectY = function(_) {\n return arguments.length ? (sy = _ ? -1 : 1, recenter()) : sy < 0;\n };\n\n projection.precision = function(_) {\n return arguments.length ? (projectResample = (0,_resample_js__WEBPACK_IMPORTED_MODULE_6__.default)(projectTransform, delta2 = _ * _), reset()) : (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sqrt)(delta2);\n };\n\n projection.fitExtent = function(extent, object) {\n return (0,_fit_js__WEBPACK_IMPORTED_MODULE_7__.fitExtent)(projection, extent, object);\n };\n\n projection.fitSize = function(size, object) {\n return (0,_fit_js__WEBPACK_IMPORTED_MODULE_7__.fitSize)(projection, size, object);\n };\n\n projection.fitWidth = function(width, object) {\n return (0,_fit_js__WEBPACK_IMPORTED_MODULE_7__.fitWidth)(projection, width, object);\n };\n\n projection.fitHeight = function(height, object) {\n return (0,_fit_js__WEBPACK_IMPORTED_MODULE_7__.fitHeight)(projection, height, object);\n };\n\n function recenter() {\n var center = scaleTranslateRotate(k, 0, 0, sx, sy, alpha).apply(null, project(lambda, phi)),\n transform = scaleTranslateRotate(k, x - center[0], y - center[1], sx, sy, alpha);\n rotate = (0,_rotation_js__WEBPACK_IMPORTED_MODULE_8__.rotateRadians)(deltaLambda, deltaPhi, deltaGamma);\n projectTransform = (0,_compose_js__WEBPACK_IMPORTED_MODULE_9__.default)(project, transform);\n projectRotateTransform = (0,_compose_js__WEBPACK_IMPORTED_MODULE_9__.default)(rotate, projectTransform);\n projectResample = (0,_resample_js__WEBPACK_IMPORTED_MODULE_6__.default)(projectTransform, delta2);\n return reset();\n }\n\n function reset() {\n cache = cacheStream = null;\n return projection;\n }\n\n return function() {\n project = projectAt.apply(this, arguments);\n projection.invert = project.invert && invert;\n return recenter();\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/projection/index.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* binding */ projection),\n/* harmony export */ \"projectionMutator\": () => (/* binding */ projectionMutator)\n/* harmony export */ });\n/* harmony import */ var _clip_antimeridian_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ../clip/antimeridian.js */ \"./node_modules/d3-geo/src/clip/antimeridian.js\");\n/* harmony import */ var _clip_circle_js__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ../clip/circle.js */ \"./node_modules/d3-geo/src/clip/circle.js\");\n/* harmony import */ var _clip_rectangle_js__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! ../clip/rectangle.js */ \"./node_modules/d3-geo/src/clip/rectangle.js\");\n/* harmony import */ var _compose_js__WEBPACK_IMPORTED_MODULE_9__ = __webpack_require__(/*! ../compose.js */ \"./node_modules/d3-geo/src/compose.js\");\n/* harmony import */ var _identity_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ../identity.js */ \"./node_modules/d3-geo/src/identity.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../math.js */ \"./node_modules/d3-geo/src/math.js\");\n/* harmony import */ var _rotation_js__WEBPACK_IMPORTED_MODULE_8__ = __webpack_require__(/*! ../rotation.js */ \"./node_modules/d3-geo/src/rotation.js\");\n/* harmony import */ var _transform_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../transform.js */ \"./node_modules/d3-geo/src/transform.js\");\n/* harmony import */ var _fit_js__WEBPACK_IMPORTED_MODULE_7__ = __webpack_require__(/*! ./fit.js */ \"./node_modules/d3-geo/src/projection/fit.js\");\n/* harmony import */ var _resample_js__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! ./resample.js */ \"./node_modules/d3-geo/src/projection/resample.js\");\n\n\n\n\n\n\n\n\n\n\n\nvar transformRadians = (0,_transform_js__WEBPACK_IMPORTED_MODULE_0__.transformer)({\n point: function(x, y) {\n this.stream.point(x * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, y * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians);\n }\n});\n\nfunction transformRotate(rotate) {\n return (0,_transform_js__WEBPACK_IMPORTED_MODULE_0__.transformer)({\n point: function(x, y) {\n var r = rotate(x, y);\n return this.stream.point(r[0], r[1]);\n }\n });\n}\n\nfunction scaleTranslate(k, dx, dy, sx, sy) {\n function transform(x, y) {\n x *= sx; y *= sy;\n return [dx + k * x, dy - k * y];\n }\n transform.invert = function(x, y) {\n return [(x - dx) / k * sx, (dy - y) / k * sy];\n };\n return transform;\n}\n\nfunction scaleTranslateRotate(k, dx, dy, sx, sy, alpha) {\n if (!alpha) return scaleTranslate(k, dx, dy, sx, sy);\n var cosAlpha = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.cos)(alpha),\n sinAlpha = (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sin)(alpha),\n a = cosAlpha * k,\n b = sinAlpha * k,\n ai = cosAlpha / k,\n bi = sinAlpha / k,\n ci = (sinAlpha * dy - cosAlpha * dx) / k,\n fi = (sinAlpha * dx + cosAlpha * dy) / k;\n function transform(x, y) {\n x *= sx; y *= sy;\n return [a * x - b * y + dx, dy - b * x - a * y];\n }\n transform.invert = function(x, y) {\n return [sx * (ai * x - bi * y + ci), sy * (fi - bi * x - ai * y)];\n };\n return transform;\n}\n\nfunction projection(project) {\n return projectionMutator(function() { return project; })();\n}\n\nfunction projectionMutator(projectAt) {\n var project,\n k = 150, // scale\n x = 480, y = 250, // translate\n lambda = 0, phi = 0, // center\n deltaLambda = 0, deltaPhi = 0, deltaGamma = 0, rotate, // pre-rotate\n alpha = 0, // post-rotate angle\n sx = 1, // reflectX\n sy = 1, // reflectX\n theta = null, preclip = _clip_antimeridian_js__WEBPACK_IMPORTED_MODULE_2__.default, // pre-clip angle\n x0 = null, y0, x1, y1, postclip = _identity_js__WEBPACK_IMPORTED_MODULE_3__.default, // post-clip extent\n delta2 = 0.5, // precision\n projectResample,\n projectTransform,\n projectRotateTransform,\n cache,\n cacheStream;\n\n function projection(point) {\n return projectRotateTransform(point[0] * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, point[1] * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians);\n }\n\n function invert(point) {\n point = projectRotateTransform.invert(point[0], point[1]);\n return point && [point[0] * _math_js__WEBPACK_IMPORTED_MODULE_1__.degrees, point[1] * _math_js__WEBPACK_IMPORTED_MODULE_1__.degrees];\n }\n\n projection.stream = function(stream) {\n return cache && cacheStream === stream ? cache : cache = transformRadians(transformRotate(rotate)(preclip(projectResample(postclip(cacheStream = stream)))));\n };\n\n projection.preclip = function(_) {\n return arguments.length ? (preclip = _, theta = undefined, reset()) : preclip;\n };\n\n projection.postclip = function(_) {\n return arguments.length ? (postclip = _, x0 = y0 = x1 = y1 = null, reset()) : postclip;\n };\n\n projection.clipAngle = function(_) {\n return arguments.length ? (preclip = +_ ? (0,_clip_circle_js__WEBPACK_IMPORTED_MODULE_4__.default)(theta = _ * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians) : (theta = null, _clip_antimeridian_js__WEBPACK_IMPORTED_MODULE_2__.default), reset()) : theta * _math_js__WEBPACK_IMPORTED_MODULE_1__.degrees;\n };\n\n projection.clipExtent = function(_) {\n return arguments.length ? (postclip = _ == null ? (x0 = y0 = x1 = y1 = null, _identity_js__WEBPACK_IMPORTED_MODULE_3__.default) : (0,_clip_rectangle_js__WEBPACK_IMPORTED_MODULE_5__.default)(x0 = +_[0][0], y0 = +_[0][1], x1 = +_[1][0], y1 = +_[1][1]), reset()) : x0 == null ? null : [[x0, y0], [x1, y1]];\n };\n\n projection.scale = function(_) {\n return arguments.length ? (k = +_, recenter()) : k;\n };\n\n projection.translate = function(_) {\n return arguments.length ? (x = +_[0], y = +_[1], recenter()) : [x, y];\n };\n\n projection.center = function(_) {\n return arguments.length ? (lambda = _[0] % 360 * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, phi = _[1] % 360 * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, recenter()) : [lambda * _math_js__WEBPACK_IMPORTED_MODULE_1__.degrees, phi * _math_js__WEBPACK_IMPORTED_MODULE_1__.degrees];\n };\n\n projection.rotate = function(_) {\n return arguments.length ? (deltaLambda = _[0] % 360 * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, deltaPhi = _[1] % 360 * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, deltaGamma = _.length > 2 ? _[2] % 360 * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians : 0, recenter()) : [deltaLambda * _math_js__WEBPACK_IMPORTED_MODULE_1__.degrees, deltaPhi * _math_js__WEBPACK_IMPORTED_MODULE_1__.degrees, deltaGamma * _math_js__WEBPACK_IMPORTED_MODULE_1__.degrees];\n };\n\n projection.angle = function(_) {\n return arguments.length ? (alpha = _ % 360 * _math_js__WEBPACK_IMPORTED_MODULE_1__.radians, recenter()) : alpha * _math_js__WEBPACK_IMPORTED_MODULE_1__.degrees;\n };\n\n projection.reflectX = function(_) {\n return arguments.length ? (sx = _ ? -1 : 1, recenter()) : sx < 0;\n };\n\n projection.reflectY = function(_) {\n return arguments.length ? (sy = _ ? -1 : 1, recenter()) : sy < 0;\n };\n\n projection.precision = function(_) {\n return arguments.length ? (projectResample = (0,_resample_js__WEBPACK_IMPORTED_MODULE_6__.default)(projectTransform, delta2 = _ * _), reset()) : (0,_math_js__WEBPACK_IMPORTED_MODULE_1__.sqrt)(delta2);\n };\n\n projection.fitExtent = function(extent, object) {\n return (0,_fit_js__WEBPACK_IMPORTED_MODULE_7__.fitExtent)(projection, extent, object);\n };\n\n projection.fitSize = function(size, object) {\n return (0,_fit_js__WEBPACK_IMPORTED_MODULE_7__.fitSize)(projection, size, object);\n };\n\n projection.fitWidth = function(width, object) {\n return (0,_fit_js__WEBPACK_IMPORTED_MODULE_7__.fitWidth)(projection, width, object);\n };\n\n projection.fitHeight = function(height, object) {\n return (0,_fit_js__WEBPACK_IMPORTED_MODULE_7__.fitHeight)(projection, height, object);\n };\n\n function recenter() {\n var center = scaleTranslateRotate(k, 0, 0, sx, sy, alpha).apply(null, project(lambda, phi)),\n transform = scaleTranslateRotate(k, x - center[0], y - center[1], sx, sy, alpha);\n rotate = (0,_rotation_js__WEBPACK_IMPORTED_MODULE_8__.rotateRadians)(deltaLambda, deltaPhi, deltaGamma);\n projectTransform = (0,_compose_js__WEBPACK_IMPORTED_MODULE_9__.default)(project, transform);\n projectRotateTransform = (0,_compose_js__WEBPACK_IMPORTED_MODULE_9__.default)(rotate, projectTransform);\n projectResample = (0,_resample_js__WEBPACK_IMPORTED_MODULE_6__.default)(projectTransform, delta2);\n return reset();\n }\n\n function reset() {\n cache = cacheStream = null;\n return projection;\n }\n\n return function() {\n project = projectAt.apply(this, arguments);\n projection.invert = project.invert && invert;\n return recenter();\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/projection/index.js?"); /***/ }), @@ -1240,14 +803,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!********************************************************!*\ !*** ./node_modules/d3-geo/src/projection/resample.js ***! \********************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _cartesian_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ../cartesian.js */ \"./node_modules/d3-geo/src/cartesian.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../math.js */ \"./node_modules/d3-geo/src/math.js\");\n/* harmony import */ var _transform_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../transform.js */ \"./node_modules/d3-geo/src/transform.js\");\n\n\n\n\nvar maxDepth = 16, // maximum depth of subdivision\n cosMinDistance = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(30 * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians); // cos(minimum angular distance)\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(project, delta2) {\n return +delta2 ? resample(project, delta2) : resampleNone(project);\n}\n\nfunction resampleNone(project) {\n return (0,_transform_js__WEBPACK_IMPORTED_MODULE_1__.transformer)({\n point: function(x, y) {\n x = project(x, y);\n this.stream.point(x[0], x[1]);\n }\n });\n}\n\nfunction resample(project, delta2) {\n\n function resampleLineTo(x0, y0, lambda0, a0, b0, c0, x1, y1, lambda1, a1, b1, c1, depth, stream) {\n var dx = x1 - x0,\n dy = y1 - y0,\n d2 = dx * dx + dy * dy;\n if (d2 > 4 * delta2 && depth--) {\n var a = a0 + a1,\n b = b0 + b1,\n c = c0 + c1,\n m = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sqrt)(a * a + b * b + c * c),\n phi2 = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.asin)(c /= m),\n lambda2 = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)((0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(c) - 1) < _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon || (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(lambda0 - lambda1) < _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon ? (lambda0 + lambda1) / 2 : (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.atan2)(b, a),\n p = project(lambda2, phi2),\n x2 = p[0],\n y2 = p[1],\n dx2 = x2 - x0,\n dy2 = y2 - y0,\n dz = dy * dx2 - dx * dy2;\n if (dz * dz / d2 > delta2 // perpendicular projected distance\n || (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)((dx * dx2 + dy * dy2) / d2 - 0.5) > 0.3 // midpoint close to an end\n || a0 * a1 + b0 * b1 + c0 * c1 < cosMinDistance) { // angular distance\n resampleLineTo(x0, y0, lambda0, a0, b0, c0, x2, y2, lambda2, a /= m, b /= m, c, depth, stream);\n stream.point(x2, y2);\n resampleLineTo(x2, y2, lambda2, a, b, c, x1, y1, lambda1, a1, b1, c1, depth, stream);\n }\n }\n }\n return function(stream) {\n var lambda00, x00, y00, a00, b00, c00, // first point\n lambda0, x0, y0, a0, b0, c0; // previous point\n\n var resampleStream = {\n point: point,\n lineStart: lineStart,\n lineEnd: lineEnd,\n polygonStart: function() { stream.polygonStart(); resampleStream.lineStart = ringStart; },\n polygonEnd: function() { stream.polygonEnd(); resampleStream.lineStart = lineStart; }\n };\n\n function point(x, y) {\n x = project(x, y);\n stream.point(x[0], x[1]);\n }\n\n function lineStart() {\n x0 = NaN;\n resampleStream.point = linePoint;\n stream.lineStart();\n }\n\n function linePoint(lambda, phi) {\n var c = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_2__.cartesian)([lambda, phi]), p = project(lambda, phi);\n resampleLineTo(x0, y0, lambda0, a0, b0, c0, x0 = p[0], y0 = p[1], lambda0 = lambda, a0 = c[0], b0 = c[1], c0 = c[2], maxDepth, stream);\n stream.point(x0, y0);\n }\n\n function lineEnd() {\n resampleStream.point = point;\n stream.lineEnd();\n }\n\n function ringStart() {\n lineStart();\n resampleStream.point = ringPoint;\n resampleStream.lineEnd = ringEnd;\n }\n\n function ringPoint(lambda, phi) {\n linePoint(lambda00 = lambda, phi), x00 = x0, y00 = y0, a00 = a0, b00 = b0, c00 = c0;\n resampleStream.point = linePoint;\n }\n\n function ringEnd() {\n resampleLineTo(x0, y0, lambda0, a0, b0, c0, x00, y00, lambda00, a00, b00, c00, maxDepth, stream);\n resampleStream.lineEnd = lineEnd;\n lineEnd();\n }\n\n return resampleStream;\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/projection/resample.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _cartesian_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ../cartesian.js */ \"./node_modules/d3-geo/src/cartesian.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../math.js */ \"./node_modules/d3-geo/src/math.js\");\n/* harmony import */ var _transform_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ../transform.js */ \"./node_modules/d3-geo/src/transform.js\");\n\n\n\n\nvar maxDepth = 16, // maximum depth of subdivision\n cosMinDistance = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(30 * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians); // cos(minimum angular distance)\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(project, delta2) {\n return +delta2 ? resample(project, delta2) : resampleNone(project);\n}\n\nfunction resampleNone(project) {\n return (0,_transform_js__WEBPACK_IMPORTED_MODULE_1__.transformer)({\n point: function(x, y) {\n x = project(x, y);\n this.stream.point(x[0], x[1]);\n }\n });\n}\n\nfunction resample(project, delta2) {\n\n function resampleLineTo(x0, y0, lambda0, a0, b0, c0, x1, y1, lambda1, a1, b1, c1, depth, stream) {\n var dx = x1 - x0,\n dy = y1 - y0,\n d2 = dx * dx + dy * dy;\n if (d2 > 4 * delta2 && depth--) {\n var a = a0 + a1,\n b = b0 + b1,\n c = c0 + c1,\n m = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sqrt)(a * a + b * b + c * c),\n phi2 = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.asin)(c /= m),\n lambda2 = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)((0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(c) - 1) < _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon || (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(lambda0 - lambda1) < _math_js__WEBPACK_IMPORTED_MODULE_0__.epsilon ? (lambda0 + lambda1) / 2 : (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.atan2)(b, a),\n p = project(lambda2, phi2),\n x2 = p[0],\n y2 = p[1],\n dx2 = x2 - x0,\n dy2 = y2 - y0,\n dz = dy * dx2 - dx * dy2;\n if (dz * dz / d2 > delta2 // perpendicular projected distance\n || (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)((dx * dx2 + dy * dy2) / d2 - 0.5) > 0.3 // midpoint close to an end\n || a0 * a1 + b0 * b1 + c0 * c1 < cosMinDistance) { // angular distance\n resampleLineTo(x0, y0, lambda0, a0, b0, c0, x2, y2, lambda2, a /= m, b /= m, c, depth, stream);\n stream.point(x2, y2);\n resampleLineTo(x2, y2, lambda2, a, b, c, x1, y1, lambda1, a1, b1, c1, depth, stream);\n }\n }\n }\n return function(stream) {\n var lambda00, x00, y00, a00, b00, c00, // first point\n lambda0, x0, y0, a0, b0, c0; // previous point\n\n var resampleStream = {\n point: point,\n lineStart: lineStart,\n lineEnd: lineEnd,\n polygonStart: function() { stream.polygonStart(); resampleStream.lineStart = ringStart; },\n polygonEnd: function() { stream.polygonEnd(); resampleStream.lineStart = lineStart; }\n };\n\n function point(x, y) {\n x = project(x, y);\n stream.point(x[0], x[1]);\n }\n\n function lineStart() {\n x0 = NaN;\n resampleStream.point = linePoint;\n stream.lineStart();\n }\n\n function linePoint(lambda, phi) {\n var c = (0,_cartesian_js__WEBPACK_IMPORTED_MODULE_2__.cartesian)([lambda, phi]), p = project(lambda, phi);\n resampleLineTo(x0, y0, lambda0, a0, b0, c0, x0 = p[0], y0 = p[1], lambda0 = lambda, a0 = c[0], b0 = c[1], c0 = c[2], maxDepth, stream);\n stream.point(x0, y0);\n }\n\n function lineEnd() {\n resampleStream.point = point;\n stream.lineEnd();\n }\n\n function ringStart() {\n lineStart();\n resampleStream.point = ringPoint;\n resampleStream.lineEnd = ringEnd;\n }\n\n function ringPoint(lambda, phi) {\n linePoint(lambda00 = lambda, phi), x00 = x0, y00 = y0, a00 = a0, b00 = b0, c00 = c0;\n resampleStream.point = linePoint;\n }\n\n function ringEnd() {\n resampleLineTo(x0, y0, lambda0, a0, b0, c0, x00, y00, lambda00, a00, b00, c00, maxDepth, stream);\n resampleStream.lineEnd = lineEnd;\n lineEnd();\n }\n\n return resampleStream;\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/projection/resample.js?"); /***/ }), @@ -1255,15 +814,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*************************************************************!*\ !*** ./node_modules/d3-geo/src/projection/stereographic.js ***! \*************************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export stereographicRaw [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"stereographicRaw\": () => /* binding */ stereographicRaw,\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../math.js */ \"./node_modules/d3-geo/src/math.js\");\n/* harmony import */ var _azimuthal_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./azimuthal.js */ \"./node_modules/d3-geo/src/projection/azimuthal.js\");\n/* harmony import */ var _index_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./index.js */ \"./node_modules/d3-geo/src/projection/index.js\");\n\n\n\n\nfunction stereographicRaw(x, y) {\n var cy = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(y), k = 1 + (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(x) * cy;\n return [cy * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(x) / k, (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(y) / k];\n}\n\nstereographicRaw.invert = (0,_azimuthal_js__WEBPACK_IMPORTED_MODULE_1__.azimuthalInvert)(function(z) {\n return 2 * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.atan)(z);\n});\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__() {\n return (0,_index_js__WEBPACK_IMPORTED_MODULE_2__.default)(stereographicRaw)\n .scale(250)\n .clipAngle(142);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/projection/stereographic.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"stereographicRaw\": () => (/* binding */ stereographicRaw),\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../math.js */ \"./node_modules/d3-geo/src/math.js\");\n/* harmony import */ var _azimuthal_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./azimuthal.js */ \"./node_modules/d3-geo/src/projection/azimuthal.js\");\n/* harmony import */ var _index_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./index.js */ \"./node_modules/d3-geo/src/projection/index.js\");\n\n\n\n\nfunction stereographicRaw(x, y) {\n var cy = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(y), k = 1 + (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(x) * cy;\n return [cy * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(x) / k, (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(y) / k];\n}\n\nstereographicRaw.invert = (0,_azimuthal_js__WEBPACK_IMPORTED_MODULE_1__.azimuthalInvert)(function(z) {\n return 2 * (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.atan)(z);\n});\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__() {\n return (0,_index_js__WEBPACK_IMPORTED_MODULE_2__.default)(stereographicRaw)\n .scale(250)\n .clipAngle(142);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/projection/stereographic.js?"); /***/ }), @@ -1271,15 +825,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*********************************************!*\ !*** ./node_modules/d3-geo/src/rotation.js ***! \*********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export rotateRadians [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"rotateRadians\": () => /* binding */ rotateRadians,\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _compose_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./compose.js */ \"./node_modules/d3-geo/src/compose.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n\n\n\nfunction rotationIdentity(lambda, phi) {\n return [(0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(lambda) > _math_js__WEBPACK_IMPORTED_MODULE_0__.pi ? lambda + Math.round(-lambda / _math_js__WEBPACK_IMPORTED_MODULE_0__.tau) * _math_js__WEBPACK_IMPORTED_MODULE_0__.tau : lambda, phi];\n}\n\nrotationIdentity.invert = rotationIdentity;\n\nfunction rotateRadians(deltaLambda, deltaPhi, deltaGamma) {\n return (deltaLambda %= _math_js__WEBPACK_IMPORTED_MODULE_0__.tau) ? (deltaPhi || deltaGamma ? (0,_compose_js__WEBPACK_IMPORTED_MODULE_1__.default)(rotationLambda(deltaLambda), rotationPhiGamma(deltaPhi, deltaGamma))\n : rotationLambda(deltaLambda))\n : (deltaPhi || deltaGamma ? rotationPhiGamma(deltaPhi, deltaGamma)\n : rotationIdentity);\n}\n\nfunction forwardRotationLambda(deltaLambda) {\n return function(lambda, phi) {\n return lambda += deltaLambda, [lambda > _math_js__WEBPACK_IMPORTED_MODULE_0__.pi ? lambda - _math_js__WEBPACK_IMPORTED_MODULE_0__.tau : lambda < -_math_js__WEBPACK_IMPORTED_MODULE_0__.pi ? lambda + _math_js__WEBPACK_IMPORTED_MODULE_0__.tau : lambda, phi];\n };\n}\n\nfunction rotationLambda(deltaLambda) {\n var rotation = forwardRotationLambda(deltaLambda);\n rotation.invert = forwardRotationLambda(-deltaLambda);\n return rotation;\n}\n\nfunction rotationPhiGamma(deltaPhi, deltaGamma) {\n var cosDeltaPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(deltaPhi),\n sinDeltaPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(deltaPhi),\n cosDeltaGamma = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(deltaGamma),\n sinDeltaGamma = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(deltaGamma);\n\n function rotation(lambda, phi) {\n var cosPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(phi),\n x = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(lambda) * cosPhi,\n y = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(lambda) * cosPhi,\n z = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(phi),\n k = z * cosDeltaPhi + x * sinDeltaPhi;\n return [\n (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.atan2)(y * cosDeltaGamma - k * sinDeltaGamma, x * cosDeltaPhi - z * sinDeltaPhi),\n (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.asin)(k * cosDeltaGamma + y * sinDeltaGamma)\n ];\n }\n\n rotation.invert = function(lambda, phi) {\n var cosPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(phi),\n x = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(lambda) * cosPhi,\n y = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(lambda) * cosPhi,\n z = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(phi),\n k = z * cosDeltaGamma - y * sinDeltaGamma;\n return [\n (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.atan2)(y * cosDeltaGamma + z * sinDeltaGamma, x * cosDeltaPhi + k * sinDeltaPhi),\n (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.asin)(k * cosDeltaPhi - x * sinDeltaPhi)\n ];\n };\n\n return rotation;\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(rotate) {\n rotate = rotateRadians(rotate[0] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians, rotate[1] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians, rotate.length > 2 ? rotate[2] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians : 0);\n\n function forward(coordinates) {\n coordinates = rotate(coordinates[0] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians, coordinates[1] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians);\n return coordinates[0] *= _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees, coordinates[1] *= _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees, coordinates;\n }\n\n forward.invert = function(coordinates) {\n coordinates = rotate.invert(coordinates[0] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians, coordinates[1] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians);\n return coordinates[0] *= _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees, coordinates[1] *= _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees, coordinates;\n };\n\n return forward;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/rotation.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"rotateRadians\": () => (/* binding */ rotateRadians),\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _compose_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./compose.js */ \"./node_modules/d3-geo/src/compose.js\");\n/* harmony import */ var _math_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./math.js */ \"./node_modules/d3-geo/src/math.js\");\n\n\n\nfunction rotationIdentity(lambda, phi) {\n return [(0,_math_js__WEBPACK_IMPORTED_MODULE_0__.abs)(lambda) > _math_js__WEBPACK_IMPORTED_MODULE_0__.pi ? lambda + Math.round(-lambda / _math_js__WEBPACK_IMPORTED_MODULE_0__.tau) * _math_js__WEBPACK_IMPORTED_MODULE_0__.tau : lambda, phi];\n}\n\nrotationIdentity.invert = rotationIdentity;\n\nfunction rotateRadians(deltaLambda, deltaPhi, deltaGamma) {\n return (deltaLambda %= _math_js__WEBPACK_IMPORTED_MODULE_0__.tau) ? (deltaPhi || deltaGamma ? (0,_compose_js__WEBPACK_IMPORTED_MODULE_1__.default)(rotationLambda(deltaLambda), rotationPhiGamma(deltaPhi, deltaGamma))\n : rotationLambda(deltaLambda))\n : (deltaPhi || deltaGamma ? rotationPhiGamma(deltaPhi, deltaGamma)\n : rotationIdentity);\n}\n\nfunction forwardRotationLambda(deltaLambda) {\n return function(lambda, phi) {\n return lambda += deltaLambda, [lambda > _math_js__WEBPACK_IMPORTED_MODULE_0__.pi ? lambda - _math_js__WEBPACK_IMPORTED_MODULE_0__.tau : lambda < -_math_js__WEBPACK_IMPORTED_MODULE_0__.pi ? lambda + _math_js__WEBPACK_IMPORTED_MODULE_0__.tau : lambda, phi];\n };\n}\n\nfunction rotationLambda(deltaLambda) {\n var rotation = forwardRotationLambda(deltaLambda);\n rotation.invert = forwardRotationLambda(-deltaLambda);\n return rotation;\n}\n\nfunction rotationPhiGamma(deltaPhi, deltaGamma) {\n var cosDeltaPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(deltaPhi),\n sinDeltaPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(deltaPhi),\n cosDeltaGamma = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(deltaGamma),\n sinDeltaGamma = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(deltaGamma);\n\n function rotation(lambda, phi) {\n var cosPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(phi),\n x = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(lambda) * cosPhi,\n y = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(lambda) * cosPhi,\n z = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(phi),\n k = z * cosDeltaPhi + x * sinDeltaPhi;\n return [\n (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.atan2)(y * cosDeltaGamma - k * sinDeltaGamma, x * cosDeltaPhi - z * sinDeltaPhi),\n (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.asin)(k * cosDeltaGamma + y * sinDeltaGamma)\n ];\n }\n\n rotation.invert = function(lambda, phi) {\n var cosPhi = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(phi),\n x = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.cos)(lambda) * cosPhi,\n y = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(lambda) * cosPhi,\n z = (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.sin)(phi),\n k = z * cosDeltaGamma - y * sinDeltaGamma;\n return [\n (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.atan2)(y * cosDeltaGamma + z * sinDeltaGamma, x * cosDeltaPhi + k * sinDeltaPhi),\n (0,_math_js__WEBPACK_IMPORTED_MODULE_0__.asin)(k * cosDeltaPhi - x * sinDeltaPhi)\n ];\n };\n\n return rotation;\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(rotate) {\n rotate = rotateRadians(rotate[0] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians, rotate[1] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians, rotate.length > 2 ? rotate[2] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians : 0);\n\n function forward(coordinates) {\n coordinates = rotate(coordinates[0] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians, coordinates[1] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians);\n return coordinates[0] *= _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees, coordinates[1] *= _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees, coordinates;\n }\n\n forward.invert = function(coordinates) {\n coordinates = rotate.invert(coordinates[0] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians, coordinates[1] * _math_js__WEBPACK_IMPORTED_MODULE_0__.radians);\n return coordinates[0] *= _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees, coordinates[1] *= _math_js__WEBPACK_IMPORTED_MODULE_0__.degrees, coordinates;\n };\n\n return forward;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/rotation.js?"); /***/ }), @@ -1287,14 +836,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*******************************************!*\ !*** ./node_modules/d3-geo/src/stream.js ***! \*******************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\nfunction streamGeometry(geometry, stream) {\n if (geometry && streamGeometryType.hasOwnProperty(geometry.type)) {\n streamGeometryType[geometry.type](geometry, stream);\n }\n}\n\nvar streamObjectType = {\n Feature: function(object, stream) {\n streamGeometry(object.geometry, stream);\n },\n FeatureCollection: function(object, stream) {\n var features = object.features, i = -1, n = features.length;\n while (++i < n) streamGeometry(features[i].geometry, stream);\n }\n};\n\nvar streamGeometryType = {\n Sphere: function(object, stream) {\n stream.sphere();\n },\n Point: function(object, stream) {\n object = object.coordinates;\n stream.point(object[0], object[1], object[2]);\n },\n MultiPoint: function(object, stream) {\n var coordinates = object.coordinates, i = -1, n = coordinates.length;\n while (++i < n) object = coordinates[i], stream.point(object[0], object[1], object[2]);\n },\n LineString: function(object, stream) {\n streamLine(object.coordinates, stream, 0);\n },\n MultiLineString: function(object, stream) {\n var coordinates = object.coordinates, i = -1, n = coordinates.length;\n while (++i < n) streamLine(coordinates[i], stream, 0);\n },\n Polygon: function(object, stream) {\n streamPolygon(object.coordinates, stream);\n },\n MultiPolygon: function(object, stream) {\n var coordinates = object.coordinates, i = -1, n = coordinates.length;\n while (++i < n) streamPolygon(coordinates[i], stream);\n },\n GeometryCollection: function(object, stream) {\n var geometries = object.geometries, i = -1, n = geometries.length;\n while (++i < n) streamGeometry(geometries[i], stream);\n }\n};\n\nfunction streamLine(coordinates, stream, closed) {\n var i = -1, n = coordinates.length - closed, coordinate;\n stream.lineStart();\n while (++i < n) coordinate = coordinates[i], stream.point(coordinate[0], coordinate[1], coordinate[2]);\n stream.lineEnd();\n}\n\nfunction streamPolygon(coordinates, stream) {\n var i = -1, n = coordinates.length;\n stream.polygonStart();\n while (++i < n) streamLine(coordinates[i], stream, 1);\n stream.polygonEnd();\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(object, stream) {\n if (object && streamObjectType.hasOwnProperty(object.type)) {\n streamObjectType[object.type](object, stream);\n } else {\n streamGeometry(object, stream);\n }\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/stream.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\nfunction streamGeometry(geometry, stream) {\n if (geometry && streamGeometryType.hasOwnProperty(geometry.type)) {\n streamGeometryType[geometry.type](geometry, stream);\n }\n}\n\nvar streamObjectType = {\n Feature: function(object, stream) {\n streamGeometry(object.geometry, stream);\n },\n FeatureCollection: function(object, stream) {\n var features = object.features, i = -1, n = features.length;\n while (++i < n) streamGeometry(features[i].geometry, stream);\n }\n};\n\nvar streamGeometryType = {\n Sphere: function(object, stream) {\n stream.sphere();\n },\n Point: function(object, stream) {\n object = object.coordinates;\n stream.point(object[0], object[1], object[2]);\n },\n MultiPoint: function(object, stream) {\n var coordinates = object.coordinates, i = -1, n = coordinates.length;\n while (++i < n) object = coordinates[i], stream.point(object[0], object[1], object[2]);\n },\n LineString: function(object, stream) {\n streamLine(object.coordinates, stream, 0);\n },\n MultiLineString: function(object, stream) {\n var coordinates = object.coordinates, i = -1, n = coordinates.length;\n while (++i < n) streamLine(coordinates[i], stream, 0);\n },\n Polygon: function(object, stream) {\n streamPolygon(object.coordinates, stream);\n },\n MultiPolygon: function(object, stream) {\n var coordinates = object.coordinates, i = -1, n = coordinates.length;\n while (++i < n) streamPolygon(coordinates[i], stream);\n },\n GeometryCollection: function(object, stream) {\n var geometries = object.geometries, i = -1, n = geometries.length;\n while (++i < n) streamGeometry(geometries[i], stream);\n }\n};\n\nfunction streamLine(coordinates, stream, closed) {\n var i = -1, n = coordinates.length - closed, coordinate;\n stream.lineStart();\n while (++i < n) coordinate = coordinates[i], stream.point(coordinate[0], coordinate[1], coordinate[2]);\n stream.lineEnd();\n}\n\nfunction streamPolygon(coordinates, stream) {\n var i = -1, n = coordinates.length;\n stream.polygonStart();\n while (++i < n) streamLine(coordinates[i], stream, 1);\n stream.polygonEnd();\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(object, stream) {\n if (object && streamObjectType.hasOwnProperty(object.type)) {\n streamObjectType[object.type](object, stream);\n } else {\n streamGeometry(object, stream);\n }\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/stream.js?"); /***/ }), @@ -1302,15 +847,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!**********************************************!*\ !*** ./node_modules/d3-geo/src/transform.js ***! \**********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export transformer [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__,\n/* harmony export */ \"transformer\": () => /* binding */ transformer\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(methods) {\n return {\n stream: transformer(methods)\n };\n}\n\nfunction transformer(methods) {\n return function(stream) {\n var s = new TransformStream;\n for (var key in methods) s[key] = methods[key];\n s.stream = stream;\n return s;\n };\n}\n\nfunction TransformStream() {}\n\nTransformStream.prototype = {\n constructor: TransformStream,\n point: function(x, y) { this.stream.point(x, y); },\n sphere: function() { this.stream.sphere(); },\n lineStart: function() { this.stream.lineStart(); },\n lineEnd: function() { this.stream.lineEnd(); },\n polygonStart: function() { this.stream.polygonStart(); },\n polygonEnd: function() { this.stream.polygonEnd(); }\n};\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/transform.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__),\n/* harmony export */ \"transformer\": () => (/* binding */ transformer)\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(methods) {\n return {\n stream: transformer(methods)\n };\n}\n\nfunction transformer(methods) {\n return function(stream) {\n var s = new TransformStream;\n for (var key in methods) s[key] = methods[key];\n s.stream = stream;\n return s;\n };\n}\n\nfunction TransformStream() {}\n\nTransformStream.prototype = {\n constructor: TransformStream,\n point: function(x, y) { this.stream.point(x, y); },\n sphere: function() { this.stream.sphere(); },\n lineStart: function() { this.stream.lineStart(); },\n lineEnd: function() { this.stream.lineEnd(); },\n polygonStart: function() { this.stream.polygonStart(); },\n polygonEnd: function() { this.stream.polygonEnd(); }\n};\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-geo/src/transform.js?"); /***/ }), @@ -1318,15 +858,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!**************************************************!*\ !*** ./node_modules/d3-interpolate/src/array.js ***! \**************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export genericArray [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__,\n/* harmony export */ \"genericArray\": () => /* binding */ genericArray\n/* harmony export */ });\n/* harmony import */ var _value_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./value.js */ \"./node_modules/d3-interpolate/src/value.js\");\n/* harmony import */ var _numberArray_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./numberArray.js */ \"./node_modules/d3-interpolate/src/numberArray.js\");\n\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n return ((0,_numberArray_js__WEBPACK_IMPORTED_MODULE_0__.isNumberArray)(b) ? _numberArray_js__WEBPACK_IMPORTED_MODULE_0__.default : genericArray)(a, b);\n}\n\nfunction genericArray(a, b) {\n var nb = b ? b.length : 0,\n na = a ? Math.min(nb, a.length) : 0,\n x = new Array(na),\n c = new Array(nb),\n i;\n\n for (i = 0; i < na; ++i) x[i] = (0,_value_js__WEBPACK_IMPORTED_MODULE_1__.default)(a[i], b[i]);\n for (; i < nb; ++i) c[i] = b[i];\n\n return function(t) {\n for (i = 0; i < na; ++i) c[i] = x[i](t);\n return c;\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/array.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__),\n/* harmony export */ \"genericArray\": () => (/* binding */ genericArray)\n/* harmony export */ });\n/* harmony import */ var _value_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./value.js */ \"./node_modules/d3-interpolate/src/value.js\");\n/* harmony import */ var _numberArray_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./numberArray.js */ \"./node_modules/d3-interpolate/src/numberArray.js\");\n\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n return ((0,_numberArray_js__WEBPACK_IMPORTED_MODULE_0__.isNumberArray)(b) ? _numberArray_js__WEBPACK_IMPORTED_MODULE_0__.default : genericArray)(a, b);\n}\n\nfunction genericArray(a, b) {\n var nb = b ? b.length : 0,\n na = a ? Math.min(nb, a.length) : 0,\n x = new Array(na),\n c = new Array(nb),\n i;\n\n for (i = 0; i < na; ++i) x[i] = (0,_value_js__WEBPACK_IMPORTED_MODULE_1__.default)(a[i], b[i]);\n for (; i < nb; ++i) c[i] = b[i];\n\n return function(t) {\n for (i = 0; i < na; ++i) c[i] = x[i](t);\n return c;\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/array.js?"); /***/ }), @@ -1334,15 +869,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!**************************************************!*\ !*** ./node_modules/d3-interpolate/src/basis.js ***! \**************************************************/ -/*! namespace exports */ -/*! export basis [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"basis\": () => /* binding */ basis,\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\nfunction basis(t1, v0, v1, v2, v3) {\n var t2 = t1 * t1, t3 = t2 * t1;\n return ((1 - 3 * t1 + 3 * t2 - t3) * v0\n + (4 - 6 * t2 + 3 * t3) * v1\n + (1 + 3 * t1 + 3 * t2 - 3 * t3) * v2\n + t3 * v3) / 6;\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(values) {\n var n = values.length - 1;\n return function(t) {\n var i = t <= 0 ? (t = 0) : t >= 1 ? (t = 1, n - 1) : Math.floor(t * n),\n v1 = values[i],\n v2 = values[i + 1],\n v0 = i > 0 ? values[i - 1] : 2 * v1 - v2,\n v3 = i < n - 1 ? values[i + 2] : 2 * v2 - v1;\n return basis((t - i / n) * n, v0, v1, v2, v3);\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/basis.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"basis\": () => (/* binding */ basis),\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\nfunction basis(t1, v0, v1, v2, v3) {\n var t2 = t1 * t1, t3 = t2 * t1;\n return ((1 - 3 * t1 + 3 * t2 - t3) * v0\n + (4 - 6 * t2 + 3 * t3) * v1\n + (1 + 3 * t1 + 3 * t2 - 3 * t3) * v2\n + t3 * v3) / 6;\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(values) {\n var n = values.length - 1;\n return function(t) {\n var i = t <= 0 ? (t = 0) : t >= 1 ? (t = 1, n - 1) : Math.floor(t * n),\n v1 = values[i],\n v2 = values[i + 1],\n v0 = i > 0 ? values[i - 1] : 2 * v1 - v2,\n v3 = i < n - 1 ? values[i + 2] : 2 * v2 - v1;\n return basis((t - i / n) * n, v0, v1, v2, v3);\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/basis.js?"); /***/ }), @@ -1350,14 +880,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!********************************************************!*\ !*** ./node_modules/d3-interpolate/src/basisClosed.js ***! \********************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _basis_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./basis.js */ \"./node_modules/d3-interpolate/src/basis.js\");\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(values) {\n var n = values.length;\n return function(t) {\n var i = Math.floor(((t %= 1) < 0 ? ++t : t) * n),\n v0 = values[(i + n - 1) % n],\n v1 = values[i % n],\n v2 = values[(i + 1) % n],\n v3 = values[(i + 2) % n];\n return (0,_basis_js__WEBPACK_IMPORTED_MODULE_0__.basis)((t - i / n) * n, v0, v1, v2, v3);\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/basisClosed.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _basis_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./basis.js */ \"./node_modules/d3-interpolate/src/basis.js\");\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(values) {\n var n = values.length;\n return function(t) {\n var i = Math.floor(((t %= 1) < 0 ? ++t : t) * n),\n v0 = values[(i + n - 1) % n],\n v1 = values[i % n],\n v2 = values[(i + 1) % n],\n v3 = values[(i + 2) % n];\n return (0,_basis_js__WEBPACK_IMPORTED_MODULE_0__.basis)((t - i / n) * n, v0, v1, v2, v3);\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/basisClosed.js?"); /***/ }), @@ -1365,16 +891,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!**************************************************!*\ !*** ./node_modules/d3-interpolate/src/color.js ***! \**************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export gamma [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export hue [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"hue\": () => /* binding */ hue,\n/* harmony export */ \"gamma\": () => /* binding */ gamma,\n/* harmony export */ \"default\": () => /* binding */ nogamma\n/* harmony export */ });\n/* harmony import */ var _constant_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./constant.js */ \"./node_modules/d3-interpolate/src/constant.js\");\n\n\nfunction linear(a, d) {\n return function(t) {\n return a + t * d;\n };\n}\n\nfunction exponential(a, b, y) {\n return a = Math.pow(a, y), b = Math.pow(b, y) - a, y = 1 / y, function(t) {\n return Math.pow(a + t * b, y);\n };\n}\n\nfunction hue(a, b) {\n var d = b - a;\n return d ? linear(a, d > 180 || d < -180 ? d - 360 * Math.round(d / 360) : d) : (0,_constant_js__WEBPACK_IMPORTED_MODULE_0__.default)(isNaN(a) ? b : a);\n}\n\nfunction gamma(y) {\n return (y = +y) === 1 ? nogamma : function(a, b) {\n return b - a ? exponential(a, b, y) : (0,_constant_js__WEBPACK_IMPORTED_MODULE_0__.default)(isNaN(a) ? b : a);\n };\n}\n\nfunction nogamma(a, b) {\n var d = b - a;\n return d ? linear(a, d) : (0,_constant_js__WEBPACK_IMPORTED_MODULE_0__.default)(isNaN(a) ? b : a);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/color.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"hue\": () => (/* binding */ hue),\n/* harmony export */ \"gamma\": () => (/* binding */ gamma),\n/* harmony export */ \"default\": () => (/* binding */ nogamma)\n/* harmony export */ });\n/* harmony import */ var _constant_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./constant.js */ \"./node_modules/d3-interpolate/src/constant.js\");\n\n\nfunction linear(a, d) {\n return function(t) {\n return a + t * d;\n };\n}\n\nfunction exponential(a, b, y) {\n return a = Math.pow(a, y), b = Math.pow(b, y) - a, y = 1 / y, function(t) {\n return Math.pow(a + t * b, y);\n };\n}\n\nfunction hue(a, b) {\n var d = b - a;\n return d ? linear(a, d > 180 || d < -180 ? d - 360 * Math.round(d / 360) : d) : (0,_constant_js__WEBPACK_IMPORTED_MODULE_0__.default)(isNaN(a) ? b : a);\n}\n\nfunction gamma(y) {\n return (y = +y) === 1 ? nogamma : function(a, b) {\n return b - a ? exponential(a, b, y) : (0,_constant_js__WEBPACK_IMPORTED_MODULE_0__.default)(isNaN(a) ? b : a);\n };\n}\n\nfunction nogamma(a, b) {\n var d = b - a;\n return d ? linear(a, d) : (0,_constant_js__WEBPACK_IMPORTED_MODULE_0__.default)(isNaN(a) ? b : a);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/color.js?"); /***/ }), @@ -1382,14 +902,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*****************************************************!*\ !*** ./node_modules/d3-interpolate/src/constant.js ***! \*****************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_exports__, __webpack_require__.r, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (x => () => x);\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/constant.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (x => () => x);\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/constant.js?"); /***/ }), @@ -1397,14 +913,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*************************************************!*\ !*** ./node_modules/d3-interpolate/src/date.js ***! \*************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n var d = new Date;\n return a = +a, b = +b, function(t) {\n return d.setTime(a * (1 - t) + b * t), d;\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/date.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n var d = new Date;\n return a = +a, b = +b, function(t) {\n return d.setTime(a * (1 - t) + b * t), d;\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/date.js?"); /***/ }), @@ -1412,14 +924,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!***************************************************!*\ !*** ./node_modules/d3-interpolate/src/number.js ***! \***************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n return a = +a, b = +b, function(t) {\n return a * (1 - t) + b * t;\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/number.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n return a = +a, b = +b, function(t) {\n return a * (1 - t) + b * t;\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/number.js?"); /***/ }), @@ -1427,15 +935,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!********************************************************!*\ !*** ./node_modules/d3-interpolate/src/numberArray.js ***! \********************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export isNumberArray [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__,\n/* harmony export */ \"isNumberArray\": () => /* binding */ isNumberArray\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n if (!b) b = [];\n var n = a ? Math.min(b.length, a.length) : 0,\n c = b.slice(),\n i;\n return function(t) {\n for (i = 0; i < n; ++i) c[i] = a[i] * (1 - t) + b[i] * t;\n return c;\n };\n}\n\nfunction isNumberArray(x) {\n return ArrayBuffer.isView(x) && !(x instanceof DataView);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/numberArray.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__),\n/* harmony export */ \"isNumberArray\": () => (/* binding */ isNumberArray)\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n if (!b) b = [];\n var n = a ? Math.min(b.length, a.length) : 0,\n c = b.slice(),\n i;\n return function(t) {\n for (i = 0; i < n; ++i) c[i] = a[i] * (1 - t) + b[i] * t;\n return c;\n };\n}\n\nfunction isNumberArray(x) {\n return ArrayBuffer.isView(x) && !(x instanceof DataView);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/numberArray.js?"); /***/ }), @@ -1443,14 +946,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!***************************************************!*\ !*** ./node_modules/d3-interpolate/src/object.js ***! \***************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _value_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./value.js */ \"./node_modules/d3-interpolate/src/value.js\");\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n var i = {},\n c = {},\n k;\n\n if (a === null || typeof a !== \"object\") a = {};\n if (b === null || typeof b !== \"object\") b = {};\n\n for (k in b) {\n if (k in a) {\n i[k] = (0,_value_js__WEBPACK_IMPORTED_MODULE_0__.default)(a[k], b[k]);\n } else {\n c[k] = b[k];\n }\n }\n\n return function(t) {\n for (k in i) c[k] = i[k](t);\n return c;\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/object.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _value_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./value.js */ \"./node_modules/d3-interpolate/src/value.js\");\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n var i = {},\n c = {},\n k;\n\n if (a === null || typeof a !== \"object\") a = {};\n if (b === null || typeof b !== \"object\") b = {};\n\n for (k in b) {\n if (k in a) {\n i[k] = (0,_value_js__WEBPACK_IMPORTED_MODULE_0__.default)(a[k], b[k]);\n } else {\n c[k] = b[k];\n }\n }\n\n return function(t) {\n for (k in i) c[k] = i[k](t);\n return c;\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/object.js?"); /***/ }), @@ -1458,16 +957,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!************************************************!*\ !*** ./node_modules/d3-interpolate/src/rgb.js ***! \************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export rgbBasis [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export rgbBasisClosed [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_exports__, __webpack_require__, __webpack_require__.r, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => __WEBPACK_DEFAULT_EXPORT__,\n/* harmony export */ \"rgbBasis\": () => /* binding */ rgbBasis,\n/* harmony export */ \"rgbBasisClosed\": () => /* binding */ rgbBasisClosed\n/* harmony export */ });\n/* harmony import */ var d3_color__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! d3-color */ \"./node_modules/d3-color/src/color.js\");\n/* harmony import */ var _basis_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./basis.js */ \"./node_modules/d3-interpolate/src/basis.js\");\n/* harmony import */ var _basisClosed_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./basisClosed.js */ \"./node_modules/d3-interpolate/src/basisClosed.js\");\n/* harmony import */ var _color_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./color.js */ \"./node_modules/d3-interpolate/src/color.js\");\n\n\n\n\n\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = ((function rgbGamma(y) {\n var color = (0,_color_js__WEBPACK_IMPORTED_MODULE_0__.gamma)(y);\n\n function rgb(start, end) {\n var r = color((start = (0,d3_color__WEBPACK_IMPORTED_MODULE_1__.rgb)(start)).r, (end = (0,d3_color__WEBPACK_IMPORTED_MODULE_1__.rgb)(end)).r),\n g = color(start.g, end.g),\n b = color(start.b, end.b),\n opacity = (0,_color_js__WEBPACK_IMPORTED_MODULE_0__.default)(start.opacity, end.opacity);\n return function(t) {\n start.r = r(t);\n start.g = g(t);\n start.b = b(t);\n start.opacity = opacity(t);\n return start + \"\";\n };\n }\n\n rgb.gamma = rgbGamma;\n\n return rgb;\n})(1));\n\nfunction rgbSpline(spline) {\n return function(colors) {\n var n = colors.length,\n r = new Array(n),\n g = new Array(n),\n b = new Array(n),\n i, color;\n for (i = 0; i < n; ++i) {\n color = (0,d3_color__WEBPACK_IMPORTED_MODULE_1__.rgb)(colors[i]);\n r[i] = color.r || 0;\n g[i] = color.g || 0;\n b[i] = color.b || 0;\n }\n r = spline(r);\n g = spline(g);\n b = spline(b);\n color.opacity = 1;\n return function(t) {\n color.r = r(t);\n color.g = g(t);\n color.b = b(t);\n return color + \"\";\n };\n };\n}\n\nvar rgbBasis = rgbSpline(_basis_js__WEBPACK_IMPORTED_MODULE_2__.default);\nvar rgbBasisClosed = rgbSpline(_basisClosed_js__WEBPACK_IMPORTED_MODULE_3__.default);\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/rgb.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__),\n/* harmony export */ \"rgbBasis\": () => (/* binding */ rgbBasis),\n/* harmony export */ \"rgbBasisClosed\": () => (/* binding */ rgbBasisClosed)\n/* harmony export */ });\n/* harmony import */ var d3_color__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! d3-color */ \"./node_modules/d3-color/src/color.js\");\n/* harmony import */ var _basis_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./basis.js */ \"./node_modules/d3-interpolate/src/basis.js\");\n/* harmony import */ var _basisClosed_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./basisClosed.js */ \"./node_modules/d3-interpolate/src/basisClosed.js\");\n/* harmony import */ var _color_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./color.js */ \"./node_modules/d3-interpolate/src/color.js\");\n\n\n\n\n\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = ((function rgbGamma(y) {\n var color = (0,_color_js__WEBPACK_IMPORTED_MODULE_0__.gamma)(y);\n\n function rgb(start, end) {\n var r = color((start = (0,d3_color__WEBPACK_IMPORTED_MODULE_1__.rgb)(start)).r, (end = (0,d3_color__WEBPACK_IMPORTED_MODULE_1__.rgb)(end)).r),\n g = color(start.g, end.g),\n b = color(start.b, end.b),\n opacity = (0,_color_js__WEBPACK_IMPORTED_MODULE_0__.default)(start.opacity, end.opacity);\n return function(t) {\n start.r = r(t);\n start.g = g(t);\n start.b = b(t);\n start.opacity = opacity(t);\n return start + \"\";\n };\n }\n\n rgb.gamma = rgbGamma;\n\n return rgb;\n})(1));\n\nfunction rgbSpline(spline) {\n return function(colors) {\n var n = colors.length,\n r = new Array(n),\n g = new Array(n),\n b = new Array(n),\n i, color;\n for (i = 0; i < n; ++i) {\n color = (0,d3_color__WEBPACK_IMPORTED_MODULE_1__.rgb)(colors[i]);\n r[i] = color.r || 0;\n g[i] = color.g || 0;\n b[i] = color.b || 0;\n }\n r = spline(r);\n g = spline(g);\n b = spline(b);\n color.opacity = 1;\n return function(t) {\n color.r = r(t);\n color.g = g(t);\n color.b = b(t);\n return color + \"\";\n };\n };\n}\n\nvar rgbBasis = rgbSpline(_basis_js__WEBPACK_IMPORTED_MODULE_2__.default);\nvar rgbBasisClosed = rgbSpline(_basisClosed_js__WEBPACK_IMPORTED_MODULE_3__.default);\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/rgb.js?"); /***/ }), @@ -1475,14 +968,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!**************************************************!*\ !*** ./node_modules/d3-interpolate/src/round.js ***! \**************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n return a = +a, b = +b, function(t) {\n return Math.round(a * (1 - t) + b * t);\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/round.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n return a = +a, b = +b, function(t) {\n return Math.round(a * (1 - t) + b * t);\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/round.js?"); /***/ }), @@ -1490,14 +979,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!***************************************************!*\ !*** ./node_modules/d3-interpolate/src/string.js ***! \***************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _number_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./number.js */ \"./node_modules/d3-interpolate/src/number.js\");\n\n\nvar reA = /[-+]?(?:\\d+\\.?\\d*|\\.?\\d+)(?:[eE][-+]?\\d+)?/g,\n reB = new RegExp(reA.source, \"g\");\n\nfunction zero(b) {\n return function() {\n return b;\n };\n}\n\nfunction one(b) {\n return function(t) {\n return b(t) + \"\";\n };\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n var bi = reA.lastIndex = reB.lastIndex = 0, // scan index for next number in b\n am, // current match in a\n bm, // current match in b\n bs, // string preceding current number in b, if any\n i = -1, // index in s\n s = [], // string constants and placeholders\n q = []; // number interpolators\n\n // Coerce inputs to strings.\n a = a + \"\", b = b + \"\";\n\n // Interpolate pairs of numbers in a & b.\n while ((am = reA.exec(a))\n && (bm = reB.exec(b))) {\n if ((bs = bm.index) > bi) { // a string precedes the next number in b\n bs = b.slice(bi, bs);\n if (s[i]) s[i] += bs; // coalesce with previous string\n else s[++i] = bs;\n }\n if ((am = am[0]) === (bm = bm[0])) { // numbers in a & b match\n if (s[i]) s[i] += bm; // coalesce with previous string\n else s[++i] = bm;\n } else { // interpolate non-matching numbers\n s[++i] = null;\n q.push({i: i, x: (0,_number_js__WEBPACK_IMPORTED_MODULE_0__.default)(am, bm)});\n }\n bi = reB.lastIndex;\n }\n\n // Add remains of b.\n if (bi < b.length) {\n bs = b.slice(bi);\n if (s[i]) s[i] += bs; // coalesce with previous string\n else s[++i] = bs;\n }\n\n // Special optimization for only a single match.\n // Otherwise, interpolate each of the numbers and rejoin the string.\n return s.length < 2 ? (q[0]\n ? one(q[0].x)\n : zero(b))\n : (b = q.length, function(t) {\n for (var i = 0, o; i < b; ++i) s[(o = q[i]).i] = o.x(t);\n return s.join(\"\");\n });\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/string.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _number_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./number.js */ \"./node_modules/d3-interpolate/src/number.js\");\n\n\nvar reA = /[-+]?(?:\\d+\\.?\\d*|\\.?\\d+)(?:[eE][-+]?\\d+)?/g,\n reB = new RegExp(reA.source, \"g\");\n\nfunction zero(b) {\n return function() {\n return b;\n };\n}\n\nfunction one(b) {\n return function(t) {\n return b(t) + \"\";\n };\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n var bi = reA.lastIndex = reB.lastIndex = 0, // scan index for next number in b\n am, // current match in a\n bm, // current match in b\n bs, // string preceding current number in b, if any\n i = -1, // index in s\n s = [], // string constants and placeholders\n q = []; // number interpolators\n\n // Coerce inputs to strings.\n a = a + \"\", b = b + \"\";\n\n // Interpolate pairs of numbers in a & b.\n while ((am = reA.exec(a))\n && (bm = reB.exec(b))) {\n if ((bs = bm.index) > bi) { // a string precedes the next number in b\n bs = b.slice(bi, bs);\n if (s[i]) s[i] += bs; // coalesce with previous string\n else s[++i] = bs;\n }\n if ((am = am[0]) === (bm = bm[0])) { // numbers in a & b match\n if (s[i]) s[i] += bm; // coalesce with previous string\n else s[++i] = bm;\n } else { // interpolate non-matching numbers\n s[++i] = null;\n q.push({i: i, x: (0,_number_js__WEBPACK_IMPORTED_MODULE_0__.default)(am, bm)});\n }\n bi = reB.lastIndex;\n }\n\n // Add remains of b.\n if (bi < b.length) {\n bs = b.slice(bi);\n if (s[i]) s[i] += bs; // coalesce with previous string\n else s[++i] = bs;\n }\n\n // Special optimization for only a single match.\n // Otherwise, interpolate each of the numbers and rejoin the string.\n return s.length < 2 ? (q[0]\n ? one(q[0].x)\n : zero(b))\n : (b = q.length, function(t) {\n for (var i = 0, o; i < b; ++i) s[(o = q[i]).i] = o.x(t);\n return s.join(\"\");\n });\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/string.js?"); /***/ }), @@ -1505,14 +990,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!**************************************************!*\ !*** ./node_modules/d3-interpolate/src/value.js ***! \**************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var d3_color__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! d3-color */ \"./node_modules/d3-color/src/color.js\");\n/* harmony import */ var _rgb_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./rgb.js */ \"./node_modules/d3-interpolate/src/rgb.js\");\n/* harmony import */ var _array_js__WEBPACK_IMPORTED_MODULE_7__ = __webpack_require__(/*! ./array.js */ \"./node_modules/d3-interpolate/src/array.js\");\n/* harmony import */ var _date_js__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! ./date.js */ \"./node_modules/d3-interpolate/src/date.js\");\n/* harmony import */ var _number_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./number.js */ \"./node_modules/d3-interpolate/src/number.js\");\n/* harmony import */ var _object_js__WEBPACK_IMPORTED_MODULE_8__ = __webpack_require__(/*! ./object.js */ \"./node_modules/d3-interpolate/src/object.js\");\n/* harmony import */ var _string_js__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ./string.js */ \"./node_modules/d3-interpolate/src/string.js\");\n/* harmony import */ var _constant_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./constant.js */ \"./node_modules/d3-interpolate/src/constant.js\");\n/* harmony import */ var _numberArray_js__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! ./numberArray.js */ \"./node_modules/d3-interpolate/src/numberArray.js\");\n\n\n\n\n\n\n\n\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n var t = typeof b, c;\n return b == null || t === \"boolean\" ? (0,_constant_js__WEBPACK_IMPORTED_MODULE_0__.default)(b)\n : (t === \"number\" ? _number_js__WEBPACK_IMPORTED_MODULE_1__.default\n : t === \"string\" ? ((c = (0,d3_color__WEBPACK_IMPORTED_MODULE_2__.default)(b)) ? (b = c, _rgb_js__WEBPACK_IMPORTED_MODULE_3__.default) : _string_js__WEBPACK_IMPORTED_MODULE_4__.default)\n : b instanceof d3_color__WEBPACK_IMPORTED_MODULE_2__.default ? _rgb_js__WEBPACK_IMPORTED_MODULE_3__.default\n : b instanceof Date ? _date_js__WEBPACK_IMPORTED_MODULE_5__.default\n : (0,_numberArray_js__WEBPACK_IMPORTED_MODULE_6__.isNumberArray)(b) ? _numberArray_js__WEBPACK_IMPORTED_MODULE_6__.default\n : Array.isArray(b) ? _array_js__WEBPACK_IMPORTED_MODULE_7__.genericArray\n : typeof b.valueOf !== \"function\" && typeof b.toString !== \"function\" || isNaN(b) ? _object_js__WEBPACK_IMPORTED_MODULE_8__.default\n : _number_js__WEBPACK_IMPORTED_MODULE_1__.default)(a, b);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/value.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var d3_color__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! d3-color */ \"./node_modules/d3-color/src/color.js\");\n/* harmony import */ var _rgb_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./rgb.js */ \"./node_modules/d3-interpolate/src/rgb.js\");\n/* harmony import */ var _array_js__WEBPACK_IMPORTED_MODULE_7__ = __webpack_require__(/*! ./array.js */ \"./node_modules/d3-interpolate/src/array.js\");\n/* harmony import */ var _date_js__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! ./date.js */ \"./node_modules/d3-interpolate/src/date.js\");\n/* harmony import */ var _number_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./number.js */ \"./node_modules/d3-interpolate/src/number.js\");\n/* harmony import */ var _object_js__WEBPACK_IMPORTED_MODULE_8__ = __webpack_require__(/*! ./object.js */ \"./node_modules/d3-interpolate/src/object.js\");\n/* harmony import */ var _string_js__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ./string.js */ \"./node_modules/d3-interpolate/src/string.js\");\n/* harmony import */ var _constant_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./constant.js */ \"./node_modules/d3-interpolate/src/constant.js\");\n/* harmony import */ var _numberArray_js__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! ./numberArray.js */ \"./node_modules/d3-interpolate/src/numberArray.js\");\n\n\n\n\n\n\n\n\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(a, b) {\n var t = typeof b, c;\n return b == null || t === \"boolean\" ? (0,_constant_js__WEBPACK_IMPORTED_MODULE_0__.default)(b)\n : (t === \"number\" ? _number_js__WEBPACK_IMPORTED_MODULE_1__.default\n : t === \"string\" ? ((c = (0,d3_color__WEBPACK_IMPORTED_MODULE_2__.default)(b)) ? (b = c, _rgb_js__WEBPACK_IMPORTED_MODULE_3__.default) : _string_js__WEBPACK_IMPORTED_MODULE_4__.default)\n : b instanceof d3_color__WEBPACK_IMPORTED_MODULE_2__.default ? _rgb_js__WEBPACK_IMPORTED_MODULE_3__.default\n : b instanceof Date ? _date_js__WEBPACK_IMPORTED_MODULE_5__.default\n : (0,_numberArray_js__WEBPACK_IMPORTED_MODULE_6__.isNumberArray)(b) ? _numberArray_js__WEBPACK_IMPORTED_MODULE_6__.default\n : Array.isArray(b) ? _array_js__WEBPACK_IMPORTED_MODULE_7__.genericArray\n : typeof b.valueOf !== \"function\" && typeof b.toString !== \"function\" || isNaN(b) ? _object_js__WEBPACK_IMPORTED_MODULE_8__.default\n : _number_js__WEBPACK_IMPORTED_MODULE_1__.default)(a, b);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-interpolate/src/value.js?"); /***/ }), @@ -1520,14 +1001,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!***********************************************!*\ !*** ./node_modules/d3-scale/src/constant.js ***! \***********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* binding */ constants\n/* harmony export */ });\nfunction constants(x) {\n return function() {\n return x;\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-scale/src/constant.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* binding */ constants)\n/* harmony export */ });\nfunction constants(x) {\n return function() {\n return x;\n };\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-scale/src/constant.js?"); /***/ }), @@ -1535,17 +1012,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*************************************************!*\ !*** ./node_modules/d3-scale/src/continuous.js ***! \*************************************************/ -/*! namespace exports */ -/*! export copy [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export identity [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export transformer [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"identity\": () => /* binding */ identity,\n/* harmony export */ \"copy\": () => /* binding */ copy,\n/* harmony export */ \"transformer\": () => /* binding */ transformer,\n/* harmony export */ \"default\": () => /* binding */ continuous\n/* harmony export */ });\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/bisect.js\");\n/* harmony import */ var d3_interpolate__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! d3-interpolate */ \"./node_modules/d3-interpolate/src/value.js\");\n/* harmony import */ var d3_interpolate__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! d3-interpolate */ \"./node_modules/d3-interpolate/src/number.js\");\n/* harmony import */ var d3_interpolate__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! d3-interpolate */ \"./node_modules/d3-interpolate/src/round.js\");\n/* harmony import */ var _constant_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./constant.js */ \"./node_modules/d3-scale/src/constant.js\");\n/* harmony import */ var _number_js__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ./number.js */ \"./node_modules/d3-scale/src/number.js\");\n\n\n\n\n\nvar unit = [0, 1];\n\nfunction identity(x) {\n return x;\n}\n\nfunction normalize(a, b) {\n return (b -= (a = +a))\n ? function(x) { return (x - a) / b; }\n : (0,_constant_js__WEBPACK_IMPORTED_MODULE_0__.default)(isNaN(b) ? NaN : 0.5);\n}\n\nfunction clamper(a, b) {\n var t;\n if (a > b) t = a, a = b, b = t;\n return function(x) { return Math.max(a, Math.min(b, x)); };\n}\n\n// normalize(a, b)(x) takes a domain value x in [a,b] and returns the corresponding parameter t in [0,1].\n// interpolate(a, b)(t) takes a parameter t in [0,1] and returns the corresponding range value x in [a,b].\nfunction bimap(domain, range, interpolate) {\n var d0 = domain[0], d1 = domain[1], r0 = range[0], r1 = range[1];\n if (d1 < d0) d0 = normalize(d1, d0), r0 = interpolate(r1, r0);\n else d0 = normalize(d0, d1), r0 = interpolate(r0, r1);\n return function(x) { return r0(d0(x)); };\n}\n\nfunction polymap(domain, range, interpolate) {\n var j = Math.min(domain.length, range.length) - 1,\n d = new Array(j),\n r = new Array(j),\n i = -1;\n\n // Reverse descending domains.\n if (domain[j] < domain[0]) {\n domain = domain.slice().reverse();\n range = range.slice().reverse();\n }\n\n while (++i < j) {\n d[i] = normalize(domain[i], domain[i + 1]);\n r[i] = interpolate(range[i], range[i + 1]);\n }\n\n return function(x) {\n var i = (0,d3_array__WEBPACK_IMPORTED_MODULE_1__.default)(domain, x, 1, j) - 1;\n return r[i](d[i](x));\n };\n}\n\nfunction copy(source, target) {\n return target\n .domain(source.domain())\n .range(source.range())\n .interpolate(source.interpolate())\n .clamp(source.clamp())\n .unknown(source.unknown());\n}\n\nfunction transformer() {\n var domain = unit,\n range = unit,\n interpolate = d3_interpolate__WEBPACK_IMPORTED_MODULE_2__.default,\n transform,\n untransform,\n unknown,\n clamp = identity,\n piecewise,\n output,\n input;\n\n function rescale() {\n var n = Math.min(domain.length, range.length);\n if (clamp !== identity) clamp = clamper(domain[0], domain[n - 1]);\n piecewise = n > 2 ? polymap : bimap;\n output = input = null;\n return scale;\n }\n\n function scale(x) {\n return isNaN(x = +x) ? unknown : (output || (output = piecewise(domain.map(transform), range, interpolate)))(transform(clamp(x)));\n }\n\n scale.invert = function(y) {\n return clamp(untransform((input || (input = piecewise(range, domain.map(transform), d3_interpolate__WEBPACK_IMPORTED_MODULE_3__.default)))(y)));\n };\n\n scale.domain = function(_) {\n return arguments.length ? (domain = Array.from(_, _number_js__WEBPACK_IMPORTED_MODULE_4__.default), rescale()) : domain.slice();\n };\n\n scale.range = function(_) {\n return arguments.length ? (range = Array.from(_), rescale()) : range.slice();\n };\n\n scale.rangeRound = function(_) {\n return range = Array.from(_), interpolate = d3_interpolate__WEBPACK_IMPORTED_MODULE_5__.default, rescale();\n };\n\n scale.clamp = function(_) {\n return arguments.length ? (clamp = _ ? true : identity, rescale()) : clamp !== identity;\n };\n\n scale.interpolate = function(_) {\n return arguments.length ? (interpolate = _, rescale()) : interpolate;\n };\n\n scale.unknown = function(_) {\n return arguments.length ? (unknown = _, scale) : unknown;\n };\n\n return function(t, u) {\n transform = t, untransform = u;\n return rescale();\n };\n}\n\nfunction continuous() {\n return transformer()(identity, identity);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-scale/src/continuous.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"identity\": () => (/* binding */ identity),\n/* harmony export */ \"copy\": () => (/* binding */ copy),\n/* harmony export */ \"transformer\": () => (/* binding */ transformer),\n/* harmony export */ \"default\": () => (/* binding */ continuous)\n/* harmony export */ });\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/bisect.js\");\n/* harmony import */ var d3_interpolate__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! d3-interpolate */ \"./node_modules/d3-interpolate/src/value.js\");\n/* harmony import */ var d3_interpolate__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! d3-interpolate */ \"./node_modules/d3-interpolate/src/number.js\");\n/* harmony import */ var d3_interpolate__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! d3-interpolate */ \"./node_modules/d3-interpolate/src/round.js\");\n/* harmony import */ var _constant_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./constant.js */ \"./node_modules/d3-scale/src/constant.js\");\n/* harmony import */ var _number_js__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ./number.js */ \"./node_modules/d3-scale/src/number.js\");\n\n\n\n\n\nvar unit = [0, 1];\n\nfunction identity(x) {\n return x;\n}\n\nfunction normalize(a, b) {\n return (b -= (a = +a))\n ? function(x) { return (x - a) / b; }\n : (0,_constant_js__WEBPACK_IMPORTED_MODULE_0__.default)(isNaN(b) ? NaN : 0.5);\n}\n\nfunction clamper(a, b) {\n var t;\n if (a > b) t = a, a = b, b = t;\n return function(x) { return Math.max(a, Math.min(b, x)); };\n}\n\n// normalize(a, b)(x) takes a domain value x in [a,b] and returns the corresponding parameter t in [0,1].\n// interpolate(a, b)(t) takes a parameter t in [0,1] and returns the corresponding range value x in [a,b].\nfunction bimap(domain, range, interpolate) {\n var d0 = domain[0], d1 = domain[1], r0 = range[0], r1 = range[1];\n if (d1 < d0) d0 = normalize(d1, d0), r0 = interpolate(r1, r0);\n else d0 = normalize(d0, d1), r0 = interpolate(r0, r1);\n return function(x) { return r0(d0(x)); };\n}\n\nfunction polymap(domain, range, interpolate) {\n var j = Math.min(domain.length, range.length) - 1,\n d = new Array(j),\n r = new Array(j),\n i = -1;\n\n // Reverse descending domains.\n if (domain[j] < domain[0]) {\n domain = domain.slice().reverse();\n range = range.slice().reverse();\n }\n\n while (++i < j) {\n d[i] = normalize(domain[i], domain[i + 1]);\n r[i] = interpolate(range[i], range[i + 1]);\n }\n\n return function(x) {\n var i = (0,d3_array__WEBPACK_IMPORTED_MODULE_1__.default)(domain, x, 1, j) - 1;\n return r[i](d[i](x));\n };\n}\n\nfunction copy(source, target) {\n return target\n .domain(source.domain())\n .range(source.range())\n .interpolate(source.interpolate())\n .clamp(source.clamp())\n .unknown(source.unknown());\n}\n\nfunction transformer() {\n var domain = unit,\n range = unit,\n interpolate = d3_interpolate__WEBPACK_IMPORTED_MODULE_2__.default,\n transform,\n untransform,\n unknown,\n clamp = identity,\n piecewise,\n output,\n input;\n\n function rescale() {\n var n = Math.min(domain.length, range.length);\n if (clamp !== identity) clamp = clamper(domain[0], domain[n - 1]);\n piecewise = n > 2 ? polymap : bimap;\n output = input = null;\n return scale;\n }\n\n function scale(x) {\n return isNaN(x = +x) ? unknown : (output || (output = piecewise(domain.map(transform), range, interpolate)))(transform(clamp(x)));\n }\n\n scale.invert = function(y) {\n return clamp(untransform((input || (input = piecewise(range, domain.map(transform), d3_interpolate__WEBPACK_IMPORTED_MODULE_3__.default)))(y)));\n };\n\n scale.domain = function(_) {\n return arguments.length ? (domain = Array.from(_, _number_js__WEBPACK_IMPORTED_MODULE_4__.default), rescale()) : domain.slice();\n };\n\n scale.range = function(_) {\n return arguments.length ? (range = Array.from(_), rescale()) : range.slice();\n };\n\n scale.rangeRound = function(_) {\n return range = Array.from(_), interpolate = d3_interpolate__WEBPACK_IMPORTED_MODULE_5__.default, rescale();\n };\n\n scale.clamp = function(_) {\n return arguments.length ? (clamp = _ ? true : identity, rescale()) : clamp !== identity;\n };\n\n scale.interpolate = function(_) {\n return arguments.length ? (interpolate = _, rescale()) : interpolate;\n };\n\n scale.unknown = function(_) {\n return arguments.length ? (unknown = _, scale) : unknown;\n };\n\n return function(t, u) {\n transform = t, untransform = u;\n return rescale();\n };\n}\n\nfunction continuous() {\n return transformer()(identity, identity);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-scale/src/continuous.js?"); /***/ }), @@ -1553,15 +1023,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*******************************************!*\ !*** ./node_modules/d3-scale/src/init.js ***! \*******************************************/ -/*! namespace exports */ -/*! export initInterpolator [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export initRange [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"initRange\": () => /* binding */ initRange,\n/* harmony export */ \"initInterpolator\": () => /* binding */ initInterpolator\n/* harmony export */ });\nfunction initRange(domain, range) {\n switch (arguments.length) {\n case 0: break;\n case 1: this.range(domain); break;\n default: this.range(range).domain(domain); break;\n }\n return this;\n}\n\nfunction initInterpolator(domain, interpolator) {\n switch (arguments.length) {\n case 0: break;\n case 1: {\n if (typeof domain === \"function\") this.interpolator(domain);\n else this.range(domain);\n break;\n }\n default: {\n this.domain(domain);\n if (typeof interpolator === \"function\") this.interpolator(interpolator);\n else this.range(interpolator);\n break;\n }\n }\n return this;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-scale/src/init.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"initRange\": () => (/* binding */ initRange),\n/* harmony export */ \"initInterpolator\": () => (/* binding */ initInterpolator)\n/* harmony export */ });\nfunction initRange(domain, range) {\n switch (arguments.length) {\n case 0: break;\n case 1: this.range(domain); break;\n default: this.range(range).domain(domain); break;\n }\n return this;\n}\n\nfunction initInterpolator(domain, interpolator) {\n switch (arguments.length) {\n case 0: break;\n case 1: {\n if (typeof domain === \"function\") this.interpolator(domain);\n else this.range(domain);\n break;\n }\n default: {\n this.domain(domain);\n if (typeof interpolator === \"function\") this.interpolator(interpolator);\n else this.range(interpolator);\n break;\n }\n }\n return this;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-scale/src/init.js?"); /***/ }), @@ -1569,15 +1034,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*********************************************!*\ !*** ./node_modules/d3-scale/src/linear.js ***! \*********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export linearish [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"linearish\": () => /* binding */ linearish,\n/* harmony export */ \"default\": () => /* binding */ linear\n/* harmony export */ });\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/ticks.js\");\n/* harmony import */ var _continuous_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./continuous.js */ \"./node_modules/d3-scale/src/continuous.js\");\n/* harmony import */ var _init_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./init.js */ \"./node_modules/d3-scale/src/init.js\");\n/* harmony import */ var _tickFormat_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./tickFormat.js */ \"./node_modules/d3-scale/src/tickFormat.js\");\n\n\n\n\n\nfunction linearish(scale) {\n var domain = scale.domain;\n\n scale.ticks = function(count) {\n var d = domain();\n return (0,d3_array__WEBPACK_IMPORTED_MODULE_0__.default)(d[0], d[d.length - 1], count == null ? 10 : count);\n };\n\n scale.tickFormat = function(count, specifier) {\n var d = domain();\n return (0,_tickFormat_js__WEBPACK_IMPORTED_MODULE_1__.default)(d[0], d[d.length - 1], count == null ? 10 : count, specifier);\n };\n\n scale.nice = function(count) {\n if (count == null) count = 10;\n\n var d = domain();\n var i0 = 0;\n var i1 = d.length - 1;\n var start = d[i0];\n var stop = d[i1];\n var prestep;\n var step;\n var maxIter = 10;\n\n if (stop < start) {\n step = start, start = stop, stop = step;\n step = i0, i0 = i1, i1 = step;\n }\n \n while (maxIter-- > 0) {\n step = (0,d3_array__WEBPACK_IMPORTED_MODULE_0__.tickIncrement)(start, stop, count);\n if (step === prestep) {\n d[i0] = start\n d[i1] = stop\n return domain(d);\n } else if (step > 0) {\n start = Math.floor(start / step) * step;\n stop = Math.ceil(stop / step) * step;\n } else if (step < 0) {\n start = Math.ceil(start * step) / step;\n stop = Math.floor(stop * step) / step;\n } else {\n break;\n }\n prestep = step;\n }\n\n return scale;\n };\n\n return scale;\n}\n\nfunction linear() {\n var scale = (0,_continuous_js__WEBPACK_IMPORTED_MODULE_2__.default)();\n\n scale.copy = function() {\n return (0,_continuous_js__WEBPACK_IMPORTED_MODULE_2__.copy)(scale, linear());\n };\n\n _init_js__WEBPACK_IMPORTED_MODULE_3__.initRange.apply(scale, arguments);\n\n return linearish(scale);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-scale/src/linear.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"linearish\": () => (/* binding */ linearish),\n/* harmony export */ \"default\": () => (/* binding */ linear)\n/* harmony export */ });\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/ticks.js\");\n/* harmony import */ var _continuous_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./continuous.js */ \"./node_modules/d3-scale/src/continuous.js\");\n/* harmony import */ var _init_js__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./init.js */ \"./node_modules/d3-scale/src/init.js\");\n/* harmony import */ var _tickFormat_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./tickFormat.js */ \"./node_modules/d3-scale/src/tickFormat.js\");\n\n\n\n\n\nfunction linearish(scale) {\n var domain = scale.domain;\n\n scale.ticks = function(count) {\n var d = domain();\n return (0,d3_array__WEBPACK_IMPORTED_MODULE_0__.default)(d[0], d[d.length - 1], count == null ? 10 : count);\n };\n\n scale.tickFormat = function(count, specifier) {\n var d = domain();\n return (0,_tickFormat_js__WEBPACK_IMPORTED_MODULE_1__.default)(d[0], d[d.length - 1], count == null ? 10 : count, specifier);\n };\n\n scale.nice = function(count) {\n if (count == null) count = 10;\n\n var d = domain();\n var i0 = 0;\n var i1 = d.length - 1;\n var start = d[i0];\n var stop = d[i1];\n var prestep;\n var step;\n var maxIter = 10;\n\n if (stop < start) {\n step = start, start = stop, stop = step;\n step = i0, i0 = i1, i1 = step;\n }\n \n while (maxIter-- > 0) {\n step = (0,d3_array__WEBPACK_IMPORTED_MODULE_0__.tickIncrement)(start, stop, count);\n if (step === prestep) {\n d[i0] = start\n d[i1] = stop\n return domain(d);\n } else if (step > 0) {\n start = Math.floor(start / step) * step;\n stop = Math.ceil(stop / step) * step;\n } else if (step < 0) {\n start = Math.ceil(start * step) / step;\n stop = Math.floor(stop * step) / step;\n } else {\n break;\n }\n prestep = step;\n }\n\n return scale;\n };\n\n return scale;\n}\n\nfunction linear() {\n var scale = (0,_continuous_js__WEBPACK_IMPORTED_MODULE_2__.default)();\n\n scale.copy = function() {\n return (0,_continuous_js__WEBPACK_IMPORTED_MODULE_2__.copy)(scale, linear());\n };\n\n _init_js__WEBPACK_IMPORTED_MODULE_3__.initRange.apply(scale, arguments);\n\n return linearish(scale);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-scale/src/linear.js?"); /***/ }), @@ -1585,14 +1045,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*********************************************!*\ !*** ./node_modules/d3-scale/src/number.js ***! \*********************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* binding */ number\n/* harmony export */ });\nfunction number(x) {\n return +x;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-scale/src/number.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* binding */ number)\n/* harmony export */ });\nfunction number(x) {\n return +x;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-scale/src/number.js?"); /***/ }), @@ -1600,14 +1056,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*************************************************!*\ !*** ./node_modules/d3-scale/src/tickFormat.js ***! \*************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* binding */ tickFormat\n/* harmony export */ });\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/ticks.js\");\n/* harmony import */ var d3_format__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! d3-format */ \"./node_modules/d3-format/src/formatSpecifier.js\");\n/* harmony import */ var d3_format__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! d3-format */ \"./node_modules/d3-format/src/precisionPrefix.js\");\n/* harmony import */ var d3_format__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! d3-format */ \"./node_modules/d3-format/src/defaultLocale.js\");\n/* harmony import */ var d3_format__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! d3-format */ \"./node_modules/d3-format/src/precisionRound.js\");\n/* harmony import */ var d3_format__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! d3-format */ \"./node_modules/d3-format/src/precisionFixed.js\");\n\n\n\nfunction tickFormat(start, stop, count, specifier) {\n var step = (0,d3_array__WEBPACK_IMPORTED_MODULE_0__.tickStep)(start, stop, count),\n precision;\n specifier = (0,d3_format__WEBPACK_IMPORTED_MODULE_1__.default)(specifier == null ? \",f\" : specifier);\n switch (specifier.type) {\n case \"s\": {\n var value = Math.max(Math.abs(start), Math.abs(stop));\n if (specifier.precision == null && !isNaN(precision = (0,d3_format__WEBPACK_IMPORTED_MODULE_2__.default)(step, value))) specifier.precision = precision;\n return (0,d3_format__WEBPACK_IMPORTED_MODULE_3__.formatPrefix)(specifier, value);\n }\n case \"\":\n case \"e\":\n case \"g\":\n case \"p\":\n case \"r\": {\n if (specifier.precision == null && !isNaN(precision = (0,d3_format__WEBPACK_IMPORTED_MODULE_4__.default)(step, Math.max(Math.abs(start), Math.abs(stop))))) specifier.precision = precision - (specifier.type === \"e\");\n break;\n }\n case \"f\":\n case \"%\": {\n if (specifier.precision == null && !isNaN(precision = (0,d3_format__WEBPACK_IMPORTED_MODULE_5__.default)(step))) specifier.precision = precision - (specifier.type === \"%\") * 2;\n break;\n }\n }\n return (0,d3_format__WEBPACK_IMPORTED_MODULE_3__.format)(specifier);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-scale/src/tickFormat.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* binding */ tickFormat)\n/* harmony export */ });\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/ticks.js\");\n/* harmony import */ var d3_format__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! d3-format */ \"./node_modules/d3-format/src/formatSpecifier.js\");\n/* harmony import */ var d3_format__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! d3-format */ \"./node_modules/d3-format/src/precisionPrefix.js\");\n/* harmony import */ var d3_format__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! d3-format */ \"./node_modules/d3-format/src/defaultLocale.js\");\n/* harmony import */ var d3_format__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! d3-format */ \"./node_modules/d3-format/src/precisionRound.js\");\n/* harmony import */ var d3_format__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! d3-format */ \"./node_modules/d3-format/src/precisionFixed.js\");\n\n\n\nfunction tickFormat(start, stop, count, specifier) {\n var step = (0,d3_array__WEBPACK_IMPORTED_MODULE_0__.tickStep)(start, stop, count),\n precision;\n specifier = (0,d3_format__WEBPACK_IMPORTED_MODULE_1__.default)(specifier == null ? \",f\" : specifier);\n switch (specifier.type) {\n case \"s\": {\n var value = Math.max(Math.abs(start), Math.abs(stop));\n if (specifier.precision == null && !isNaN(precision = (0,d3_format__WEBPACK_IMPORTED_MODULE_2__.default)(step, value))) specifier.precision = precision;\n return (0,d3_format__WEBPACK_IMPORTED_MODULE_3__.formatPrefix)(specifier, value);\n }\n case \"\":\n case \"e\":\n case \"g\":\n case \"p\":\n case \"r\": {\n if (specifier.precision == null && !isNaN(precision = (0,d3_format__WEBPACK_IMPORTED_MODULE_4__.default)(step, Math.max(Math.abs(start), Math.abs(stop))))) specifier.precision = precision - (specifier.type === \"e\");\n break;\n }\n case \"f\":\n case \"%\": {\n if (specifier.precision == null && !isNaN(precision = (0,d3_format__WEBPACK_IMPORTED_MODULE_5__.default)(step))) specifier.precision = precision - (specifier.type === \"%\") * 2;\n break;\n }\n }\n return (0,d3_format__WEBPACK_IMPORTED_MODULE_3__.format)(specifier);\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-scale/src/tickFormat.js?"); /***/ }), @@ -1615,14 +1067,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!************************************************!*\ !*** ./node_modules/d3-tricontour/src/area.js ***! \************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n// https://github.com/d3/d3-contour/blob/master/src/area.js\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(ring) {\n var i = 0, n = ring.length, area = ring[n - 1][1] * ring[0][0] - ring[n - 1][0] * ring[0][1];\n while (++i < n) area += ring[i - 1][1] * ring[i][0] - ring[i - 1][0] * ring[i][1];\n return area;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-tricontour/src/area.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n// https://github.com/d3/d3-contour/blob/master/src/area.js\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(ring) {\n var i = 0, n = ring.length, area = ring[n - 1][1] * ring[0][0] - ring[n - 1][0] * ring[0][1];\n while (++i < n) area += ring[i - 1][1] * ring[i][0] - ring[i - 1][0] * ring[i][1];\n return area;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-tricontour/src/area.js?"); /***/ }), @@ -1630,14 +1078,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!****************************************************!*\ !*** ./node_modules/d3-tricontour/src/contains.js ***! \****************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n// https://github.com/d3/d3-contour/blob/master/src/contains.js\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(ring, hole) {\n var i = -1, n = hole.length, c;\n while (++i < n) if (c = ringContains(ring, hole[i])) return c;\n return 0;\n}\n\nfunction ringContains(ring, point) {\n var x = point[0], y = point[1], contains = -1;\n for (var i = 0, n = ring.length, j = n - 1; i < n; j = i++) {\n var pi = ring[i], xi = pi[0], yi = pi[1], pj = ring[j], xj = pj[0], yj = pj[1];\n if (segmentContains(pi, pj, point)) return 0;\n if (((yi > y) !== (yj > y)) && ((x < (xj - xi) * (y - yi) / (yj - yi) + xi))) contains = -contains;\n }\n return contains;\n}\n\nfunction segmentContains(a, b, c) {\n var i; return collinear(a, b, c) && within(a[i = +(a[0] === b[0])], c[i], b[i]);\n}\n\nfunction collinear(a, b, c) {\n return (b[0] - a[0]) * (c[1] - a[1]) === (c[0] - a[0]) * (b[1] - a[1]);\n}\n\nfunction within(p, q, r) {\n return p <= q && q <= r || r <= q && q <= p;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-tricontour/src/contains.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n// https://github.com/d3/d3-contour/blob/master/src/contains.js\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(ring, hole) {\n var i = -1, n = hole.length, c;\n while (++i < n) if (c = ringContains(ring, hole[i])) return c;\n return 0;\n}\n\nfunction ringContains(ring, point) {\n var x = point[0], y = point[1], contains = -1;\n for (var i = 0, n = ring.length, j = n - 1; i < n; j = i++) {\n var pi = ring[i], xi = pi[0], yi = pi[1], pj = ring[j], xj = pj[0], yj = pj[1];\n if (segmentContains(pi, pj, point)) return 0;\n if (((yi > y) !== (yj > y)) && ((x < (xj - xi) * (y - yi) / (yj - yi) + xi))) contains = -contains;\n }\n return contains;\n}\n\nfunction segmentContains(a, b, c) {\n var i; return collinear(a, b, c) && within(a[i = +(a[0] === b[0])], c[i], b[i]);\n}\n\nfunction collinear(a, b, c) {\n return (b[0] - a[0]) * (c[1] - a[1]) === (c[0] - a[0]) * (b[1] - a[1]);\n}\n\nfunction within(p, q, r) {\n return p <= q && q <= r || r <= q && q <= p;\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-tricontour/src/contains.js?"); /***/ }), @@ -1645,14 +1089,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!**************************************************!*\ !*** ./node_modules/d3-tricontour/src/extent.js ***! \**************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n// https://github.com/d3/d3-array/blob/master/src/extent.js\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(values) {\n let min, max;\n for (const value of values) {\n if (value != null) {\n if (min === undefined) {\n if (value >= value) min = max = value;\n } else {\n if (min > value) min = value;\n if (max < value) max = value;\n }\n }\n }\n return [min, max];\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-tricontour/src/extent.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n// https://github.com/d3/d3-array/blob/master/src/extent.js\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(values) {\n let min, max;\n for (const value of values) {\n if (value != null) {\n if (min === undefined) {\n if (value >= value) min = max = value;\n } else {\n if (min > value) min = value;\n if (max < value) max = value;\n }\n }\n }\n return [min, max];\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-tricontour/src/extent.js?"); /***/ }), @@ -1660,14 +1100,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*************************************************!*\ !*** ./node_modules/d3-tricontour/src/index.js ***! \*************************************************/ -/*! namespace exports */ -/*! export tricontour [provided] [no usage info] [missing usage info prevents renaming] -> ./node_modules/d3-tricontour/src/tricontour.js .default */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_exports__, __webpack_require__.d, __webpack_require__.r, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"tricontour\": () => /* reexport safe */ _tricontour_js__WEBPACK_IMPORTED_MODULE_0__.default\n/* harmony export */ });\n/* harmony import */ var _tricontour_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./tricontour.js */ \"./node_modules/d3-tricontour/src/tricontour.js\");\n\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-tricontour/src/index.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"tricontour\": () => (/* reexport safe */ _tricontour_js__WEBPACK_IMPORTED_MODULE_0__.default)\n/* harmony export */ });\n/* harmony import */ var _tricontour_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./tricontour.js */ \"./node_modules/d3-tricontour/src/tricontour.js\");\n\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-tricontour/src/index.js?"); /***/ }), @@ -1675,14 +1111,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*************************************************!*\ !*** ./node_modules/d3-tricontour/src/merge.js ***! \*************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n// https://github.com/d3/d3-array/blob/master/src/merge.js\nfunction* flatten(arrays) {\n for (const array of arrays) {\n yield* array;\n }\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(arrays) {\n return Array.from(flatten(arrays));\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-tricontour/src/merge.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n// https://github.com/d3/d3-array/blob/master/src/merge.js\nfunction* flatten(arrays) {\n for (const array of arrays) {\n yield* array;\n }\n}\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(arrays) {\n return Array.from(flatten(arrays));\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-tricontour/src/merge.js?"); /***/ }), @@ -1690,14 +1122,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!****************************************************!*\ !*** ./node_modules/d3-tricontour/src/ringsort.js ***! \****************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var _contains_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./contains.js */ \"./node_modules/d3-tricontour/src/contains.js\");\n/* harmony import */ var _area_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./area.js */ \"./node_modules/d3-tricontour/src/area.js\");\n// sorts the polygons so that the holes are grouped with their parent polygon\n// https://github.com/d3/d3-contour/blob/master/src/contours.js\n\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(rings) {\n const polygons = [],\n holes = [];\n\n for (const ring of rings) {\n if ((0,_area_js__WEBPACK_IMPORTED_MODULE_1__.default)(ring) > 0) polygons.push([ring]);\n else holes.push(ring);\n }\n\n holes.forEach(function(hole) {\n for (var i = 0, n = polygons.length, polygon; i < n; ++i) {\n if ((0,_contains_js__WEBPACK_IMPORTED_MODULE_0__.default)((polygon = polygons[i])[0], hole) !== -1) {\n polygon.push(hole);\n return;\n }\n }\n });\n\n return polygons;\n}\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-tricontour/src/ringsort.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var _contains_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./contains.js */ \"./node_modules/d3-tricontour/src/contains.js\");\n/* harmony import */ var _area_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./area.js */ \"./node_modules/d3-tricontour/src/area.js\");\n// sorts the polygons so that the holes are grouped with their parent polygon\n// https://github.com/d3/d3-contour/blob/master/src/contours.js\n\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__(rings) {\n const polygons = [],\n holes = [];\n\n for (const ring of rings) {\n if ((0,_area_js__WEBPACK_IMPORTED_MODULE_1__.default)(ring) > 0) polygons.push([ring]);\n else holes.push(ring);\n }\n\n holes.forEach(function(hole) {\n for (var i = 0, n = polygons.length, polygon; i < n; ++i) {\n if ((0,_contains_js__WEBPACK_IMPORTED_MODULE_0__.default)((polygon = polygons[i])[0], hole) !== -1) {\n polygon.push(hole);\n return;\n }\n }\n });\n\n return polygons;\n}\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-tricontour/src/ringsort.js?"); /***/ }), @@ -1705,14 +1133,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!******************************************************!*\ !*** ./node_modules/d3-tricontour/src/tricontour.js ***! \******************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* export default binding */ __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var d3_delaunay__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! d3-delaunay */ \"./node_modules/d3-delaunay/src/delaunay.js\");\n/* harmony import */ var d3_scale__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! d3-scale */ \"./node_modules/d3-scale/src/linear.js\");\n/* harmony import */ var _extent_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./extent.js */ \"./node_modules/d3-tricontour/src/extent.js\");\n/* harmony import */ var _merge_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./merge.js */ \"./node_modules/d3-tricontour/src/merge.js\");\n/* harmony import */ var _ringsort_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./ringsort.js */ \"./node_modules/d3-tricontour/src/ringsort.js\");\n\n\n\n\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__() {\n // accessors\n let x = d => d[0],\n y = d => d[1],\n value = d => (isFinite(+d[2]) ? +d[2] : 0),\n triangulate = d3_delaunay__WEBPACK_IMPORTED_MODULE_3__.default.from,\n pointInterpolate = (i, j, a) => {\n const { points } = triangulation;\n const A = [points[2 * i], points[2 * i + 1]],\n B = [points[2 * j], points[2 * j + 1]];\n return [a * B[0] + (1 - a) * A[0], a * B[1] + (1 - a) * A[1]];\n },\n ringsort = _ringsort_js__WEBPACK_IMPORTED_MODULE_2__.default;\n\n let thresholds, values, triangulation;\n\n function init(points) {\n triangulation = triangulate(points, x, y);\n values = Array.from(points, value);\n if (typeof thresholds !== \"object\") {\n thresholds = (0,d3_scale__WEBPACK_IMPORTED_MODULE_4__.default)()\n .domain((0,_extent_js__WEBPACK_IMPORTED_MODULE_0__.default)(values))\n .nice()\n .ticks(thresholds);\n }\n }\n\n function* tricontours(points) {\n init(points);\n\n for (const threshold of thresholds) {\n const polygon = tricontour(triangulation, values, threshold);\n yield {\n type: \"MultiPolygon\",\n coordinates: polygon,\n value: threshold\n };\n }\n }\n\n function contour(points, threshold) {\n init(points);\n\n return {\n type: \"MultiPolygon\",\n coordinates: tricontour(triangulation, values, threshold),\n value: threshold\n };\n }\n\n function* isobands(points) {\n init(points);\n\n let p0, p1, th0;\n for (const th of thresholds) {\n if (p1) p0 = p1;\n p1 = (0,_merge_js__WEBPACK_IMPORTED_MODULE_1__.default)(tricontour(triangulation, values, th));\n if (p0) {\n yield {\n type: \"MultiPolygon\",\n coordinates: ringsort(\n p0.concat(p1.map(ring => ring.slice().reverse()))\n ),\n value: th0,\n valueMax: th\n };\n }\n th0 = th;\n }\n }\n\n const contours = function(data) {\n return [...tricontours(data)];\n };\n\n // API\n contours.x = _ => (_ ? ((x = _), contours) : x);\n contours.y = _ => (_ ? ((y = _), contours) : y);\n contours.value = _ => (_ ? ((value = _), contours) : value);\n contours.thresholds = _ => (_ ? ((thresholds = _), contours) : thresholds);\n contours.triangulate = _ => (_ ? ((triangulate = _), contours) : triangulate);\n contours.pointInterpolate = _ =>\n _ ? ((pointInterpolate = _), contours) : pointInterpolate;\n contours.ringsort = _ =>\n _ ? ((ringsort = _), contours) : ringsort;\n contours.contours = tricontours;\n contours.contour = contour;\n contours.isobands = isobands;\n\n // expose the internals (useful for debugging, not part of the API)\n contours._values = () => values;\n contours._thresholds = () => thresholds;\n contours._triangulation = () => triangulation;\n\n return contours;\n\n // navigate a triangle\n function next(i) {\n return i % 3 === 2 ? i - 2 : i + 1;\n }\n function prev(i) {\n return i % 3 === 0 ? i + 2 : i - 1;\n }\n\n function tricontour(triangulation, values, v0 = 0) {\n // sanity check\n for (const d of values) if (!isFinite(d)) throw [\"Invalid value\", d];\n\n const { halfedges, hull, inedges, triangles } = triangulation,\n n = values.length;\n\n function edgealpha(i) {\n return alpha(triangles[i], triangles[next(i)]);\n }\n function alpha(i, j) {\n const u = values[i],\n v = values[j];\n if ((u - v0) * (v - v0) <= 0 && u - v) {\n return (v0 - u) / Math.abs(u - v);\n }\n }\n\n // create the path from the first exit; cancel visited halfedges\n const rings = [],\n visited = new Uint8Array(halfedges.length).fill(0);\n let path, i, j, k, a;\n for (k = 0; k < halfedges.length; k++) {\n if (visited[k]) continue;\n\n i = k;\n path = [];\n\n while ((a = edgealpha(i)) > 0) {\n const [ti, tj] = [triangles[i], triangles[(j = next(i))]];\n\n // is our tour done?\n if (\n (path.length && (ti === path[0].ti && tj === path[0].tj)) ||\n path.length > 2 * n\n )\n break;\n\n visited[i] = 1;\n path.push({ ti, tj, a });\n\n // jump into the adjacent triangle\n if ((j = halfedges[i]) > -1) {\n if (edgealpha((j = next(j))) > 0) {\n i = j;\n continue;\n }\n if (edgealpha((j = next(j))) > 0) {\n i = j;\n continue;\n }\n // debugger;\n }\n\n // or follow the hull\n else {\n let h = (hull.indexOf(triangles[i]) + 1) % hull.length;\n\n while (values[hull[h]] < v0) {\n // debugger;\n h = (h + 1) % hull.length;\n }\n\n while (values[hull[h]] >= v0) {\n path.push({ ti: hull[h], tj: hull[h], a: 0 });\n h = (h + 1) % hull.length;\n }\n\n // take that entry\n j = inedges[hull[h]];\n path.push({\n ti: hull[h],\n tj: triangles[j],\n a: alpha(hull[h], triangles[j])\n });\n\n if (edgealpha((i = next(j))) > 0) continue;\n if (edgealpha((i = prev(j))) > 0) continue;\n }\n }\n\n if (path.length) {\n path.push(path[0]);\n rings.push(path.map(({ ti, tj, a }) => pointInterpolate(ti, tj, a)));\n }\n }\n\n // special case all values on the hull are >=v0, add the hull\n if (hull.every(d => values[d] >= v0)) {\n rings.unshift(\n Array.from(hull)\n .concat([hull[0]])\n .map(i => pointInterpolate(i, i, 0))\n );\n }\n\n return ringsort(rings); // return [rings] if we don't need to sort\n }\n}\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-tricontour/src/tricontour.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* export default binding */ __WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var d3_delaunay__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! d3-delaunay */ \"./node_modules/d3-delaunay/src/delaunay.js\");\n/* harmony import */ var d3_scale__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! d3-scale */ \"./node_modules/d3-scale/src/linear.js\");\n/* harmony import */ var _extent_js__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./extent.js */ \"./node_modules/d3-tricontour/src/extent.js\");\n/* harmony import */ var _merge_js__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./merge.js */ \"./node_modules/d3-tricontour/src/merge.js\");\n/* harmony import */ var _ringsort_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./ringsort.js */ \"./node_modules/d3-tricontour/src/ringsort.js\");\n\n\n\n\n\n\n/* harmony default export */ function __WEBPACK_DEFAULT_EXPORT__() {\n // accessors\n let x = d => d[0],\n y = d => d[1],\n value = d => (isFinite(+d[2]) ? +d[2] : 0),\n triangulate = d3_delaunay__WEBPACK_IMPORTED_MODULE_3__.default.from,\n pointInterpolate = (i, j, a) => {\n const { points } = triangulation;\n const A = [points[2 * i], points[2 * i + 1]],\n B = [points[2 * j], points[2 * j + 1]];\n return [a * B[0] + (1 - a) * A[0], a * B[1] + (1 - a) * A[1]];\n },\n ringsort = _ringsort_js__WEBPACK_IMPORTED_MODULE_2__.default;\n\n let thresholds, values, triangulation;\n\n function init(points) {\n triangulation = triangulate(points, x, y);\n values = Array.from(points, value);\n if (typeof thresholds !== \"object\") {\n thresholds = (0,d3_scale__WEBPACK_IMPORTED_MODULE_4__.default)()\n .domain((0,_extent_js__WEBPACK_IMPORTED_MODULE_0__.default)(values))\n .nice()\n .ticks(thresholds);\n }\n }\n\n function* tricontours(points) {\n init(points);\n\n for (const threshold of thresholds) {\n const polygon = tricontour(triangulation, values, threshold);\n yield {\n type: \"MultiPolygon\",\n coordinates: polygon,\n value: threshold\n };\n }\n }\n\n function contour(points, threshold) {\n init(points);\n\n return {\n type: \"MultiPolygon\",\n coordinates: tricontour(triangulation, values, threshold),\n value: threshold\n };\n }\n\n function* isobands(points) {\n init(points);\n\n let p0, p1, th0;\n for (const th of thresholds) {\n if (p1) p0 = p1;\n p1 = (0,_merge_js__WEBPACK_IMPORTED_MODULE_1__.default)(tricontour(triangulation, values, th));\n if (p0) {\n yield {\n type: \"MultiPolygon\",\n coordinates: ringsort(\n p0.concat(p1.map(ring => ring.slice().reverse()))\n ),\n value: th0,\n valueMax: th\n };\n }\n th0 = th;\n }\n }\n\n const contours = function(data) {\n return [...tricontours(data)];\n };\n\n // API\n contours.x = _ => (_ ? ((x = _), contours) : x);\n contours.y = _ => (_ ? ((y = _), contours) : y);\n contours.value = _ => (_ ? ((value = _), contours) : value);\n contours.thresholds = _ => (_ ? ((thresholds = _), contours) : thresholds);\n contours.triangulate = _ => (_ ? ((triangulate = _), contours) : triangulate);\n contours.pointInterpolate = _ =>\n _ ? ((pointInterpolate = _), contours) : pointInterpolate;\n contours.ringsort = _ =>\n _ ? ((ringsort = _), contours) : ringsort;\n contours.contours = tricontours;\n contours.contour = contour;\n contours.isobands = isobands;\n\n // expose the internals (useful for debugging, not part of the API)\n contours._values = () => values;\n contours._thresholds = () => thresholds;\n contours._triangulation = () => triangulation;\n\n return contours;\n\n // navigate a triangle\n function next(i) {\n return i % 3 === 2 ? i - 2 : i + 1;\n }\n function prev(i) {\n return i % 3 === 0 ? i + 2 : i - 1;\n }\n\n function tricontour(triangulation, values, v0 = 0) {\n // sanity check\n for (const d of values) if (!isFinite(d)) throw [\"Invalid value\", d];\n\n const { halfedges, hull, inedges, triangles } = triangulation,\n n = values.length;\n\n function edgealpha(i) {\n return alpha(triangles[i], triangles[next(i)]);\n }\n function alpha(i, j) {\n const u = values[i],\n v = values[j];\n if ((u - v0) * (v - v0) <= 0 && u - v) {\n return (v0 - u) / Math.abs(u - v);\n }\n }\n\n // create the path from the first exit; cancel visited halfedges\n const rings = [],\n visited = new Uint8Array(halfedges.length).fill(0);\n let path, i, j, k, a;\n for (k = 0; k < halfedges.length; k++) {\n if (visited[k]) continue;\n\n i = k;\n path = [];\n\n while ((a = edgealpha(i)) > 0) {\n const [ti, tj] = [triangles[i], triangles[(j = next(i))]];\n\n // is our tour done?\n if (\n (path.length && (ti === path[0].ti && tj === path[0].tj)) ||\n path.length > 2 * n\n )\n break;\n\n visited[i] = 1;\n path.push({ ti, tj, a });\n\n // jump into the adjacent triangle\n if ((j = halfedges[i]) > -1) {\n if (edgealpha((j = next(j))) > 0) {\n i = j;\n continue;\n }\n if (edgealpha((j = next(j))) > 0) {\n i = j;\n continue;\n }\n // debugger;\n }\n\n // or follow the hull\n else {\n let h = (hull.indexOf(triangles[i]) + 1) % hull.length;\n\n while (values[hull[h]] < v0) {\n // debugger;\n h = (h + 1) % hull.length;\n }\n\n while (values[hull[h]] >= v0) {\n path.push({ ti: hull[h], tj: hull[h], a: 0 });\n h = (h + 1) % hull.length;\n }\n\n // take that entry\n j = inedges[hull[h]];\n path.push({\n ti: hull[h],\n tj: triangles[j],\n a: alpha(hull[h], triangles[j])\n });\n\n if (edgealpha((i = next(j))) > 0) continue;\n if (edgealpha((i = prev(j))) > 0) continue;\n }\n }\n\n if (path.length) {\n path.push(path[0]);\n rings.push(path.map(({ ti, tj, a }) => pointInterpolate(ti, tj, a)));\n }\n }\n\n // special case all values on the hull are >=v0, add the hull\n if (hull.every(d => values[d] >= v0)) {\n rings.unshift(\n Array.from(hull)\n .concat([hull[0]])\n .map(i => pointInterpolate(i, i, 0))\n );\n }\n\n return ringsort(rings); // return [rings] if we don't need to sort\n }\n}\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/d3-tricontour/src/tricontour.js?"); /***/ }), @@ -1720,14 +1144,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!***********************************************************!*\ !*** ./node_modules/data-joint/dist/data-joint.module.js ***! \***********************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_exports__, __webpack_require__.r, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var index_array_by__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! index-array-by */ \"./node_modules/index-array-by/dist/index-array-by.module.js\");\n\n\nfunction _defineProperty(obj, key, value) {\n if (key in obj) {\n Object.defineProperty(obj, key, {\n value: value,\n enumerable: true,\n configurable: true,\n writable: true\n });\n } else {\n obj[key] = value;\n }\n\n return obj;\n}\n\nfunction ownKeys(object, enumerableOnly) {\n var keys = Object.keys(object);\n\n if (Object.getOwnPropertySymbols) {\n var symbols = Object.getOwnPropertySymbols(object);\n if (enumerableOnly) symbols = symbols.filter(function (sym) {\n return Object.getOwnPropertyDescriptor(object, sym).enumerable;\n });\n keys.push.apply(keys, symbols);\n }\n\n return keys;\n}\n\nfunction _objectSpread2(target) {\n for (var i = 1; i < arguments.length; i++) {\n var source = arguments[i] != null ? arguments[i] : {};\n\n if (i % 2) {\n ownKeys(Object(source), true).forEach(function (key) {\n _defineProperty(target, key, source[key]);\n });\n } else if (Object.getOwnPropertyDescriptors) {\n Object.defineProperties(target, Object.getOwnPropertyDescriptors(source));\n } else {\n ownKeys(Object(source)).forEach(function (key) {\n Object.defineProperty(target, key, Object.getOwnPropertyDescriptor(source, key));\n });\n }\n }\n\n return target;\n}\n\nfunction _objectWithoutPropertiesLoose(source, excluded) {\n if (source == null) return {};\n var target = {};\n var sourceKeys = Object.keys(source);\n var key, i;\n\n for (i = 0; i < sourceKeys.length; i++) {\n key = sourceKeys[i];\n if (excluded.indexOf(key) >= 0) continue;\n target[key] = source[key];\n }\n\n return target;\n}\n\nfunction _objectWithoutProperties(source, excluded) {\n if (source == null) return {};\n\n var target = _objectWithoutPropertiesLoose(source, excluded);\n\n var key, i;\n\n if (Object.getOwnPropertySymbols) {\n var sourceSymbolKeys = Object.getOwnPropertySymbols(source);\n\n for (i = 0; i < sourceSymbolKeys.length; i++) {\n key = sourceSymbolKeys[i];\n if (excluded.indexOf(key) >= 0) continue;\n if (!Object.prototype.propertyIsEnumerable.call(source, key)) continue;\n target[key] = source[key];\n }\n }\n\n return target;\n}\n\nfunction _slicedToArray(arr, i) {\n return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _nonIterableRest();\n}\n\nfunction _toConsumableArray(arr) {\n return _arrayWithoutHoles(arr) || _iterableToArray(arr) || _nonIterableSpread();\n}\n\nfunction _arrayWithoutHoles(arr) {\n if (Array.isArray(arr)) {\n for (var i = 0, arr2 = new Array(arr.length); i < arr.length; i++) arr2[i] = arr[i];\n\n return arr2;\n }\n}\n\nfunction _arrayWithHoles(arr) {\n if (Array.isArray(arr)) return arr;\n}\n\nfunction _iterableToArray(iter) {\n if (Symbol.iterator in Object(iter) || Object.prototype.toString.call(iter) === \"[object Arguments]\") return Array.from(iter);\n}\n\nfunction _iterableToArrayLimit(arr, i) {\n if (!(Symbol.iterator in Object(arr) || Object.prototype.toString.call(arr) === \"[object Arguments]\")) {\n return;\n }\n\n var _arr = [];\n var _n = true;\n var _d = false;\n var _e = undefined;\n\n try {\n for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n _arr.push(_s.value);\n\n if (i && _arr.length === i) break;\n }\n } catch (err) {\n _d = true;\n _e = err;\n } finally {\n try {\n if (!_n && _i[\"return\"] != null) _i[\"return\"]();\n } finally {\n if (_d) throw _e;\n }\n }\n\n return _arr;\n}\n\nfunction _nonIterableSpread() {\n throw new TypeError(\"Invalid attempt to spread non-iterable instance\");\n}\n\nfunction _nonIterableRest() {\n throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n}\n\nfunction diffArrays(prev, next, idAccessor) {\n var result = {\n enter: [],\n update: [],\n exit: []\n };\n\n if (!idAccessor) {\n // use object references for comparison\n var prevSet = new Set(prev);\n var nextSet = new Set(next);\n new Set([].concat(_toConsumableArray(prevSet), _toConsumableArray(nextSet))).forEach(function (item) {\n var type = !prevSet.has(item) ? 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'__obj' : _ref3$objBindAttr,\n _ref3$dataBindAttr = _ref3.dataBindAttr,\n dataBindAttr = _ref3$dataBindAttr === void 0 ? '__data' : _ref3$dataBindAttr,\n idAccessor = _ref3.idAccessor,\n _ref3$purge = _ref3.purge,\n purge = _ref3$purge === void 0 ? false : _ref3$purge;\n\n var isObjValid = function isObjValid(obj) {\n return obj.hasOwnProperty(dataBindAttr);\n };\n\n var removeObjs = existingObjs.filter(function (obj) {\n return !isObjValid(obj);\n });\n var prevD = existingObjs.filter(isObjValid).map(function (obj) {\n return obj[dataBindAttr];\n });\n var nextD = data;\n var diff = purge ? {\n enter: nextD,\n exit: prevD,\n update: []\n } // don't diff data in purge mode\n : diffArrays(prevD, nextD, idAccessor);\n diff.update = diff.update.map(function (_ref4) {\n var _ref5 = _slicedToArray(_ref4, 2),\n prevD = _ref5[0],\n nextD = _ref5[1];\n\n if (prevD !== nextD) {\n // transfer obj to new data point (if different)\n nextD[objBindAttr] = prevD[objBindAttr];\n nextD[objBindAttr][dataBindAttr] = nextD;\n }\n\n return nextD;\n });\n diff.exit = diff.exit.concat(removeObjs.map(function (obj) {\n return _defineProperty({}, objBindAttr, obj);\n }));\n return diff;\n}\n\nfunction viewDigest(data, existingObjs, // list\nappendObj, // item => {...} function\nremoveObj, // item => {...} function\n_ref7) {\n var _ref7$createObj = _ref7.createObj,\n createObj = _ref7$createObj === void 0 ? function (d) {\n return {};\n } : _ref7$createObj,\n _ref7$updateObj = _ref7.updateObj,\n updateObj = _ref7$updateObj === void 0 ? function (obj, d) {} : _ref7$updateObj,\n _ref7$exitObj = _ref7.exitObj,\n exitObj = _ref7$exitObj === void 0 ? function (obj) {} : _ref7$exitObj,\n _ref7$objBindAttr = _ref7.objBindAttr,\n objBindAttr = _ref7$objBindAttr === void 0 ? '__obj' : _ref7$objBindAttr,\n _ref7$dataBindAttr = _ref7.dataBindAttr,\n dataBindAttr = _ref7$dataBindAttr === void 0 ? '__data' : _ref7$dataBindAttr,\n dataDiffOptions = _objectWithoutProperties(_ref7, [\"createObj\", \"updateObj\", \"exitObj\", \"objBindAttr\", \"dataBindAttr\"]);\n\n var _dataBindDiff = dataBindDiff(data, existingObjs, _objectSpread2({\n objBindAttr: objBindAttr,\n dataBindAttr: dataBindAttr\n }, dataDiffOptions)),\n enter = _dataBindDiff.enter,\n update = _dataBindDiff.update,\n exit = _dataBindDiff.exit; // Remove exiting points\n\n\n exit.forEach(function (d) {\n var obj = d[objBindAttr];\n delete d[objBindAttr]; // unbind obj\n\n exitObj(obj);\n removeObj(obj);\n });\n var newObjs = createObjs(enter);\n var pointsData = [].concat(_toConsumableArray(enter), _toConsumableArray(update));\n updateObjs(pointsData); // Add new points\n\n newObjs.forEach(appendObj); //\n\n function createObjs(data) {\n var newObjs = [];\n data.forEach(function (d) {\n var obj = createObj(d);\n\n if (obj) {\n obj[dataBindAttr] = d;\n d[objBindAttr] = obj;\n newObjs.push(obj);\n }\n });\n return newObjs;\n }\n\n function updateObjs(data) {\n data.forEach(function (d) {\n var obj = d[objBindAttr];\n\n if (obj) {\n obj[dataBindAttr] = d;\n updateObj(obj, d);\n }\n });\n }\n}\n\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (viewDigest);\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/data-joint/dist/data-joint.module.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var index_array_by__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! index-array-by */ \"./node_modules/index-array-by/dist/index-array-by.module.js\");\n\n\nfunction _defineProperty(obj, key, value) {\n if (key in obj) {\n Object.defineProperty(obj, key, {\n value: value,\n enumerable: true,\n configurable: true,\n writable: true\n });\n } else {\n obj[key] = value;\n }\n\n return obj;\n}\n\nfunction ownKeys(object, enumerableOnly) {\n var keys = Object.keys(object);\n\n if (Object.getOwnPropertySymbols) {\n var symbols = Object.getOwnPropertySymbols(object);\n if (enumerableOnly) symbols = symbols.filter(function (sym) {\n return Object.getOwnPropertyDescriptor(object, sym).enumerable;\n });\n keys.push.apply(keys, symbols);\n }\n\n return keys;\n}\n\nfunction _objectSpread2(target) {\n for (var i = 1; i < arguments.length; i++) {\n var source = arguments[i] != null ? arguments[i] : {};\n\n if (i % 2) {\n ownKeys(Object(source), true).forEach(function (key) {\n _defineProperty(target, key, source[key]);\n });\n } else if (Object.getOwnPropertyDescriptors) {\n Object.defineProperties(target, Object.getOwnPropertyDescriptors(source));\n } else {\n ownKeys(Object(source)).forEach(function (key) {\n Object.defineProperty(target, key, Object.getOwnPropertyDescriptor(source, key));\n });\n }\n }\n\n return target;\n}\n\nfunction _objectWithoutPropertiesLoose(source, excluded) {\n if (source == null) return {};\n var target = {};\n var sourceKeys = Object.keys(source);\n var key, i;\n\n for (i = 0; i < sourceKeys.length; i++) {\n key = sourceKeys[i];\n if (excluded.indexOf(key) >= 0) continue;\n target[key] = source[key];\n }\n\n return target;\n}\n\nfunction _objectWithoutProperties(source, excluded) {\n if (source == null) return {};\n\n var target = _objectWithoutPropertiesLoose(source, excluded);\n\n var key, i;\n\n if (Object.getOwnPropertySymbols) {\n var sourceSymbolKeys = Object.getOwnPropertySymbols(source);\n\n for (i = 0; i < sourceSymbolKeys.length; i++) {\n key = sourceSymbolKeys[i];\n if (excluded.indexOf(key) >= 0) continue;\n if (!Object.prototype.propertyIsEnumerable.call(source, key)) continue;\n target[key] = source[key];\n }\n }\n\n return target;\n}\n\nfunction _slicedToArray(arr, i) {\n return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _nonIterableRest();\n}\n\nfunction _toConsumableArray(arr) {\n return _arrayWithoutHoles(arr) || _iterableToArray(arr) || _nonIterableSpread();\n}\n\nfunction _arrayWithoutHoles(arr) {\n if (Array.isArray(arr)) {\n for (var i = 0, arr2 = new Array(arr.length); i < arr.length; i++) arr2[i] = arr[i];\n\n return arr2;\n }\n}\n\nfunction _arrayWithHoles(arr) {\n if (Array.isArray(arr)) return arr;\n}\n\nfunction _iterableToArray(iter) {\n if (Symbol.iterator in Object(iter) || Object.prototype.toString.call(iter) === \"[object Arguments]\") return Array.from(iter);\n}\n\nfunction _iterableToArrayLimit(arr, i) {\n if (!(Symbol.iterator in Object(arr) || Object.prototype.toString.call(arr) === \"[object Arguments]\")) {\n return;\n }\n\n var _arr = [];\n var _n = true;\n var _d = false;\n var _e = undefined;\n\n try {\n for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n _arr.push(_s.value);\n\n if (i && _arr.length === i) break;\n }\n } catch (err) {\n _d = true;\n _e = err;\n } finally {\n try {\n if (!_n && _i[\"return\"] != null) _i[\"return\"]();\n } finally {\n if (_d) throw _e;\n }\n }\n\n return _arr;\n}\n\nfunction _nonIterableSpread() {\n throw new TypeError(\"Invalid attempt to spread non-iterable instance\");\n}\n\nfunction _nonIterableRest() {\n throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n}\n\nfunction diffArrays(prev, next, idAccessor) {\n var result = {\n enter: [],\n update: [],\n exit: []\n };\n\n if (!idAccessor) {\n // use object references for comparison\n var prevSet = new Set(prev);\n var nextSet = new Set(next);\n new Set([].concat(_toConsumableArray(prevSet), _toConsumableArray(nextSet))).forEach(function (item) {\n var type = !prevSet.has(item) ? 'enter' : !nextSet.has(item) ? 'exit' : 'update';\n result[type].push(type === 'update' ? [item, item] : item);\n });\n } else {\n // compare by id (duplicate keys are ignored)\n var prevById = (0,index_array_by__WEBPACK_IMPORTED_MODULE_0__.default)(prev, idAccessor, false);\n var nextById = (0,index_array_by__WEBPACK_IMPORTED_MODULE_0__.default)(next, idAccessor, false);\n var byId = Object.assign({}, prevById, nextById);\n Object.entries(byId).forEach(function (_ref) {\n var _ref2 = _slicedToArray(_ref, 2),\n id = _ref2[0],\n item = _ref2[1];\n\n var type = !prevById.hasOwnProperty(id) ? 'enter' : !nextById.hasOwnProperty(id) ? 'exit' : 'update';\n result[type].push(type === 'update' ? [prevById[id], nextById[id]] : item);\n });\n }\n\n return result;\n}\n\nfunction dataBindDiff(data, existingObjs, _ref3) {\n var _ref3$objBindAttr = _ref3.objBindAttr,\n objBindAttr = _ref3$objBindAttr === void 0 ? '__obj' : _ref3$objBindAttr,\n _ref3$dataBindAttr = _ref3.dataBindAttr,\n dataBindAttr = _ref3$dataBindAttr === void 0 ? '__data' : _ref3$dataBindAttr,\n idAccessor = _ref3.idAccessor,\n _ref3$purge = _ref3.purge,\n purge = _ref3$purge === void 0 ? false : _ref3$purge;\n\n var isObjValid = function isObjValid(obj) {\n return obj.hasOwnProperty(dataBindAttr);\n };\n\n var removeObjs = existingObjs.filter(function (obj) {\n return !isObjValid(obj);\n });\n var prevD = existingObjs.filter(isObjValid).map(function (obj) {\n return obj[dataBindAttr];\n });\n var nextD = data;\n var diff = purge ? {\n enter: nextD,\n exit: prevD,\n update: []\n } // don't diff data in purge mode\n : diffArrays(prevD, nextD, idAccessor);\n diff.update = diff.update.map(function (_ref4) {\n var _ref5 = _slicedToArray(_ref4, 2),\n prevD = _ref5[0],\n nextD = _ref5[1];\n\n if (prevD !== nextD) {\n // transfer obj to new data point (if different)\n nextD[objBindAttr] = prevD[objBindAttr];\n nextD[objBindAttr][dataBindAttr] = nextD;\n }\n\n return nextD;\n });\n diff.exit = diff.exit.concat(removeObjs.map(function (obj) {\n return _defineProperty({}, objBindAttr, obj);\n }));\n return diff;\n}\n\nfunction viewDigest(data, existingObjs, // list\nappendObj, // item => {...} function\nremoveObj, // item => {...} function\n_ref7) {\n var _ref7$createObj = _ref7.createObj,\n createObj = _ref7$createObj === void 0 ? function (d) {\n return {};\n } : _ref7$createObj,\n _ref7$updateObj = _ref7.updateObj,\n updateObj = _ref7$updateObj === void 0 ? function (obj, d) {} : _ref7$updateObj,\n _ref7$exitObj = _ref7.exitObj,\n exitObj = _ref7$exitObj === void 0 ? function (obj) {} : _ref7$exitObj,\n _ref7$objBindAttr = _ref7.objBindAttr,\n objBindAttr = _ref7$objBindAttr === void 0 ? '__obj' : _ref7$objBindAttr,\n _ref7$dataBindAttr = _ref7.dataBindAttr,\n dataBindAttr = _ref7$dataBindAttr === void 0 ? '__data' : _ref7$dataBindAttr,\n dataDiffOptions = _objectWithoutProperties(_ref7, [\"createObj\", \"updateObj\", \"exitObj\", \"objBindAttr\", \"dataBindAttr\"]);\n\n var _dataBindDiff = dataBindDiff(data, existingObjs, _objectSpread2({\n objBindAttr: objBindAttr,\n dataBindAttr: dataBindAttr\n }, dataDiffOptions)),\n enter = _dataBindDiff.enter,\n update = _dataBindDiff.update,\n exit = _dataBindDiff.exit; // Remove exiting points\n\n\n exit.forEach(function (d) {\n var obj = d[objBindAttr];\n delete d[objBindAttr]; // unbind obj\n\n exitObj(obj);\n removeObj(obj);\n });\n var newObjs = createObjs(enter);\n var pointsData = [].concat(_toConsumableArray(enter), _toConsumableArray(update));\n updateObjs(pointsData); // Add new points\n\n newObjs.forEach(appendObj); //\n\n function createObjs(data) {\n var newObjs = [];\n data.forEach(function (d) {\n var obj = createObj(d);\n\n if (obj) {\n obj[dataBindAttr] = d;\n d[objBindAttr] = obj;\n newObjs.push(obj);\n }\n });\n return newObjs;\n }\n\n function updateObjs(data) {\n data.forEach(function (d) {\n var obj = d[objBindAttr];\n\n if (obj) {\n obj[dataBindAttr] = d;\n updateObj(obj, d);\n }\n });\n }\n}\n\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (viewDigest);\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/data-joint/dist/data-joint.module.js?"); /***/ }), @@ -1735,9 +1155,6 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!****************************************!*\ !*** ./node_modules/debounce/index.js ***! \****************************************/ -/*! unknown exports (runtime-defined) */ -/*! runtime requirements: module */ -/*! CommonJS bailout: module.exports is used directly at 70:0-14 */ /***/ ((module) => { eval("/**\n * Returns a function, that, as long as it continues to be invoked, will not\n * be triggered. The function will be called after it stops being called for\n * N milliseconds. If `immediate` is passed, trigger the function on the\n * leading edge, instead of the trailing. The function also has a property 'clear' \n * that is a function which will clear the timer to prevent previously scheduled executions. \n *\n * @source underscore.js\n * @see http://unscriptable.com/2009/03/20/debouncing-javascript-methods/\n * @param {Function} function to wrap\n * @param {Number} timeout in ms (`100`)\n * @param {Boolean} whether to execute at the beginning (`false`)\n * @api public\n */\nfunction debounce(func, wait, immediate){\n var timeout, args, context, timestamp, result;\n if (null == wait) wait = 100;\n\n function later() {\n var last = Date.now() - timestamp;\n\n if (last < wait && last >= 0) {\n timeout = setTimeout(later, wait - last);\n } else {\n timeout = null;\n if (!immediate) {\n result = func.apply(context, args);\n context = args = null;\n }\n }\n };\n\n var debounced = function(){\n context = this;\n args = arguments;\n timestamp = Date.now();\n var callNow = immediate && !timeout;\n if (!timeout) timeout = setTimeout(later, wait);\n if (callNow) {\n result = func.apply(context, args);\n context = args = null;\n }\n\n return result;\n };\n\n debounced.clear = function() {\n if (timeout) {\n clearTimeout(timeout);\n timeout = null;\n }\n };\n \n debounced.flush = function() {\n if (timeout) {\n result = func.apply(context, args);\n context = args = null;\n \n clearTimeout(timeout);\n timeout = null;\n }\n };\n\n return debounced;\n};\n\n// Adds compatibility for ES modules\ndebounce.debounce = debounce;\n\nmodule.exports = debounce;\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/debounce/index.js?"); @@ -1748,14 +1165,10 @@ eval("/**\n * Returns a function, that, as long as it continues to be invoked, w /*!******************************************!*\ !*** ./node_modules/delaunator/index.js ***! \******************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => /* binding */ Delaunator\n/* harmony export */ });\n\nconst EPSILON = Math.pow(2, -52);\nconst EDGE_STACK = new Uint32Array(512);\n\nclass Delaunator {\n\n static from(points, getX = defaultGetX, getY = defaultGetY) {\n const n = points.length;\n const coords = new Float64Array(n * 2);\n\n for (let i = 0; i < n; i++) {\n const p = points[i];\n coords[2 * i] = getX(p);\n coords[2 * i + 1] = getY(p);\n }\n\n return new Delaunator(coords);\n }\n\n constructor(coords) {\n const n = coords.length >> 1;\n if (n > 0 && typeof coords[0] !== 'number') throw new Error('Expected coords to contain numbers.');\n\n this.coords = coords;\n\n // arrays that will store the triangulation graph\n const maxTriangles = Math.max(2 * n - 5, 0);\n this._triangles = new Uint32Array(maxTriangles * 3);\n this._halfedges = new Int32Array(maxTriangles * 3);\n\n // temporary arrays for tracking the edges of the advancing convex hull\n this._hashSize = Math.ceil(Math.sqrt(n));\n this._hullPrev = new Uint32Array(n); // edge to prev edge\n this._hullNext = new Uint32Array(n); // edge to next edge\n this._hullTri = new Uint32Array(n); // edge to adjacent triangle\n this._hullHash = new Int32Array(this._hashSize).fill(-1); // angular edge hash\n\n // temporary arrays for sorting points\n this._ids = new Uint32Array(n);\n this._dists = new Float64Array(n);\n\n this.update();\n }\n\n update() {\n const {coords, _hullPrev: hullPrev, _hullNext: hullNext, _hullTri: hullTri, _hullHash: hullHash} = this;\n const n = coords.length >> 1;\n\n // populate an array of point indices; calculate input data bbox\n let minX = Infinity;\n let minY = Infinity;\n let maxX = -Infinity;\n let maxY = -Infinity;\n\n for (let i = 0; i < n; i++) {\n const x = coords[2 * i];\n const y = coords[2 * i + 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 this._ids[i] = i;\n }\n const cx = (minX + maxX) / 2;\n const cy = (minY + maxY) / 2;\n\n let minDist = Infinity;\n let i0, i1, i2;\n\n // pick a seed point close to the center\n for (let i = 0; i < n; i++) {\n const d = dist(cx, cy, coords[2 * i], coords[2 * i + 1]);\n if (d < minDist) {\n i0 = i;\n minDist = d;\n }\n }\n const i0x = coords[2 * i0];\n const i0y = coords[2 * i0 + 1];\n\n minDist = Infinity;\n\n // find the point closest to the seed\n for (let i = 0; i < n; i++) {\n if (i === i0) continue;\n const d = dist(i0x, i0y, coords[2 * i], coords[2 * i + 1]);\n if (d < minDist && d > 0) {\n i1 = i;\n minDist = d;\n }\n }\n let i1x = coords[2 * i1];\n let i1y = coords[2 * i1 + 1];\n\n let minRadius = Infinity;\n\n // find the third point which forms the smallest circumcircle with the first two\n for (let i = 0; i < n; i++) {\n if (i === i0 || i === i1) continue;\n const r = circumradius(i0x, i0y, i1x, i1y, coords[2 * i], coords[2 * i + 1]);\n if (r < minRadius) {\n i2 = i;\n minRadius = r;\n }\n }\n let i2x = coords[2 * i2];\n let i2y = coords[2 * i2 + 1];\n\n if (minRadius === Infinity) {\n // order collinear points by dx (or dy if all x are identical)\n // and return the list as a hull\n for (let i = 0; i < n; i++) {\n this._dists[i] = (coords[2 * i] - coords[0]) || (coords[2 * i + 1] - coords[1]);\n }\n quicksort(this._ids, this._dists, 0, n - 1);\n const hull = new Uint32Array(n);\n let j = 0;\n for (let i = 0, d0 = -Infinity; i < n; i++) {\n const id = this._ids[i];\n if (this._dists[id] > d0) {\n hull[j++] = id;\n d0 = this._dists[id];\n }\n }\n this.hull = hull.subarray(0, j);\n this.triangles = new Uint32Array(0);\n this.halfedges = new Uint32Array(0);\n return;\n }\n\n // swap the order of the seed points for counter-clockwise orientation\n if (orient(i0x, i0y, i1x, i1y, i2x, i2y)) {\n const i = i1;\n const x = i1x;\n const y = i1y;\n i1 = i2;\n i1x = i2x;\n i1y = i2y;\n i2 = i;\n i2x = x;\n i2y = y;\n }\n\n const center = circumcenter(i0x, i0y, i1x, i1y, i2x, i2y);\n this._cx = center.x;\n this._cy = center.y;\n\n for (let i = 0; i < n; i++) {\n this._dists[i] = dist(coords[2 * i], coords[2 * i + 1], center.x, center.y);\n }\n\n // sort the points by distance from the seed triangle circumcenter\n quicksort(this._ids, this._dists, 0, n - 1);\n\n // set up the seed triangle as the starting hull\n this._hullStart = i0;\n let hullSize = 3;\n\n hullNext[i0] = hullPrev[i2] = i1;\n hullNext[i1] = hullPrev[i0] = i2;\n hullNext[i2] = hullPrev[i1] = i0;\n\n hullTri[i0] = 0;\n hullTri[i1] = 1;\n hullTri[i2] = 2;\n\n hullHash.fill(-1);\n hullHash[this._hashKey(i0x, i0y)] = i0;\n hullHash[this._hashKey(i1x, i1y)] = i1;\n hullHash[this._hashKey(i2x, i2y)] = i2;\n\n this.trianglesLen = 0;\n this._addTriangle(i0, i1, i2, -1, -1, -1);\n\n for (let k = 0, xp, yp; k < this._ids.length; k++) {\n const i = this._ids[k];\n const x = coords[2 * i];\n const y = coords[2 * i + 1];\n\n // skip near-duplicate points\n if (k > 0 && Math.abs(x - xp) <= EPSILON && Math.abs(y - yp) <= EPSILON) continue;\n xp = x;\n yp = y;\n\n // skip seed triangle points\n if (i === i0 || i === i1 || i === i2) continue;\n\n // find a visible edge on the convex hull using edge hash\n let start = 0;\n for (let j = 0, key = this._hashKey(x, y); j < this._hashSize; j++) {\n start = hullHash[(key + j) % this._hashSize];\n if (start !== -1 && start !== hullNext[start]) break;\n }\n\n start = hullPrev[start];\n let e = start, q;\n while (q = hullNext[e], !orient(x, y, coords[2 * e], coords[2 * e + 1], coords[2 * q], coords[2 * q + 1])) {\n e = q;\n if (e === start) {\n e = -1;\n break;\n }\n }\n if (e === -1) continue; // likely a near-duplicate point; skip it\n\n // add the first triangle from the point\n let t = this._addTriangle(e, i, hullNext[e], -1, -1, hullTri[e]);\n\n // recursively flip triangles from the point until they satisfy the Delaunay condition\n hullTri[i] = this._legalize(t + 2);\n hullTri[e] = t; // keep track of boundary triangles on the hull\n hullSize++;\n\n // walk forward through the hull, adding more triangles and flipping recursively\n let n = hullNext[e];\n while (q = hullNext[n], orient(x, y, coords[2 * n], coords[2 * n + 1], coords[2 * q], coords[2 * q + 1])) {\n t = this._addTriangle(n, i, q, hullTri[i], -1, hullTri[n]);\n hullTri[i] = this._legalize(t + 2);\n hullNext[n] = n; // mark as removed\n hullSize--;\n n = q;\n }\n\n // walk backward from the other side, adding more triangles and flipping\n if (e === start) {\n while (q = hullPrev[e], orient(x, y, coords[2 * q], coords[2 * q + 1], coords[2 * e], coords[2 * e + 1])) {\n t = this._addTriangle(q, i, e, -1, hullTri[e], hullTri[q]);\n this._legalize(t + 2);\n hullTri[q] = t;\n hullNext[e] = e; // mark as removed\n hullSize--;\n e = q;\n }\n }\n\n // update the hull indices\n this._hullStart = hullPrev[i] = e;\n hullNext[e] = hullPrev[n] = i;\n hullNext[i] = n;\n\n // save the two new edges in the hash table\n hullHash[this._hashKey(x, y)] = i;\n hullHash[this._hashKey(coords[2 * e], coords[2 * e + 1])] = e;\n }\n\n this.hull = new Uint32Array(hullSize);\n for (let i = 0, e = this._hullStart; i < hullSize; i++) {\n this.hull[i] = e;\n e = hullNext[e];\n }\n\n // trim typed triangle mesh arrays\n this.triangles = this._triangles.subarray(0, this.trianglesLen);\n this.halfedges = this._halfedges.subarray(0, this.trianglesLen);\n }\n\n _hashKey(x, y) {\n return Math.floor(pseudoAngle(x - this._cx, y - this._cy) * this._hashSize) % this._hashSize;\n }\n\n _legalize(a) {\n const {_triangles: triangles, _halfedges: halfedges, coords} = this;\n\n let i = 0;\n let ar = 0;\n\n // recursion eliminated with a fixed-size stack\n while (true) {\n const b = halfedges[a];\n\n /* if the pair of triangles doesn't satisfy the Delaunay condition\n * (p1 is inside the circumcircle of [p0, pl, pr]), flip them,\n * then do the same check/flip recursively for the new pair of triangles\n *\n * pl pl\n * /||\\ / \\\n * al/ || \\bl al/ \\a\n * / || \\ / \\\n * / a||b \\ flip /___ar___\\\n * p0\\ || /p1 => p0\\---bl---/p1\n * \\ || / \\ /\n * ar\\ || /br b\\ /br\n * \\||/ \\ /\n * pr pr\n */\n const a0 = a - a % 3;\n ar = a0 + (a + 2) % 3;\n\n if (b === -1) { // convex hull edge\n if (i === 0) break;\n a = EDGE_STACK[--i];\n continue;\n }\n\n const b0 = b - b % 3;\n const al = a0 + (a + 1) % 3;\n const bl = b0 + (b + 2) % 3;\n\n const p0 = triangles[ar];\n const pr = triangles[a];\n const pl = triangles[al];\n const p1 = triangles[bl];\n\n const illegal = inCircle(\n coords[2 * p0], coords[2 * p0 + 1],\n coords[2 * pr], coords[2 * pr + 1],\n coords[2 * pl], coords[2 * pl + 1],\n coords[2 * p1], coords[2 * p1 + 1]);\n\n if (illegal) {\n triangles[a] = p1;\n triangles[b] = p0;\n\n const hbl = halfedges[bl];\n\n // edge swapped on the other side of the hull (rare); fix the halfedge reference\n if (hbl === -1) {\n let e = this._hullStart;\n do {\n if (this._hullTri[e] === bl) {\n this._hullTri[e] = a;\n break;\n }\n e = this._hullPrev[e];\n } while (e !== this._hullStart);\n }\n this._link(a, hbl);\n this._link(b, halfedges[ar]);\n this._link(ar, bl);\n\n const br = b0 + (b + 1) % 3;\n\n // don't worry about hitting the cap: it can only happen on extremely degenerate input\n if (i < EDGE_STACK.length) {\n EDGE_STACK[i++] = br;\n }\n } else {\n if (i === 0) break;\n a = EDGE_STACK[--i];\n }\n }\n\n return ar;\n }\n\n _link(a, b) {\n this._halfedges[a] = b;\n if (b !== -1) this._halfedges[b] = a;\n }\n\n // add a new triangle given vertex indices and adjacent half-edge ids\n _addTriangle(i0, i1, i2, a, b, c) {\n const t = this.trianglesLen;\n\n this._triangles[t] = i0;\n this._triangles[t + 1] = i1;\n this._triangles[t + 2] = i2;\n\n this._link(t, a);\n this._link(t + 1, b);\n this._link(t + 2, c);\n\n this.trianglesLen += 3;\n\n return t;\n }\n}\n\n// monotonically increases with real angle, but doesn't need expensive trigonometry\nfunction pseudoAngle(dx, dy) {\n const p = dx / (Math.abs(dx) + Math.abs(dy));\n return (dy > 0 ? 3 - p : 1 + p) / 4; // [0..1]\n}\n\nfunction dist(ax, ay, bx, by) {\n const dx = ax - bx;\n const dy = ay - by;\n return dx * dx + dy * dy;\n}\n\n// return 2d orientation sign if we're confident in it through J. Shewchuk's error bound check\nfunction orientIfSure(px, py, rx, ry, qx, qy) {\n const l = (ry - py) * (qx - px);\n const r = (rx - px) * (qy - py);\n return Math.abs(l - r) >= 3.3306690738754716e-16 * Math.abs(l + r) ? l - r : 0;\n}\n\n// a more robust orientation test that's stable in a given triangle (to fix robustness issues)\nfunction orient(rx, ry, qx, qy, px, py) {\n const sign = orientIfSure(px, py, rx, ry, qx, qy) ||\n orientIfSure(rx, ry, qx, qy, px, py) ||\n orientIfSure(qx, qy, px, py, rx, ry);\n return sign < 0;\n}\n\nfunction inCircle(ax, ay, bx, by, cx, cy, px, py) {\n const dx = ax - px;\n const dy = ay - py;\n const ex = bx - px;\n const ey = by - py;\n const fx = cx - px;\n const fy = cy - py;\n\n const ap = dx * dx + dy * dy;\n const bp = ex * ex + ey * ey;\n const cp = fx * fx + fy * fy;\n\n return dx * (ey * cp - bp * fy) -\n dy * (ex * cp - bp * fx) +\n ap * (ex * fy - ey * fx) < 0;\n}\n\nfunction circumradius(ax, ay, bx, by, cx, cy) {\n const dx = bx - ax;\n const dy = by - ay;\n const ex = cx - ax;\n const ey = cy - ay;\n\n const bl = dx * dx + dy * dy;\n const cl = ex * ex + ey * ey;\n const d = 0.5 / (dx * ey - dy * ex);\n\n const x = (ey * bl - dy * cl) * d;\n const y = (dx * cl - ex * bl) * d;\n\n return x * x + y * y;\n}\n\nfunction circumcenter(ax, ay, bx, by, cx, cy) {\n const dx = bx - ax;\n const dy = by - ay;\n const ex = cx - ax;\n const ey = cy - ay;\n\n const bl = dx * dx + dy * dy;\n const cl = ex * ex + ey * ey;\n const d = 0.5 / (dx * ey - dy * ex);\n\n const x = ax + (ey * bl - dy * cl) * d;\n const y = ay + (dx * cl - ex * bl) * d;\n\n return {x, y};\n}\n\nfunction quicksort(ids, dists, left, right) {\n if (right - left <= 20) {\n for (let i = left + 1; i <= right; i++) {\n const temp = ids[i];\n const tempDist = dists[temp];\n let j = i - 1;\n while (j >= left && dists[ids[j]] > tempDist) ids[j + 1] = ids[j--];\n ids[j + 1] = temp;\n }\n } else {\n const median = (left + right) >> 1;\n let i = left + 1;\n let j = right;\n swap(ids, median, i);\n if (dists[ids[left]] > dists[ids[right]]) swap(ids, left, right);\n if (dists[ids[i]] > dists[ids[right]]) swap(ids, i, right);\n if (dists[ids[left]] > dists[ids[i]]) swap(ids, left, i);\n\n const temp = ids[i];\n const tempDist = dists[temp];\n while (true) {\n do i++; while (dists[ids[i]] < tempDist);\n do j--; while (dists[ids[j]] > tempDist);\n if (j < i) break;\n swap(ids, i, j);\n }\n ids[left + 1] = ids[j];\n ids[j] = temp;\n\n if (right - i + 1 >= j - left) {\n quicksort(ids, dists, i, right);\n quicksort(ids, dists, left, j - 1);\n } else {\n quicksort(ids, dists, left, j - 1);\n quicksort(ids, dists, i, right);\n }\n }\n}\n\nfunction swap(arr, i, j) {\n const tmp = arr[i];\n arr[i] = arr[j];\n arr[j] = tmp;\n}\n\nfunction defaultGetX(p) {\n return p[0];\n}\nfunction defaultGetY(p) {\n return p[1];\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/delaunator/index.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (/* binding */ Delaunator)\n/* harmony export */ });\n\nconst EPSILON = Math.pow(2, -52);\nconst EDGE_STACK = new Uint32Array(512);\n\nclass Delaunator {\n\n static from(points, getX = defaultGetX, getY = defaultGetY) {\n const n = points.length;\n const coords = new Float64Array(n * 2);\n\n for (let i = 0; i < n; i++) {\n const p = points[i];\n coords[2 * i] = getX(p);\n coords[2 * i + 1] = getY(p);\n }\n\n return new Delaunator(coords);\n }\n\n constructor(coords) {\n const n = coords.length >> 1;\n if (n > 0 && typeof coords[0] !== 'number') throw new Error('Expected coords to contain numbers.');\n\n this.coords = coords;\n\n // arrays that will store the triangulation graph\n const maxTriangles = Math.max(2 * n - 5, 0);\n this._triangles = new Uint32Array(maxTriangles * 3);\n this._halfedges = new Int32Array(maxTriangles * 3);\n\n // temporary arrays for tracking the edges of the advancing convex hull\n this._hashSize = Math.ceil(Math.sqrt(n));\n this._hullPrev = new Uint32Array(n); // edge to prev edge\n this._hullNext = new Uint32Array(n); // edge to next edge\n this._hullTri = new Uint32Array(n); // edge to adjacent triangle\n this._hullHash = new Int32Array(this._hashSize).fill(-1); // angular edge hash\n\n // temporary arrays for sorting points\n this._ids = new Uint32Array(n);\n this._dists = new Float64Array(n);\n\n this.update();\n }\n\n update() {\n const {coords, _hullPrev: hullPrev, _hullNext: hullNext, _hullTri: hullTri, _hullHash: hullHash} = this;\n const n = coords.length >> 1;\n\n // populate an array of point indices; calculate input data bbox\n let minX = Infinity;\n let minY = Infinity;\n let maxX = -Infinity;\n let maxY = -Infinity;\n\n for (let i = 0; i < n; i++) {\n const x = coords[2 * i];\n const y = coords[2 * i + 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 this._ids[i] = i;\n }\n const cx = (minX + maxX) / 2;\n const cy = (minY + maxY) / 2;\n\n let minDist = Infinity;\n let i0, i1, i2;\n\n // pick a seed point close to the center\n for (let i = 0; i < n; i++) {\n const d = dist(cx, cy, coords[2 * i], coords[2 * i + 1]);\n if (d < minDist) {\n i0 = i;\n minDist = d;\n }\n }\n const i0x = coords[2 * i0];\n const i0y = coords[2 * i0 + 1];\n\n minDist = Infinity;\n\n // find the point closest to the seed\n for (let i = 0; i < n; i++) {\n if (i === i0) continue;\n const d = dist(i0x, i0y, coords[2 * i], coords[2 * i + 1]);\n if (d < minDist && d > 0) {\n i1 = i;\n minDist = d;\n }\n }\n let i1x = coords[2 * i1];\n let i1y = coords[2 * i1 + 1];\n\n let minRadius = Infinity;\n\n // find the third point which forms the smallest circumcircle with the first two\n for (let i = 0; i < n; i++) {\n if (i === i0 || i === i1) continue;\n const r = circumradius(i0x, i0y, i1x, i1y, coords[2 * i], coords[2 * i + 1]);\n if (r < minRadius) {\n i2 = i;\n minRadius = r;\n }\n }\n let i2x = coords[2 * i2];\n let i2y = coords[2 * i2 + 1];\n\n if (minRadius === Infinity) {\n // order collinear points by dx (or dy if all x are identical)\n // and return the list as a hull\n for (let i = 0; i < n; i++) {\n this._dists[i] = (coords[2 * i] - coords[0]) || (coords[2 * i + 1] - coords[1]);\n }\n quicksort(this._ids, this._dists, 0, n - 1);\n const hull = new Uint32Array(n);\n let j = 0;\n for (let i = 0, d0 = -Infinity; i < n; i++) {\n const id = this._ids[i];\n if (this._dists[id] > d0) {\n hull[j++] = id;\n d0 = this._dists[id];\n }\n }\n this.hull = hull.subarray(0, j);\n this.triangles = new Uint32Array(0);\n this.halfedges = new Uint32Array(0);\n return;\n }\n\n // swap the order of the seed points for counter-clockwise orientation\n if (orient(i0x, i0y, i1x, i1y, i2x, i2y)) {\n const i = i1;\n const x = i1x;\n const y = i1y;\n i1 = i2;\n i1x = i2x;\n i1y = i2y;\n i2 = i;\n i2x = x;\n i2y = y;\n }\n\n const center = circumcenter(i0x, i0y, i1x, i1y, i2x, i2y);\n this._cx = center.x;\n this._cy = center.y;\n\n for (let i = 0; i < n; i++) {\n this._dists[i] = dist(coords[2 * i], coords[2 * i + 1], center.x, center.y);\n }\n\n // sort the points by distance from the seed triangle circumcenter\n quicksort(this._ids, this._dists, 0, n - 1);\n\n // set up the seed triangle as the starting hull\n this._hullStart = i0;\n let hullSize = 3;\n\n hullNext[i0] = hullPrev[i2] = i1;\n hullNext[i1] = hullPrev[i0] = i2;\n hullNext[i2] = hullPrev[i1] = i0;\n\n hullTri[i0] = 0;\n hullTri[i1] = 1;\n hullTri[i2] = 2;\n\n hullHash.fill(-1);\n hullHash[this._hashKey(i0x, i0y)] = i0;\n hullHash[this._hashKey(i1x, i1y)] = i1;\n hullHash[this._hashKey(i2x, i2y)] = i2;\n\n this.trianglesLen = 0;\n this._addTriangle(i0, i1, i2, -1, -1, -1);\n\n for (let k = 0, xp, yp; k < this._ids.length; k++) {\n const i = this._ids[k];\n const x = coords[2 * i];\n const y = coords[2 * i + 1];\n\n // skip near-duplicate points\n if (k > 0 && Math.abs(x - xp) <= EPSILON && Math.abs(y - yp) <= EPSILON) continue;\n xp = x;\n yp = y;\n\n // skip seed triangle points\n if (i === i0 || i === i1 || i === i2) continue;\n\n // find a visible edge on the convex hull using edge hash\n let start = 0;\n for (let j = 0, key = this._hashKey(x, y); j < this._hashSize; j++) {\n start = hullHash[(key + j) % this._hashSize];\n if (start !== -1 && start !== hullNext[start]) break;\n }\n\n start = hullPrev[start];\n let e = start, q;\n while (q = hullNext[e], !orient(x, y, coords[2 * e], coords[2 * e + 1], coords[2 * q], coords[2 * q + 1])) {\n e = q;\n if (e === start) {\n e = -1;\n break;\n }\n }\n if (e === -1) continue; // likely a near-duplicate point; skip it\n\n // add the first triangle from the point\n let t = this._addTriangle(e, i, hullNext[e], -1, -1, hullTri[e]);\n\n // recursively flip triangles from the point until they satisfy the Delaunay condition\n hullTri[i] = this._legalize(t + 2);\n hullTri[e] = t; // keep track of boundary triangles on the hull\n hullSize++;\n\n // walk forward through the hull, adding more triangles and flipping recursively\n let n = hullNext[e];\n while (q = hullNext[n], orient(x, y, coords[2 * n], coords[2 * n + 1], coords[2 * q], coords[2 * q + 1])) {\n t = this._addTriangle(n, i, q, hullTri[i], -1, hullTri[n]);\n hullTri[i] = this._legalize(t + 2);\n hullNext[n] = n; // mark as removed\n hullSize--;\n n = q;\n }\n\n // walk backward from the other side, adding more triangles and flipping\n if (e === start) {\n while (q = hullPrev[e], orient(x, y, coords[2 * q], coords[2 * q + 1], coords[2 * e], coords[2 * e + 1])) {\n t = this._addTriangle(q, i, e, -1, hullTri[e], hullTri[q]);\n this._legalize(t + 2);\n hullTri[q] = t;\n hullNext[e] = e; // mark as removed\n hullSize--;\n e = q;\n }\n }\n\n // update the hull indices\n this._hullStart = hullPrev[i] = e;\n hullNext[e] = hullPrev[n] = i;\n hullNext[i] = n;\n\n // save the two new edges in the hash table\n hullHash[this._hashKey(x, y)] = i;\n hullHash[this._hashKey(coords[2 * e], coords[2 * e + 1])] = e;\n }\n\n this.hull = new Uint32Array(hullSize);\n for (let i = 0, e = this._hullStart; i < hullSize; i++) {\n this.hull[i] = e;\n e = hullNext[e];\n }\n\n // trim typed triangle mesh arrays\n this.triangles = this._triangles.subarray(0, this.trianglesLen);\n this.halfedges = this._halfedges.subarray(0, this.trianglesLen);\n }\n\n _hashKey(x, y) {\n return Math.floor(pseudoAngle(x - this._cx, y - this._cy) * this._hashSize) % this._hashSize;\n }\n\n _legalize(a) {\n const {_triangles: triangles, _halfedges: halfedges, coords} = this;\n\n let i = 0;\n let ar = 0;\n\n // recursion eliminated with a fixed-size stack\n while (true) {\n const b = halfedges[a];\n\n /* if the pair of triangles doesn't satisfy the Delaunay condition\n * (p1 is inside the circumcircle of [p0, pl, pr]), flip them,\n * then do the same check/flip recursively for the new pair of triangles\n *\n * pl pl\n * /||\\ / \\\n * al/ || \\bl al/ \\a\n * / || \\ / \\\n * / a||b \\ flip /___ar___\\\n * p0\\ || /p1 => p0\\---bl---/p1\n * \\ || / \\ /\n * ar\\ || /br b\\ /br\n * \\||/ \\ /\n * pr pr\n */\n const a0 = a - a % 3;\n ar = a0 + (a + 2) % 3;\n\n if (b === -1) { // convex hull edge\n if (i === 0) break;\n a = EDGE_STACK[--i];\n continue;\n }\n\n const b0 = b - b % 3;\n const al = a0 + (a + 1) % 3;\n const bl = b0 + (b + 2) % 3;\n\n const p0 = triangles[ar];\n const pr = triangles[a];\n const pl = triangles[al];\n const p1 = triangles[bl];\n\n const illegal = inCircle(\n coords[2 * p0], coords[2 * p0 + 1],\n coords[2 * pr], coords[2 * pr + 1],\n coords[2 * pl], coords[2 * pl + 1],\n coords[2 * p1], coords[2 * p1 + 1]);\n\n if (illegal) {\n triangles[a] = p1;\n triangles[b] = p0;\n\n const hbl = halfedges[bl];\n\n // edge swapped on the other side of the hull (rare); fix the halfedge reference\n if (hbl === -1) {\n let e = this._hullStart;\n do {\n if (this._hullTri[e] === bl) {\n this._hullTri[e] = a;\n break;\n }\n e = this._hullPrev[e];\n } while (e !== this._hullStart);\n }\n this._link(a, hbl);\n this._link(b, halfedges[ar]);\n this._link(ar, bl);\n\n const br = b0 + (b + 1) % 3;\n\n // don't worry about hitting the cap: it can only happen on extremely degenerate input\n if (i < EDGE_STACK.length) {\n EDGE_STACK[i++] = br;\n }\n } else {\n if (i === 0) break;\n a = EDGE_STACK[--i];\n }\n }\n\n return ar;\n }\n\n _link(a, b) {\n this._halfedges[a] = b;\n if (b !== -1) this._halfedges[b] = a;\n }\n\n // add a new triangle given vertex indices and adjacent half-edge ids\n _addTriangle(i0, i1, i2, a, b, c) {\n const t = this.trianglesLen;\n\n this._triangles[t] = i0;\n this._triangles[t + 1] = i1;\n this._triangles[t + 2] = i2;\n\n this._link(t, a);\n this._link(t + 1, b);\n this._link(t + 2, c);\n\n this.trianglesLen += 3;\n\n return t;\n }\n}\n\n// monotonically increases with real angle, but doesn't need expensive trigonometry\nfunction pseudoAngle(dx, dy) {\n const p = dx / (Math.abs(dx) + Math.abs(dy));\n return (dy > 0 ? 3 - p : 1 + p) / 4; // [0..1]\n}\n\nfunction dist(ax, ay, bx, by) {\n const dx = ax - bx;\n const dy = ay - by;\n return dx * dx + dy * dy;\n}\n\n// return 2d orientation sign if we're confident in it through J. Shewchuk's error bound check\nfunction orientIfSure(px, py, rx, ry, qx, qy) {\n const l = (ry - py) * (qx - px);\n const r = (rx - px) * (qy - py);\n return Math.abs(l - r) >= 3.3306690738754716e-16 * Math.abs(l + r) ? l - r : 0;\n}\n\n// a more robust orientation test that's stable in a given triangle (to fix robustness issues)\nfunction orient(rx, ry, qx, qy, px, py) {\n const sign = orientIfSure(px, py, rx, ry, qx, qy) ||\n orientIfSure(rx, ry, qx, qy, px, py) ||\n orientIfSure(qx, qy, px, py, rx, ry);\n return sign < 0;\n}\n\nfunction inCircle(ax, ay, bx, by, cx, cy, px, py) {\n const dx = ax - px;\n const dy = ay - py;\n const ex = bx - px;\n const ey = by - py;\n const fx = cx - px;\n const fy = cy - py;\n\n const ap = dx * dx + dy * dy;\n const bp = ex * ex + ey * ey;\n const cp = fx * fx + fy * fy;\n\n return dx * (ey * cp - bp * fy) -\n dy * (ex * cp - bp * fx) +\n ap * (ex * fy - ey * fx) < 0;\n}\n\nfunction circumradius(ax, ay, bx, by, cx, cy) {\n const dx = bx - ax;\n const dy = by - ay;\n const ex = cx - ax;\n const ey = cy - ay;\n\n const bl = dx * dx + dy * dy;\n const cl = ex * ex + ey * ey;\n const d = 0.5 / (dx * ey - dy * ex);\n\n const x = (ey * bl - dy * cl) * d;\n const y = (dx * cl - ex * bl) * d;\n\n return x * x + y * y;\n}\n\nfunction circumcenter(ax, ay, bx, by, cx, cy) {\n const dx = bx - ax;\n const dy = by - ay;\n const ex = cx - ax;\n const ey = cy - ay;\n\n const bl = dx * dx + dy * dy;\n const cl = ex * ex + ey * ey;\n const d = 0.5 / (dx * ey - dy * ex);\n\n const x = ax + (ey * bl - dy * cl) * d;\n const y = ay + (dx * cl - ex * bl) * d;\n\n return {x, y};\n}\n\nfunction quicksort(ids, dists, left, right) {\n if (right - left <= 20) {\n for (let i = left + 1; i <= right; i++) {\n const temp = ids[i];\n const tempDist = dists[temp];\n let j = i - 1;\n while (j >= left && dists[ids[j]] > tempDist) ids[j + 1] = ids[j--];\n ids[j + 1] = temp;\n }\n } else {\n const median = (left + right) >> 1;\n let i = left + 1;\n let j = right;\n swap(ids, median, i);\n if (dists[ids[left]] > dists[ids[right]]) swap(ids, left, right);\n if (dists[ids[i]] > dists[ids[right]]) swap(ids, i, right);\n if (dists[ids[left]] > dists[ids[i]]) swap(ids, left, i);\n\n const temp = ids[i];\n const tempDist = dists[temp];\n while (true) {\n do i++; while (dists[ids[i]] < tempDist);\n do j--; while (dists[ids[j]] > tempDist);\n if (j < i) break;\n swap(ids, i, j);\n }\n ids[left + 1] = ids[j];\n ids[j] = temp;\n\n if (right - i + 1 >= j - left) {\n quicksort(ids, dists, i, right);\n quicksort(ids, dists, left, j - 1);\n } else {\n quicksort(ids, dists, left, j - 1);\n quicksort(ids, dists, i, right);\n }\n }\n}\n\nfunction swap(arr, i, j) {\n const tmp = arr[i];\n arr[i] = arr[j];\n arr[j] = tmp;\n}\n\nfunction defaultGetX(p) {\n return p[0];\n}\nfunction defaultGetY(p) {\n return p[1];\n}\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/delaunator/index.js?"); /***/ }), @@ -1763,9 +1176,6 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*******************************************!*\ !*** ./node_modules/earcut/src/earcut.js ***! \*******************************************/ -/*! unknown exports (runtime-defined) */ -/*! runtime requirements: module */ -/*! 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kRingDistances,\n/* harmony export */ \"hexRing\": () => /* binding */ hexRing,\n/* harmony export */ \"polyfill\": () => /* binding */ polyfill,\n/* harmony export */ \"h3SetToMultiPolygon\": () => /* binding */ h3SetToMultiPolygon,\n/* harmony export */ \"compact\": () => /* binding */ compact,\n/* harmony export */ \"uncompact\": () => /* binding */ uncompact,\n/* harmony export */ \"h3IndexesAreNeighbors\": () => /* binding */ h3IndexesAreNeighbors,\n/* harmony export */ \"getH3UnidirectionalEdge\": () => /* binding */ getH3UnidirectionalEdge,\n/* harmony export */ \"getOriginH3IndexFromUnidirectionalEdge\": () => /* binding */ getOriginH3IndexFromUnidirectionalEdge,\n/* harmony export */ \"getDestinationH3IndexFromUnidirectionalEdge\": () => /* binding */ getDestinationH3IndexFromUnidirectionalEdge,\n/* harmony export */ \"h3UnidirectionalEdgeIsValid\": () => /* binding */ h3UnidirectionalEdgeIsValid,\n/* harmony export */ \"getH3IndexesFromUnidirectionalEdge\": () => /* binding 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UTF8ArrayToString(HEAPU8, ptr, maxBytesToRead) : \"\";\n }\n\n function stringToUTF8Array(str, outU8Array, outIdx, maxBytesToWrite) {\n if (!(maxBytesToWrite > 0)) { return 0; }\n var startIdx = outIdx;\n var endIdx = outIdx + maxBytesToWrite - 1;\n\n for (var i = 0; i < str.length; ++i) {\n var u = str.charCodeAt(i);\n\n if (u >= 55296 && u <= 57343) {\n var u1 = str.charCodeAt(++i);\n u = 65536 + ((u & 1023) << 10) | u1 & 1023;\n }\n\n if (u <= 127) {\n if (outIdx >= endIdx) { break; }\n outU8Array[outIdx++] = u;\n } else if (u <= 2047) {\n if (outIdx + 1 >= endIdx) { break; }\n outU8Array[outIdx++] = 192 | u >> 6;\n outU8Array[outIdx++] = 128 | u & 63;\n } else if (u <= 65535) {\n if (outIdx + 2 >= endIdx) { break; }\n outU8Array[outIdx++] = 224 | u >> 12;\n outU8Array[outIdx++] = 128 | u >> 6 & 63;\n outU8Array[outIdx++] = 128 | u & 63;\n } else {\n if (outIdx + 3 >= endIdx) { break; }\n outU8Array[outIdx++] = 240 | u >> 18;\n outU8Array[outIdx++] = 128 | u >> 12 & 63;\n 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var tempDoublePtr = 24032;\n\n function demangle(func) {\n return func;\n }\n\n function demangleAll(text) {\n var regex = /\\b__Z[\\w\\d_]+/g;\n return text.replace(regex, function (x) {\n var y = demangle(x);\n return x === y ? x : y + \" [\" + x + \"]\";\n });\n }\n\n function jsStackTrace() {\n var err = new Error();\n\n if (!err.stack) {\n try {\n throw new Error(0);\n } catch (e) {\n err = e;\n }\n\n if (!err.stack) {\n return \"(no stack trace available)\";\n }\n }\n\n return err.stack.toString();\n }\n\n function stackTrace() {\n var js = jsStackTrace();\n if (Module[\"extraStackTrace\"]) { js += \"\\n\" + Module[\"extraStackTrace\"](); }\n return demangleAll(js);\n }\n\n function ___assert_fail(condition, filename, line, func) {\n abort(\"Assertion failed: \" + UTF8ToString(condition) + \", at: \" + [filename ? UTF8ToString(filename) : \"unknown filename\", line, func ? UTF8ToString(func) : \"unknown function\"]);\n }\n\n function _emscripten_get_heap_size() {\n return HEAP8.length;\n }\n\n function _emscripten_memcpy_big(dest, src, num) {\n HEAPU8.set(HEAPU8.subarray(src, src + num), dest);\n }\n\n function ___setErrNo(value) {\n if (Module[\"___errno_location\"]) { HEAP32[Module[\"___errno_location\"]() >> 2] = value; }\n return value;\n }\n\n function abortOnCannotGrowMemory(requestedSize) {\n abort(\"OOM\");\n }\n\n function emscripten_realloc_buffer(size) {\n try {\n var newBuffer = new ArrayBuffer(size);\n if (newBuffer.byteLength != size) { return; }\n new Int8Array(newBuffer).set(HEAP8);\n\n _emscripten_replace_memory(newBuffer);\n\n updateGlobalBufferAndViews(newBuffer);\n return 1;\n } catch (e) {}\n }\n\n function _emscripten_resize_heap(requestedSize) {\n var oldSize = _emscripten_get_heap_size();\n\n var PAGE_MULTIPLE = 16777216;\n var LIMIT = 2147483648 - PAGE_MULTIPLE;\n\n if (requestedSize > LIMIT) {\n return false;\n }\n\n var MIN_TOTAL_MEMORY = 16777216;\n var newSize = Math.max(oldSize, MIN_TOTAL_MEMORY);\n\n while (newSize < requestedSize) {\n if (newSize <= 536870912) {\n newSize = alignUp(2 * newSize, PAGE_MULTIPLE);\n } else {\n newSize = Math.min(alignUp((3 * newSize + 2147483648) / 4, PAGE_MULTIPLE), LIMIT);\n }\n }\n\n var replacement = emscripten_realloc_buffer(newSize);\n\n if (!replacement) {\n return false;\n }\n\n return true;\n }\n\n var decodeBase64 = typeof atob === \"function\" ? atob : function (input) {\n var keyStr = \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=\";\n var output = \"\";\n var chr1, chr2, chr3;\n var enc1, enc2, enc3, enc4;\n var i = 0;\n input = input.replace(/[^A-Za-z0-9\\+\\/\\=]/g, \"\");\n\n do {\n enc1 = keyStr.indexOf(input.charAt(i++));\n enc2 = keyStr.indexOf(input.charAt(i++));\n enc3 = keyStr.indexOf(input.charAt(i++));\n enc4 = keyStr.indexOf(input.charAt(i++));\n chr1 = enc1 << 2 | enc2 >> 4;\n chr2 = (enc2 & 15) << 4 | enc3 >> 2;\n chr3 = (enc3 & 3) << 6 | enc4;\n output = output + String.fromCharCode(chr1);\n\n if (enc3 !== 64) {\n output = output + String.fromCharCode(chr2);\n }\n\n if (enc4 !== 64) {\n output = output + String.fromCharCode(chr3);\n }\n } while (i < input.length);\n\n return output;\n };\n\n function intArrayFromBase64(s) {\n try {\n var decoded = decodeBase64(s);\n var bytes = new Uint8Array(decoded.length);\n\n for (var i = 0; i < decoded.length; ++i) {\n bytes[i] = decoded.charCodeAt(i);\n }\n\n return bytes;\n } catch (_) {\n throw new Error(\"Converting base64 string to bytes failed.\");\n }\n }\n\n function tryParseAsDataURI(filename) {\n if (!isDataURI(filename)) {\n return;\n }\n\n return intArrayFromBase64(filename.slice(dataURIPrefix.length));\n }\n\n var asmGlobalArg = {\n \"Math\": Math,\n \"Int8Array\": Int8Array,\n \"Int32Array\": Int32Array,\n \"Uint8Array\": Uint8Array,\n \"Float32Array\": Float32Array,\n \"Float64Array\": Float64Array\n };\n var asmLibraryArg = {\n \"a\": abort,\n \"b\": setTempRet0,\n \"c\": getTempRet0,\n \"d\": ___assert_fail,\n \"e\": ___setErrNo,\n \"f\": _emscripten_get_heap_size,\n \"g\": _emscripten_memcpy_big,\n \"h\": _emscripten_resize_heap,\n \"i\": abortOnCannotGrowMemory,\n \"j\": demangle,\n \"k\": demangleAll,\n \"l\": emscripten_realloc_buffer,\n \"m\": jsStackTrace,\n \"n\": stackTrace,\n \"o\": tempDoublePtr,\n \"p\": DYNAMICTOP_PTR\n }; // EMSCRIPTEN_START_ASM\n\n var asm =\n /** @suppress {uselessCode} */\n function (global, env, buffer) {\n \"almost asm\";\n\n var a = new global.Int8Array(buffer),\n b = new global.Int32Array(buffer),\n c = new global.Uint8Array(buffer),\n d = new global.Float32Array(buffer),\n e = new global.Float64Array(buffer),\n g = env.p | 0,\n p = global.Math.floor,\n q = global.Math.abs,\n r = global.Math.sqrt,\n s = global.Math.pow,\n t = global.Math.cos,\n u = global.Math.sin,\n v = global.Math.tan,\n w = global.Math.acos,\n x = global.Math.asin,\n y = global.Math.atan,\n z = global.Math.atan2,\n A = global.Math.ceil,\n B = global.Math.imul,\n C = global.Math.min,\n D = global.Math.clz32,\n F = env.b,\n G = env.c,\n H = env.d,\n I = env.e,\n J = env.f,\n K = env.g,\n L = env.h,\n M = env.i,\n S = 24048;\n\n function V(newBuffer) {\n a = new Int8Array(newBuffer);\n c = new Uint8Array(newBuffer);\n b = new Int32Array(newBuffer);\n d = new Float32Array(newBuffer);\n e = new Float64Array(newBuffer);\n buffer = newBuffer;\n return true;\n } // EMSCRIPTEN_START_FUNCS\n\n\n function W(a) {\n a = a | 0;\n var b = 0;\n b = S;\n S = S + a | 0;\n S = S + 15 & -16;\n return b | 0;\n }\n\n function X() {\n return S | 0;\n }\n\n function Y(a) {\n a = a | 0;\n S = a;\n }\n\n function Z(a, b) {\n a = a | 0;\n b = b | 0;\n S = a;\n }\n\n function _(a) {\n a = a | 0;\n return (B(a * 3 | 0, a + 1 | 0) | 0) + 1 | 0;\n }\n\n function $(a, b, c, d) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0;\n if (!(ba(a, b, c, d, 0) | 0)) { return; }\n f = (B(c * 3 | 0, c + 1 | 0) | 0) + 1 | 0;\n gd(d | 0, 0, f << 3 | 0) | 0;\n e = Xc(f, 4) | 0;\n if (!e) { return; }\n ca(a, b, c, d, e, f, 0);\n Wc(e);\n return;\n }\n\n function aa(a, b, c, d, e) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0;\n if (!(ba(a, b, c, d, e) | 0)) { return; }\n f = (B(c * 3 | 0, c + 1 | 0) | 0) + 1 | 0;\n gd(d | 0, 0, f << 3 | 0) | 0;\n\n if (e | 0) {\n gd(e | 0, 0, f << 2 | 0) | 0;\n ca(a, b, c, d, e, f, 0);\n return;\n }\n\n e = Xc(f, 4) | 0;\n if (!e) { return; }\n ca(a, b, c, d, e, f, 0);\n Wc(e);\n return;\n }\n\n function ba(a, c, d, e, f) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n f = f | 0;\n var g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0;\n o = S;\n S = S + 16 | 0;\n n = o;\n g = e;\n b[g >> 2] = a;\n b[g + 4 >> 2] = c;\n g = (f | 0) != 0;\n if (g) { b[f >> 2] = 0; }\n\n if (Eb(a, c) | 0) {\n n = 1;\n S = o;\n return n | 0;\n }\n\n b[n >> 2] = 0;\n\n a: do { if ((d | 0) >= 1) {\n if (g) {\n k = 0;\n l = 1;\n m = 1;\n h = 0;\n g = a;\n\n while (1) {\n if (!(h | k)) {\n g = da(g, c, 4, n) | 0;\n c = G() | 0;\n\n if ((g | 0) == 0 & (c | 0) == 0) {\n g = 2;\n break a;\n }\n\n if (Eb(g, c) | 0) {\n g = 1;\n break a;\n }\n }\n\n g = da(g, c, b[16 + (k << 2) >> 2] | 0, n) | 0;\n c = G() | 0;\n\n if ((g | 0) == 0 & (c | 0) == 0) {\n g = 2;\n break a;\n }\n\n a = e + (m << 3) | 0;\n b[a >> 2] = g;\n b[a + 4 >> 2] = c;\n b[f + (m << 2) >> 2] = l;\n h = h + 1 | 0;\n a = (h | 0) == (l | 0);\n i = k + 1 | 0;\n j = (i | 0) == 6;\n\n if (Eb(g, c) | 0) {\n g = 1;\n break a;\n }\n\n l = l + (j & a & 1) | 0;\n\n if ((l | 0) > (d | 0)) {\n g = 0;\n break;\n } else {\n k = a ? j ? 0 : i : k;\n m = m + 1 | 0;\n h = a ? 0 : h;\n }\n }\n } else {\n k = 0;\n l = 1;\n m = 1;\n h = 0;\n g = a;\n\n while (1) {\n if (!(h | k)) {\n g = da(g, c, 4, n) | 0;\n c = G() | 0;\n\n if ((g | 0) == 0 & (c | 0) == 0) {\n g = 2;\n break a;\n }\n\n if (Eb(g, c) | 0) {\n g = 1;\n break a;\n }\n }\n\n g = da(g, c, b[16 + (k << 2) >> 2] | 0, n) | 0;\n c = G() | 0;\n\n if ((g | 0) == 0 & (c | 0) == 0) {\n g = 2;\n break a;\n }\n\n a = e + (m << 3) | 0;\n b[a >> 2] = g;\n b[a + 4 >> 2] = c;\n h = h + 1 | 0;\n a = (h | 0) == (l | 0);\n i = k + 1 | 0;\n j = (i | 0) == 6;\n\n if (Eb(g, c) | 0) {\n g = 1;\n break a;\n }\n\n l = l + (j & a & 1) | 0;\n\n if ((l | 0) > (d | 0)) {\n g = 0;\n break;\n } else {\n k = a ? j ? 0 : i : k;\n m = m + 1 | 0;\n h = a ? 0 : h;\n }\n }\n }\n } else { g = 0; } } while (0);\n\n n = g;\n S = o;\n return n | 0;\n }\n\n function ca(a, c, d, e, f, g, h) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n f = f | 0;\n g = g | 0;\n h = h | 0;\n var i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0;\n m = S;\n S = S + 16 | 0;\n l = m;\n\n if ((a | 0) == 0 & (c | 0) == 0) {\n S = m;\n return;\n }\n\n i = ad(a | 0, c | 0, g | 0, ((g | 0) < 0) << 31 >> 31 | 0) | 0;\n G() | 0;\n j = e + (i << 3) | 0;\n n = j;\n o = b[n >> 2] | 0;\n n = b[n + 4 >> 2] | 0;\n k = (o | 0) == (a | 0) & (n | 0) == (c | 0);\n if (!((o | 0) == 0 & (n | 0) == 0 | k)) { do {\n i = (i + 1 | 0) % (g | 0) | 0;\n j = e + (i << 3) | 0;\n o = j;\n n = b[o >> 2] | 0;\n o = b[o + 4 >> 2] | 0;\n k = (n | 0) == (a | 0) & (o | 0) == (c | 0);\n } while (!((n | 0) == 0 & (o | 0) == 0 | k)); }\n i = f + (i << 2) | 0;\n\n if (k ? (b[i >> 2] | 0) <= (h | 0) : 0) {\n S = m;\n return;\n }\n\n o = j;\n b[o >> 2] = a;\n b[o + 4 >> 2] = c;\n b[i >> 2] = h;\n\n if ((h | 0) >= (d | 0)) {\n S = m;\n return;\n }\n\n o = h + 1 | 0;\n b[l >> 2] = 0;\n n = da(a, c, 2, l) | 0;\n ca(n, G() | 0, d, e, f, g, o);\n b[l >> 2] = 0;\n n = da(a, c, 3, l) | 0;\n ca(n, G() | 0, d, e, f, g, o);\n b[l >> 2] = 0;\n n = da(a, c, 1, l) | 0;\n ca(n, G() | 0, d, e, f, g, o);\n b[l >> 2] = 0;\n n = da(a, c, 5, l) | 0;\n ca(n, G() | 0, d, e, f, g, o);\n b[l >> 2] = 0;\n n = da(a, c, 4, l) | 0;\n ca(n, G() | 0, d, e, f, g, o);\n b[l >> 2] = 0;\n n = da(a, c, 6, l) | 0;\n ca(n, G() | 0, d, e, f, g, o);\n S = m;\n return;\n }\n\n function da(a, c, d, e) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0;\n\n if ((b[e >> 2] | 0) > 0) {\n f = 0;\n\n do {\n d = Pa(d) | 0;\n f = f + 1 | 0;\n } while ((f | 0) < (b[e >> 2] | 0));\n }\n\n i = bd(a | 0, c | 0, 45) | 0;\n G() | 0;\n j = i & 127;\n g = Kb(a, c) | 0;\n f = bd(a | 0, c | 0, 52) | 0;\n G() | 0;\n f = f & 15;\n\n a: do { if (!f) { h = 6; }else { while (1) {\n m = (15 - f | 0) * 3 | 0;\n n = bd(a | 0, c | 0, m | 0) | 0;\n G() | 0;\n n = n & 7;\n o = (Qb(f) | 0) == 0;\n f = f + -1 | 0;\n l = cd(7, 0, m | 0) | 0;\n c = c & ~(G() | 0);\n m = cd(b[(o ? 464 : 48) + (n * 28 | 0) + (d << 2) >> 2] | 0, 0, m | 0) | 0;\n k = G() | 0;\n d = b[(o ? 672 : 256) + (n * 28 | 0) + (d << 2) >> 2] | 0;\n a = m | a & ~l;\n c = k | c;\n\n if (!d) {\n d = 0;\n break a;\n }\n\n if (!f) {\n h = 6;\n break;\n }\n } } } while (0);\n\n if ((h | 0) == 6) {\n o = b[880 + (j * 28 | 0) + (d << 2) >> 2] | 0;\n n = cd(o | 0, 0, 45) | 0;\n a = n | a;\n c = G() | 0 | c & -1040385;\n d = b[4304 + (j * 28 | 0) + (d << 2) >> 2] | 0;\n\n if ((o & 127 | 0) == 127) {\n o = cd(b[880 + (j * 28 | 0) + 20 >> 2] | 0, 0, 45) | 0;\n c = G() | 0 | c & -1040385;\n d = b[4304 + (j * 28 | 0) + 20 >> 2] | 0;\n a = Mb(o | a, c) | 0;\n c = G() | 0;\n b[e >> 2] = (b[e >> 2] | 0) + 1;\n }\n }\n\n h = bd(a | 0, c | 0, 45) | 0;\n G() | 0;\n h = h & 127;\n\n b: do { if (!(la(h) | 0)) {\n if ((d | 0) > 0) {\n f = 0;\n\n do {\n a = Mb(a, c) | 0;\n c = G() | 0;\n f = f + 1 | 0;\n } while ((f | 0) != (d | 0));\n }\n } else {\n c: do { if ((Kb(a, c) | 0) == 1) {\n if ((j | 0) != (h | 0)) { if (ra(h, b[7728 + (j * 28 | 0) >> 2] | 0) | 0) {\n a = Ob(a, c) | 0;\n g = 1;\n c = G() | 0;\n break;\n } else {\n a = Mb(a, c) | 0;\n g = 1;\n c = G() | 0;\n break;\n } }\n\n switch (g | 0) {\n case 5:\n {\n a = Ob(a, c) | 0;\n c = G() | 0;\n b[e >> 2] = (b[e >> 2] | 0) + 5;\n g = 0;\n break c;\n }\n\n case 3:\n {\n a = Mb(a, c) | 0;\n c = G() | 0;\n b[e >> 2] = (b[e >> 2] | 0) + 1;\n g = 0;\n break c;\n }\n\n default:\n {\n n = 0;\n o = 0;\n F(n | 0);\n return o | 0;\n }\n }\n } else { g = 0; } } while (0);\n\n if ((d | 0) > 0) {\n f = 0;\n\n do {\n a = Lb(a, c) | 0;\n c = G() | 0;\n f = f + 1 | 0;\n } while ((f | 0) != (d | 0));\n }\n\n if ((j | 0) != (h | 0)) {\n if (!(ma(h) | 0)) {\n if ((g | 0) != 0 | (Kb(a, c) | 0) != 5) { break; }\n b[e >> 2] = (b[e >> 2] | 0) + 1;\n break;\n }\n\n switch (i & 127) {\n case 8:\n case 118:\n break b;\n\n default:\n\n }\n\n if ((Kb(a, c) | 0) != 3) { b[e >> 2] = (b[e >> 2] | 0) + 1; }\n }\n } } while (0);\n\n b[e >> 2] = ((b[e >> 2] | 0) + d | 0) % 6 | 0;\n n = c;\n o = a;\n F(n | 0);\n return o | 0;\n }\n\n function ea(a, c, d, e) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0;\n m = S;\n S = S + 16 | 0;\n l = m;\n\n if (!d) {\n l = e;\n b[l >> 2] = a;\n b[l + 4 >> 2] = c;\n l = 0;\n S = m;\n return l | 0;\n }\n\n b[l >> 2] = 0;\n\n a: do { if (!(Eb(a, c) | 0)) {\n g = (d | 0) > 0;\n\n if (g) {\n f = 0;\n k = a;\n\n do {\n k = da(k, c, 4, l) | 0;\n c = G() | 0;\n\n if ((k | 0) == 0 & (c | 0) == 0) {\n a = 2;\n break a;\n }\n\n f = f + 1 | 0;\n\n if (Eb(k, c) | 0) {\n a = 1;\n break a;\n }\n } while ((f | 0) < (d | 0));\n\n j = e;\n b[j >> 2] = k;\n b[j + 4 >> 2] = c;\n j = d + -1 | 0;\n\n if (g) {\n g = 0;\n h = 1;\n f = k;\n a = c;\n\n do {\n f = da(f, a, 2, l) | 0;\n a = G() | 0;\n\n if ((f | 0) == 0 & (a | 0) == 0) {\n a = 2;\n break a;\n }\n\n i = e + (h << 3) | 0;\n b[i >> 2] = f;\n b[i + 4 >> 2] = a;\n h = h + 1 | 0;\n\n if (Eb(f, a) | 0) {\n a = 1;\n break a;\n }\n\n g = g + 1 | 0;\n } while ((g | 0) < (d | 0));\n\n i = 0;\n g = h;\n\n do {\n f = da(f, a, 3, l) | 0;\n a = G() | 0;\n\n if ((f | 0) == 0 & (a | 0) == 0) {\n a = 2;\n break a;\n }\n\n h = e + (g << 3) | 0;\n b[h >> 2] = f;\n b[h + 4 >> 2] = a;\n g = g + 1 | 0;\n\n if (Eb(f, a) | 0) {\n a = 1;\n break a;\n }\n\n i = i + 1 | 0;\n } while ((i | 0) < (d | 0));\n\n h = 0;\n\n do {\n f = da(f, a, 1, l) | 0;\n a = G() | 0;\n\n if ((f | 0) == 0 & (a | 0) == 0) {\n a = 2;\n break a;\n }\n\n i = e + (g << 3) | 0;\n b[i >> 2] = f;\n b[i + 4 >> 2] = a;\n g = g + 1 | 0;\n\n if (Eb(f, a) | 0) {\n a = 1;\n break a;\n }\n\n h = h + 1 | 0;\n } while ((h | 0) < (d | 0));\n\n h = 0;\n\n do {\n f = da(f, a, 5, l) | 0;\n a = G() | 0;\n\n if ((f | 0) == 0 & (a | 0) == 0) {\n a = 2;\n break a;\n }\n\n i = e + (g << 3) | 0;\n b[i >> 2] = f;\n b[i + 4 >> 2] = a;\n g = g + 1 | 0;\n\n if (Eb(f, a) | 0) {\n a = 1;\n break a;\n }\n\n h = h + 1 | 0;\n } while ((h | 0) < (d | 0));\n\n h = 0;\n\n do {\n f = da(f, a, 4, l) | 0;\n a = G() | 0;\n\n if ((f | 0) == 0 & (a | 0) == 0) {\n a = 2;\n break a;\n }\n\n i = e + (g << 3) | 0;\n b[i >> 2] = f;\n b[i + 4 >> 2] = a;\n g = g + 1 | 0;\n\n if (Eb(f, a) | 0) {\n a = 1;\n break a;\n }\n\n h = h + 1 | 0;\n } while ((h | 0) < (d | 0));\n\n h = 0;\n\n while (1) {\n f = da(f, a, 6, l) | 0;\n a = G() | 0;\n\n if ((f | 0) == 0 & (a | 0) == 0) {\n a = 2;\n break a;\n }\n\n if ((h | 0) != (j | 0)) {\n i = e + (g << 3) | 0;\n b[i >> 2] = f;\n b[i + 4 >> 2] = a;\n if (!(Eb(f, a) | 0)) { g = g + 1 | 0; }else {\n a = 1;\n break a;\n }\n }\n\n h = h + 1 | 0;\n\n if ((h | 0) >= (d | 0)) {\n h = k;\n g = c;\n break;\n }\n }\n } else {\n h = k;\n f = k;\n g = c;\n a = c;\n }\n } else {\n h = e;\n b[h >> 2] = a;\n b[h + 4 >> 2] = c;\n h = a;\n f = a;\n g = c;\n a = c;\n }\n\n a = ((h | 0) != (f | 0) | (g | 0) != (a | 0)) & 1;\n } else { a = 1; } } while (0);\n\n l = a;\n S = m;\n return l | 0;\n }\n\n function fa(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n g = S;\n S = S + 48 | 0;\n f = g + 8 | 0;\n e = g;\n i = a;\n h = b[i + 4 >> 2] | 0;\n d = e;\n b[d >> 2] = b[i >> 2];\n b[d + 4 >> 2] = h;\n uc(e, f);\n f = ya(f, c) | 0;\n c = b[e >> 2] | 0;\n e = b[a + 8 >> 2] | 0;\n\n if ((e | 0) <= 0) {\n i = c;\n h = (f | 0) < (i | 0);\n i = h ? i : f;\n i = i + 12 | 0;\n S = g;\n return i | 0;\n }\n\n d = b[a + 12 >> 2] | 0;\n a = 0;\n\n do {\n c = (b[d + (a << 3) >> 2] | 0) + c | 0;\n a = a + 1 | 0;\n } while ((a | 0) < (e | 0));\n\n i = (f | 0) < (c | 0);\n i = i ? c : f;\n i = i + 12 | 0;\n S = g;\n return i | 0;\n }\n\n function ga(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0;\n i = S;\n S = S + 48 | 0;\n e = i + 8 | 0;\n f = i;\n\n if (!(ha(a, c, d) | 0)) {\n S = i;\n return;\n }\n\n j = a;\n g = b[j + 4 >> 2] | 0;\n h = f;\n b[h >> 2] = b[j >> 2];\n b[h + 4 >> 2] = g;\n uc(f, e);\n h = ya(e, c) | 0;\n c = b[f >> 2] | 0;\n g = b[a + 8 >> 2] | 0;\n\n if ((g | 0) > 0) {\n f = b[a + 12 >> 2] | 0;\n e = 0;\n\n do {\n c = (b[f + (e << 3) >> 2] | 0) + c | 0;\n e = e + 1 | 0;\n } while ((e | 0) != (g | 0));\n }\n\n c = (h | 0) < (c | 0) ? c : h;\n\n if ((c | 0) <= -12) {\n S = i;\n return;\n }\n\n j = c + 11 | 0;\n gd(d | 0, 0, (((j | 0) > 0 ? j : 0) << 3) + 8 | 0) | 0;\n S = i;\n return;\n }\n\n function ha(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0,\n p = 0,\n q = 0,\n r = 0,\n s = 0,\n t = 0,\n u = 0,\n v = 0,\n w = 0,\n x = 0,\n y = 0,\n z = 0,\n A = 0,\n B = 0,\n C = 0,\n D = 0,\n E = 0,\n F = 0,\n I = 0,\n J = 0;\n J = S;\n S = S + 112 | 0;\n D = J + 80 | 0;\n j = J + 72 | 0;\n E = J;\n F = J + 56 | 0;\n k = a + 8 | 0;\n I = Vc((b[k >> 2] << 5) + 32 | 0) | 0;\n if (!I) { H(22848, 22448, 800, 22456); }\n vc(a, I);\n g = a;\n e = b[g + 4 >> 2] | 0;\n i = j;\n b[i >> 2] = b[g >> 2];\n b[i + 4 >> 2] = e;\n uc(j, D);\n i = ya(D, c) | 0;\n e = b[j >> 2] | 0;\n g = b[k >> 2] | 0;\n\n if ((g | 0) > 0) {\n h = b[a + 12 >> 2] | 0;\n f = 0;\n\n do {\n e = (b[h + (f << 3) >> 2] | 0) + e | 0;\n f = f + 1 | 0;\n } while ((f | 0) != (g | 0));\n }\n\n i = (i | 0) < (e | 0) ? e : i;\n C = i + 12 | 0;\n f = Xc(C, 8) | 0;\n l = Xc(C, 8) | 0;\n b[D >> 2] = 0;\n A = a;\n B = b[A + 4 >> 2] | 0;\n e = j;\n b[e >> 2] = b[A >> 2];\n b[e + 4 >> 2] = B;\n e = ia(j, C, c, D, f, l) | 0;\n\n if (e | 0) {\n Wc(f);\n Wc(l);\n Wc(I);\n I = e;\n S = J;\n return I | 0;\n }\n\n a: do { if ((b[k >> 2] | 0) > 0) {\n g = a + 12 | 0;\n e = 0;\n\n while (1) {\n h = ia((b[g >> 2] | 0) + (e << 3) | 0, C, c, D, f, l) | 0;\n e = e + 1 | 0;\n if (h | 0) { break; }\n if ((e | 0) >= (b[k >> 2] | 0)) { break a; }\n }\n\n Wc(f);\n Wc(l);\n Wc(I);\n I = h;\n S = J;\n return I | 0;\n } } while (0);\n\n if ((i | 0) > -12) { gd(l | 0, 0, ((C | 0) > 1 ? C : 1) << 3 | 0) | 0; }\n\n b: do { if ((b[D >> 2] | 0) > 0) {\n B = ((C | 0) < 0) << 31 >> 31;\n v = f;\n w = l;\n x = f;\n y = f;\n z = l;\n A = f;\n e = f;\n r = f;\n s = l;\n t = l;\n u = l;\n f = l;\n\n c: while (1) {\n q = b[D >> 2] | 0;\n o = 0;\n p = 0;\n g = 0;\n\n while (1) {\n h = E;\n i = h + 56 | 0;\n\n do {\n b[h >> 2] = 0;\n h = h + 4 | 0;\n } while ((h | 0) < (i | 0));\n\n c = v + (o << 3) | 0;\n j = b[c >> 2] | 0;\n c = b[c + 4 >> 2] | 0;\n\n if (ba(j, c, 1, E, 0) | 0) {\n h = E;\n i = h + 56 | 0;\n\n do {\n b[h >> 2] = 0;\n h = h + 4 | 0;\n } while ((h | 0) < (i | 0));\n\n h = Xc(7, 4) | 0;\n\n if (h | 0) {\n ca(j, c, 1, E, h, 7, 0);\n Wc(h);\n }\n }\n\n n = 0;\n\n do {\n m = E + (n << 3) | 0;\n l = b[m >> 2] | 0;\n m = b[m + 4 >> 2] | 0;\n\n d: do { if (!((l | 0) == 0 & (m | 0) == 0)) {\n j = ad(l | 0, m | 0, C | 0, B | 0) | 0;\n G() | 0;\n h = d + (j << 3) | 0;\n i = h;\n c = b[i >> 2] | 0;\n i = b[i + 4 >> 2] | 0;\n\n if (!((c | 0) == 0 & (i | 0) == 0)) {\n k = 0;\n\n while (1) {\n if ((k | 0) > (C | 0)) { break c; }\n if ((c | 0) == (l | 0) & (i | 0) == (m | 0)) { break d; }\n j = (j + 1 | 0) % (C | 0) | 0;\n h = d + (j << 3) | 0;\n i = h;\n c = b[i >> 2] | 0;\n i = b[i + 4 >> 2] | 0;\n if ((c | 0) == 0 & (i | 0) == 0) { break; }else { k = k + 1 | 0; }\n }\n }\n\n if (!((l | 0) == 0 & (m | 0) == 0)) {\n Ub(l, m, F);\n\n if (wc(a, I, F) | 0) {\n k = h;\n b[k >> 2] = l;\n b[k + 4 >> 2] = m;\n k = w + (g << 3) | 0;\n b[k >> 2] = l;\n b[k + 4 >> 2] = m;\n g = g + 1 | 0;\n }\n }\n } } while (0);\n\n n = n + 1 | 0;\n } while (n >>> 0 < 7);\n\n p = p + 1 | 0;\n if ((p | 0) >= (q | 0)) { break; }else { o = o + 1 | 0; }\n }\n\n if ((q | 0) > 0) { gd(x | 0, 0, q << 3 | 0) | 0; }\n b[D >> 2] = g;\n\n if ((g | 0) > 0) {\n l = f;\n m = u;\n n = A;\n o = t;\n p = s;\n q = w;\n f = r;\n u = e;\n t = y;\n s = x;\n r = l;\n e = m;\n A = z;\n z = n;\n y = o;\n x = p;\n w = v;\n v = q;\n } else { break b; }\n }\n\n Wc(y);\n Wc(z);\n Wc(I);\n I = -1;\n S = J;\n return I | 0;\n } else { e = l; } } while (0);\n\n Wc(I);\n Wc(f);\n Wc(e);\n I = 0;\n S = J;\n return I | 0;\n }\n\n function ia(a, c, d, f, g, h) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n f = f | 0;\n g = g | 0;\n h = h | 0;\n var i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0,\n p = 0,\n q = 0,\n r = 0.0,\n s = 0,\n t = 0,\n u = 0,\n v = 0,\n w = 0,\n x = 0,\n y = 0,\n z = 0,\n A = 0,\n B = 0,\n C = 0,\n D = 0.0,\n E = 0.0;\n C = S;\n S = S + 48 | 0;\n y = C + 32 | 0;\n z = C + 16 | 0;\n A = C;\n i = b[a >> 2] | 0;\n\n if ((i | 0) <= 0) {\n B = 0;\n S = C;\n return B | 0;\n }\n\n t = a + 4 | 0;\n u = y + 8 | 0;\n v = z + 8 | 0;\n w = A + 8 | 0;\n x = ((c | 0) < 0) << 31 >> 31;\n s = 0;\n\n a: while (1) {\n j = b[t >> 2] | 0;\n q = j + (s << 4) | 0;\n b[y >> 2] = b[q >> 2];\n b[y + 4 >> 2] = b[q + 4 >> 2];\n b[y + 8 >> 2] = b[q + 8 >> 2];\n b[y + 12 >> 2] = b[q + 12 >> 2];\n\n if ((s | 0) == (i + -1 | 0)) {\n b[z >> 2] = b[j >> 2];\n b[z + 4 >> 2] = b[j + 4 >> 2];\n b[z + 8 >> 2] = b[j + 8 >> 2];\n b[z + 12 >> 2] = b[j + 12 >> 2];\n } else {\n q = j + (s + 1 << 4) | 0;\n b[z >> 2] = b[q >> 2];\n b[z + 4 >> 2] = b[q + 4 >> 2];\n b[z + 8 >> 2] = b[q + 8 >> 2];\n b[z + 12 >> 2] = b[q + 12 >> 2];\n }\n\n q = za(y, z, d) | 0;\n\n b: do { if ((q | 0) > 0) {\n r = +(q | 0);\n p = 0;\n\n c: while (1) {\n E = +(q - p | 0);\n D = +(p | 0);\n e[A >> 3] = +e[y >> 3] * E / r + +e[z >> 3] * D / r;\n e[w >> 3] = +e[u >> 3] * E / r + +e[v >> 3] * D / r;\n n = Rb(A, d) | 0;\n o = G() | 0;\n j = ad(n | 0, o | 0, c | 0, x | 0) | 0;\n G() | 0;\n i = h + (j << 3) | 0;\n k = i;\n l = b[k >> 2] | 0;\n k = b[k + 4 >> 2] | 0;\n\n d: do { if ((l | 0) == 0 & (k | 0) == 0) { B = 14; }else {\n m = 0;\n\n while (1) {\n if ((m | 0) > (c | 0)) {\n i = 1;\n break d;\n }\n\n if ((l | 0) == (n | 0) & (k | 0) == (o | 0)) {\n i = 7;\n break d;\n }\n\n j = (j + 1 | 0) % (c | 0) | 0;\n i = h + (j << 3) | 0;\n k = i;\n l = b[k >> 2] | 0;\n k = b[k + 4 >> 2] | 0;\n\n if ((l | 0) == 0 & (k | 0) == 0) {\n B = 14;\n break;\n } else { m = m + 1 | 0; }\n }\n } } while (0);\n\n if ((B | 0) == 14) {\n B = 0;\n if ((n | 0) == 0 & (o | 0) == 0) { i = 7; }else {\n b[i >> 2] = n;\n b[i + 4 >> 2] = o;\n i = b[f >> 2] | 0;\n m = g + (i << 3) | 0;\n b[m >> 2] = n;\n b[m + 4 >> 2] = o;\n b[f >> 2] = i + 1;\n i = 0;\n }\n }\n\n switch (i & 7) {\n case 7:\n case 0:\n break;\n\n default:\n break c;\n }\n\n p = p + 1 | 0;\n\n if ((q | 0) <= (p | 0)) {\n B = 8;\n break b;\n }\n }\n\n if (i | 0) {\n i = -1;\n B = 20;\n break a;\n }\n } else { B = 8; } } while (0);\n\n if ((B | 0) == 8) { B = 0; }\n s = s + 1 | 0;\n i = b[a >> 2] | 0;\n\n if ((s | 0) >= (i | 0)) {\n i = 0;\n B = 20;\n break;\n }\n }\n\n if ((B | 0) == 20) {\n S = C;\n return i | 0;\n }\n\n return 0;\n }\n\n function ja(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0;\n k = S;\n S = S + 176 | 0;\n j = k;\n\n if ((c | 0) < 1) {\n Lc(d, 0, 0);\n S = k;\n return;\n }\n\n h = a;\n h = bd(b[h >> 2] | 0, b[h + 4 >> 2] | 0, 52) | 0;\n G() | 0;\n Lc(d, (c | 0) > 6 ? c : 6, h & 15);\n h = 0;\n\n do {\n e = a + (h << 3) | 0;\n Vb(b[e >> 2] | 0, b[e + 4 >> 2] | 0, j);\n e = b[j >> 2] | 0;\n\n if ((e | 0) > 0) {\n i = 0;\n\n do {\n g = j + 8 + (i << 4) | 0;\n i = i + 1 | 0;\n e = j + 8 + (((i | 0) % (e | 0) | 0) << 4) | 0;\n f = Qc(d, e, g) | 0;\n if (!f) { Pc(d, g, e) | 0; }else { Oc(d, f) | 0; }\n e = b[j >> 2] | 0;\n } while ((i | 0) < (e | 0));\n }\n\n h = h + 1 | 0;\n } while ((h | 0) != (c | 0));\n\n S = k;\n return;\n }\n\n function ka(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0;\n g = S;\n S = S + 32 | 0;\n e = g;\n f = g + 16 | 0;\n ja(a, c, f);\n b[d >> 2] = 0;\n b[d + 4 >> 2] = 0;\n b[d + 8 >> 2] = 0;\n a = Nc(f) | 0;\n\n if (!a) {\n jc(d) | 0;\n Mc(f);\n S = g;\n return;\n }\n\n do {\n c = gc(d) | 0;\n\n do {\n hc(c, a) | 0;\n h = a + 16 | 0;\n b[e >> 2] = b[h >> 2];\n b[e + 4 >> 2] = b[h + 4 >> 2];\n b[e + 8 >> 2] = b[h + 8 >> 2];\n b[e + 12 >> 2] = b[h + 12 >> 2];\n Oc(f, a) | 0;\n a = Rc(f, e) | 0;\n } while ((a | 0) != 0);\n\n a = Nc(f) | 0;\n } while ((a | 0) != 0);\n\n jc(d) | 0;\n Mc(f);\n S = g;\n return;\n }\n\n function la(a) {\n a = a | 0;\n return b[7728 + (a * 28 | 0) + 16 >> 2] | 0;\n }\n\n function ma(a) {\n a = a | 0;\n return (a | 0) == 4 | (a | 0) == 117 | 0;\n }\n\n function na(a) {\n a = a | 0;\n return b[11152 + ((b[a >> 2] | 0) * 216 | 0) + ((b[a + 4 >> 2] | 0) * 72 | 0) + ((b[a + 8 >> 2] | 0) * 24 | 0) + (b[a + 12 >> 2] << 3) >> 2] | 0;\n }\n\n function oa(a) {\n a = a | 0;\n return b[11152 + ((b[a >> 2] | 0) * 216 | 0) + ((b[a + 4 >> 2] | 0) * 72 | 0) + ((b[a + 8 >> 2] | 0) * 24 | 0) + (b[a + 12 >> 2] << 3) + 4 >> 2] | 0;\n }\n\n function pa(a, c) {\n a = a | 0;\n c = c | 0;\n a = 7728 + (a * 28 | 0) | 0;\n b[c >> 2] = b[a >> 2];\n b[c + 4 >> 2] = b[a + 4 >> 2];\n b[c + 8 >> 2] = b[a + 8 >> 2];\n b[c + 12 >> 2] = b[a + 12 >> 2];\n return;\n }\n\n function qa(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0;\n\n if (c >>> 0 > 20) {\n c = -1;\n return c | 0;\n }\n\n do { if ((b[11152 + (c * 216 | 0) >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 8 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 16 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 24 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 32 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 40 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 48 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 56 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 64 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 72 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 80 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 88 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 96 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 104 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 112 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 120 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 128 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 136 >> 2] | 0) == (a | 0)) {\n a = 2;\n d = 1;\n e = 2;\n } else {\n if ((b[11152 + (c * 216 | 0) + 144 >> 2] | 0) == (a | 0)) {\n a = 0;\n d = 2;\n e = 0;\n break;\n }\n\n if ((b[11152 + (c * 216 | 0) + 152 >> 2] | 0) == (a | 0)) {\n a = 0;\n d = 2;\n e = 1;\n break;\n }\n\n if ((b[11152 + (c * 216 | 0) + 160 >> 2] | 0) == (a | 0)) {\n a = 0;\n d = 2;\n e = 2;\n break;\n }\n\n if ((b[11152 + (c * 216 | 0) + 168 >> 2] | 0) == (a | 0)) {\n a = 1;\n d = 2;\n e = 0;\n break;\n }\n\n if ((b[11152 + (c * 216 | 0) + 176 >> 2] | 0) == (a | 0)) {\n a = 1;\n d = 2;\n e = 1;\n break;\n }\n\n if ((b[11152 + (c * 216 | 0) + 184 >> 2] | 0) == (a | 0)) {\n a = 1;\n d = 2;\n e = 2;\n break;\n }\n\n if ((b[11152 + (c * 216 | 0) + 192 >> 2] | 0) == (a | 0)) {\n a = 2;\n d = 2;\n e = 0;\n break;\n }\n\n if ((b[11152 + (c * 216 | 0) + 200 >> 2] | 0) == (a | 0)) {\n a = 2;\n d = 2;\n e = 1;\n break;\n }\n\n if ((b[11152 + (c * 216 | 0) + 208 >> 2] | 0) == (a | 0)) {\n a = 2;\n d = 2;\n e = 2;\n break;\n } else { a = -1; }\n\n return a | 0;\n }\n } else {\n a = 2;\n d = 1;\n e = 1;\n }\n } else {\n a = 2;\n d = 1;\n e = 0;\n }\n } else {\n a = 1;\n d = 1;\n e = 2;\n }\n } else {\n a = 1;\n d = 1;\n e = 1;\n }\n } else {\n a = 1;\n d = 1;\n e = 0;\n }\n } else {\n a = 0;\n d = 1;\n e = 2;\n }\n } else {\n a = 0;\n d = 1;\n e = 1;\n }\n } else {\n a = 0;\n d = 1;\n e = 0;\n }\n } else {\n a = 2;\n d = 0;\n e = 2;\n }\n } else {\n a = 2;\n d = 0;\n e = 1;\n }\n } else {\n a = 2;\n d = 0;\n e = 0;\n }\n } else {\n a = 1;\n d = 0;\n e = 2;\n }\n } else {\n a = 1;\n d = 0;\n e = 1;\n }\n } else {\n a = 1;\n d = 0;\n e = 0;\n }\n } else {\n a = 0;\n d = 0;\n e = 2;\n }\n } else {\n a = 0;\n d = 0;\n e = 1;\n }\n } else {\n a = 0;\n d = 0;\n e = 0;\n } } while (0);\n\n c = b[11152 + (c * 216 | 0) + (d * 72 | 0) + (a * 24 | 0) + (e << 3) + 4 >> 2] | 0;\n return c | 0;\n }\n\n function ra(a, c) {\n a = a | 0;\n c = c | 0;\n\n if ((b[7728 + (a * 28 | 0) + 20 >> 2] | 0) == (c | 0)) {\n c = 1;\n return c | 0;\n }\n\n c = (b[7728 + (a * 28 | 0) + 24 >> 2] | 0) == (c | 0);\n return c | 0;\n }\n\n function sa(a, c) {\n a = a | 0;\n c = c | 0;\n return b[880 + (a * 28 | 0) + (c << 2) >> 2] | 0;\n }\n\n function ta(a, c) {\n a = a | 0;\n c = c | 0;\n\n if ((b[880 + (a * 28 | 0) >> 2] | 0) == (c | 0)) {\n c = 0;\n return c | 0;\n }\n\n if ((b[880 + (a * 28 | 0) + 4 >> 2] | 0) == (c | 0)) {\n c = 1;\n return c | 0;\n }\n\n if ((b[880 + (a * 28 | 0) + 8 >> 2] | 0) == (c | 0)) {\n c = 2;\n return c | 0;\n }\n\n if ((b[880 + (a * 28 | 0) + 12 >> 2] | 0) == (c | 0)) {\n c = 3;\n return c | 0;\n }\n\n if ((b[880 + (a * 28 | 0) + 16 >> 2] | 0) == (c | 0)) {\n c = 4;\n return c | 0;\n }\n\n if ((b[880 + (a * 28 | 0) + 20 >> 2] | 0) == (c | 0)) {\n c = 5;\n return c | 0;\n } else { return ((b[880 + (a * 28 | 0) + 24 >> 2] | 0) == (c | 0) ? 6 : 7) | 0; }\n\n return 0;\n }\n\n function ua() {\n return 122;\n }\n\n function va(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0;\n c = 0;\n\n do {\n cd(c | 0, 0, 45) | 0;\n e = G() | 0 | 134225919;\n d = a + (c << 3) | 0;\n b[d >> 2] = -1;\n b[d + 4 >> 2] = e;\n c = c + 1 | 0;\n } while ((c | 0) != 122);\n\n return;\n }\n\n function wa(a) {\n a = a | 0;\n return +e[a + 16 >> 3] < +e[a + 24 >> 3] | 0;\n }\n\n function xa(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0.0,\n d = 0.0,\n f = 0.0;\n c = +e[b >> 3];\n\n if (!(c >= +e[a + 8 >> 3])) {\n b = 0;\n return b | 0;\n }\n\n if (!(c <= +e[a >> 3])) {\n b = 0;\n return b | 0;\n }\n\n d = +e[a + 16 >> 3];\n c = +e[a + 24 >> 3];\n f = +e[b + 8 >> 3];\n b = f >= c;\n a = f <= d & 1;\n\n if (d < c) {\n if (b) { a = 1; }\n } else if (!b) { a = 0; }\n\n b = (a | 0) != 0;\n return b | 0;\n }\n\n function ya(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0.0,\n l = 0.0;\n i = S;\n S = S + 288 | 0;\n d = i + 264 | 0;\n f = i + 96 | 0;\n g = i;\n h = g;\n j = h + 96 | 0;\n\n do {\n b[h >> 2] = 0;\n h = h + 4 | 0;\n } while ((h | 0) < (j | 0));\n\n Zb(c, g);\n h = g;\n j = b[h >> 2] | 0;\n h = b[h + 4 >> 2] | 0;\n Ub(j, h, d);\n Vb(j, h, f);\n k = +jb(d, f + 8 | 0);\n e[d >> 3] = +e[a >> 3];\n h = d + 8 | 0;\n e[h >> 3] = +e[a + 16 >> 3];\n e[f >> 3] = +e[a + 8 >> 3];\n j = f + 8 | 0;\n e[j >> 3] = +e[a + 24 >> 3];\n l = +jb(d, f);\n j = ~~+A(+(l * l / +dd(+ +q(+((+e[h >> 3] - +e[j >> 3]) / (+e[d >> 3] - +e[f >> 3]))), 3.0) / (k * (k * 2.59807621135) * .8)));\n S = i;\n return ((j | 0) == 0 ? 1 : j) | 0;\n }\n\n function za(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0.0;\n i = S;\n S = S + 288 | 0;\n e = i + 264 | 0;\n f = i + 96 | 0;\n g = i;\n h = g;\n j = h + 96 | 0;\n\n do {\n b[h >> 2] = 0;\n h = h + 4 | 0;\n } while ((h | 0) < (j | 0));\n\n Zb(d, g);\n j = g;\n h = b[j >> 2] | 0;\n j = b[j + 4 >> 2] | 0;\n Ub(h, j, e);\n Vb(h, j, f);\n k = +jb(e, f + 8 | 0);\n j = ~~+A(+(+jb(a, c) / (k * 2.0)));\n S = i;\n return ((j | 0) == 0 ? 1 : j) | 0;\n }\n\n function Aa(a, c, d, e) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n b[a >> 2] = c;\n b[a + 4 >> 2] = d;\n b[a + 8 >> 2] = e;\n return;\n }\n\n function Ba(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0.0,\n j = 0.0,\n k = 0.0,\n l = 0.0,\n m = 0,\n n = 0,\n o = 0.0;\n n = c + 8 | 0;\n b[n >> 2] = 0;\n k = +e[a >> 3];\n i = +q(+k);\n l = +e[a + 8 >> 3];\n j = +q(+l) / .8660254037844386;\n i = i + j * .5;\n d = ~~i;\n a = ~~j;\n i = i - +(d | 0);\n j = j - +(a | 0);\n\n do { if (i < .5) {\n if (i < .3333333333333333) {\n b[c >> 2] = d;\n\n if (j < (i + 1.0) * .5) {\n b[c + 4 >> 2] = a;\n break;\n } else {\n a = a + 1 | 0;\n b[c + 4 >> 2] = a;\n break;\n }\n } else {\n o = 1.0 - i;\n a = (!(j < o) & 1) + a | 0;\n b[c + 4 >> 2] = a;\n\n if (o <= j & j < i * 2.0) {\n d = d + 1 | 0;\n b[c >> 2] = d;\n break;\n } else {\n b[c >> 2] = d;\n break;\n }\n }\n } else {\n if (!(i < .6666666666666666)) {\n d = d + 1 | 0;\n b[c >> 2] = d;\n\n if (j < i * .5) {\n b[c + 4 >> 2] = a;\n break;\n } else {\n a = a + 1 | 0;\n b[c + 4 >> 2] = a;\n break;\n }\n }\n\n if (j < 1.0 - i) {\n b[c + 4 >> 2] = a;\n\n if (i * 2.0 + -1.0 < j) {\n b[c >> 2] = d;\n break;\n }\n } else {\n a = a + 1 | 0;\n b[c + 4 >> 2] = a;\n }\n\n d = d + 1 | 0;\n b[c >> 2] = d;\n } } while (0);\n\n do { if (k < 0.0) { if (!(a & 1)) {\n m = (a | 0) / 2 | 0;\n m = Zc(d | 0, ((d | 0) < 0) << 31 >> 31 | 0, m | 0, ((m | 0) < 0) << 31 >> 31 | 0) | 0;\n d = ~~(+(d | 0) - (+(m >>> 0) + 4294967296.0 * +(G() | 0)) * 2.0);\n b[c >> 2] = d;\n break;\n } else {\n m = (a + 1 | 0) / 2 | 0;\n m = Zc(d | 0, ((d | 0) < 0) << 31 >> 31 | 0, m | 0, ((m | 0) < 0) << 31 >> 31 | 0) | 0;\n d = ~~(+(d | 0) - ((+(m >>> 0) + 4294967296.0 * +(G() | 0)) * 2.0 + 1.0));\n b[c >> 2] = d;\n break;\n } } } while (0);\n\n m = c + 4 | 0;\n\n if (l < 0.0) {\n d = d - ((a << 1 | 1 | 0) / 2 | 0) | 0;\n b[c >> 2] = d;\n a = 0 - a | 0;\n b[m >> 2] = a;\n }\n\n f = a - d | 0;\n\n if ((d | 0) < 0) {\n g = 0 - d | 0;\n b[m >> 2] = f;\n b[n >> 2] = g;\n b[c >> 2] = 0;\n a = f;\n d = 0;\n } else { g = 0; }\n\n if ((a | 0) < 0) {\n d = d - a | 0;\n b[c >> 2] = d;\n g = g - a | 0;\n b[n >> 2] = g;\n b[m >> 2] = 0;\n a = 0;\n }\n\n h = d - g | 0;\n f = a - g | 0;\n\n if ((g | 0) < 0) {\n b[c >> 2] = h;\n b[m >> 2] = f;\n b[n >> 2] = 0;\n a = f;\n d = h;\n g = 0;\n }\n\n f = (a | 0) < (d | 0) ? a : d;\n f = (g | 0) < (f | 0) ? g : f;\n if ((f | 0) <= 0) { return; }\n b[c >> 2] = d - f;\n b[m >> 2] = a - f;\n b[n >> 2] = g - f;\n return;\n }\n\n function Ca(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0;\n c = b[a >> 2] | 0;\n h = a + 4 | 0;\n d = b[h >> 2] | 0;\n\n if ((c | 0) < 0) {\n d = d - c | 0;\n b[h >> 2] = d;\n g = a + 8 | 0;\n b[g >> 2] = (b[g >> 2] | 0) - c;\n b[a >> 2] = 0;\n c = 0;\n }\n\n if ((d | 0) < 0) {\n c = c - d | 0;\n b[a >> 2] = c;\n g = a + 8 | 0;\n f = (b[g >> 2] | 0) - d | 0;\n b[g >> 2] = f;\n b[h >> 2] = 0;\n d = 0;\n } else {\n f = a + 8 | 0;\n g = f;\n f = b[f >> 2] | 0;\n }\n\n if ((f | 0) < 0) {\n c = c - f | 0;\n b[a >> 2] = c;\n d = d - f | 0;\n b[h >> 2] = d;\n b[g >> 2] = 0;\n f = 0;\n }\n\n e = (d | 0) < (c | 0) ? d : c;\n e = (f | 0) < (e | 0) ? f : e;\n if ((e | 0) <= 0) { return; }\n b[a >> 2] = c - e;\n b[h >> 2] = d - e;\n b[g >> 2] = f - e;\n return;\n }\n\n function Da(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0.0,\n f = 0;\n f = b[a + 8 >> 2] | 0;\n d = +((b[a + 4 >> 2] | 0) - f | 0);\n e[c >> 3] = +((b[a >> 2] | 0) - f | 0) - d * .5;\n e[c + 8 >> 3] = d * .8660254037844386;\n return;\n }\n\n function Ea(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n b[d >> 2] = (b[c >> 2] | 0) + (b[a >> 2] | 0);\n b[d + 4 >> 2] = (b[c + 4 >> 2] | 0) + (b[a + 4 >> 2] | 0);\n b[d + 8 >> 2] = (b[c + 8 >> 2] | 0) + (b[a + 8 >> 2] | 0);\n return;\n }\n\n function Fa(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n b[d >> 2] = (b[a >> 2] | 0) - (b[c >> 2] | 0);\n b[d + 4 >> 2] = (b[a + 4 >> 2] | 0) - (b[c + 4 >> 2] | 0);\n b[d + 8 >> 2] = (b[a + 8 >> 2] | 0) - (b[c + 8 >> 2] | 0);\n return;\n }\n\n function Ga(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0;\n d = B(b[a >> 2] | 0, c) | 0;\n b[a >> 2] = d;\n d = a + 4 | 0;\n e = B(b[d >> 2] | 0, c) | 0;\n b[d >> 2] = e;\n a = a + 8 | 0;\n c = B(b[a >> 2] | 0, c) | 0;\n b[a >> 2] = c;\n return;\n }\n\n function Ha(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n h = b[a >> 2] | 0;\n i = (h | 0) < 0;\n e = (b[a + 4 >> 2] | 0) - (i ? h : 0) | 0;\n g = (e | 0) < 0;\n f = (g ? 0 - e | 0 : 0) + ((b[a + 8 >> 2] | 0) - (i ? h : 0)) | 0;\n d = (f | 0) < 0;\n a = d ? 0 : f;\n c = (g ? 0 : e) - (d ? f : 0) | 0;\n f = (i ? 0 : h) - (g ? e : 0) - (d ? f : 0) | 0;\n d = (c | 0) < (f | 0) ? c : f;\n d = (a | 0) < (d | 0) ? a : d;\n e = (d | 0) > 0;\n a = a - (e ? d : 0) | 0;\n c = c - (e ? d : 0) | 0;\n\n a: do { switch (f - (e ? d : 0) | 0) {\n case 0:\n switch (c | 0) {\n case 0:\n {\n i = (a | 0) == 0 ? 0 : (a | 0) == 1 ? 1 : 7;\n return i | 0;\n }\n\n case 1:\n {\n i = (a | 0) == 0 ? 2 : (a | 0) == 1 ? 3 : 7;\n return i | 0;\n }\n\n default:\n break a;\n }\n\n case 1:\n switch (c | 0) {\n case 0:\n {\n i = (a | 0) == 0 ? 4 : (a | 0) == 1 ? 5 : 7;\n return i | 0;\n }\n\n case 1:\n {\n if (!a) { a = 6; }else { break a; }\n return a | 0;\n }\n\n default:\n break a;\n }\n\n default:\n\n } } while (0);\n\n i = 7;\n return i | 0;\n }\n\n function Ia(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n h = a + 8 | 0;\n d = b[h >> 2] | 0;\n c = (b[a >> 2] | 0) - d | 0;\n i = a + 4 | 0;\n d = (b[i >> 2] | 0) - d | 0;\n e = Uc(+((c * 3 | 0) - d | 0) / 7.0) | 0;\n b[a >> 2] = e;\n c = Uc(+((d << 1) + c | 0) / 7.0) | 0;\n b[i >> 2] = c;\n b[h >> 2] = 0;\n d = c - e | 0;\n\n if ((e | 0) < 0) {\n g = 0 - e | 0;\n b[i >> 2] = d;\n b[h >> 2] = g;\n b[a >> 2] = 0;\n c = d;\n e = 0;\n d = g;\n } else { d = 0; }\n\n if ((c | 0) < 0) {\n e = e - c | 0;\n b[a >> 2] = e;\n d = d - c | 0;\n b[h >> 2] = d;\n b[i >> 2] = 0;\n c = 0;\n }\n\n g = e - d | 0;\n f = c - d | 0;\n\n if ((d | 0) < 0) {\n b[a >> 2] = g;\n b[i >> 2] = f;\n b[h >> 2] = 0;\n c = f;\n f = g;\n d = 0;\n } else { f = e; }\n\n e = (c | 0) < (f | 0) ? c : f;\n e = (d | 0) < (e | 0) ? d : e;\n if ((e | 0) <= 0) { return; }\n b[a >> 2] = f - e;\n b[i >> 2] = c - e;\n b[h >> 2] = d - e;\n return;\n }\n\n function Ja(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n h = a + 8 | 0;\n d = b[h >> 2] | 0;\n c = (b[a >> 2] | 0) - d | 0;\n i = a + 4 | 0;\n d = (b[i >> 2] | 0) - d | 0;\n e = Uc(+((c << 1) + d | 0) / 7.0) | 0;\n b[a >> 2] = e;\n c = Uc(+((d * 3 | 0) - c | 0) / 7.0) | 0;\n b[i >> 2] = c;\n b[h >> 2] = 0;\n d = c - e | 0;\n\n if ((e | 0) < 0) {\n g = 0 - e | 0;\n b[i >> 2] = d;\n b[h >> 2] = g;\n b[a >> 2] = 0;\n c = d;\n e = 0;\n d = g;\n } else { d = 0; }\n\n if ((c | 0) < 0) {\n e = e - c | 0;\n b[a >> 2] = e;\n d = d - c | 0;\n b[h >> 2] = d;\n b[i >> 2] = 0;\n c = 0;\n }\n\n g = e - d | 0;\n f = c - d | 0;\n\n if ((d | 0) < 0) {\n b[a >> 2] = g;\n b[i >> 2] = f;\n b[h >> 2] = 0;\n c = f;\n f = g;\n d = 0;\n } else { f = e; }\n\n e = (c | 0) < (f | 0) ? c : f;\n e = (d | 0) < (e | 0) ? d : e;\n if ((e | 0) <= 0) { return; }\n b[a >> 2] = f - e;\n b[i >> 2] = c - e;\n b[h >> 2] = d - e;\n return;\n }\n\n function Ka(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n c = b[a >> 2] | 0;\n h = a + 4 | 0;\n d = b[h >> 2] | 0;\n i = a + 8 | 0;\n e = b[i >> 2] | 0;\n f = d + (c * 3 | 0) | 0;\n b[a >> 2] = f;\n d = e + (d * 3 | 0) | 0;\n b[h >> 2] = d;\n c = (e * 3 | 0) + c | 0;\n b[i >> 2] = c;\n e = d - f | 0;\n\n if ((f | 0) < 0) {\n c = c - f | 0;\n b[h >> 2] = e;\n b[i >> 2] = c;\n b[a >> 2] = 0;\n d = e;\n e = 0;\n } else { e = f; }\n\n if ((d | 0) < 0) {\n e = e - d | 0;\n b[a >> 2] = e;\n c = c - d | 0;\n b[i >> 2] = c;\n b[h >> 2] = 0;\n d = 0;\n }\n\n g = e - c | 0;\n f = d - c | 0;\n\n if ((c | 0) < 0) {\n b[a >> 2] = g;\n b[h >> 2] = f;\n b[i >> 2] = 0;\n e = g;\n c = 0;\n } else { f = d; }\n\n d = (f | 0) < (e | 0) ? f : e;\n d = (c | 0) < (d | 0) ? c : d;\n if ((d | 0) <= 0) { return; }\n b[a >> 2] = e - d;\n b[h >> 2] = f - d;\n b[i >> 2] = c - d;\n return;\n }\n\n function La(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n f = b[a >> 2] | 0;\n h = a + 4 | 0;\n c = b[h >> 2] | 0;\n i = a + 8 | 0;\n d = b[i >> 2] | 0;\n e = (c * 3 | 0) + f | 0;\n f = d + (f * 3 | 0) | 0;\n b[a >> 2] = f;\n b[h >> 2] = e;\n c = (d * 3 | 0) + c | 0;\n b[i >> 2] = c;\n d = e - f | 0;\n\n if ((f | 0) < 0) {\n c = c - f | 0;\n b[h >> 2] = d;\n b[i >> 2] = c;\n b[a >> 2] = 0;\n f = 0;\n } else { d = e; }\n\n if ((d | 0) < 0) {\n f = f - d | 0;\n b[a >> 2] = f;\n c = c - d | 0;\n b[i >> 2] = c;\n b[h >> 2] = 0;\n d = 0;\n }\n\n g = f - c | 0;\n e = d - c | 0;\n\n if ((c | 0) < 0) {\n b[a >> 2] = g;\n b[h >> 2] = e;\n b[i >> 2] = 0;\n f = g;\n c = 0;\n } else { e = d; }\n\n d = (e | 0) < (f | 0) ? e : f;\n d = (c | 0) < (d | 0) ? c : d;\n if ((d | 0) <= 0) { return; }\n b[a >> 2] = f - d;\n b[h >> 2] = e - d;\n b[i >> 2] = c - d;\n return;\n }\n\n function Ma(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n if ((c + -1 | 0) >>> 0 >= 6) { return; }\n f = (b[15472 + (c * 12 | 0) >> 2] | 0) + (b[a >> 2] | 0) | 0;\n b[a >> 2] = f;\n i = a + 4 | 0;\n e = (b[15472 + (c * 12 | 0) + 4 >> 2] | 0) + (b[i >> 2] | 0) | 0;\n b[i >> 2] = e;\n h = a + 8 | 0;\n c = (b[15472 + (c * 12 | 0) + 8 >> 2] | 0) + (b[h >> 2] | 0) | 0;\n b[h >> 2] = c;\n d = e - f | 0;\n\n if ((f | 0) < 0) {\n c = c - f | 0;\n b[i >> 2] = d;\n b[h >> 2] = c;\n b[a >> 2] = 0;\n e = 0;\n } else {\n d = e;\n e = f;\n }\n\n if ((d | 0) < 0) {\n e = e - d | 0;\n b[a >> 2] = e;\n c = c - d | 0;\n b[h >> 2] = c;\n b[i >> 2] = 0;\n d = 0;\n }\n\n g = e - c | 0;\n f = d - c | 0;\n\n if ((c | 0) < 0) {\n b[a >> 2] = g;\n b[i >> 2] = f;\n b[h >> 2] = 0;\n e = g;\n c = 0;\n } else { f = d; }\n\n d = (f | 0) < (e | 0) ? f : e;\n d = (c | 0) < (d | 0) ? c : d;\n if ((d | 0) <= 0) { return; }\n b[a >> 2] = e - d;\n b[i >> 2] = f - d;\n b[h >> 2] = c - d;\n return;\n }\n\n function Na(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n f = b[a >> 2] | 0;\n h = a + 4 | 0;\n c = b[h >> 2] | 0;\n i = a + 8 | 0;\n d = b[i >> 2] | 0;\n e = c + f | 0;\n f = d + f | 0;\n b[a >> 2] = f;\n b[h >> 2] = e;\n c = d + c | 0;\n b[i >> 2] = c;\n d = e - f | 0;\n\n if ((f | 0) < 0) {\n c = c - f | 0;\n b[h >> 2] = d;\n b[i >> 2] = c;\n b[a >> 2] = 0;\n e = 0;\n } else {\n d = e;\n e = f;\n }\n\n if ((d | 0) < 0) {\n e = e - d | 0;\n b[a >> 2] = e;\n c = c - d | 0;\n b[i >> 2] = c;\n b[h >> 2] = 0;\n d = 0;\n }\n\n g = e - c | 0;\n f = d - c | 0;\n\n if ((c | 0) < 0) {\n b[a >> 2] = g;\n b[h >> 2] = f;\n b[i >> 2] = 0;\n e = g;\n c = 0;\n } else { f = d; }\n\n d = (f | 0) < (e | 0) ? f : e;\n d = (c | 0) < (d | 0) ? c : d;\n if ((d | 0) <= 0) { return; }\n b[a >> 2] = e - d;\n b[h >> 2] = f - d;\n b[i >> 2] = c - d;\n return;\n }\n\n function Oa(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n c = b[a >> 2] | 0;\n h = a + 4 | 0;\n e = b[h >> 2] | 0;\n i = a + 8 | 0;\n d = b[i >> 2] | 0;\n f = e + c | 0;\n b[a >> 2] = f;\n e = d + e | 0;\n b[h >> 2] = e;\n c = d + c | 0;\n b[i >> 2] = c;\n d = e - f | 0;\n\n if ((f | 0) < 0) {\n c = c - f | 0;\n b[h >> 2] = d;\n b[i >> 2] = c;\n b[a >> 2] = 0;\n e = 0;\n } else {\n d = e;\n e = f;\n }\n\n if ((d | 0) < 0) {\n e = e - d | 0;\n b[a >> 2] = e;\n c = c - d | 0;\n b[i >> 2] = c;\n b[h >> 2] = 0;\n d = 0;\n }\n\n g = e - c | 0;\n f = d - c | 0;\n\n if ((c | 0) < 0) {\n b[a >> 2] = g;\n b[h >> 2] = f;\n b[i >> 2] = 0;\n e = g;\n c = 0;\n } else { f = d; }\n\n d = (f | 0) < (e | 0) ? f : e;\n d = (c | 0) < (d | 0) ? c : d;\n if ((d | 0) <= 0) { return; }\n b[a >> 2] = e - d;\n b[h >> 2] = f - d;\n b[i >> 2] = c - d;\n return;\n }\n\n function Pa(a) {\n a = a | 0;\n\n switch (a | 0) {\n case 1:\n {\n a = 5;\n break;\n }\n\n case 5:\n {\n a = 4;\n break;\n }\n\n case 4:\n {\n a = 6;\n break;\n }\n\n case 6:\n {\n a = 2;\n break;\n }\n\n case 2:\n {\n a = 3;\n break;\n }\n\n case 3:\n {\n a = 1;\n break;\n }\n\n default:\n\n }\n\n return a | 0;\n }\n\n function Qa(a) {\n a = a | 0;\n\n switch (a | 0) {\n case 1:\n {\n a = 3;\n break;\n }\n\n case 3:\n {\n a = 2;\n break;\n }\n\n case 2:\n {\n a = 6;\n break;\n }\n\n case 6:\n {\n a = 4;\n break;\n }\n\n case 4:\n {\n a = 5;\n break;\n }\n\n case 5:\n {\n a = 1;\n break;\n }\n\n default:\n\n }\n\n return a | 0;\n }\n\n function Ra(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n c = b[a >> 2] | 0;\n h = a + 4 | 0;\n d = b[h >> 2] | 0;\n i = a + 8 | 0;\n e = b[i >> 2] | 0;\n f = d + (c << 1) | 0;\n b[a >> 2] = f;\n d = e + (d << 1) | 0;\n b[h >> 2] = d;\n c = (e << 1) + c | 0;\n b[i >> 2] = c;\n e = d - f | 0;\n\n if ((f | 0) < 0) {\n c = c - f | 0;\n b[h >> 2] = e;\n b[i >> 2] = c;\n b[a >> 2] = 0;\n d = e;\n e = 0;\n } else { e = f; }\n\n if ((d | 0) < 0) {\n e = e - d | 0;\n b[a >> 2] = e;\n c = c - d | 0;\n b[i >> 2] = c;\n b[h >> 2] = 0;\n d = 0;\n }\n\n g = e - c | 0;\n f = d - c | 0;\n\n if ((c | 0) < 0) {\n b[a >> 2] = g;\n b[h >> 2] = f;\n b[i >> 2] = 0;\n e = g;\n c = 0;\n } else { f = d; }\n\n d = (f | 0) < (e | 0) ? f : e;\n d = (c | 0) < (d | 0) ? c : d;\n if ((d | 0) <= 0) { return; }\n b[a >> 2] = e - d;\n b[h >> 2] = f - d;\n b[i >> 2] = c - d;\n return;\n }\n\n function Sa(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n f = b[a >> 2] | 0;\n h = a + 4 | 0;\n c = b[h >> 2] | 0;\n i = a + 8 | 0;\n d = b[i >> 2] | 0;\n e = (c << 1) + f | 0;\n f = d + (f << 1) | 0;\n b[a >> 2] = f;\n b[h >> 2] = e;\n c = (d << 1) + c | 0;\n b[i >> 2] = c;\n d = e - f | 0;\n\n if ((f | 0) < 0) {\n c = c - f | 0;\n b[h >> 2] = d;\n b[i >> 2] = c;\n b[a >> 2] = 0;\n f = 0;\n } else { d = e; }\n\n if ((d | 0) < 0) {\n f = f - d | 0;\n b[a >> 2] = f;\n c = c - d | 0;\n b[i >> 2] = c;\n b[h >> 2] = 0;\n d = 0;\n }\n\n g = f - c | 0;\n e = d - c | 0;\n\n if ((c | 0) < 0) {\n b[a >> 2] = g;\n b[h >> 2] = e;\n b[i >> 2] = 0;\n f = g;\n c = 0;\n } else { e = d; }\n\n d = (e | 0) < (f | 0) ? e : f;\n d = (c | 0) < (d | 0) ? c : d;\n if ((d | 0) <= 0) { return; }\n b[a >> 2] = f - d;\n b[h >> 2] = e - d;\n b[i >> 2] = c - d;\n return;\n }\n\n function Ta(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n h = (b[a >> 2] | 0) - (b[c >> 2] | 0) | 0;\n i = (h | 0) < 0;\n e = (b[a + 4 >> 2] | 0) - (b[c + 4 >> 2] | 0) - (i ? h : 0) | 0;\n g = (e | 0) < 0;\n f = (i ? 0 - h | 0 : 0) + (b[a + 8 >> 2] | 0) - (b[c + 8 >> 2] | 0) + (g ? 0 - e | 0 : 0) | 0;\n a = (f | 0) < 0;\n c = a ? 0 : f;\n d = (g ? 0 : e) - (a ? f : 0) | 0;\n f = (i ? 0 : h) - (g ? e : 0) - (a ? f : 0) | 0;\n a = (d | 0) < (f | 0) ? d : f;\n a = (c | 0) < (a | 0) ? c : a;\n e = (a | 0) > 0;\n c = c - (e ? a : 0) | 0;\n d = d - (e ? a : 0) | 0;\n a = f - (e ? a : 0) | 0;\n a = (a | 0) > -1 ? a : 0 - a | 0;\n d = (d | 0) > -1 ? d : 0 - d | 0;\n c = (c | 0) > -1 ? c : 0 - c | 0;\n c = (d | 0) > (c | 0) ? d : c;\n return ((a | 0) > (c | 0) ? a : c) | 0;\n }\n\n function Ua(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0;\n d = b[a + 8 >> 2] | 0;\n b[c >> 2] = (b[a >> 2] | 0) - d;\n b[c + 4 >> 2] = (b[a + 4 >> 2] | 0) - d;\n return;\n }\n\n function Va(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n e = b[a >> 2] | 0;\n b[c >> 2] = e;\n a = b[a + 4 >> 2] | 0;\n h = c + 4 | 0;\n b[h >> 2] = a;\n i = c + 8 | 0;\n b[i >> 2] = 0;\n d = a - e | 0;\n\n if ((e | 0) < 0) {\n a = 0 - e | 0;\n b[h >> 2] = d;\n b[i >> 2] = a;\n b[c >> 2] = 0;\n e = 0;\n } else {\n d = a;\n a = 0;\n }\n\n if ((d | 0) < 0) {\n e = e - d | 0;\n b[c >> 2] = e;\n a = a - d | 0;\n b[i >> 2] = a;\n b[h >> 2] = 0;\n d = 0;\n }\n\n g = e - a | 0;\n f = d - a | 0;\n\n if ((a | 0) < 0) {\n b[c >> 2] = g;\n b[h >> 2] = f;\n b[i >> 2] = 0;\n d = f;\n f = g;\n a = 0;\n } else { f = e; }\n\n e = (d | 0) < (f | 0) ? d : f;\n e = (a | 0) < (e | 0) ? a : e;\n if ((e | 0) <= 0) { return; }\n b[c >> 2] = f - e;\n b[h >> 2] = d - e;\n b[i >> 2] = a - e;\n return;\n }\n\n function Wa(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0;\n c = a + 8 | 0;\n f = b[c >> 2] | 0;\n d = f - (b[a >> 2] | 0) | 0;\n b[a >> 2] = d;\n e = a + 4 | 0;\n a = (b[e >> 2] | 0) - f | 0;\n b[e >> 2] = a;\n b[c >> 2] = 0 - (a + d);\n return;\n }\n\n function Xa(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n d = b[a >> 2] | 0;\n c = 0 - d | 0;\n b[a >> 2] = c;\n h = a + 8 | 0;\n b[h >> 2] = 0;\n i = a + 4 | 0;\n e = b[i >> 2] | 0;\n f = e + d | 0;\n\n if ((d | 0) > 0) {\n b[i >> 2] = f;\n b[h >> 2] = d;\n b[a >> 2] = 0;\n c = 0;\n e = f;\n } else { d = 0; }\n\n if ((e | 0) < 0) {\n g = c - e | 0;\n b[a >> 2] = g;\n d = d - e | 0;\n b[h >> 2] = d;\n b[i >> 2] = 0;\n f = g - d | 0;\n c = 0 - d | 0;\n\n if ((d | 0) < 0) {\n b[a >> 2] = f;\n b[i >> 2] = c;\n b[h >> 2] = 0;\n e = c;\n d = 0;\n } else {\n e = 0;\n f = g;\n }\n } else { f = c; }\n\n c = (e | 0) < (f | 0) ? e : f;\n c = (d | 0) < (c | 0) ? d : c;\n if ((c | 0) <= 0) { return; }\n b[a >> 2] = f - c;\n b[i >> 2] = e - c;\n b[h >> 2] = d - c;\n return;\n }\n\n function Ya(a, b, c) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n var d = 0,\n e = 0;\n d = S;\n S = S + 16 | 0;\n e = d;\n Za(a, b, c, e);\n Ba(e, c + 4 | 0);\n S = d;\n return;\n }\n\n function Za(a, c, d, f) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n f = f | 0;\n var g = 0.0,\n h = 0,\n i = 0.0,\n j = 0.0,\n k = 0;\n k = S;\n S = S + 32 | 0;\n h = k;\n Ic(a, h);\n b[d >> 2] = 0;\n g = +Hc(15888, h);\n i = +Hc(15912, h);\n\n if (i < g) {\n b[d >> 2] = 1;\n g = i;\n }\n\n i = +Hc(15936, h);\n\n if (i < g) {\n b[d >> 2] = 2;\n g = i;\n }\n\n i = +Hc(15960, h);\n\n if (i < g) {\n b[d >> 2] = 3;\n g = i;\n }\n\n i = +Hc(15984, h);\n\n if (i < g) {\n b[d >> 2] = 4;\n g = i;\n }\n\n i = +Hc(16008, h);\n\n if (i < g) {\n b[d >> 2] = 5;\n g = i;\n }\n\n i = +Hc(16032, h);\n\n if (i < g) {\n b[d >> 2] = 6;\n g = i;\n }\n\n i = +Hc(16056, h);\n\n if (i < g) {\n b[d >> 2] = 7;\n g = i;\n }\n\n i = +Hc(16080, h);\n\n if (i < g) {\n b[d >> 2] = 8;\n g = i;\n }\n\n i = +Hc(16104, h);\n\n if (i < g) {\n b[d >> 2] = 9;\n g = i;\n }\n\n i = +Hc(16128, h);\n\n if (i < g) {\n b[d >> 2] = 10;\n g = i;\n }\n\n i = +Hc(16152, h);\n\n if (i < g) {\n b[d >> 2] = 11;\n g = i;\n }\n\n i = +Hc(16176, h);\n\n if (i < g) {\n b[d >> 2] = 12;\n g = i;\n }\n\n i = +Hc(16200, h);\n\n if (i < g) {\n b[d >> 2] = 13;\n g = i;\n }\n\n i = +Hc(16224, h);\n\n if (i < g) {\n b[d >> 2] = 14;\n g = i;\n }\n\n i = +Hc(16248, h);\n\n if (i < g) {\n b[d >> 2] = 15;\n g = i;\n }\n\n i = +Hc(16272, h);\n\n if (i < g) {\n b[d >> 2] = 16;\n g = i;\n }\n\n i = +Hc(16296, h);\n\n if (i < g) {\n b[d >> 2] = 17;\n g = i;\n }\n\n i = +Hc(16320, h);\n\n if (i < g) {\n b[d >> 2] = 18;\n g = i;\n }\n\n i = +Hc(16344, h);\n\n if (i < g) {\n b[d >> 2] = 19;\n g = i;\n }\n\n i = +w(+(1.0 - g * .5));\n\n if (i < 1.0e-16) {\n b[f >> 2] = 0;\n b[f + 4 >> 2] = 0;\n b[f + 8 >> 2] = 0;\n b[f + 12 >> 2] = 0;\n S = k;\n return;\n }\n\n d = b[d >> 2] | 0;\n g = +e[16368 + (d * 24 | 0) >> 3];\n g = +gb(g - +gb(+lb(15568 + (d << 4) | 0, a)));\n if (!(Qb(c) | 0)) { j = g; }else { j = +gb(g + -.3334731722518321); }\n g = +v(+i) / .381966011250105;\n\n if ((c | 0) > 0) {\n h = 0;\n\n do {\n g = g * 2.6457513110645907;\n h = h + 1 | 0;\n } while ((h | 0) != (c | 0));\n }\n\n i = +t(+j) * g;\n e[f >> 3] = i;\n j = +u(+j) * g;\n e[f + 8 >> 3] = j;\n S = k;\n return;\n }\n\n function _a(a, c, d, f, g) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n f = f | 0;\n g = g | 0;\n var h = 0.0,\n i = 0.0;\n h = +Ec(a);\n\n if (h < 1.0e-16) {\n c = 15568 + (c << 4) | 0;\n b[g >> 2] = b[c >> 2];\n b[g + 4 >> 2] = b[c + 4 >> 2];\n b[g + 8 >> 2] = b[c + 8 >> 2];\n b[g + 12 >> 2] = b[c + 12 >> 2];\n return;\n }\n\n i = +z(+ +e[a + 8 >> 3], + +e[a >> 3]);\n\n if ((d | 0) > 0) {\n a = 0;\n\n do {\n h = h / 2.6457513110645907;\n a = a + 1 | 0;\n } while ((a | 0) != (d | 0));\n }\n\n if (!f) {\n h = +y(+(h * .381966011250105));\n if (Qb(d) | 0) { i = +gb(i + .3334731722518321); }\n } else {\n h = h / 3.0;\n d = (Qb(d) | 0) == 0;\n h = +y(+((d ? h : h / 2.6457513110645907) * .381966011250105));\n }\n\n mb(15568 + (c << 4) | 0, +gb(+e[16368 + (c * 24 | 0) >> 3] - i), h, g);\n return;\n }\n\n function $a(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0;\n e = S;\n S = S + 16 | 0;\n f = e;\n Da(a + 4 | 0, f);\n\n _a(f, b[a >> 2] | 0, c, 0, d);\n\n S = e;\n return;\n }\n\n function ab(a, c, d, f, g) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n f = f | 0;\n g = g | 0;\n var h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0,\n p = 0,\n q = 0,\n r = 0,\n s = 0,\n t = 0,\n u = 0,\n v = 0,\n w = 0,\n x = 0,\n y = 0,\n z = 0,\n A = 0,\n B = 0,\n C = 0,\n D = 0,\n E = 0,\n F = 0,\n G = 0,\n I = 0.0,\n J = 0.0;\n G = S;\n S = S + 272 | 0;\n h = G + 256 | 0;\n u = G + 240 | 0;\n D = G;\n E = G + 224 | 0;\n F = G + 208 | 0;\n v = G + 176 | 0;\n w = G + 160 | 0;\n x = G + 192 | 0;\n y = G + 144 | 0;\n z = G + 128 | 0;\n A = G + 112 | 0;\n B = G + 96 | 0;\n C = G + 80 | 0;\n b[h >> 2] = c;\n b[u >> 2] = b[a >> 2];\n b[u + 4 >> 2] = b[a + 4 >> 2];\n b[u + 8 >> 2] = b[a + 8 >> 2];\n b[u + 12 >> 2] = b[a + 12 >> 2];\n bb(u, h, D);\n b[g >> 2] = 0;\n u = f + d + ((f | 0) == 5 & 1) | 0;\n\n if ((u | 0) <= (d | 0)) {\n S = G;\n return;\n }\n\n k = b[h >> 2] | 0;\n l = E + 4 | 0;\n m = v + 4 | 0;\n n = d + 5 | 0;\n o = 16848 + (k << 2) | 0;\n p = 16928 + (k << 2) | 0;\n q = z + 8 | 0;\n r = A + 8 | 0;\n s = B + 8 | 0;\n t = F + 4 | 0;\n j = d;\n\n a: while (1) {\n i = D + (((j | 0) % 5 | 0) << 4) | 0;\n b[F >> 2] = b[i >> 2];\n b[F + 4 >> 2] = b[i + 4 >> 2];\n b[F + 8 >> 2] = b[i + 8 >> 2];\n b[F + 12 >> 2] = b[i + 12 >> 2];\n\n do {} while ((cb(F, k, 0, 1) | 0) == 2);\n\n if ((j | 0) > (d | 0) & (Qb(c) | 0) != 0) {\n b[v >> 2] = b[F >> 2];\n b[v + 4 >> 2] = b[F + 4 >> 2];\n b[v + 8 >> 2] = b[F + 8 >> 2];\n b[v + 12 >> 2] = b[F + 12 >> 2];\n Da(l, w);\n f = b[v >> 2] | 0;\n h = b[17008 + (f * 80 | 0) + (b[E >> 2] << 2) >> 2] | 0;\n b[v >> 2] = b[18608 + (f * 80 | 0) + (h * 20 | 0) >> 2];\n i = b[18608 + (f * 80 | 0) + (h * 20 | 0) + 16 >> 2] | 0;\n\n if ((i | 0) > 0) {\n a = 0;\n\n do {\n Na(m);\n a = a + 1 | 0;\n } while ((a | 0) < (i | 0));\n }\n\n i = 18608 + (f * 80 | 0) + (h * 20 | 0) + 4 | 0;\n b[x >> 2] = b[i >> 2];\n b[x + 4 >> 2] = b[i + 4 >> 2];\n b[x + 8 >> 2] = b[i + 8 >> 2];\n Ga(x, (b[o >> 2] | 0) * 3 | 0);\n Ea(m, x, m);\n Ca(m);\n Da(m, y);\n I = +(b[p >> 2] | 0);\n e[z >> 3] = I * 3.0;\n e[q >> 3] = 0.0;\n J = I * -1.5;\n e[A >> 3] = J;\n e[r >> 3] = I * 2.598076211353316;\n e[B >> 3] = J;\n e[s >> 3] = I * -2.598076211353316;\n\n switch (b[17008 + ((b[v >> 2] | 0) * 80 | 0) + (b[F >> 2] << 2) >> 2] | 0) {\n case 1:\n {\n a = A;\n f = z;\n break;\n }\n\n case 3:\n {\n a = B;\n f = A;\n break;\n }\n\n case 2:\n {\n a = z;\n f = B;\n break;\n }\n\n default:\n {\n a = 12;\n break a;\n }\n }\n\n Fc(w, y, f, a, C);\n\n _a(C, b[v >> 2] | 0, k, 1, g + 8 + (b[g >> 2] << 4) | 0);\n\n b[g >> 2] = (b[g >> 2] | 0) + 1;\n }\n\n if ((j | 0) < (n | 0)) {\n Da(t, v);\n\n _a(v, b[F >> 2] | 0, k, 1, g + 8 + (b[g >> 2] << 4) | 0);\n\n b[g >> 2] = (b[g >> 2] | 0) + 1;\n }\n b[E >> 2] = b[F >> 2];\n b[E + 4 >> 2] = b[F + 4 >> 2];\n b[E + 8 >> 2] = b[F + 8 >> 2];\n b[E + 12 >> 2] = b[F + 12 >> 2];\n j = j + 1 | 0;\n\n if ((j | 0) >= (u | 0)) {\n a = 3;\n break;\n }\n }\n\n if ((a | 0) == 3) {\n S = G;\n return;\n } else if ((a | 0) == 12) { H(22474, 22521, 581, 22531); }\n }\n\n function bb(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0;\n j = S;\n S = S + 128 | 0;\n e = j + 64 | 0;\n f = j;\n g = e;\n h = 20208;\n i = g + 60 | 0;\n\n do {\n b[g >> 2] = b[h >> 2];\n g = g + 4 | 0;\n h = h + 4 | 0;\n } while ((g | 0) < (i | 0));\n\n g = f;\n h = 20272;\n i = g + 60 | 0;\n\n do {\n b[g >> 2] = b[h >> 2];\n g = g + 4 | 0;\n h = h + 4 | 0;\n } while ((g | 0) < (i | 0));\n\n i = (Qb(b[c >> 2] | 0) | 0) == 0;\n e = i ? e : f;\n f = a + 4 | 0;\n Ra(f);\n Sa(f);\n\n if (Qb(b[c >> 2] | 0) | 0) {\n La(f);\n b[c >> 2] = (b[c >> 2] | 0) + 1;\n }\n\n b[d >> 2] = b[a >> 2];\n c = d + 4 | 0;\n Ea(f, e, c);\n Ca(c);\n b[d + 16 >> 2] = b[a >> 2];\n c = d + 20 | 0;\n Ea(f, e + 12 | 0, c);\n Ca(c);\n b[d + 32 >> 2] = b[a >> 2];\n c = d + 36 | 0;\n Ea(f, e + 24 | 0, c);\n Ca(c);\n b[d + 48 >> 2] = b[a >> 2];\n c = d + 52 | 0;\n Ea(f, e + 36 | 0, c);\n Ca(c);\n b[d + 64 >> 2] = b[a >> 2];\n d = d + 68 | 0;\n Ea(f, e + 48 | 0, d);\n Ca(d);\n S = j;\n return;\n }\n\n function cb(a, c, d, e) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0,\n p = 0;\n p = S;\n S = S + 32 | 0;\n n = p + 12 | 0;\n i = p;\n o = a + 4 | 0;\n m = b[16928 + (c << 2) >> 2] | 0;\n l = (e | 0) != 0;\n m = l ? m * 3 | 0 : m;\n f = b[o >> 2] | 0;\n k = a + 8 | 0;\n h = b[k >> 2] | 0;\n\n if (l) {\n g = a + 12 | 0;\n e = b[g >> 2] | 0;\n f = h + f + e | 0;\n\n if ((f | 0) == (m | 0)) {\n o = 1;\n S = p;\n return o | 0;\n } else { j = g; }\n } else {\n j = a + 12 | 0;\n e = b[j >> 2] | 0;\n f = h + f + e | 0;\n }\n\n if ((f | 0) <= (m | 0)) {\n o = 0;\n S = p;\n return o | 0;\n }\n\n do { if ((e | 0) > 0) {\n e = b[a >> 2] | 0;\n\n if ((h | 0) > 0) {\n g = 18608 + (e * 80 | 0) + 60 | 0;\n e = a;\n break;\n }\n\n e = 18608 + (e * 80 | 0) + 40 | 0;\n\n if (!d) {\n g = e;\n e = a;\n } else {\n Aa(n, m, 0, 0);\n Fa(o, n, i);\n Oa(i);\n Ea(i, n, o);\n g = e;\n e = a;\n }\n } else {\n g = 18608 + ((b[a >> 2] | 0) * 80 | 0) + 20 | 0;\n e = a;\n } } while (0);\n\n b[e >> 2] = b[g >> 2];\n f = g + 16 | 0;\n\n if ((b[f >> 2] | 0) > 0) {\n e = 0;\n\n do {\n Na(o);\n e = e + 1 | 0;\n } while ((e | 0) < (b[f >> 2] | 0));\n }\n\n a = g + 4 | 0;\n b[n >> 2] = b[a >> 2];\n b[n + 4 >> 2] = b[a + 4 >> 2];\n b[n + 8 >> 2] = b[a + 8 >> 2];\n c = b[16848 + (c << 2) >> 2] | 0;\n Ga(n, l ? c * 3 | 0 : c);\n Ea(o, n, o);\n Ca(o);\n if (l) { e = ((b[k >> 2] | 0) + (b[o >> 2] | 0) + (b[j >> 2] | 0) | 0) == (m | 0) ? 1 : 2; }else { e = 2; }\n o = e;\n S = p;\n return o | 0;\n }\n\n function db(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0;\n\n do { c = cb(a, b, 0, 1) | 0; } while ((c | 0) == 2);\n\n return c | 0;\n }\n\n function eb(a, c, d, f, g) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n f = f | 0;\n g = g | 0;\n var h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0,\n p = 0,\n q = 0,\n r = 0,\n s = 0,\n t = 0,\n u = 0,\n v = 0,\n w = 0,\n x = 0,\n y = 0,\n z = 0,\n A = 0,\n B = 0,\n C = 0.0,\n D = 0.0;\n B = S;\n S = S + 240 | 0;\n h = B + 224 | 0;\n x = B + 208 | 0;\n y = B;\n z = B + 192 | 0;\n A = B + 176 | 0;\n s = B + 160 | 0;\n t = B + 144 | 0;\n u = B + 128 | 0;\n v = B + 112 | 0;\n w = B + 96 | 0;\n b[h >> 2] = c;\n b[x >> 2] = b[a >> 2];\n b[x + 4 >> 2] = b[a + 4 >> 2];\n b[x + 8 >> 2] = b[a + 8 >> 2];\n b[x + 12 >> 2] = b[a + 12 >> 2];\n fb(x, h, y);\n b[g >> 2] = 0;\n r = f + d + ((f | 0) == 6 & 1) | 0;\n\n if ((r | 0) <= (d | 0)) {\n S = B;\n return;\n }\n\n k = b[h >> 2] | 0;\n l = d + 6 | 0;\n m = 16928 + (k << 2) | 0;\n n = t + 8 | 0;\n o = u + 8 | 0;\n p = v + 8 | 0;\n q = z + 4 | 0;\n i = 0;\n j = d;\n f = -1;\n\n a: while (1) {\n h = (j | 0) % 6 | 0;\n a = y + (h << 4) | 0;\n b[z >> 2] = b[a >> 2];\n b[z + 4 >> 2] = b[a + 4 >> 2];\n b[z + 8 >> 2] = b[a + 8 >> 2];\n b[z + 12 >> 2] = b[a + 12 >> 2];\n a = i;\n i = cb(z, k, 0, 1) | 0;\n\n if ((j | 0) > (d | 0) & (Qb(c) | 0) != 0 ? (a | 0) != 1 ? (b[z >> 2] | 0) != (f | 0) : 0 : 0) {\n Da(y + (((h + 5 | 0) % 6 | 0) << 4) + 4 | 0, A);\n Da(y + (h << 4) + 4 | 0, s);\n C = +(b[m >> 2] | 0);\n e[t >> 3] = C * 3.0;\n e[n >> 3] = 0.0;\n D = C * -1.5;\n e[u >> 3] = D;\n e[o >> 3] = C * 2.598076211353316;\n e[v >> 3] = D;\n e[p >> 3] = C * -2.598076211353316;\n h = b[x >> 2] | 0;\n\n switch (b[17008 + (h * 80 | 0) + (((f | 0) == (h | 0) ? b[z >> 2] | 0 : f) << 2) >> 2] | 0) {\n case 1:\n {\n a = u;\n f = t;\n break;\n }\n\n case 3:\n {\n a = v;\n f = u;\n break;\n }\n\n case 2:\n {\n a = t;\n f = v;\n break;\n }\n\n default:\n {\n a = 8;\n break a;\n }\n }\n\n Fc(A, s, f, a, w);\n\n if (!(Gc(A, w) | 0) ? !(Gc(s, w) | 0) : 0) {\n _a(w, b[x >> 2] | 0, k, 1, g + 8 + (b[g >> 2] << 4) | 0);\n\n b[g >> 2] = (b[g >> 2] | 0) + 1;\n }\n }\n\n if ((j | 0) < (l | 0)) {\n Da(q, A);\n\n _a(A, b[z >> 2] | 0, k, 1, g + 8 + (b[g >> 2] << 4) | 0);\n\n b[g >> 2] = (b[g >> 2] | 0) + 1;\n }\n\n j = j + 1 | 0;\n\n if ((j | 0) >= (r | 0)) {\n a = 3;\n break;\n } else { f = b[z >> 2] | 0; }\n }\n\n if ((a | 0) == 3) {\n S = B;\n return;\n } else if ((a | 0) == 8) { H(22557, 22521, 746, 22602); }\n }\n\n function fb(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0;\n j = S;\n S = S + 160 | 0;\n e = j + 80 | 0;\n f = j;\n g = e;\n h = 20336;\n i = g + 72 | 0;\n\n do {\n b[g >> 2] = b[h >> 2];\n g = g + 4 | 0;\n h = h + 4 | 0;\n } while ((g | 0) < (i | 0));\n\n g = f;\n h = 20416;\n i = g + 72 | 0;\n\n do {\n b[g >> 2] = b[h >> 2];\n g = g + 4 | 0;\n h = h + 4 | 0;\n } while ((g | 0) < (i | 0));\n\n i = (Qb(b[c >> 2] | 0) | 0) == 0;\n e = i ? e : f;\n f = a + 4 | 0;\n Ra(f);\n Sa(f);\n\n if (Qb(b[c >> 2] | 0) | 0) {\n La(f);\n b[c >> 2] = (b[c >> 2] | 0) + 1;\n }\n\n b[d >> 2] = b[a >> 2];\n c = d + 4 | 0;\n Ea(f, e, c);\n Ca(c);\n b[d + 16 >> 2] = b[a >> 2];\n c = d + 20 | 0;\n Ea(f, e + 12 | 0, c);\n Ca(c);\n b[d + 32 >> 2] = b[a >> 2];\n c = d + 36 | 0;\n Ea(f, e + 24 | 0, c);\n Ca(c);\n b[d + 48 >> 2] = b[a >> 2];\n c = d + 52 | 0;\n Ea(f, e + 36 | 0, c);\n Ca(c);\n b[d + 64 >> 2] = b[a >> 2];\n c = d + 68 | 0;\n Ea(f, e + 48 | 0, c);\n Ca(c);\n b[d + 80 >> 2] = b[a >> 2];\n d = d + 84 | 0;\n Ea(f, e + 60 | 0, d);\n Ca(d);\n S = j;\n return;\n }\n\n function gb(a) {\n a = +a;\n var b = 0.0;\n b = a < 0.0 ? a + 6.283185307179586 : a;\n return +(!(a >= 6.283185307179586) ? b : b + -6.283185307179586);\n }\n\n function hb(a, b) {\n a = a | 0;\n b = b | 0;\n\n if (!(+q(+(+e[a >> 3] - +e[b >> 3])) < 1.7453292519943298e-11)) {\n b = 0;\n return b | 0;\n }\n\n b = +q(+(+e[a + 8 >> 3] - +e[b + 8 >> 3])) < 1.7453292519943298e-11;\n return b | 0;\n }\n\n function ib(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0.0,\n d = 0.0,\n f = 0.0,\n g = 0.0;\n f = +e[b >> 3];\n d = +e[a >> 3];\n g = +u(+((f - d) * .5));\n c = +u(+((+e[b + 8 >> 3] - +e[a + 8 >> 3]) * .5));\n c = g * g + c * (+t(+f) * +t(+d) * c);\n return +(+z(+ +r(+c), + +r(+(1.0 - c))) * 2.0);\n }\n\n function jb(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0.0,\n d = 0.0,\n f = 0.0,\n g = 0.0;\n f = +e[b >> 3];\n d = +e[a >> 3];\n g = +u(+((f - d) * .5));\n c = +u(+((+e[b + 8 >> 3] - +e[a + 8 >> 3]) * .5));\n c = g * g + c * (+t(+f) * +t(+d) * c);\n return +(+z(+ +r(+c), + +r(+(1.0 - c))) * 2.0 * 6371.007180918475);\n }\n\n function kb(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0.0,\n d = 0.0,\n f = 0.0,\n g = 0.0;\n f = +e[b >> 3];\n d = +e[a >> 3];\n g = +u(+((f - d) * .5));\n c = +u(+((+e[b + 8 >> 3] - +e[a + 8 >> 3]) * .5));\n c = g * g + c * (+t(+f) * +t(+d) * c);\n return +(+z(+ +r(+c), + +r(+(1.0 - c))) * 2.0 * 6371.007180918475 * 1.0e3);\n }\n\n function lb(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0.0,\n d = 0.0,\n f = 0.0,\n g = 0.0,\n h = 0.0;\n g = +e[b >> 3];\n d = +t(+g);\n f = +e[b + 8 >> 3] - +e[a + 8 >> 3];\n h = d * +u(+f);\n c = +e[a >> 3];\n return + +z(+h, +(+u(+g) * +t(+c) - +t(+f) * (d * +u(+c))));\n }\n\n function mb(a, c, d, f) {\n a = a | 0;\n c = +c;\n d = +d;\n f = f | 0;\n var g = 0,\n h = 0.0,\n i = 0.0,\n j = 0.0;\n\n if (d < 1.0e-16) {\n b[f >> 2] = b[a >> 2];\n b[f + 4 >> 2] = b[a + 4 >> 2];\n b[f + 8 >> 2] = b[a + 8 >> 2];\n b[f + 12 >> 2] = b[a + 12 >> 2];\n return;\n }\n\n h = c < 0.0 ? c + 6.283185307179586 : c;\n h = !(c >= 6.283185307179586) ? h : h + -6.283185307179586;\n\n do { if (h < 1.0e-16) {\n c = +e[a >> 3] + d;\n e[f >> 3] = c;\n g = f;\n } else {\n g = +q(+(h + -3.141592653589793)) < 1.0e-16;\n c = +e[a >> 3];\n\n if (g) {\n c = c - d;\n e[f >> 3] = c;\n g = f;\n break;\n }\n\n i = +t(+d);\n d = +u(+d);\n c = i * +u(+c) + +t(+h) * (d * +t(+c));\n c = c > 1.0 ? 1.0 : c;\n c = +x(+(c < -1.0 ? -1.0 : c));\n e[f >> 3] = c;\n\n if (+q(+(c + -1.5707963267948966)) < 1.0e-16) {\n e[f >> 3] = 1.5707963267948966;\n e[f + 8 >> 3] = 0.0;\n return;\n }\n\n if (+q(+(c + 1.5707963267948966)) < 1.0e-16) {\n e[f >> 3] = -1.5707963267948966;\n e[f + 8 >> 3] = 0.0;\n return;\n }\n\n j = +t(+c);\n h = d * +u(+h) / j;\n d = +e[a >> 3];\n c = (i - +u(+c) * +u(+d)) / +t(+d) / j;\n i = h > 1.0 ? 1.0 : h;\n c = c > 1.0 ? 1.0 : c;\n c = +e[a + 8 >> 3] + +z(+(i < -1.0 ? -1.0 : i), +(c < -1.0 ? -1.0 : c));\n if (c > 3.141592653589793) { do { c = c + -6.283185307179586; } while (c > 3.141592653589793); }\n if (c < -3.141592653589793) { do { c = c + 6.283185307179586; } while (c < -3.141592653589793); }\n e[f + 8 >> 3] = c;\n return;\n } } while (0);\n\n if (+q(+(c + -1.5707963267948966)) < 1.0e-16) {\n e[g >> 3] = 1.5707963267948966;\n e[f + 8 >> 3] = 0.0;\n return;\n }\n\n if (+q(+(c + 1.5707963267948966)) < 1.0e-16) {\n e[g >> 3] = -1.5707963267948966;\n e[f + 8 >> 3] = 0.0;\n return;\n }\n\n c = +e[a + 8 >> 3];\n if (c > 3.141592653589793) { do { c = c + -6.283185307179586; } while (c > 3.141592653589793); }\n if (c < -3.141592653589793) { do { c = c + 6.283185307179586; } while (c < -3.141592653589793); }\n e[f + 8 >> 3] = c;\n return;\n }\n\n function nb(a) {\n a = a | 0;\n return + +e[20496 + (a << 3) >> 3];\n }\n\n function ob(a) {\n a = a | 0;\n return + +e[20624 + (a << 3) >> 3];\n }\n\n function pb(a) {\n a = a | 0;\n return + +e[20752 + (a << 3) >> 3];\n }\n\n function qb(a) {\n a = a | 0;\n return + +e[20880 + (a << 3) >> 3];\n }\n\n function rb(a) {\n a = a | 0;\n var c = 0;\n c = 21008 + (a << 3) | 0;\n a = b[c >> 2] | 0;\n F(b[c + 4 >> 2] | 0);\n return a | 0;\n }\n\n function sb(a, b, c) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n var d = 0.0,\n f = 0.0,\n g = 0.0,\n h = 0.0,\n i = 0.0,\n j = 0.0,\n k = 0.0,\n l = 0.0,\n m = 0.0,\n n = 0.0;\n n = +e[b >> 3];\n l = +e[a >> 3];\n j = +u(+((n - l) * .5));\n g = +e[b + 8 >> 3];\n k = +e[a + 8 >> 3];\n h = +u(+((g - k) * .5));\n i = +t(+l);\n m = +t(+n);\n h = j * j + h * (m * i * h);\n h = +z(+ +r(+h), + +r(+(1.0 - h))) * 2.0;\n j = +e[c >> 3];\n n = +u(+((j - n) * .5));\n d = +e[c + 8 >> 3];\n g = +u(+((d - g) * .5));\n f = +t(+j);\n g = n * n + g * (m * f * g);\n g = +z(+ +r(+g), + +r(+(1.0 - g))) * 2.0;\n j = +u(+((l - j) * .5));\n d = +u(+((k - d) * .5));\n d = j * j + d * (i * f * d);\n d = +z(+ +r(+d), + +r(+(1.0 - d))) * 2.0;\n f = (h + g + d) * .5;\n return +(+y(+ +r(+(+v(+(f * .5)) * +v(+((f - h) * .5)) * +v(+((f - g) * .5)) * +v(+((f - d) * .5))))) * 4.0);\n }\n\n function tb(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0.0,\n e = 0,\n f = 0,\n g = 0,\n h = 0;\n g = S;\n S = S + 192 | 0;\n e = g + 168 | 0;\n f = g;\n Ub(a, c, e);\n Vb(a, c, f);\n c = b[f >> 2] | 0;\n\n if ((c | 0) <= 0) {\n d = 0.0;\n S = g;\n return +d;\n }\n\n d = +sb(f + 8 | 0, f + 8 + (((c | 0) != 1 & 1) << 4) | 0, e) + 0.0;\n\n if ((c | 0) == 1) {\n S = g;\n return +d;\n }\n\n a = 1;\n\n do {\n h = a;\n a = a + 1 | 0;\n d = d + +sb(f + 8 + (h << 4) | 0, f + 8 + (((a | 0) % (c | 0) | 0) << 4) | 0, e);\n } while ((a | 0) < (c | 0));\n\n S = g;\n return +d;\n }\n\n function ub(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0.0,\n e = 0,\n f = 0,\n g = 0,\n h = 0;\n g = S;\n S = S + 192 | 0;\n e = g + 168 | 0;\n f = g;\n Ub(a, c, e);\n Vb(a, c, f);\n c = b[f >> 2] | 0;\n\n if ((c | 0) > 0) {\n d = +sb(f + 8 | 0, f + 8 + (((c | 0) != 1 & 1) << 4) | 0, e) + 0.0;\n\n if ((c | 0) != 1) {\n a = 1;\n\n do {\n h = a;\n a = a + 1 | 0;\n d = d + +sb(f + 8 + (h << 4) | 0, f + 8 + (((a | 0) % (c | 0) | 0) << 4) | 0, e);\n } while ((a | 0) < (c | 0));\n }\n } else { d = 0.0; }\n\n S = g;\n return +(d * 6371.007180918475 * 6371.007180918475);\n }\n\n function vb(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0.0,\n e = 0,\n f = 0,\n g = 0,\n h = 0;\n g = S;\n S = S + 192 | 0;\n e = g + 168 | 0;\n f = g;\n Ub(a, c, e);\n Vb(a, c, f);\n c = b[f >> 2] | 0;\n\n if ((c | 0) > 0) {\n d = +sb(f + 8 | 0, f + 8 + (((c | 0) != 1 & 1) << 4) | 0, e) + 0.0;\n\n if ((c | 0) != 1) {\n a = 1;\n\n do {\n h = a;\n a = a + 1 | 0;\n d = d + +sb(f + 8 + (h << 4) | 0, f + 8 + (((a | 0) % (c | 0) | 0) << 4) | 0, e);\n } while ((a | 0) < (c | 0));\n }\n } else { d = 0.0; }\n\n S = g;\n return +(d * 6371.007180918475 * 6371.007180918475 * 1.0e3 * 1.0e3);\n }\n\n function wb(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0.0,\n f = 0.0,\n g = 0.0,\n h = 0,\n i = 0,\n j = 0.0,\n k = 0.0,\n l = 0.0;\n i = S;\n S = S + 176 | 0;\n h = i;\n fc(a, c, h);\n a = b[h >> 2] | 0;\n\n if ((a | 0) <= 1) {\n g = 0.0;\n S = i;\n return +g;\n }\n\n c = a + -1 | 0;\n a = 0;\n d = 0.0;\n f = +e[h + 8 >> 3];\n g = +e[h + 16 >> 3];\n\n do {\n a = a + 1 | 0;\n k = f;\n f = +e[h + 8 + (a << 4) >> 3];\n l = +u(+((f - k) * .5));\n j = g;\n g = +e[h + 8 + (a << 4) + 8 >> 3];\n j = +u(+((g - j) * .5));\n j = l * l + j * (+t(+f) * +t(+k) * j);\n d = d + +z(+ +r(+j), + +r(+(1.0 - j))) * 2.0;\n } while ((a | 0) < (c | 0));\n\n S = i;\n return +d;\n }\n\n function xb(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0.0,\n f = 0.0,\n g = 0.0,\n h = 0,\n i = 0,\n j = 0.0,\n k = 0.0,\n l = 0.0;\n i = S;\n S = S + 176 | 0;\n h = i;\n fc(a, c, h);\n a = b[h >> 2] | 0;\n\n if ((a | 0) <= 1) {\n g = 0.0;\n S = i;\n return +g;\n }\n\n c = a + -1 | 0;\n a = 0;\n d = 0.0;\n f = +e[h + 8 >> 3];\n g = +e[h + 16 >> 3];\n\n do {\n a = a + 1 | 0;\n k = f;\n f = +e[h + 8 + (a << 4) >> 3];\n l = +u(+((f - k) * .5));\n j = g;\n g = +e[h + 8 + (a << 4) + 8 >> 3];\n j = +u(+((g - j) * .5));\n j = l * l + j * (+t(+k) * +t(+f) * j);\n d = d + +z(+ +r(+j), + +r(+(1.0 - j))) * 2.0;\n } while ((a | 0) != (c | 0));\n\n l = d * 6371.007180918475;\n S = i;\n return +l;\n }\n\n function yb(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0.0,\n f = 0.0,\n g = 0.0,\n h = 0,\n i = 0,\n j = 0.0,\n k = 0.0,\n l = 0.0;\n i = S;\n S = S + 176 | 0;\n h = i;\n fc(a, c, h);\n a = b[h >> 2] | 0;\n\n if ((a | 0) <= 1) {\n g = 0.0;\n S = i;\n return +g;\n }\n\n c = a + -1 | 0;\n a = 0;\n d = 0.0;\n f = +e[h + 8 >> 3];\n g = +e[h + 16 >> 3];\n\n do {\n a = a + 1 | 0;\n k = f;\n f = +e[h + 8 + (a << 4) >> 3];\n l = +u(+((f - k) * .5));\n j = g;\n g = +e[h + 8 + (a << 4) + 8 >> 3];\n j = +u(+((g - j) * .5));\n j = l * l + j * (+t(+k) * +t(+f) * j);\n d = d + +z(+ +r(+j), + +r(+(1.0 - j))) * 2.0;\n } while ((a | 0) != (c | 0));\n\n l = d * 6371.007180918475 * 1.0e3;\n S = i;\n return +l;\n }\n\n function zb(a, b) {\n a = a | 0;\n b = b | 0;\n b = bd(a | 0, b | 0, 45) | 0;\n G() | 0;\n return b & 127 | 0;\n }\n\n function Ab(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0;\n\n if (!(0 == 0 & (b & -16777216 | 0) == 134217728)) {\n b = 0;\n return b | 0;\n }\n\n g = bd(a | 0, b | 0, 45) | 0;\n G() | 0;\n g = g & 127;\n\n if (g >>> 0 > 121) {\n b = 0;\n return b | 0;\n }\n\n c = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n c = c & 15;\n\n do { if (c | 0) {\n e = 1;\n d = 0;\n\n while (1) {\n f = bd(a | 0, b | 0, (15 - e | 0) * 3 | 0) | 0;\n G() | 0;\n f = f & 7;\n if ((f | 0) != 0 & (d ^ 1)) { if ((f | 0) == 1 & (la(g) | 0) != 0) {\n h = 0;\n d = 13;\n break;\n } else { d = 1; } }\n\n if ((f | 0) == 7) {\n h = 0;\n d = 13;\n break;\n }\n\n if (e >>> 0 < c >>> 0) { e = e + 1 | 0; }else {\n d = 9;\n break;\n }\n }\n\n if ((d | 0) == 9) {\n if ((c | 0) == 15) { h = 1; }else { break; }\n return h | 0;\n } else if ((d | 0) == 13) { return h | 0; }\n } } while (0);\n\n while (1) {\n h = bd(a | 0, b | 0, (14 - c | 0) * 3 | 0) | 0;\n G() | 0;\n\n if (!((h & 7 | 0) == 7 & 0 == 0)) {\n h = 0;\n d = 13;\n break;\n }\n\n if (c >>> 0 < 14) { c = c + 1 | 0; }else {\n h = 1;\n d = 13;\n break;\n }\n }\n\n if ((d | 0) == 13) { return h | 0; }\n return 0;\n }\n\n function Bb(a, b, c) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n var d = 0,\n e = 0;\n d = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n d = d & 15;\n\n if ((d | 0) >= (c | 0)) {\n if ((d | 0) != (c | 0)) { if (c >>> 0 <= 15) {\n e = cd(c | 0, 0, 52) | 0;\n a = e | a;\n b = G() | 0 | b & -15728641;\n if ((d | 0) > (c | 0)) { do {\n e = cd(7, 0, (14 - c | 0) * 3 | 0) | 0;\n c = c + 1 | 0;\n a = e | a;\n b = G() | 0 | b;\n } while ((c | 0) < (d | 0)); }\n } else {\n b = 0;\n a = 0;\n } }\n } else {\n b = 0;\n a = 0;\n }\n\n F(b | 0);\n return a | 0;\n }\n\n function Cb(a, b, c) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n a = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n a = a & 15;\n\n if (!((c | 0) < 16 & (a | 0) <= (c | 0))) {\n c = 0;\n return c | 0;\n }\n\n c = sc(7, c - a | 0) | 0;\n return c | 0;\n }\n\n function Db(a, c, d, e) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0;\n h = bd(a | 0, c | 0, 52) | 0;\n G() | 0;\n h = h & 15;\n if (!((d | 0) < 16 & (h | 0) <= (d | 0))) { return; }\n\n if ((h | 0) == (d | 0)) {\n d = e;\n b[d >> 2] = a;\n b[d + 4 >> 2] = c;\n return;\n }\n\n j = sc(7, d - h | 0) | 0;\n k = (j | 0) / 7 | 0;\n i = bd(a | 0, c | 0, 45) | 0;\n G() | 0;\n if (!(la(i & 127) | 0)) { g = 0; }else {\n a: do { if (!h) { f = 0; }else {\n g = 1;\n\n while (1) {\n f = bd(a | 0, c | 0, (15 - g | 0) * 3 | 0) | 0;\n G() | 0;\n f = f & 7;\n if (f | 0) { break a; }\n if (g >>> 0 < h >>> 0) { g = g + 1 | 0; }else {\n f = 0;\n break;\n }\n }\n } } while (0);\n\n g = (f | 0) == 0;\n }\n l = cd(h + 1 | 0, 0, 52) | 0;\n f = G() | 0 | c & -15728641;\n i = (14 - h | 0) * 3 | 0;\n c = cd(7, 0, i | 0) | 0;\n c = (l | a) & ~c;\n h = f & ~(G() | 0);\n Db(c, h, d, e);\n f = e + (k << 3) | 0;\n\n if (!g) {\n l = cd(1, 0, i | 0) | 0;\n Db(l | c, G() | 0 | h, d, f);\n l = f + (k << 3) | 0;\n j = cd(2, 0, i | 0) | 0;\n Db(j | c, G() | 0 | h, d, l);\n l = l + (k << 3) | 0;\n j = cd(3, 0, i | 0) | 0;\n Db(j | c, G() | 0 | h, d, l);\n l = l + (k << 3) | 0;\n j = cd(4, 0, i | 0) | 0;\n Db(j | c, G() | 0 | h, d, l);\n l = l + (k << 3) | 0;\n j = cd(5, 0, i | 0) | 0;\n Db(j | c, G() | 0 | h, d, l);\n j = cd(6, 0, i | 0) | 0;\n Db(j | c, G() | 0 | h, d, l + (k << 3) | 0);\n return;\n }\n\n g = f + (k << 3) | 0;\n\n if ((j | 0) > 6) {\n j = f + 8 | 0;\n l = (g >>> 0 > j >>> 0 ? g : j) + -1 + (0 - f) | 0;\n gd(f | 0, 0, l + 8 & -8 | 0) | 0;\n f = j + (l >>> 3 << 3) | 0;\n }\n\n l = cd(2, 0, i | 0) | 0;\n Db(l | c, G() | 0 | h, d, f);\n l = f + (k << 3) | 0;\n j = cd(3, 0, i | 0) | 0;\n Db(j | c, G() | 0 | h, d, l);\n l = l + (k << 3) | 0;\n j = cd(4, 0, i | 0) | 0;\n Db(j | c, G() | 0 | h, d, l);\n l = l + (k << 3) | 0;\n j = cd(5, 0, i | 0) | 0;\n Db(j | c, G() | 0 | h, d, l);\n j = cd(6, 0, i | 0) | 0;\n Db(j | c, G() | 0 | h, d, l + (k << 3) | 0);\n return;\n }\n\n function Eb(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0,\n d = 0,\n e = 0;\n e = bd(a | 0, b | 0, 45) | 0;\n G() | 0;\n\n if (!(la(e & 127) | 0)) {\n e = 0;\n return e | 0;\n }\n\n e = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n e = e & 15;\n\n a: do { if (!e) { c = 0; }else {\n d = 1;\n\n while (1) {\n c = bd(a | 0, b | 0, (15 - d | 0) * 3 | 0) | 0;\n G() | 0;\n c = c & 7;\n if (c | 0) { break a; }\n if (d >>> 0 < e >>> 0) { d = d + 1 | 0; }else {\n c = 0;\n break;\n }\n }\n } } while (0);\n\n e = (c | 0) == 0 & 1;\n return e | 0;\n }\n\n function Fb(a, b, c) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n var d = 0,\n e = 0;\n d = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n d = d & 15;\n\n if ((c | 0) < 16 & (d | 0) <= (c | 0)) {\n if ((d | 0) != (c | 0)) {\n e = cd(c | 0, 0, 52) | 0;\n a = e | a;\n b = G() | 0 | b & -15728641;\n if ((d | 0) < (c | 0)) { do {\n e = cd(7, 0, (14 - d | 0) * 3 | 0) | 0;\n d = d + 1 | 0;\n a = a & ~e;\n b = b & ~(G() | 0);\n } while ((d | 0) < (c | 0)); }\n }\n } else {\n b = 0;\n a = 0;\n }\n\n F(b | 0);\n return a | 0;\n }\n\n function Gb(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0,\n p = 0,\n q = 0,\n r = 0,\n s = 0,\n t = 0,\n u = 0,\n v = 0,\n w = 0,\n x = 0,\n y = 0,\n z = 0;\n\n if (!d) {\n y = 0;\n return y | 0;\n }\n\n f = a;\n e = b[f >> 2] | 0;\n f = b[f + 4 >> 2] | 0;\n\n if (0 == 0 & (f & 15728640 | 0) == 0) {\n if ((d | 0) <= 0) {\n y = 0;\n return y | 0;\n }\n\n y = c;\n b[y >> 2] = e;\n b[y + 4 >> 2] = f;\n\n if ((d | 0) == 1) {\n y = 0;\n return y | 0;\n }\n\n e = 1;\n\n do {\n w = a + (e << 3) | 0;\n x = b[w + 4 >> 2] | 0;\n y = c + (e << 3) | 0;\n b[y >> 2] = b[w >> 2];\n b[y + 4 >> 2] = x;\n e = e + 1 | 0;\n } while ((e | 0) != (d | 0));\n\n e = 0;\n return e | 0;\n }\n\n w = d << 3;\n x = Vc(w) | 0;\n\n if (!x) {\n y = -3;\n return y | 0;\n }\n\n fd(x | 0, a | 0, w | 0) | 0;\n v = Xc(d, 8) | 0;\n\n if (!v) {\n Wc(x);\n y = -3;\n return y | 0;\n }\n\n e = d;\n\n a: while (1) {\n h = x;\n l = b[h >> 2] | 0;\n h = b[h + 4 >> 2] | 0;\n t = bd(l | 0, h | 0, 52) | 0;\n G() | 0;\n t = t & 15;\n u = t + -1 | 0;\n s = (e | 0) > 0;\n\n b: do { if (s) {\n r = ((e | 0) < 0) << 31 >> 31;\n p = cd(u | 0, 0, 52) | 0;\n q = G() | 0;\n\n if (u >>> 0 > 15) {\n f = 0;\n a = l;\n d = h;\n\n while (1) {\n if (!((a | 0) == 0 & (d | 0) == 0)) {\n g = bd(a | 0, d | 0, 52) | 0;\n G() | 0;\n g = g & 15;\n i = (g | 0) < (u | 0);\n g = (g | 0) == (u | 0);\n k = i ? 0 : g ? a : 0;\n a = i ? 0 : g ? d : 0;\n d = ad(k | 0, a | 0, e | 0, r | 0) | 0;\n G() | 0;\n g = v + (d << 3) | 0;\n i = g;\n j = b[i >> 2] | 0;\n i = b[i + 4 >> 2] | 0;\n if ((j | 0) == 0 & (i | 0) == 0) { d = k; }else {\n p = 0;\n o = d;\n n = i;\n d = k;\n\n while (1) {\n if ((p | 0) > (e | 0)) {\n y = 41;\n break a;\n }\n\n if ((j | 0) == (d | 0) & (n & -117440513 | 0) == (a | 0)) {\n k = bd(j | 0, n | 0, 56) | 0;\n G() | 0;\n k = k & 7;\n m = k + 1 | 0;\n q = bd(j | 0, n | 0, 45) | 0;\n G() | 0;\n\n c: do { if (!(la(q & 127) | 0)) { i = 7; }else {\n j = bd(j | 0, n | 0, 52) | 0;\n G() | 0;\n j = j & 15;\n\n if (!j) {\n i = 6;\n break;\n }\n\n i = 1;\n\n while (1) {\n q = cd(7, 0, (15 - i | 0) * 3 | 0) | 0;\n\n if (!((q & d | 0) == 0 & ((G() | 0) & a | 0) == 0)) {\n i = 7;\n break c;\n }\n\n if (i >>> 0 < j >>> 0) { i = i + 1 | 0; }else {\n i = 6;\n break;\n }\n }\n } } while (0);\n\n if ((k + 2 | 0) >>> 0 > i >>> 0) {\n y = 51;\n break a;\n }\n\n q = cd(m | 0, 0, 56) | 0;\n a = G() | 0 | a & -117440513;\n i = g;\n b[i >> 2] = 0;\n b[i + 4 >> 2] = 0;\n i = o;\n d = q | d;\n } else { i = (o + 1 | 0) % (e | 0) | 0; }\n\n g = v + (i << 3) | 0;\n n = g;\n j = b[n >> 2] | 0;\n n = b[n + 4 >> 2] | 0;\n if ((j | 0) == 0 & (n | 0) == 0) { break; }else {\n p = p + 1 | 0;\n o = i;\n }\n }\n }\n q = g;\n b[q >> 2] = d;\n b[q + 4 >> 2] = a;\n }\n\n f = f + 1 | 0;\n if ((f | 0) >= (e | 0)) { break b; }\n d = x + (f << 3) | 0;\n a = b[d >> 2] | 0;\n d = b[d + 4 >> 2] | 0;\n }\n }\n\n f = 0;\n a = l;\n d = h;\n\n while (1) {\n if (!((a | 0) == 0 & (d | 0) == 0)) {\n i = bd(a | 0, d | 0, 52) | 0;\n G() | 0;\n i = i & 15;\n\n if ((i | 0) >= (u | 0)) {\n if ((i | 0) != (u | 0)) {\n a = a | p;\n d = d & -15728641 | q;\n\n if (i >>> 0 >= t >>> 0) {\n g = u;\n\n do {\n o = cd(7, 0, (14 - g | 0) * 3 | 0) | 0;\n g = g + 1 | 0;\n a = o | a;\n d = G() | 0 | d;\n } while (g >>> 0 < i >>> 0);\n }\n }\n } else {\n a = 0;\n d = 0;\n }\n\n i = ad(a | 0, d | 0, e | 0, r | 0) | 0;\n G() | 0;\n g = v + (i << 3) | 0;\n j = g;\n k = b[j >> 2] | 0;\n j = b[j + 4 >> 2] | 0;\n\n if (!((k | 0) == 0 & (j | 0) == 0)) {\n o = 0;\n\n while (1) {\n if ((o | 0) > (e | 0)) {\n y = 41;\n break a;\n }\n\n if ((k | 0) == (a | 0) & (j & -117440513 | 0) == (d | 0)) {\n m = bd(k | 0, j | 0, 56) | 0;\n G() | 0;\n m = m & 7;\n n = m + 1 | 0;\n z = bd(k | 0, j | 0, 45) | 0;\n G() | 0;\n\n d: do { if (!(la(z & 127) | 0)) { j = 7; }else {\n k = bd(k | 0, j | 0, 52) | 0;\n G() | 0;\n k = k & 15;\n\n if (!k) {\n j = 6;\n break;\n }\n\n j = 1;\n\n while (1) {\n z = cd(7, 0, (15 - j | 0) * 3 | 0) | 0;\n\n if (!((z & a | 0) == 0 & ((G() | 0) & d | 0) == 0)) {\n j = 7;\n break d;\n }\n\n if (j >>> 0 < k >>> 0) { j = j + 1 | 0; }else {\n j = 6;\n break;\n }\n }\n } } while (0);\n\n if ((m + 2 | 0) >>> 0 > j >>> 0) {\n y = 51;\n break a;\n }\n\n z = cd(n | 0, 0, 56) | 0;\n d = G() | 0 | d & -117440513;\n n = g;\n b[n >> 2] = 0;\n b[n + 4 >> 2] = 0;\n a = z | a;\n } else { i = (i + 1 | 0) % (e | 0) | 0; }\n\n g = v + (i << 3) | 0;\n j = g;\n k = b[j >> 2] | 0;\n j = b[j + 4 >> 2] | 0;\n if ((k | 0) == 0 & (j | 0) == 0) { break; }else { o = o + 1 | 0; }\n }\n }\n\n z = g;\n b[z >> 2] = a;\n b[z + 4 >> 2] = d;\n }\n\n f = f + 1 | 0;\n if ((f | 0) >= (e | 0)) { break b; }\n d = x + (f << 3) | 0;\n a = b[d >> 2] | 0;\n d = b[d + 4 >> 2] | 0;\n }\n } } while (0);\n\n if ((e + 5 | 0) >>> 0 < 11) {\n y = 99;\n break;\n }\n\n q = Xc((e | 0) / 6 | 0, 8) | 0;\n\n if (!q) {\n y = 58;\n break;\n }\n\n e: do { if (s) {\n o = 0;\n n = 0;\n\n do {\n i = v + (o << 3) | 0;\n a = i;\n f = b[a >> 2] | 0;\n a = b[a + 4 >> 2] | 0;\n\n if (!((f | 0) == 0 & (a | 0) == 0)) {\n j = bd(f | 0, a | 0, 56) | 0;\n G() | 0;\n j = j & 7;\n d = j + 1 | 0;\n k = a & -117440513;\n z = bd(f | 0, a | 0, 45) | 0;\n G() | 0;\n\n f: do { if (la(z & 127) | 0) {\n m = bd(f | 0, a | 0, 52) | 0;\n G() | 0;\n m = m & 15;\n\n if (m | 0) {\n g = 1;\n\n while (1) {\n z = cd(7, 0, (15 - g | 0) * 3 | 0) | 0;\n if (!((f & z | 0) == 0 & (k & (G() | 0) | 0) == 0)) { break f; }\n if (g >>> 0 < m >>> 0) { g = g + 1 | 0; }else { break; }\n }\n }\n\n a = cd(d | 0, 0, 56) | 0;\n f = a | f;\n a = G() | 0 | k;\n d = i;\n b[d >> 2] = f;\n b[d + 4 >> 2] = a;\n d = j + 2 | 0;\n } } while (0);\n\n if ((d | 0) == 7) {\n z = q + (n << 3) | 0;\n b[z >> 2] = f;\n b[z + 4 >> 2] = a & -117440513;\n n = n + 1 | 0;\n }\n }\n\n o = o + 1 | 0;\n } while ((o | 0) != (e | 0));\n\n if (s) {\n p = ((e | 0) < 0) << 31 >> 31;\n m = cd(u | 0, 0, 52) | 0;\n o = G() | 0;\n\n if (u >>> 0 > 15) {\n a = 0;\n f = 0;\n\n while (1) {\n do { if (!((l | 0) == 0 & (h | 0) == 0)) {\n j = bd(l | 0, h | 0, 52) | 0;\n G() | 0;\n j = j & 15;\n g = (j | 0) < (u | 0);\n j = (j | 0) == (u | 0);\n i = g ? 0 : j ? l : 0;\n j = g ? 0 : j ? h : 0;\n g = ad(i | 0, j | 0, e | 0, p | 0) | 0;\n G() | 0;\n d = 0;\n\n while (1) {\n if ((d | 0) > (e | 0)) {\n y = 98;\n break a;\n }\n\n z = v + (g << 3) | 0;\n k = b[z + 4 >> 2] | 0;\n\n if ((k & -117440513 | 0) == (j | 0) ? (b[z >> 2] | 0) == (i | 0) : 0) {\n y = 70;\n break;\n }\n\n g = (g + 1 | 0) % (e | 0) | 0;\n z = v + (g << 3) | 0;\n if ((b[z >> 2] | 0) == (i | 0) ? (b[z + 4 >> 2] | 0) == (j | 0) : 0) { break; }else { d = d + 1 | 0; }\n }\n\n if ((y | 0) == 70 ? (y = 0, 0 == 0 & (k & 117440512 | 0) == 100663296) : 0) { break; }\n z = c + (f << 3) | 0;\n b[z >> 2] = l;\n b[z + 4 >> 2] = h;\n f = f + 1 | 0;\n } } while (0);\n\n a = a + 1 | 0;\n\n if ((a | 0) >= (e | 0)) {\n e = n;\n break e;\n }\n\n h = x + (a << 3) | 0;\n l = b[h >> 2] | 0;\n h = b[h + 4 >> 2] | 0;\n }\n }\n\n a = 0;\n f = 0;\n\n while (1) {\n do { if (!((l | 0) == 0 & (h | 0) == 0)) {\n j = bd(l | 0, h | 0, 52) | 0;\n G() | 0;\n j = j & 15;\n if ((j | 0) >= (u | 0)) {\n if ((j | 0) != (u | 0)) {\n d = l | m;\n g = h & -15728641 | o;\n if (j >>> 0 < t >>> 0) { j = g; }else {\n i = u;\n\n do {\n z = cd(7, 0, (14 - i | 0) * 3 | 0) | 0;\n i = i + 1 | 0;\n d = z | d;\n g = G() | 0 | g;\n } while (i >>> 0 < j >>> 0);\n\n j = g;\n }\n } else {\n d = l;\n j = h;\n }\n } else {\n d = 0;\n j = 0;\n }\n i = ad(d | 0, j | 0, e | 0, p | 0) | 0;\n G() | 0;\n g = 0;\n\n while (1) {\n if ((g | 0) > (e | 0)) {\n y = 98;\n break a;\n }\n\n z = v + (i << 3) | 0;\n k = b[z + 4 >> 2] | 0;\n\n if ((k & -117440513 | 0) == (j | 0) ? (b[z >> 2] | 0) == (d | 0) : 0) {\n y = 93;\n break;\n }\n\n i = (i + 1 | 0) % (e | 0) | 0;\n z = v + (i << 3) | 0;\n if ((b[z >> 2] | 0) == (d | 0) ? (b[z + 4 >> 2] | 0) == (j | 0) : 0) { break; }else { g = g + 1 | 0; }\n }\n\n if ((y | 0) == 93 ? (y = 0, 0 == 0 & (k & 117440512 | 0) == 100663296) : 0) { break; }\n z = c + (f << 3) | 0;\n b[z >> 2] = l;\n b[z + 4 >> 2] = h;\n f = f + 1 | 0;\n } } while (0);\n\n a = a + 1 | 0;\n\n if ((a | 0) >= (e | 0)) {\n e = n;\n break e;\n }\n\n h = x + (a << 3) | 0;\n l = b[h >> 2] | 0;\n h = b[h + 4 >> 2] | 0;\n }\n } else {\n f = 0;\n e = n;\n }\n } else {\n f = 0;\n e = 0;\n } } while (0);\n\n gd(v | 0, 0, w | 0) | 0;\n fd(x | 0, q | 0, e << 3 | 0) | 0;\n Wc(q);\n if (!e) { break; }else { c = c + (f << 3) | 0; }\n }\n\n if ((y | 0) == 41) {\n Wc(x);\n Wc(v);\n z = -1;\n return z | 0;\n } else if ((y | 0) == 51) {\n Wc(x);\n Wc(v);\n z = -2;\n return z | 0;\n } else if ((y | 0) == 58) {\n Wc(x);\n Wc(v);\n z = -3;\n return z | 0;\n } else if ((y | 0) == 98) {\n Wc(q);\n Wc(x);\n Wc(v);\n z = -1;\n return z | 0;\n } else if ((y | 0) == 99) { fd(c | 0, x | 0, e << 3 | 0) | 0; }\n\n Wc(x);\n Wc(v);\n z = 0;\n return z | 0;\n }\n\n function Hb(a, c, d, e, f) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n f = f | 0;\n var g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0;\n\n if ((c | 0) <= 0) {\n f = 0;\n return f | 0;\n }\n\n if ((f | 0) >= 16) {\n g = 0;\n\n while (1) {\n l = a + (g << 3) | 0;\n\n if (!((b[l >> 2] | 0) == 0 & (b[l + 4 >> 2] | 0) == 0)) {\n g = 14;\n break;\n }\n\n g = g + 1 | 0;\n\n if ((g | 0) >= (c | 0)) {\n h = 0;\n g = 16;\n break;\n }\n }\n\n if ((g | 0) == 14) { return ((e | 0) > 0 ? -2 : -1) | 0; }else if ((g | 0) == 16) { return h | 0; }\n }\n\n g = 0;\n l = 0;\n\n a: while (1) {\n k = a + (l << 3) | 0;\n i = k;\n h = b[i >> 2] | 0;\n i = b[i + 4 >> 2] | 0;\n\n do { if (!((h | 0) == 0 & (i | 0) == 0)) {\n if ((g | 0) >= (e | 0)) {\n h = -1;\n g = 16;\n break a;\n }\n\n j = bd(h | 0, i | 0, 52) | 0;\n G() | 0;\n j = j & 15;\n\n if ((j | 0) > (f | 0)) {\n h = -2;\n g = 16;\n break a;\n }\n\n if ((j | 0) == (f | 0)) {\n k = d + (g << 3) | 0;\n b[k >> 2] = h;\n b[k + 4 >> 2] = i;\n g = g + 1 | 0;\n break;\n }\n\n h = (sc(7, f - j | 0) | 0) + g | 0;\n\n if ((h | 0) > (e | 0)) {\n h = -1;\n g = 16;\n break a;\n }\n\n Db(b[k >> 2] | 0, b[k + 4 >> 2] | 0, f, d + (g << 3) | 0);\n g = h;\n } } while (0);\n\n l = l + 1 | 0;\n\n if ((l | 0) >= (c | 0)) {\n h = 0;\n g = 16;\n break;\n }\n }\n\n if ((g | 0) == 16) { return h | 0; }\n return 0;\n }\n\n function Ib(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0;\n\n if ((c | 0) <= 0) {\n d = 0;\n return d | 0;\n }\n\n if ((d | 0) >= 16) {\n e = 0;\n\n while (1) {\n h = a + (e << 3) | 0;\n\n if (!((b[h >> 2] | 0) == 0 & (b[h + 4 >> 2] | 0) == 0)) {\n e = -1;\n f = 13;\n break;\n }\n\n e = e + 1 | 0;\n\n if ((e | 0) >= (c | 0)) {\n e = 0;\n f = 13;\n break;\n }\n }\n\n if ((f | 0) == 13) { return e | 0; }\n }\n\n e = 0;\n h = 0;\n\n a: while (1) {\n f = a + (h << 3) | 0;\n g = b[f >> 2] | 0;\n f = b[f + 4 >> 2] | 0;\n\n do { if (!((g | 0) == 0 & (f | 0) == 0)) {\n f = bd(g | 0, f | 0, 52) | 0;\n G() | 0;\n f = f & 15;\n\n if ((f | 0) > (d | 0)) {\n e = -1;\n f = 13;\n break a;\n }\n\n if ((f | 0) == (d | 0)) {\n e = e + 1 | 0;\n break;\n } else {\n e = (sc(7, d - f | 0) | 0) + e | 0;\n break;\n }\n } } while (0);\n\n h = h + 1 | 0;\n\n if ((h | 0) >= (c | 0)) {\n f = 13;\n break;\n }\n }\n\n if ((f | 0) == 13) { return e | 0; }\n return 0;\n }\n\n function Jb(a, b) {\n a = a | 0;\n b = b | 0;\n b = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n return b & 1 | 0;\n }\n\n function Kb(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0,\n d = 0,\n e = 0;\n e = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n e = e & 15;\n\n if (!e) {\n e = 0;\n return e | 0;\n }\n\n d = 1;\n\n while (1) {\n c = bd(a | 0, b | 0, (15 - d | 0) * 3 | 0) | 0;\n G() | 0;\n c = c & 7;\n\n if (c | 0) {\n d = 5;\n break;\n }\n\n if (d >>> 0 < e >>> 0) { d = d + 1 | 0; }else {\n c = 0;\n d = 5;\n break;\n }\n }\n\n if ((d | 0) == 5) { return c | 0; }\n return 0;\n }\n\n function Lb(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n i = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n i = i & 15;\n\n if (!i) {\n h = b;\n i = a;\n F(h | 0);\n return i | 0;\n }\n\n h = 1;\n c = 0;\n\n while (1) {\n f = (15 - h | 0) * 3 | 0;\n d = cd(7, 0, f | 0) | 0;\n e = G() | 0;\n g = bd(a | 0, b | 0, f | 0) | 0;\n G() | 0;\n f = cd(Pa(g & 7) | 0, 0, f | 0) | 0;\n g = G() | 0;\n a = f | a & ~d;\n b = g | b & ~e;\n\n a: do { if (!c) { if (!((f & d | 0) == 0 & (g & e | 0) == 0)) {\n d = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n d = d & 15;\n if (!d) { c = 1; }else {\n c = 1;\n\n b: while (1) {\n g = bd(a | 0, b | 0, (15 - c | 0) * 3 | 0) | 0;\n G() | 0;\n\n switch (g & 7) {\n case 1:\n break b;\n\n case 0:\n break;\n\n default:\n {\n c = 1;\n break a;\n }\n }\n\n if (c >>> 0 < d >>> 0) { c = c + 1 | 0; }else {\n c = 1;\n break a;\n }\n }\n\n c = 1;\n\n while (1) {\n g = (15 - c | 0) * 3 | 0;\n e = bd(a | 0, b | 0, g | 0) | 0;\n G() | 0;\n f = cd(7, 0, g | 0) | 0;\n b = b & ~(G() | 0);\n g = cd(Pa(e & 7) | 0, 0, g | 0) | 0;\n a = a & ~f | g;\n b = b | (G() | 0);\n if (c >>> 0 < d >>> 0) { c = c + 1 | 0; }else {\n c = 1;\n break;\n }\n }\n }\n } else { c = 0; } } } while (0);\n\n if (h >>> 0 < i >>> 0) { h = h + 1 | 0; }else { break; }\n }\n\n F(b | 0);\n return a | 0;\n }\n\n function Mb(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0;\n d = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n d = d & 15;\n\n if (!d) {\n c = b;\n d = a;\n F(c | 0);\n return d | 0;\n }\n\n c = 1;\n\n while (1) {\n f = (15 - c | 0) * 3 | 0;\n g = bd(a | 0, b | 0, f | 0) | 0;\n G() | 0;\n e = cd(7, 0, f | 0) | 0;\n b = b & ~(G() | 0);\n f = cd(Pa(g & 7) | 0, 0, f | 0) | 0;\n a = f | a & ~e;\n b = G() | 0 | b;\n if (c >>> 0 < d >>> 0) { c = c + 1 | 0; }else { break; }\n }\n\n F(b | 0);\n return a | 0;\n }\n\n function Nb(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n i = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n i = i & 15;\n\n if (!i) {\n h = b;\n i = a;\n F(h | 0);\n return i | 0;\n }\n\n h = 1;\n c = 0;\n\n while (1) {\n f = (15 - h | 0) * 3 | 0;\n d = cd(7, 0, f | 0) | 0;\n e = G() | 0;\n g = bd(a | 0, b | 0, f | 0) | 0;\n G() | 0;\n f = cd(Qa(g & 7) | 0, 0, f | 0) | 0;\n g = G() | 0;\n a = f | a & ~d;\n b = g | b & ~e;\n\n a: do { if (!c) { if (!((f & d | 0) == 0 & (g & e | 0) == 0)) {\n d = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n d = d & 15;\n if (!d) { c = 1; }else {\n c = 1;\n\n b: while (1) {\n g = bd(a | 0, b | 0, (15 - c | 0) * 3 | 0) | 0;\n G() | 0;\n\n switch (g & 7) {\n case 1:\n break b;\n\n case 0:\n break;\n\n default:\n {\n c = 1;\n break a;\n }\n }\n\n if (c >>> 0 < d >>> 0) { c = c + 1 | 0; }else {\n c = 1;\n break a;\n }\n }\n\n c = 1;\n\n while (1) {\n e = (15 - c | 0) * 3 | 0;\n f = cd(7, 0, e | 0) | 0;\n g = b & ~(G() | 0);\n b = bd(a | 0, b | 0, e | 0) | 0;\n G() | 0;\n b = cd(Qa(b & 7) | 0, 0, e | 0) | 0;\n a = a & ~f | b;\n b = g | (G() | 0);\n if (c >>> 0 < d >>> 0) { c = c + 1 | 0; }else {\n c = 1;\n break;\n }\n }\n }\n } else { c = 0; } } } while (0);\n\n if (h >>> 0 < i >>> 0) { h = h + 1 | 0; }else { break; }\n }\n\n F(b | 0);\n return a | 0;\n }\n\n function Ob(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0;\n d = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n d = d & 15;\n\n if (!d) {\n c = b;\n d = a;\n F(c | 0);\n return d | 0;\n }\n\n c = 1;\n\n while (1) {\n g = (15 - c | 0) * 3 | 0;\n f = cd(7, 0, g | 0) | 0;\n e = b & ~(G() | 0);\n b = bd(a | 0, b | 0, g | 0) | 0;\n G() | 0;\n b = cd(Qa(b & 7) | 0, 0, g | 0) | 0;\n a = b | a & ~f;\n b = G() | 0 | e;\n if (c >>> 0 < d >>> 0) { c = c + 1 | 0; }else { break; }\n }\n\n F(b | 0);\n return a | 0;\n }\n\n function Pb(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0;\n j = S;\n S = S + 64 | 0;\n i = j + 40 | 0;\n e = j + 24 | 0;\n f = j + 12 | 0;\n g = j;\n cd(c | 0, 0, 52) | 0;\n d = G() | 0 | 134225919;\n\n if (!c) {\n if ((b[a + 4 >> 2] | 0) > 2) {\n h = 0;\n i = 0;\n F(h | 0);\n S = j;\n return i | 0;\n }\n\n if ((b[a + 8 >> 2] | 0) > 2) {\n h = 0;\n i = 0;\n F(h | 0);\n S = j;\n return i | 0;\n }\n\n if ((b[a + 12 >> 2] | 0) > 2) {\n h = 0;\n i = 0;\n F(h | 0);\n S = j;\n return i | 0;\n }\n\n cd(na(a) | 0, 0, 45) | 0;\n h = G() | 0 | d;\n i = -1;\n F(h | 0);\n S = j;\n return i | 0;\n }\n b[i >> 2] = b[a >> 2];\n b[i + 4 >> 2] = b[a + 4 >> 2];\n b[i + 8 >> 2] = b[a + 8 >> 2];\n b[i + 12 >> 2] = b[a + 12 >> 2];\n h = i + 4 | 0;\n\n if ((c | 0) > 0) {\n a = -1;\n\n while (1) {\n b[e >> 2] = b[h >> 2];\n b[e + 4 >> 2] = b[h + 4 >> 2];\n b[e + 8 >> 2] = b[h + 8 >> 2];\n\n if (!(c & 1)) {\n Ja(h);\n b[f >> 2] = b[h >> 2];\n b[f + 4 >> 2] = b[h + 4 >> 2];\n b[f + 8 >> 2] = b[h + 8 >> 2];\n La(f);\n } else {\n Ia(h);\n b[f >> 2] = b[h >> 2];\n b[f + 4 >> 2] = b[h + 4 >> 2];\n b[f + 8 >> 2] = b[h + 8 >> 2];\n Ka(f);\n }\n\n Fa(e, f, g);\n Ca(g);\n l = (15 - c | 0) * 3 | 0;\n k = cd(7, 0, l | 0) | 0;\n d = d & ~(G() | 0);\n l = cd(Ha(g) | 0, 0, l | 0) | 0;\n a = l | a & ~k;\n d = G() | 0 | d;\n if ((c | 0) > 1) { c = c + -1 | 0; }else { break; }\n }\n } else { a = -1; }\n\n a: do { if (((b[h >> 2] | 0) <= 2 ? (b[i + 8 >> 2] | 0) <= 2 : 0) ? (b[i + 12 >> 2] | 0) <= 2 : 0) {\n e = na(i) | 0;\n c = cd(e | 0, 0, 45) | 0;\n c = c | a;\n a = G() | 0 | d & -1040385;\n g = oa(i) | 0;\n\n if (!(la(e) | 0)) {\n if ((g | 0) <= 0) { break; }\n f = 0;\n\n while (1) {\n e = bd(c | 0, a | 0, 52) | 0;\n G() | 0;\n e = e & 15;\n\n if (e) {\n d = 1;\n\n while (1) {\n l = (15 - d | 0) * 3 | 0;\n i = bd(c | 0, a | 0, l | 0) | 0;\n G() | 0;\n k = cd(7, 0, l | 0) | 0;\n a = a & ~(G() | 0);\n l = cd(Pa(i & 7) | 0, 0, l | 0) | 0;\n c = c & ~k | l;\n a = a | (G() | 0);\n if (d >>> 0 < e >>> 0) { d = d + 1 | 0; }else { break; }\n }\n }\n\n f = f + 1 | 0;\n if ((f | 0) == (g | 0)) { break a; }\n }\n }\n\n f = bd(c | 0, a | 0, 52) | 0;\n G() | 0;\n f = f & 15;\n\n b: do { if (f) {\n d = 1;\n\n c: while (1) {\n l = bd(c | 0, a | 0, (15 - d | 0) * 3 | 0) | 0;\n G() | 0;\n\n switch (l & 7) {\n case 1:\n break c;\n\n case 0:\n break;\n\n default:\n break b;\n }\n\n if (d >>> 0 < f >>> 0) { d = d + 1 | 0; }else { break b; }\n }\n\n if (ra(e, b[i >> 2] | 0) | 0) {\n d = 1;\n\n while (1) {\n i = (15 - d | 0) * 3 | 0;\n k = cd(7, 0, i | 0) | 0;\n l = a & ~(G() | 0);\n a = bd(c | 0, a | 0, i | 0) | 0;\n G() | 0;\n a = cd(Qa(a & 7) | 0, 0, i | 0) | 0;\n c = c & ~k | a;\n a = l | (G() | 0);\n if (d >>> 0 < f >>> 0) { d = d + 1 | 0; }else { break; }\n }\n } else {\n d = 1;\n\n while (1) {\n l = (15 - d | 0) * 3 | 0;\n i = bd(c | 0, a | 0, l | 0) | 0;\n G() | 0;\n k = cd(7, 0, l | 0) | 0;\n a = a & ~(G() | 0);\n l = cd(Pa(i & 7) | 0, 0, l | 0) | 0;\n c = c & ~k | l;\n a = a | (G() | 0);\n if (d >>> 0 < f >>> 0) { d = d + 1 | 0; }else { break; }\n }\n }\n } } while (0);\n\n if ((g | 0) > 0) {\n d = 0;\n\n do {\n c = Lb(c, a) | 0;\n a = G() | 0;\n d = d + 1 | 0;\n } while ((d | 0) != (g | 0));\n }\n } else {\n c = 0;\n a = 0;\n } } while (0);\n\n k = a;\n l = c;\n F(k | 0);\n S = j;\n return l | 0;\n }\n\n function Qb(a) {\n a = a | 0;\n return (a | 0) % 2 | 0 | 0;\n }\n\n function Rb(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0;\n e = S;\n S = S + 16 | 0;\n d = e;\n\n if ((c >>> 0 <= 15 ? !((b[a + 4 >> 2] & 2146435072 | 0) == 2146435072) : 0) ? !((b[a + 8 + 4 >> 2] & 2146435072 | 0) == 2146435072) : 0) {\n Ya(a, c, d);\n c = Pb(d, c) | 0;\n a = G() | 0;\n } else {\n a = 0;\n c = 0;\n }\n\n F(a | 0);\n S = e;\n return c | 0;\n }\n\n function Sb(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0;\n f = d + 4 | 0;\n g = bd(a | 0, c | 0, 52) | 0;\n G() | 0;\n g = g & 15;\n h = bd(a | 0, c | 0, 45) | 0;\n G() | 0;\n e = (g | 0) == 0;\n\n if (!(la(h & 127) | 0)) {\n if (e) {\n h = 0;\n return h | 0;\n }\n\n if ((b[f >> 2] | 0) == 0 ? (b[d + 8 >> 2] | 0) == 0 : 0) { e = (b[d + 12 >> 2] | 0) != 0 & 1; }else { e = 1; }\n } else if (e) {\n h = 1;\n return h | 0;\n } else { e = 1; }\n\n d = 1;\n\n while (1) {\n if (!(d & 1)) { La(f); }else { Ka(f); }\n h = bd(a | 0, c | 0, (15 - d | 0) * 3 | 0) | 0;\n G() | 0;\n Ma(f, h & 7);\n if (d >>> 0 < g >>> 0) { d = d + 1 | 0; }else { break; }\n }\n\n return e | 0;\n }\n\n function Tb(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0;\n l = S;\n S = S + 16 | 0;\n j = l;\n k = bd(a | 0, c | 0, 45) | 0;\n G() | 0;\n k = k & 127;\n\n a: do { if ((la(k) | 0) != 0 ? (g = bd(a | 0, c | 0, 52) | 0, G() | 0, g = g & 15, (g | 0) != 0) : 0) {\n e = 1;\n\n b: while (1) {\n i = bd(a | 0, c | 0, (15 - e | 0) * 3 | 0) | 0;\n G() | 0;\n\n switch (i & 7) {\n case 5:\n break b;\n\n case 0:\n break;\n\n default:\n {\n e = c;\n break a;\n }\n }\n\n if (e >>> 0 < g >>> 0) { e = e + 1 | 0; }else {\n e = c;\n break a;\n }\n }\n\n f = 1;\n e = c;\n\n while (1) {\n c = (15 - f | 0) * 3 | 0;\n h = cd(7, 0, c | 0) | 0;\n i = e & ~(G() | 0);\n e = bd(a | 0, e | 0, c | 0) | 0;\n G() | 0;\n e = cd(Qa(e & 7) | 0, 0, c | 0) | 0;\n a = a & ~h | e;\n e = i | (G() | 0);\n if (f >>> 0 < g >>> 0) { f = f + 1 | 0; }else { break; }\n }\n } else { e = c; } } while (0);\n\n i = 7728 + (k * 28 | 0) | 0;\n b[d >> 2] = b[i >> 2];\n b[d + 4 >> 2] = b[i + 4 >> 2];\n b[d + 8 >> 2] = b[i + 8 >> 2];\n b[d + 12 >> 2] = b[i + 12 >> 2];\n\n if (!(Sb(a, e, d) | 0)) {\n S = l;\n return;\n }\n\n h = d + 4 | 0;\n b[j >> 2] = b[h >> 2];\n b[j + 4 >> 2] = b[h + 4 >> 2];\n b[j + 8 >> 2] = b[h + 8 >> 2];\n g = bd(a | 0, e | 0, 52) | 0;\n G() | 0;\n i = g & 15;\n if (!(g & 1)) { g = i; }else {\n La(h);\n g = i + 1 | 0;\n }\n if (!(la(k) | 0)) { e = 0; }else {\n c: do { if (!i) { e = 0; }else {\n c = 1;\n\n while (1) {\n f = bd(a | 0, e | 0, (15 - c | 0) * 3 | 0) | 0;\n G() | 0;\n f = f & 7;\n\n if (f | 0) {\n e = f;\n break c;\n }\n\n if (c >>> 0 < i >>> 0) { c = c + 1 | 0; }else {\n e = 0;\n break;\n }\n }\n } } while (0);\n\n e = (e | 0) == 4 & 1;\n }\n\n if (!(cb(d, g, e, 0) | 0)) {\n if ((g | 0) != (i | 0)) {\n b[h >> 2] = b[j >> 2];\n b[h + 4 >> 2] = b[j + 4 >> 2];\n b[h + 8 >> 2] = b[j + 8 >> 2];\n }\n } else {\n if (la(k) | 0) { do {} while ((cb(d, g, 0, 0) | 0) != 0); }\n if ((g | 0) != (i | 0)) { Ja(h); }\n }\n\n S = l;\n return;\n }\n\n function Ub(a, b, c) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n var d = 0,\n e = 0;\n d = S;\n S = S + 16 | 0;\n e = d;\n Tb(a, b, e);\n b = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n $a(e, b & 15, c);\n S = d;\n return;\n }\n\n function Vb(a, b, c) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n var d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0;\n g = S;\n S = S + 16 | 0;\n f = g;\n Tb(a, b, f);\n d = bd(a | 0, b | 0, 45) | 0;\n G() | 0;\n d = (la(d & 127) | 0) == 0;\n e = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n e = e & 15;\n\n a: do { if (!d) {\n if (e | 0) {\n d = 1;\n\n while (1) {\n h = cd(7, 0, (15 - d | 0) * 3 | 0) | 0;\n if (!((h & a | 0) == 0 & ((G() | 0) & b | 0) == 0)) { break a; }\n if (d >>> 0 < e >>> 0) { d = d + 1 | 0; }else { break; }\n }\n }\n\n ab(f, e, 0, 5, c);\n S = g;\n return;\n } } while (0);\n\n eb(f, e, 0, 6, c);\n S = g;\n return;\n }\n\n function Wb(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0,\n d = 0,\n e = 0;\n d = bd(a | 0, b | 0, 45) | 0;\n G() | 0;\n\n if (!(la(d & 127) | 0)) {\n d = 2;\n return d | 0;\n }\n\n d = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n d = d & 15;\n\n if (!d) {\n d = 5;\n return d | 0;\n }\n\n c = 1;\n\n while (1) {\n e = cd(7, 0, (15 - c | 0) * 3 | 0) | 0;\n\n if (!((e & a | 0) == 0 & ((G() | 0) & b | 0) == 0)) {\n c = 2;\n a = 6;\n break;\n }\n\n if (c >>> 0 < d >>> 0) { c = c + 1 | 0; }else {\n c = 5;\n a = 6;\n break;\n }\n }\n\n if ((a | 0) == 6) { return c | 0; }\n return 0;\n }\n\n function Xb(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0;\n m = S;\n S = S + 128 | 0;\n k = m + 112 | 0;\n g = m + 96 | 0;\n l = m;\n f = bd(a | 0, c | 0, 52) | 0;\n G() | 0;\n i = f & 15;\n b[k >> 2] = i;\n h = bd(a | 0, c | 0, 45) | 0;\n G() | 0;\n h = h & 127;\n\n a: do { if (la(h) | 0) {\n if (i | 0) {\n e = 1;\n\n while (1) {\n j = cd(7, 0, (15 - e | 0) * 3 | 0) | 0;\n\n if (!((j & a | 0) == 0 & ((G() | 0) & c | 0) == 0)) {\n f = 0;\n break a;\n }\n\n if (e >>> 0 < i >>> 0) { e = e + 1 | 0; }else { break; }\n }\n }\n\n if (!(f & 1)) {\n j = cd(i + 1 | 0, 0, 52) | 0;\n l = G() | 0 | c & -15728641;\n k = cd(7, 0, (14 - i | 0) * 3 | 0) | 0;\n Xb((j | a) & ~k, l & ~(G() | 0), d);\n S = m;\n return;\n } else { f = 1; }\n } else { f = 0; } } while (0);\n\n Tb(a, c, g);\n\n if (f) {\n bb(g, k, l);\n j = 5;\n } else {\n fb(g, k, l);\n j = 6;\n }\n\n b: do { if (la(h) | 0) {\n if (!i) { e = 20; }else {\n e = 1;\n\n while (1) {\n h = cd(7, 0, (15 - e | 0) * 3 | 0) | 0;\n\n if (!((h & a | 0) == 0 & ((G() | 0) & c | 0) == 0)) {\n e = 8;\n break b;\n }\n\n if (e >>> 0 < i >>> 0) { e = e + 1 | 0; }else {\n e = 20;\n break;\n }\n }\n }\n } else { e = 8; } } while (0);\n\n gd(d | 0, -1, e | 0) | 0;\n\n if (f) {\n f = 0;\n\n do {\n g = l + (f << 4) | 0;\n db(g, b[k >> 2] | 0) | 0;\n g = b[g >> 2] | 0;\n e = 0;\n\n while (1) {\n h = d + (e << 2) | 0;\n i = b[h >> 2] | 0;\n if ((i | 0) == -1 | (i | 0) == (g | 0)) { break; }else { e = e + 1 | 0; }\n }\n\n b[h >> 2] = g;\n f = f + 1 | 0;\n } while ((f | 0) != (j | 0));\n } else {\n f = 0;\n\n do {\n g = l + (f << 4) | 0;\n cb(g, b[k >> 2] | 0, 0, 1) | 0;\n g = b[g >> 2] | 0;\n e = 0;\n\n while (1) {\n h = d + (e << 2) | 0;\n i = b[h >> 2] | 0;\n if ((i | 0) == -1 | (i | 0) == (g | 0)) { break; }else { e = e + 1 | 0; }\n }\n\n b[h >> 2] = g;\n f = f + 1 | 0;\n } while ((f | 0) != (j | 0));\n }\n\n S = m;\n return;\n }\n\n function Yb() {\n return 12;\n }\n\n function Zb(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0;\n cd(a | 0, 0, 52) | 0;\n i = G() | 0 | 134225919;\n\n if ((a | 0) < 1) {\n e = 0;\n d = 0;\n\n do {\n if (la(e) | 0) {\n cd(e | 0, 0, 45) | 0;\n h = i | (G() | 0);\n a = c + (d << 3) | 0;\n b[a >> 2] = -1;\n b[a + 4 >> 2] = h;\n d = d + 1 | 0;\n }\n\n e = e + 1 | 0;\n } while ((e | 0) != 122);\n\n return;\n }\n\n h = 0;\n d = 0;\n\n do {\n if (la(h) | 0) {\n cd(h | 0, 0, 45) | 0;\n e = 1;\n f = -1;\n g = i | (G() | 0);\n\n while (1) {\n j = cd(7, 0, (15 - e | 0) * 3 | 0) | 0;\n f = f & ~j;\n g = g & ~(G() | 0);\n if ((e | 0) == (a | 0)) { break; }else { e = e + 1 | 0; }\n }\n\n j = c + (d << 3) | 0;\n b[j >> 2] = f;\n b[j + 4 >> 2] = g;\n d = d + 1 | 0;\n }\n\n h = h + 1 | 0;\n } while ((h | 0) != 122);\n\n return;\n }\n\n function _b(a, c, d, e) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0;\n i = S;\n S = S + 64 | 0;\n h = i;\n\n if ((a | 0) == (d | 0) & (c | 0) == (e | 0) | (0 != 0 | (c & 2013265920 | 0) != 134217728 | (0 != 0 | (e & 2013265920 | 0) != 134217728))) {\n h = 0;\n S = i;\n return h | 0;\n }\n\n f = bd(a | 0, c | 0, 52) | 0;\n G() | 0;\n f = f & 15;\n g = bd(d | 0, e | 0, 52) | 0;\n G() | 0;\n\n if ((f | 0) != (g & 15 | 0)) {\n h = 0;\n S = i;\n return h | 0;\n }\n\n g = f + -1 | 0;\n\n if (f >>> 0 > 1 ? (k = Bb(a, c, g) | 0, j = G() | 0, g = Bb(d, e, g) | 0, (k | 0) == (g | 0) & (j | 0) == (G() | 0)) : 0) {\n g = (f ^ 15) * 3 | 0;\n f = bd(a | 0, c | 0, g | 0) | 0;\n G() | 0;\n f = f & 7;\n g = bd(d | 0, e | 0, g | 0) | 0;\n G() | 0;\n g = g & 7;\n\n if ((f | 0) == 0 | (g | 0) == 0) {\n k = 1;\n S = i;\n return k | 0;\n }\n\n if ((b[21136 + (f << 2) >> 2] | 0) == (g | 0)) {\n k = 1;\n S = i;\n return k | 0;\n }\n\n if ((b[21168 + (f << 2) >> 2] | 0) == (g | 0)) {\n k = 1;\n S = i;\n return k | 0;\n }\n }\n\n f = h;\n g = f + 56 | 0;\n\n do {\n b[f >> 2] = 0;\n f = f + 4 | 0;\n } while ((f | 0) < (g | 0));\n\n $(a, c, 1, h);\n k = h;\n\n if (((((!((b[k >> 2] | 0) == (d | 0) ? (b[k + 4 >> 2] | 0) == (e | 0) : 0) ? (k = h + 8 | 0, !((b[k >> 2] | 0) == (d | 0) ? (b[k + 4 >> 2] | 0) == (e | 0) : 0)) : 0) ? (k = h + 16 | 0, !((b[k >> 2] | 0) == (d | 0) ? (b[k + 4 >> 2] | 0) == (e | 0) : 0)) : 0) ? (k = h + 24 | 0, !((b[k >> 2] | 0) == (d | 0) ? (b[k + 4 >> 2] | 0) == (e | 0) : 0)) : 0) ? (k = h + 32 | 0, !((b[k >> 2] | 0) == (d | 0) ? (b[k + 4 >> 2] | 0) == (e | 0) : 0)) : 0) ? (k = h + 40 | 0, !((b[k >> 2] | 0) == (d | 0) ? (b[k + 4 >> 2] | 0) == (e | 0) : 0)) : 0) {\n f = h + 48 | 0;\n f = ((b[f >> 2] | 0) == (d | 0) ? (b[f + 4 >> 2] | 0) == (e | 0) : 0) & 1;\n } else { f = 1; }\n\n k = f;\n S = i;\n return k | 0;\n }\n\n function $b(a, c, d, e) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0;\n k = S;\n S = S + 16 | 0;\n h = k;\n\n if (!(_b(a, c, d, e) | 0)) {\n i = 0;\n j = 0;\n F(i | 0);\n S = k;\n return j | 0;\n }\n\n i = c & -2130706433;\n f = (Eb(a, c) | 0) == 0;\n f = f ? 1 : 2;\n\n while (1) {\n b[h >> 2] = 0;\n l = da(a, c, f, h) | 0;\n g = f + 1 | 0;\n if ((l | 0) == (d | 0) & (G() | 0) == (e | 0)) { break; }\n if (g >>> 0 < 7) { f = g; }else {\n f = 0;\n a = 0;\n j = 6;\n break;\n }\n }\n\n if ((j | 0) == 6) {\n F(f | 0);\n S = k;\n return a | 0;\n }\n\n l = cd(f | 0, 0, 56) | 0;\n j = i | (G() | 0) | 268435456;\n l = a | l;\n F(j | 0);\n S = k;\n return l | 0;\n }\n\n function ac(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0;\n c = 0 == 0 & (b & 2013265920 | 0) == 268435456;\n F((c ? b & -2130706433 | 134217728 : 0) | 0);\n return (c ? a : 0) | 0;\n }\n\n function bc(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0,\n f = 0;\n e = S;\n S = S + 16 | 0;\n d = e;\n\n if (!(0 == 0 & (c & 2013265920 | 0) == 268435456)) {\n c = 0;\n d = 0;\n F(c | 0);\n S = e;\n return d | 0;\n }\n\n f = bd(a | 0, c | 0, 56) | 0;\n G() | 0;\n b[d >> 2] = 0;\n d = da(a, c & -2130706433 | 134217728, f & 7, d) | 0;\n c = G() | 0;\n F(c | 0);\n S = e;\n return d | 0;\n }\n\n function cc(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0;\n\n if (!(0 == 0 & (b & 2013265920 | 0) == 268435456)) {\n c = 0;\n return c | 0;\n }\n\n c = bd(a | 0, b | 0, 56) | 0;\n G() | 0;\n\n switch (c & 7) {\n case 0:\n case 7:\n {\n c = 0;\n return c | 0;\n }\n\n default:\n\n }\n\n c = b & -2130706433 | 134217728;\n\n if (0 == 0 & (b & 117440512 | 0) == 16777216 & (Eb(a, c) | 0) != 0) {\n c = 0;\n return c | 0;\n }\n\n c = Ab(a, c) | 0;\n return c | 0;\n }\n\n function dc(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n g = S;\n S = S + 16 | 0;\n e = g;\n h = 0 == 0 & (c & 2013265920 | 0) == 268435456;\n f = c & -2130706433 | 134217728;\n i = d;\n b[i >> 2] = h ? a : 0;\n b[i + 4 >> 2] = h ? f : 0;\n\n if (h) {\n c = bd(a | 0, c | 0, 56) | 0;\n G() | 0;\n b[e >> 2] = 0;\n a = da(a, f, c & 7, e) | 0;\n c = G() | 0;\n } else {\n a = 0;\n c = 0;\n }\n\n i = d + 8 | 0;\n b[i >> 2] = a;\n b[i + 4 >> 2] = c;\n S = g;\n return;\n }\n\n function ec(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0;\n f = (Eb(a, c) | 0) == 0;\n c = c & -2130706433;\n e = d;\n b[e >> 2] = f ? a : 0;\n b[e + 4 >> 2] = f ? c | 285212672 : 0;\n e = d + 8 | 0;\n b[e >> 2] = a;\n b[e + 4 >> 2] = c | 301989888;\n e = d + 16 | 0;\n b[e >> 2] = a;\n b[e + 4 >> 2] = c | 318767104;\n e = d + 24 | 0;\n b[e >> 2] = a;\n b[e + 4 >> 2] = c | 335544320;\n e = d + 32 | 0;\n b[e >> 2] = a;\n b[e + 4 >> 2] = c | 352321536;\n d = d + 40 | 0;\n b[d >> 2] = a;\n b[d + 4 >> 2] = c | 369098752;\n return;\n }\n\n function fc(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n h = S;\n S = S + 16 | 0;\n g = h;\n e = bd(a | 0, c | 0, 56) | 0;\n G() | 0;\n i = 0 == 0 & (c & 2013265920 | 0) == 268435456;\n f = i ? a : 0;\n a = i ? c & -2130706433 | 134217728 : 0;\n c = Kc(f, a, e & 7) | 0;\n\n if ((c | 0) == -1) {\n b[d >> 2] = 0;\n S = h;\n return;\n }\n\n Tb(f, a, g);\n e = bd(f | 0, a | 0, 52) | 0;\n G() | 0;\n e = e & 15;\n if (!(Eb(f, a) | 0)) { eb(g, e, c, 2, d); }else { ab(g, e, c, 2, d); }\n S = h;\n return;\n }\n\n function gc(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0;\n c = Xc(1, 12) | 0;\n if (!c) { H(22691, 22646, 49, 22704); }\n d = a + 4 | 0;\n e = b[d >> 2] | 0;\n\n if (e | 0) {\n e = e + 8 | 0;\n b[e >> 2] = c;\n b[d >> 2] = c;\n return c | 0;\n }\n\n if (b[a >> 2] | 0) { H(22721, 22646, 61, 22744); }\n e = a;\n b[e >> 2] = c;\n b[d >> 2] = c;\n return c | 0;\n }\n\n function hc(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0;\n e = Vc(24) | 0;\n if (!e) { H(22758, 22646, 78, 22772); }\n b[e >> 2] = b[c >> 2];\n b[e + 4 >> 2] = b[c + 4 >> 2];\n b[e + 8 >> 2] = b[c + 8 >> 2];\n b[e + 12 >> 2] = b[c + 12 >> 2];\n b[e + 16 >> 2] = 0;\n c = a + 4 | 0;\n d = b[c >> 2] | 0;\n\n if (d | 0) {\n b[d + 16 >> 2] = e;\n b[c >> 2] = e;\n return e | 0;\n }\n\n if (b[a >> 2] | 0) { H(22787, 22646, 82, 22772); }\n b[a >> 2] = e;\n b[c >> 2] = e;\n return e | 0;\n }\n\n function ic(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0;\n if (!a) { return; }\n e = 1;\n\n while (1) {\n c = b[a >> 2] | 0;\n if (c | 0) { do {\n d = b[c >> 2] | 0;\n if (d | 0) { do {\n f = d;\n d = b[d + 16 >> 2] | 0;\n Wc(f);\n } while ((d | 0) != 0); }\n f = c;\n c = b[c + 8 >> 2] | 0;\n Wc(f);\n } while ((c | 0) != 0); }\n c = a;\n a = b[a + 8 >> 2] | 0;\n if (!e) { Wc(c); }\n if (!a) { break; }else { e = 0; }\n }\n\n return;\n }\n\n function jc(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n f = 0,\n g = 0,\n h = 0.0,\n i = 0,\n j = 0.0,\n k = 0.0,\n l = 0,\n m = 0,\n n = 0,\n o = 0,\n p = 0,\n r = 0,\n s = 0.0,\n t = 0.0,\n u = 0.0,\n v = 0.0,\n w = 0.0,\n x = 0.0,\n y = 0,\n z = 0,\n A = 0,\n B = 0,\n C = 0,\n D = 0,\n E = 0,\n F = 0,\n G = 0,\n I = 0,\n J = 0,\n K = 0;\n g = a + 8 | 0;\n\n if (b[g >> 2] | 0) {\n K = 1;\n return K | 0;\n }\n\n f = b[a >> 2] | 0;\n\n if (!f) {\n K = 0;\n return K | 0;\n }\n\n c = f;\n d = 0;\n\n do {\n d = d + 1 | 0;\n c = b[c + 8 >> 2] | 0;\n } while ((c | 0) != 0);\n\n if (d >>> 0 < 2) {\n K = 0;\n return K | 0;\n }\n\n I = Vc(d << 2) | 0;\n if (!I) { H(22807, 22646, 317, 22826); }\n G = Vc(d << 5) | 0;\n if (!G) { H(22848, 22646, 321, 22826); }\n b[a >> 2] = 0;\n z = a + 4 | 0;\n b[z >> 2] = 0;\n b[g >> 2] = 0;\n d = 0;\n F = 0;\n y = 0;\n n = 0;\n\n a: while (1) {\n m = b[f >> 2] | 0;\n\n if (m) {\n h = 0.0;\n i = m;\n\n do {\n k = +e[i + 8 >> 3];\n c = i;\n i = b[i + 16 >> 2] | 0;\n l = (i | 0) == 0;\n g = l ? m : i;\n j = +e[g + 8 >> 3];\n\n if (+q(+(k - j)) > 3.141592653589793) {\n K = 14;\n break;\n }\n\n h = h + (j - k) * (+e[c >> 3] + +e[g >> 3]);\n } while (!l);\n\n if ((K | 0) == 14) {\n K = 0;\n h = 0.0;\n c = m;\n\n do {\n x = +e[c + 8 >> 3];\n E = c + 16 | 0;\n D = b[E >> 2] | 0;\n D = (D | 0) == 0 ? m : D;\n w = +e[D + 8 >> 3];\n h = h + (+e[c >> 3] + +e[D >> 3]) * ((w < 0.0 ? w + 6.283185307179586 : w) - (x < 0.0 ? x + 6.283185307179586 : x));\n c = b[((c | 0) == 0 ? f : E) >> 2] | 0;\n } while ((c | 0) != 0);\n }\n\n if (h > 0.0) {\n b[I + (F << 2) >> 2] = f;\n F = F + 1 | 0;\n g = y;\n c = n;\n } else { K = 19; }\n } else { K = 19; }\n\n if ((K | 0) == 19) {\n K = 0;\n\n do { if (!d) {\n if (!n) {\n if (!(b[a >> 2] | 0)) {\n g = z;\n i = a;\n c = f;\n d = a;\n break;\n } else {\n K = 27;\n break a;\n }\n } else {\n g = z;\n i = n + 8 | 0;\n c = f;\n d = a;\n break;\n }\n } else {\n c = d + 8 | 0;\n\n if (b[c >> 2] | 0) {\n K = 21;\n break a;\n }\n\n d = Xc(1, 12) | 0;\n\n if (!d) {\n K = 23;\n break a;\n }\n\n b[c >> 2] = d;\n g = d + 4 | 0;\n i = d;\n c = n;\n } } while (0);\n\n b[i >> 2] = f;\n b[g >> 2] = f;\n i = G + (y << 5) | 0;\n l = b[f >> 2] | 0;\n\n if (l) {\n m = G + (y << 5) + 8 | 0;\n e[m >> 3] = 1797693134862315708145274.0e284;\n n = G + (y << 5) + 24 | 0;\n e[n >> 3] = 1797693134862315708145274.0e284;\n e[i >> 3] = -1797693134862315708145274.0e284;\n o = G + (y << 5) + 16 | 0;\n e[o >> 3] = -1797693134862315708145274.0e284;\n u = 1797693134862315708145274.0e284;\n v = -1797693134862315708145274.0e284;\n g = 0;\n p = l;\n k = 1797693134862315708145274.0e284;\n s = 1797693134862315708145274.0e284;\n t = -1797693134862315708145274.0e284;\n j = -1797693134862315708145274.0e284;\n\n while (1) {\n h = +e[p >> 3];\n x = +e[p + 8 >> 3];\n p = b[p + 16 >> 2] | 0;\n r = (p | 0) == 0;\n w = +e[(r ? l : p) + 8 >> 3];\n\n if (h < k) {\n e[m >> 3] = h;\n k = h;\n }\n\n if (x < s) {\n e[n >> 3] = x;\n s = x;\n }\n\n if (h > t) { e[i >> 3] = h; }else { h = t; }\n\n if (x > j) {\n e[o >> 3] = x;\n j = x;\n }\n\n u = x > 0.0 & x < u ? x : u;\n v = x < 0.0 & x > v ? x : v;\n g = g | +q(+(x - w)) > 3.141592653589793;\n if (r) { break; }else { t = h; }\n }\n\n if (g) {\n e[o >> 3] = v;\n e[n >> 3] = u;\n }\n } else {\n b[i >> 2] = 0;\n b[i + 4 >> 2] = 0;\n b[i + 8 >> 2] = 0;\n b[i + 12 >> 2] = 0;\n b[i + 16 >> 2] = 0;\n b[i + 20 >> 2] = 0;\n b[i + 24 >> 2] = 0;\n b[i + 28 >> 2] = 0;\n }\n\n g = y + 1 | 0;\n }\n\n E = f + 8 | 0;\n f = b[E >> 2] | 0;\n b[E >> 2] = 0;\n\n if (!f) {\n K = 45;\n break;\n } else {\n y = g;\n n = c;\n }\n }\n\n if ((K | 0) == 21) { H(22624, 22646, 35, 22658); }else if ((K | 0) == 23) { H(22678, 22646, 37, 22658); }else if ((K | 0) == 27) { H(22721, 22646, 61, 22744); }else if ((K | 0) == 45) {\n b: do { if ((F | 0) > 0) {\n E = (g | 0) == 0;\n C = g << 2;\n D = (a | 0) == 0;\n B = 0;\n c = 0;\n\n while (1) {\n A = b[I + (B << 2) >> 2] | 0;\n\n if (!E) {\n y = Vc(C) | 0;\n\n if (!y) {\n K = 50;\n break;\n }\n\n z = Vc(C) | 0;\n\n if (!z) {\n K = 52;\n break;\n }\n\n c: do { if (!D) {\n g = 0;\n d = 0;\n i = a;\n\n while (1) {\n f = G + (g << 5) | 0;\n\n if (kc(b[i >> 2] | 0, f, b[A >> 2] | 0) | 0) {\n b[y + (d << 2) >> 2] = i;\n b[z + (d << 2) >> 2] = f;\n r = d + 1 | 0;\n } else { r = d; }\n\n i = b[i + 8 >> 2] | 0;\n if (!i) { break; }else {\n g = g + 1 | 0;\n d = r;\n }\n }\n\n if ((r | 0) > 0) {\n f = b[y >> 2] | 0;\n if ((r | 0) == 1) { d = f; }else {\n o = 0;\n p = -1;\n d = f;\n n = f;\n\n while (1) {\n l = b[n >> 2] | 0;\n f = 0;\n i = 0;\n\n while (1) {\n g = b[b[y + (i << 2) >> 2] >> 2] | 0;\n if ((g | 0) == (l | 0)) { m = f; }else { m = f + ((kc(g, b[z + (i << 2) >> 2] | 0, b[l >> 2] | 0) | 0) & 1) | 0; }\n i = i + 1 | 0;\n if ((i | 0) == (r | 0)) { break; }else { f = m; }\n }\n\n g = (m | 0) > (p | 0);\n d = g ? n : d;\n f = o + 1 | 0;\n if ((f | 0) == (r | 0)) { break c; }\n o = f;\n p = g ? m : p;\n n = b[y + (f << 2) >> 2] | 0;\n }\n }\n } else { d = 0; }\n } else { d = 0; } } while (0);\n\n Wc(y);\n Wc(z);\n\n if (d) {\n g = d + 4 | 0;\n f = b[g >> 2] | 0;\n\n if (!f) {\n if (b[d >> 2] | 0) {\n K = 70;\n break;\n }\n } else { d = f + 8 | 0; }\n\n b[d >> 2] = A;\n b[g >> 2] = A;\n } else { K = 73; }\n } else { K = 73; }\n\n if ((K | 0) == 73) {\n K = 0;\n c = b[A >> 2] | 0;\n if (c | 0) { do {\n z = c;\n c = b[c + 16 >> 2] | 0;\n Wc(z);\n } while ((c | 0) != 0); }\n Wc(A);\n c = 2;\n }\n\n B = B + 1 | 0;\n\n if ((B | 0) >= (F | 0)) {\n J = c;\n break b;\n }\n }\n\n if ((K | 0) == 50) { H(22863, 22646, 249, 22882); }else if ((K | 0) == 52) { H(22901, 22646, 252, 22882); }else if ((K | 0) == 70) { H(22721, 22646, 61, 22744); }\n } else { J = 0; } } while (0);\n\n Wc(I);\n Wc(G);\n K = J;\n return K | 0;\n }\n return 0;\n }\n\n function kc(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var f = 0.0,\n g = 0.0,\n h = 0.0,\n i = 0.0,\n j = 0.0,\n k = 0.0,\n l = 0.0,\n m = 0;\n\n if (!(xa(c, d) | 0)) {\n a = 0;\n return a | 0;\n }\n\n c = wa(c) | 0;\n l = +e[d >> 3];\n f = +e[d + 8 >> 3];\n f = c & f < 0.0 ? f + 6.283185307179586 : f;\n a = b[a >> 2] | 0;\n\n if (!a) {\n a = 0;\n return a | 0;\n }\n\n if (c) {\n c = 0;\n d = a;\n\n a: while (1) {\n while (1) {\n i = +e[d >> 3];\n k = +e[d + 8 >> 3];\n d = d + 16 | 0;\n m = b[d >> 2] | 0;\n m = (m | 0) == 0 ? a : m;\n h = +e[m >> 3];\n g = +e[m + 8 >> 3];\n\n if (i > h) {\n j = i;\n i = k;\n } else {\n j = h;\n h = i;\n i = g;\n g = k;\n }\n\n if (!(l < h | l > j)) { break; }\n d = b[d >> 2] | 0;\n\n if (!d) {\n d = 22;\n break a;\n }\n }\n\n k = g < 0.0 ? g + 6.283185307179586 : g;\n i = i < 0.0 ? i + 6.283185307179586 : i;\n f = i == f | k == f ? f + -2.220446049250313e-16 : f;\n k = k + (l - h) / (j - h) * (i - k);\n if ((k < 0.0 ? k + 6.283185307179586 : k) > f) { c = c ^ 1; }\n d = b[d >> 2] | 0;\n\n if (!d) {\n d = 22;\n break;\n }\n }\n\n if ((d | 0) == 22) { return c | 0; }\n } else {\n c = 0;\n d = a;\n\n b: while (1) {\n while (1) {\n i = +e[d >> 3];\n k = +e[d + 8 >> 3];\n d = d + 16 | 0;\n m = b[d >> 2] | 0;\n m = (m | 0) == 0 ? a : m;\n h = +e[m >> 3];\n g = +e[m + 8 >> 3];\n\n if (i > h) {\n j = i;\n i = k;\n } else {\n j = h;\n h = i;\n i = g;\n g = k;\n }\n\n if (!(l < h | l > j)) { break; }\n d = b[d >> 2] | 0;\n\n if (!d) {\n d = 22;\n break b;\n }\n }\n\n f = i == f | g == f ? f + -2.220446049250313e-16 : f;\n if (g + (l - h) / (j - h) * (i - g) > f) { c = c ^ 1; }\n d = b[d >> 2] | 0;\n\n if (!d) {\n d = 22;\n break;\n }\n }\n\n if ((d | 0) == 22) { return c | 0; }\n }\n\n return 0;\n }\n\n function lc(c, d, e, f, g) {\n c = c | 0;\n d = d | 0;\n e = e | 0;\n f = f | 0;\n g = g | 0;\n var h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0,\n p = 0,\n q = 0,\n r = 0,\n s = 0,\n t = 0,\n u = 0;\n u = S;\n S = S + 32 | 0;\n t = u + 16 | 0;\n s = u;\n h = bd(c | 0, d | 0, 52) | 0;\n G() | 0;\n h = h & 15;\n p = bd(e | 0, f | 0, 52) | 0;\n G() | 0;\n\n if ((h | 0) != (p & 15 | 0)) {\n t = 1;\n S = u;\n return t | 0;\n }\n\n l = bd(c | 0, d | 0, 45) | 0;\n G() | 0;\n l = l & 127;\n m = bd(e | 0, f | 0, 45) | 0;\n G() | 0;\n m = m & 127;\n p = (l | 0) != (m | 0);\n\n if (p) {\n j = ta(l, m) | 0;\n\n if ((j | 0) == 7) {\n t = 2;\n S = u;\n return t | 0;\n }\n\n k = ta(m, l) | 0;\n if ((k | 0) == 7) { H(22925, 22949, 151, 22959); }else {\n q = j;\n i = k;\n }\n } else {\n q = 0;\n i = 0;\n }\n\n n = la(l) | 0;\n o = la(m) | 0;\n b[t >> 2] = 0;\n b[t + 4 >> 2] = 0;\n b[t + 8 >> 2] = 0;\n b[t + 12 >> 2] = 0;\n\n do { if (!q) {\n Sb(e, f, t) | 0;\n\n if ((n | 0) != 0 & (o | 0) != 0) {\n if ((m | 0) != (l | 0)) { H(23077, 22949, 243, 22959); }\n i = Kb(c, d) | 0;\n h = Kb(e, f) | 0;\n\n if (!(a[22032 + (i * 7 | 0) + h >> 0] | 0)) {\n i = b[21200 + (i * 28 | 0) + (h << 2) >> 2] | 0;\n\n if ((i | 0) > 0) {\n j = t + 4 | 0;\n h = 0;\n\n do {\n Oa(j);\n h = h + 1 | 0;\n } while ((h | 0) != (i | 0));\n\n r = 50;\n } else { r = 50; }\n } else { h = 5; }\n } else { r = 50; }\n } else {\n m = b[4304 + (l * 28 | 0) + (q << 2) >> 2] | 0;\n j = (m | 0) > 0;\n if (!o) {\n if (j) {\n l = 0;\n k = e;\n j = f;\n\n do {\n k = Ob(k, j) | 0;\n j = G() | 0;\n i = Qa(i) | 0;\n l = l + 1 | 0;\n } while ((l | 0) != (m | 0));\n\n m = i;\n l = k;\n k = j;\n } else {\n m = i;\n l = e;\n k = f;\n }\n } else if (j) {\n l = 0;\n k = e;\n j = f;\n\n do {\n k = Nb(k, j) | 0;\n j = G() | 0;\n i = Qa(i) | 0;\n if ((i | 0) == 1) { i = Qa(1) | 0; }\n l = l + 1 | 0;\n } while ((l | 0) != (m | 0));\n\n m = i;\n l = k;\n k = j;\n } else {\n m = i;\n l = e;\n k = f;\n }\n Sb(l, k, t) | 0;\n if (!p) { H(22972, 22949, 181, 22959); }\n j = (n | 0) != 0;\n i = (o | 0) != 0;\n if (j & i) { H(22999, 22949, 182, 22959); }\n if (!j) {\n if (i) {\n i = Kb(l, k) | 0;\n\n if (a[22032 + (i * 7 | 0) + m >> 0] | 0) {\n h = 4;\n break;\n }\n\n l = 0;\n k = b[21200 + (m * 28 | 0) + (i << 2) >> 2] | 0;\n r = 26;\n } else { i = 0; }\n } else {\n i = Kb(c, d) | 0;\n\n if (a[22032 + (i * 7 | 0) + q >> 0] | 0) {\n h = 3;\n break;\n }\n\n k = b[21200 + (i * 28 | 0) + (q << 2) >> 2] | 0;\n l = k;\n r = 26;\n }\n\n if ((r | 0) == 26) {\n if ((k | 0) <= -1) { H(23030, 22949, 212, 22959); }\n if ((l | 0) <= -1) { H(23053, 22949, 213, 22959); }\n\n if ((k | 0) > 0) {\n j = t + 4 | 0;\n i = 0;\n\n do {\n Oa(j);\n i = i + 1 | 0;\n } while ((i | 0) != (k | 0));\n\n i = l;\n } else { i = l; }\n }\n b[s >> 2] = 0;\n b[s + 4 >> 2] = 0;\n b[s + 8 >> 2] = 0;\n Ma(s, q);\n if (h | 0) { while (1) {\n if (!(Qb(h) | 0)) { La(s); }else { Ka(s); }\n if ((h | 0) > 1) { h = h + -1 | 0; }else { break; }\n } }\n\n if ((i | 0) > 0) {\n h = 0;\n\n do {\n Oa(s);\n h = h + 1 | 0;\n } while ((h | 0) != (i | 0));\n }\n\n r = t + 4 | 0;\n Ea(r, s, r);\n Ca(r);\n r = 50;\n } } while (0);\n\n if ((r | 0) == 50) {\n h = t + 4 | 0;\n b[g >> 2] = b[h >> 2];\n b[g + 4 >> 2] = b[h + 4 >> 2];\n b[g + 8 >> 2] = b[h + 8 >> 2];\n h = 0;\n }\n\n t = h;\n S = u;\n return t | 0;\n }\n\n function mc(a, c, d, e) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0,\n p = 0,\n q = 0,\n r = 0,\n s = 0,\n t = 0;\n p = S;\n S = S + 48 | 0;\n h = p + 36 | 0;\n i = p + 24 | 0;\n j = p + 12 | 0;\n k = p;\n g = bd(a | 0, c | 0, 52) | 0;\n G() | 0;\n g = g & 15;\n n = bd(a | 0, c | 0, 45) | 0;\n G() | 0;\n n = n & 127;\n l = la(n) | 0;\n cd(g | 0, 0, 52) | 0;\n r = G() | 0 | 134225919;\n q = e;\n b[q >> 2] = -1;\n b[q + 4 >> 2] = r;\n\n if (!g) {\n if ((b[d >> 2] | 0) > 1) {\n r = 1;\n S = p;\n return r | 0;\n }\n\n if ((b[d + 4 >> 2] | 0) > 1) {\n r = 1;\n S = p;\n return r | 0;\n }\n\n if ((b[d + 8 >> 2] | 0) > 1) {\n r = 1;\n S = p;\n return r | 0;\n }\n\n f = sa(n, Ha(d) | 0) | 0;\n\n if ((f | 0) == 127) {\n r = 1;\n S = p;\n return r | 0;\n }\n\n o = cd(f | 0, 0, 45) | 0;\n q = G() | 0;\n n = e;\n q = b[n + 4 >> 2] & -1040385 | q;\n r = e;\n b[r >> 2] = b[n >> 2] | o;\n b[r + 4 >> 2] = q;\n r = 0;\n S = p;\n return r | 0;\n }\n b[h >> 2] = b[d >> 2];\n b[h + 4 >> 2] = b[d + 4 >> 2];\n b[h + 8 >> 2] = b[d + 8 >> 2];\n\n while (1) {\n b[i >> 2] = b[h >> 2];\n b[i + 4 >> 2] = b[h + 4 >> 2];\n b[i + 8 >> 2] = b[h + 8 >> 2];\n\n if (!(Qb(g) | 0)) {\n Ja(h);\n b[j >> 2] = b[h >> 2];\n b[j + 4 >> 2] = b[h + 4 >> 2];\n b[j + 8 >> 2] = b[h + 8 >> 2];\n La(j);\n } else {\n Ia(h);\n b[j >> 2] = b[h >> 2];\n b[j + 4 >> 2] = b[h + 4 >> 2];\n b[j + 8 >> 2] = b[h + 8 >> 2];\n Ka(j);\n }\n\n Fa(i, j, k);\n Ca(k);\n q = e;\n s = b[q >> 2] | 0;\n q = b[q + 4 >> 2] | 0;\n t = (15 - g | 0) * 3 | 0;\n d = cd(7, 0, t | 0) | 0;\n q = q & ~(G() | 0);\n t = cd(Ha(k) | 0, 0, t | 0) | 0;\n q = G() | 0 | q;\n r = e;\n b[r >> 2] = t | s & ~d;\n b[r + 4 >> 2] = q;\n if ((g | 0) > 1) { g = g + -1 | 0; }else { break; }\n }\n\n a: do { if (((b[h >> 2] | 0) <= 1 ? (b[h + 4 >> 2] | 0) <= 1 : 0) ? (b[h + 8 >> 2] | 0) <= 1 : 0) {\n g = Ha(h) | 0;\n i = sa(n, g) | 0;\n if ((i | 0) == 127) { k = 0; }else { k = la(i) | 0; }\n\n b: do { if (!g) {\n if ((l | 0) != 0 & (k | 0) != 0) {\n t = Kb(a, c) | 0;\n g = e;\n g = 21408 + (t * 28 | 0) + ((Kb(b[g >> 2] | 0, b[g + 4 >> 2] | 0) | 0) << 2) | 0;\n g = b[g >> 2] | 0;\n if ((g | 0) <= -1) { H(23201, 22949, 433, 23134); }\n\n if (!g) {\n f = i;\n g = 55;\n } else {\n h = e;\n f = 0;\n d = b[h >> 2] | 0;\n h = b[h + 4 >> 2] | 0;\n\n do {\n d = Mb(d, h) | 0;\n h = G() | 0;\n t = e;\n b[t >> 2] = d;\n b[t + 4 >> 2] = h;\n f = f + 1 | 0;\n } while ((f | 0) < (g | 0));\n\n f = i;\n g = 54;\n }\n } else {\n f = i;\n g = 54;\n }\n } else {\n if (l) {\n h = 21408 + ((Kb(a, c) | 0) * 28 | 0) + (g << 2) | 0;\n h = b[h >> 2] | 0;\n\n if ((h | 0) > 0) {\n d = 0;\n\n do {\n g = Pa(g) | 0;\n d = d + 1 | 0;\n } while ((d | 0) != (h | 0));\n }\n\n if ((g | 0) == 1) {\n f = 3;\n break a;\n }\n\n d = sa(n, g) | 0;\n if ((d | 0) == 127) { H(23104, 22949, 376, 23134); }\n\n if (!(la(d) | 0)) {\n o = h;\n m = g;\n f = d;\n } else { H(23147, 22949, 377, 23134); }\n } else {\n o = 0;\n m = g;\n f = i;\n }\n\n j = b[4304 + (n * 28 | 0) + (m << 2) >> 2] | 0;\n if ((j | 0) <= -1) { H(23178, 22949, 384, 23134); }\n\n if (!k) {\n if ((o | 0) <= -1) { H(23030, 22949, 417, 23134); }\n\n if (o | 0) {\n h = e;\n g = 0;\n d = b[h >> 2] | 0;\n h = b[h + 4 >> 2] | 0;\n\n do {\n d = Mb(d, h) | 0;\n h = G() | 0;\n t = e;\n b[t >> 2] = d;\n b[t + 4 >> 2] = h;\n g = g + 1 | 0;\n } while ((g | 0) < (o | 0));\n }\n\n if ((j | 0) <= 0) {\n g = 54;\n break;\n }\n\n h = e;\n g = 0;\n d = b[h >> 2] | 0;\n h = b[h + 4 >> 2] | 0;\n\n while (1) {\n d = Mb(d, h) | 0;\n h = G() | 0;\n t = e;\n b[t >> 2] = d;\n b[t + 4 >> 2] = h;\n g = g + 1 | 0;\n\n if ((g | 0) == (j | 0)) {\n g = 54;\n break b;\n }\n }\n }\n\n i = ta(f, n) | 0;\n if ((i | 0) == 7) { H(22925, 22949, 393, 23134); }\n g = e;\n d = b[g >> 2] | 0;\n g = b[g + 4 >> 2] | 0;\n\n if ((j | 0) > 0) {\n h = 0;\n\n do {\n d = Mb(d, g) | 0;\n g = G() | 0;\n t = e;\n b[t >> 2] = d;\n b[t + 4 >> 2] = g;\n h = h + 1 | 0;\n } while ((h | 0) != (j | 0));\n }\n\n d = Kb(d, g) | 0;\n t = ma(f) | 0;\n d = b[(t ? 21824 : 21616) + (i * 28 | 0) + (d << 2) >> 2] | 0;\n if ((d | 0) <= -1) { H(23030, 22949, 412, 23134); }\n if (!d) { g = 54; }else {\n i = e;\n g = 0;\n h = b[i >> 2] | 0;\n i = b[i + 4 >> 2] | 0;\n\n do {\n h = Lb(h, i) | 0;\n i = G() | 0;\n t = e;\n b[t >> 2] = h;\n b[t + 4 >> 2] = i;\n g = g + 1 | 0;\n } while ((g | 0) < (d | 0));\n\n g = 54;\n }\n } } while (0);\n\n if ((g | 0) == 54) { if (k) { g = 55; } }\n\n if ((g | 0) == 55) {\n t = e;\n\n if ((Kb(b[t >> 2] | 0, b[t + 4 >> 2] | 0) | 0) == 1) {\n f = 4;\n break;\n }\n }\n\n t = e;\n r = b[t >> 2] | 0;\n t = b[t + 4 >> 2] & -1040385;\n s = cd(f | 0, 0, 45) | 0;\n t = t | (G() | 0);\n f = e;\n b[f >> 2] = r | s;\n b[f + 4 >> 2] = t;\n f = 0;\n } else { f = 2; } } while (0);\n\n t = f;\n S = p;\n return t | 0;\n }\n\n function nc(a, b, c, d, e) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0,\n g = 0;\n g = S;\n S = S + 16 | 0;\n f = g;\n a = lc(a, b, c, d, f) | 0;\n\n if (!a) {\n Ua(f, e);\n a = 0;\n }\n\n S = g;\n return a | 0;\n }\n\n function oc(a, b, c, d) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0;\n e = S;\n S = S + 16 | 0;\n f = e;\n Va(c, f);\n d = mc(a, b, f, d) | 0;\n S = e;\n return d | 0;\n }\n\n function pc(a, b, c, d) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0;\n g = S;\n S = S + 32 | 0;\n e = g + 12 | 0;\n f = g;\n if ((lc(a, b, a, b, e) | 0) == 0 ? (lc(a, b, c, d, f) | 0) == 0 : 0) { a = Ta(e, f) | 0; }else { a = -1; }\n S = g;\n return a | 0;\n }\n\n function qc(a, b, c, d) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0;\n g = S;\n S = S + 32 | 0;\n e = g + 12 | 0;\n f = g;\n if ((lc(a, b, a, b, e) | 0) == 0 ? (lc(a, b, c, d, f) | 0) == 0 : 0) { a = Ta(e, f) | 0; }else { a = -1; }\n S = g;\n return (a >>> 31 ^ 1) + a | 0;\n }\n\n function rc(a, c, d, e, f) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n f = f | 0;\n var g = 0,\n h = 0,\n i = 0.0,\n j = 0.0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0.0,\n p = 0.0,\n r = 0.0,\n s = 0,\n t = 0,\n u = 0,\n v = 0,\n w = 0,\n x = 0,\n y = 0.0;\n x = S;\n S = S + 48 | 0;\n g = x + 24 | 0;\n h = x + 12 | 0;\n w = x;\n\n if ((lc(a, c, a, c, g) | 0) == 0 ? (lc(a, c, d, e, h) | 0) == 0 : 0) {\n v = Ta(g, h) | 0;\n\n if ((v | 0) < 0) {\n w = v;\n S = x;\n return w | 0;\n }\n b[g >> 2] = 0;\n b[g + 4 >> 2] = 0;\n b[g + 8 >> 2] = 0;\n b[h >> 2] = 0;\n b[h + 4 >> 2] = 0;\n b[h + 8 >> 2] = 0;\n lc(a, c, a, c, g) | 0;\n lc(a, c, d, e, h) | 0;\n Wa(g);\n Wa(h);\n\n if (!v) {\n e = g + 4 | 0;\n n = g + 8 | 0;\n s = e;\n t = n;\n u = g;\n d = b[g >> 2] | 0;\n e = b[e >> 2] | 0;\n g = b[n >> 2] | 0;\n p = 0.0;\n r = 0.0;\n o = 0.0;\n } else {\n l = b[g >> 2] | 0;\n o = +(v | 0);\n s = g + 4 | 0;\n m = b[s >> 2] | 0;\n t = g + 8 | 0;\n n = b[t >> 2] | 0;\n u = g;\n d = l;\n e = m;\n g = n;\n p = +((b[h >> 2] | 0) - l | 0) / o;\n r = +((b[h + 4 >> 2] | 0) - m | 0) / o;\n o = +((b[h + 8 >> 2] | 0) - n | 0) / o;\n }\n\n b[w >> 2] = d;\n n = w + 4 | 0;\n b[n >> 2] = e;\n m = w + 8 | 0;\n b[m >> 2] = g;\n l = 0;\n\n while (1) {\n j = +(l | 0);\n y = p * j + +(d | 0);\n i = r * j + +(b[s >> 2] | 0);\n j = o * j + +(b[t >> 2] | 0);\n e = ~~+ed(+y);\n h = ~~+ed(+i);\n d = ~~+ed(+j);\n y = +q(+(+(e | 0) - y));\n i = +q(+(+(h | 0) - i));\n j = +q(+(+(d | 0) - j));\n\n do { if (!(y > i & y > j)) {\n k = 0 - e | 0;\n\n if (i > j) {\n g = k - d | 0;\n break;\n } else {\n g = h;\n d = k - h | 0;\n break;\n }\n } else {\n e = 0 - (h + d) | 0;\n g = h;\n } } while (0);\n\n b[w >> 2] = e;\n b[n >> 2] = g;\n b[m >> 2] = d;\n Xa(w);\n mc(a, c, w, f + (l << 3) | 0) | 0;\n if ((l | 0) == (v | 0)) { break; }\n l = l + 1 | 0;\n d = b[u >> 2] | 0;\n }\n\n w = 0;\n S = x;\n return w | 0;\n }\n\n w = -1;\n S = x;\n return w | 0;\n }\n\n function sc(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0;\n\n if (!b) {\n c = 1;\n return c | 0;\n }\n\n c = a;\n a = 1;\n\n do {\n a = B((b & 1 | 0) == 0 ? 1 : c, a) | 0;\n b = b >> 1;\n c = B(c, c) | 0;\n } while ((b | 0) != 0);\n\n return a | 0;\n }\n\n function tc(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var f = 0.0,\n g = 0.0,\n h = 0.0,\n i = 0.0,\n j = 0.0,\n k = 0.0,\n l = 0,\n m = 0,\n n = 0,\n o = 0.0;\n\n if (!(xa(c, d) | 0)) {\n n = 0;\n return n | 0;\n }\n\n c = wa(c) | 0;\n o = +e[d >> 3];\n f = +e[d + 8 >> 3];\n f = c & f < 0.0 ? f + 6.283185307179586 : f;\n n = b[a >> 2] | 0;\n\n if ((n | 0) <= 0) {\n n = 0;\n return n | 0;\n }\n\n m = b[a + 4 >> 2] | 0;\n\n if (c) {\n c = 0;\n d = -1;\n a = 0;\n\n a: while (1) {\n l = a;\n\n while (1) {\n i = +e[m + (l << 4) >> 3];\n k = +e[m + (l << 4) + 8 >> 3];\n a = (d + 2 | 0) % (n | 0) | 0;\n h = +e[m + (a << 4) >> 3];\n g = +e[m + (a << 4) + 8 >> 3];\n\n if (i > h) {\n j = i;\n i = k;\n } else {\n j = h;\n h = i;\n i = g;\n g = k;\n }\n\n if (!(o < h | o > j)) { break; }\n d = l + 1 | 0;\n\n if ((d | 0) < (n | 0)) {\n a = l;\n l = d;\n d = a;\n } else {\n d = 22;\n break a;\n }\n }\n\n k = g < 0.0 ? g + 6.283185307179586 : g;\n i = i < 0.0 ? i + 6.283185307179586 : i;\n f = i == f | k == f ? f + -2.220446049250313e-16 : f;\n k = k + (o - h) / (j - h) * (i - k);\n if ((k < 0.0 ? k + 6.283185307179586 : k) > f) { c = c ^ 1; }\n a = l + 1 | 0;\n\n if ((a | 0) >= (n | 0)) {\n d = 22;\n break;\n } else { d = l; }\n }\n\n if ((d | 0) == 22) { return c | 0; }\n } else {\n c = 0;\n d = -1;\n a = 0;\n\n b: while (1) {\n l = a;\n\n while (1) {\n i = +e[m + (l << 4) >> 3];\n k = +e[m + (l << 4) + 8 >> 3];\n a = (d + 2 | 0) % (n | 0) | 0;\n h = +e[m + (a << 4) >> 3];\n g = +e[m + (a << 4) + 8 >> 3];\n\n if (i > h) {\n j = i;\n i = k;\n } else {\n j = h;\n h = i;\n i = g;\n g = k;\n }\n\n if (!(o < h | o > j)) { break; }\n d = l + 1 | 0;\n\n if ((d | 0) < (n | 0)) {\n a = l;\n l = d;\n d = a;\n } else {\n d = 22;\n break b;\n }\n }\n\n f = i == f | g == f ? f + -2.220446049250313e-16 : f;\n if (g + (o - h) / (j - h) * (i - g) > f) { c = c ^ 1; }\n a = l + 1 | 0;\n\n if ((a | 0) >= (n | 0)) {\n d = 22;\n break;\n } else { d = l; }\n }\n\n if ((d | 0) == 22) { return c | 0; }\n }\n\n return 0;\n }\n\n function uc(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0.0,\n f = 0.0,\n g = 0.0,\n h = 0.0,\n i = 0.0,\n j = 0.0,\n k = 0.0,\n l = 0.0,\n m = 0.0,\n n = 0,\n o = 0,\n p = 0,\n r = 0,\n s = 0,\n t = 0,\n u = 0,\n v = 0;\n r = b[a >> 2] | 0;\n\n if (!r) {\n b[c >> 2] = 0;\n b[c + 4 >> 2] = 0;\n b[c + 8 >> 2] = 0;\n b[c + 12 >> 2] = 0;\n b[c + 16 >> 2] = 0;\n b[c + 20 >> 2] = 0;\n b[c + 24 >> 2] = 0;\n b[c + 28 >> 2] = 0;\n return;\n }\n\n s = c + 8 | 0;\n e[s >> 3] = 1797693134862315708145274.0e284;\n t = c + 24 | 0;\n e[t >> 3] = 1797693134862315708145274.0e284;\n e[c >> 3] = -1797693134862315708145274.0e284;\n u = c + 16 | 0;\n e[u >> 3] = -1797693134862315708145274.0e284;\n if ((r | 0) <= 0) { return; }\n o = b[a + 4 >> 2] | 0;\n l = 1797693134862315708145274.0e284;\n m = -1797693134862315708145274.0e284;\n n = 0;\n a = -1;\n h = 1797693134862315708145274.0e284;\n i = 1797693134862315708145274.0e284;\n k = -1797693134862315708145274.0e284;\n f = -1797693134862315708145274.0e284;\n p = 0;\n\n while (1) {\n d = +e[o + (p << 4) >> 3];\n j = +e[o + (p << 4) + 8 >> 3];\n a = a + 2 | 0;\n g = +e[o + (((a | 0) == (r | 0) ? 0 : a) << 4) + 8 >> 3];\n\n if (d < h) {\n e[s >> 3] = d;\n h = d;\n }\n\n if (j < i) {\n e[t >> 3] = j;\n i = j;\n }\n\n if (d > k) { e[c >> 3] = d; }else { d = k; }\n\n if (j > f) {\n e[u >> 3] = j;\n f = j;\n }\n\n l = j > 0.0 & j < l ? j : l;\n m = j < 0.0 & j > m ? j : m;\n n = n | +q(+(j - g)) > 3.141592653589793;\n a = p + 1 | 0;\n if ((a | 0) == (r | 0)) { break; }else {\n v = p;\n k = d;\n p = a;\n a = v;\n }\n }\n\n if (!n) { return; }\n e[u >> 3] = m;\n e[t >> 3] = l;\n return;\n }\n\n function vc(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n f = 0,\n g = 0,\n h = 0.0,\n i = 0.0,\n j = 0.0,\n k = 0.0,\n l = 0.0,\n m = 0.0,\n n = 0.0,\n o = 0.0,\n p = 0.0,\n r = 0,\n s = 0,\n t = 0,\n u = 0,\n v = 0,\n w = 0,\n x = 0,\n y = 0,\n z = 0,\n A = 0;\n r = b[a >> 2] | 0;\n\n if (r) {\n s = c + 8 | 0;\n e[s >> 3] = 1797693134862315708145274.0e284;\n t = c + 24 | 0;\n e[t >> 3] = 1797693134862315708145274.0e284;\n e[c >> 3] = -1797693134862315708145274.0e284;\n u = c + 16 | 0;\n e[u >> 3] = -1797693134862315708145274.0e284;\n\n if ((r | 0) > 0) {\n g = b[a + 4 >> 2] | 0;\n o = 1797693134862315708145274.0e284;\n p = -1797693134862315708145274.0e284;\n f = 0;\n d = -1;\n k = 1797693134862315708145274.0e284;\n l = 1797693134862315708145274.0e284;\n n = -1797693134862315708145274.0e284;\n i = -1797693134862315708145274.0e284;\n v = 0;\n\n while (1) {\n h = +e[g + (v << 4) >> 3];\n m = +e[g + (v << 4) + 8 >> 3];\n z = d + 2 | 0;\n j = +e[g + (((z | 0) == (r | 0) ? 0 : z) << 4) + 8 >> 3];\n\n if (h < k) {\n e[s >> 3] = h;\n k = h;\n }\n\n if (m < l) {\n e[t >> 3] = m;\n l = m;\n }\n\n if (h > n) { e[c >> 3] = h; }else { h = n; }\n\n if (m > i) {\n e[u >> 3] = m;\n i = m;\n }\n\n o = m > 0.0 & m < o ? m : o;\n p = m < 0.0 & m > p ? m : p;\n f = f | +q(+(m - j)) > 3.141592653589793;\n d = v + 1 | 0;\n if ((d | 0) == (r | 0)) { break; }else {\n z = v;\n n = h;\n v = d;\n d = z;\n }\n }\n\n if (f) {\n e[u >> 3] = p;\n e[t >> 3] = o;\n }\n }\n } else {\n b[c >> 2] = 0;\n b[c + 4 >> 2] = 0;\n b[c + 8 >> 2] = 0;\n b[c + 12 >> 2] = 0;\n b[c + 16 >> 2] = 0;\n b[c + 20 >> 2] = 0;\n b[c + 24 >> 2] = 0;\n b[c + 28 >> 2] = 0;\n }\n\n z = a + 8 | 0;\n d = b[z >> 2] | 0;\n if ((d | 0) <= 0) { return; }\n y = a + 12 | 0;\n x = 0;\n\n do {\n g = b[y >> 2] | 0;\n f = x;\n x = x + 1 | 0;\n t = c + (x << 5) | 0;\n u = b[g + (f << 3) >> 2] | 0;\n\n if (u) {\n v = c + (x << 5) + 8 | 0;\n e[v >> 3] = 1797693134862315708145274.0e284;\n a = c + (x << 5) + 24 | 0;\n e[a >> 3] = 1797693134862315708145274.0e284;\n e[t >> 3] = -1797693134862315708145274.0e284;\n w = c + (x << 5) + 16 | 0;\n e[w >> 3] = -1797693134862315708145274.0e284;\n\n if ((u | 0) > 0) {\n r = b[g + (f << 3) + 4 >> 2] | 0;\n o = 1797693134862315708145274.0e284;\n p = -1797693134862315708145274.0e284;\n g = 0;\n f = -1;\n s = 0;\n k = 1797693134862315708145274.0e284;\n l = 1797693134862315708145274.0e284;\n m = -1797693134862315708145274.0e284;\n i = -1797693134862315708145274.0e284;\n\n while (1) {\n h = +e[r + (s << 4) >> 3];\n n = +e[r + (s << 4) + 8 >> 3];\n f = f + 2 | 0;\n j = +e[r + (((f | 0) == (u | 0) ? 0 : f) << 4) + 8 >> 3];\n\n if (h < k) {\n e[v >> 3] = h;\n k = h;\n }\n\n if (n < l) {\n e[a >> 3] = n;\n l = n;\n }\n\n if (h > m) { e[t >> 3] = h; }else { h = m; }\n\n if (n > i) {\n e[w >> 3] = n;\n i = n;\n }\n\n o = n > 0.0 & n < o ? n : o;\n p = n < 0.0 & n > p ? n : p;\n g = g | +q(+(n - j)) > 3.141592653589793;\n f = s + 1 | 0;\n if ((f | 0) == (u | 0)) { break; }else {\n A = s;\n s = f;\n m = h;\n f = A;\n }\n }\n\n if (g) {\n e[w >> 3] = p;\n e[a >> 3] = o;\n }\n }\n } else {\n b[t >> 2] = 0;\n b[t + 4 >> 2] = 0;\n b[t + 8 >> 2] = 0;\n b[t + 12 >> 2] = 0;\n b[t + 16 >> 2] = 0;\n b[t + 20 >> 2] = 0;\n b[t + 24 >> 2] = 0;\n b[t + 28 >> 2] = 0;\n d = b[z >> 2] | 0;\n }\n } while ((x | 0) < (d | 0));\n\n return;\n }\n\n function wc(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0;\n\n if (!(tc(a, c, d) | 0)) {\n f = 0;\n return f | 0;\n }\n\n f = a + 8 | 0;\n\n if ((b[f >> 2] | 0) <= 0) {\n f = 1;\n return f | 0;\n }\n\n e = a + 12 | 0;\n a = 0;\n\n while (1) {\n g = a;\n a = a + 1 | 0;\n\n if (tc((b[e >> 2] | 0) + (g << 3) | 0, c + (a << 5) | 0, d) | 0) {\n a = 0;\n e = 6;\n break;\n }\n\n if ((a | 0) >= (b[f >> 2] | 0)) {\n a = 1;\n e = 6;\n break;\n }\n }\n\n if ((e | 0) == 6) { return a | 0; }\n return 0;\n }\n\n function xc() {\n return 8;\n }\n\n function yc() {\n return 16;\n }\n\n function zc() {\n return 168;\n }\n\n function Ac() {\n return 8;\n }\n\n function Bc() {\n return 16;\n }\n\n function Cc() {\n return 12;\n }\n\n function Dc() {\n return 8;\n }\n\n function Ec(a) {\n a = a | 0;\n var b = 0.0,\n c = 0.0;\n c = +e[a >> 3];\n b = +e[a + 8 >> 3];\n return + +r(+(c * c + b * b));\n }\n\n function Fc(a, b, c, d, f) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n d = d | 0;\n f = f | 0;\n var g = 0.0,\n h = 0.0,\n i = 0.0,\n j = 0.0,\n k = 0.0,\n l = 0.0,\n m = 0.0,\n n = 0.0;\n k = +e[a >> 3];\n j = +e[b >> 3] - k;\n i = +e[a + 8 >> 3];\n h = +e[b + 8 >> 3] - i;\n m = +e[c >> 3];\n g = +e[d >> 3] - m;\n n = +e[c + 8 >> 3];\n l = +e[d + 8 >> 3] - n;\n g = (g * (i - n) - (k - m) * l) / (j * l - h * g);\n e[f >> 3] = k + j * g;\n e[f + 8 >> 3] = i + h * g;\n return;\n }\n\n function Gc(a, b) {\n a = a | 0;\n b = b | 0;\n\n if (!(+e[a >> 3] == +e[b >> 3])) {\n b = 0;\n return b | 0;\n }\n\n b = +e[a + 8 >> 3] == +e[b + 8 >> 3];\n return b | 0;\n }\n\n function Hc(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0.0,\n d = 0.0,\n f = 0.0;\n f = +e[a >> 3] - +e[b >> 3];\n d = +e[a + 8 >> 3] - +e[b + 8 >> 3];\n c = +e[a + 16 >> 3] - +e[b + 16 >> 3];\n return +(f * f + d * d + c * c);\n }\n\n function Ic(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0.0,\n d = 0.0,\n f = 0.0;\n c = +e[a >> 3];\n d = +t(+c);\n c = +u(+c);\n e[b + 16 >> 3] = c;\n c = +e[a + 8 >> 3];\n f = d * +t(+c);\n e[b >> 3] = f;\n c = d * +u(+c);\n e[b + 8 >> 3] = c;\n return;\n }\n\n function Jc(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0;\n k = S;\n S = S + 32 | 0;\n f = k + 16 | 0;\n g = k;\n Tb(a, c, f);\n h = zb(a, c) | 0;\n j = Kb(a, c) | 0;\n pa(h, g);\n c = qa(h, b[f >> 2] | 0) | 0;\n\n if (!(la(h) | 0)) {\n j = c;\n S = k;\n return j | 0;\n }\n\n do { switch (h | 0) {\n case 4:\n {\n a = 0;\n d = 14;\n break;\n }\n\n case 14:\n {\n a = 1;\n d = 14;\n break;\n }\n\n case 24:\n {\n a = 2;\n d = 14;\n break;\n }\n\n case 38:\n {\n a = 3;\n d = 14;\n break;\n }\n\n case 49:\n {\n a = 4;\n d = 14;\n break;\n }\n\n case 58:\n {\n a = 5;\n d = 14;\n break;\n }\n\n case 63:\n {\n a = 6;\n d = 14;\n break;\n }\n\n case 72:\n {\n a = 7;\n d = 14;\n break;\n }\n\n case 83:\n {\n a = 8;\n d = 14;\n break;\n }\n\n case 97:\n {\n a = 9;\n d = 14;\n break;\n }\n\n case 107:\n {\n a = 10;\n d = 14;\n break;\n }\n\n case 117:\n {\n a = 11;\n d = 14;\n break;\n }\n\n default:\n {\n i = 0;\n e = 0;\n }\n } } while (0);\n\n if ((d | 0) == 14) {\n i = b[22096 + (a * 24 | 0) + 8 >> 2] | 0;\n e = b[22096 + (a * 24 | 0) + 16 >> 2] | 0;\n }\n\n a = b[f >> 2] | 0;\n\n if ((a | 0) != (b[g >> 2] | 0)) {\n h = ma(h) | 0;\n a = b[f >> 2] | 0;\n if (h | (a | 0) == (e | 0)) { c = (c + 1 | 0) % 6 | 0; }\n }\n\n if ((j | 0) == 3 & (a | 0) == (e | 0)) {\n j = (c + 5 | 0) % 6 | 0;\n S = k;\n return j | 0;\n }\n\n if (!((j | 0) == 5 & (a | 0) == (i | 0))) {\n j = c;\n S = k;\n return j | 0;\n }\n\n j = (c + 1 | 0) % 6 | 0;\n S = k;\n return j | 0;\n }\n\n function Kc(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0;\n e = Eb(a, c) | 0;\n\n if ((d + -1 | 0) >>> 0 > 5) {\n d = -1;\n return d | 0;\n }\n\n f = (e | 0) != 0;\n\n if ((d | 0) == 1 & f) {\n d = -1;\n return d | 0;\n }\n\n e = Jc(a, c) | 0;\n\n if (f) {\n d = (5 - e + (b[22384 + (d << 2) >> 2] | 0) | 0) % 5 | 0;\n return d | 0;\n } else {\n d = (6 - e + (b[22416 + (d << 2) >> 2] | 0) | 0) % 6 | 0;\n return d | 0;\n }\n\n return 0;\n }\n\n function Lc(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0;\n\n if ((c | 0) > 0) {\n e = Xc(c, 4) | 0;\n b[a >> 2] = e;\n if (!e) { H(23230, 23253, 40, 23267); }\n } else { b[a >> 2] = 0; }\n\n b[a + 4 >> 2] = c;\n b[a + 8 >> 2] = 0;\n b[a + 12 >> 2] = d;\n return;\n }\n\n function Mc(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0;\n g = a + 4 | 0;\n h = a + 12 | 0;\n i = a + 8 | 0;\n\n a: while (1) {\n d = b[g >> 2] | 0;\n c = 0;\n\n while (1) {\n if ((c | 0) >= (d | 0)) { break a; }\n f = b[a >> 2] | 0;\n j = b[f + (c << 2) >> 2] | 0;\n if (!j) { c = c + 1 | 0; }else { break; }\n }\n\n c = f + (~~(+q(+(+s(10.0, + +(15 - (b[h >> 2] | 0) | 0)) * (+e[j >> 3] + +e[j + 8 >> 3]))) % +(d | 0)) >>> 0 << 2) | 0;\n d = b[c >> 2] | 0;\n\n b: do { if (d | 0) {\n f = j + 32 | 0;\n if ((d | 0) == (j | 0)) { b[c >> 2] = b[f >> 2]; }else {\n d = d + 32 | 0;\n c = b[d >> 2] | 0;\n if (!c) { break; }\n\n while (1) {\n if ((c | 0) == (j | 0)) { break; }\n d = c + 32 | 0;\n c = b[d >> 2] | 0;\n if (!c) { break b; }\n }\n\n b[d >> 2] = b[f >> 2];\n }\n Wc(j);\n b[i >> 2] = (b[i >> 2] | 0) + -1;\n } } while (0);\n }\n\n Wc(b[a >> 2] | 0);\n return;\n }\n\n function Nc(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0;\n e = b[a + 4 >> 2] | 0;\n d = 0;\n\n while (1) {\n if ((d | 0) >= (e | 0)) {\n c = 0;\n d = 4;\n break;\n }\n\n c = b[(b[a >> 2] | 0) + (d << 2) >> 2] | 0;\n if (!c) { d = d + 1 | 0; }else {\n d = 4;\n break;\n }\n }\n\n if ((d | 0) == 4) { return c | 0; }\n return 0;\n }\n\n function Oc(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n f = 0,\n g = 0,\n h = 0;\n d = ~~(+q(+(+s(10.0, + +(15 - (b[a + 12 >> 2] | 0) | 0)) * (+e[c >> 3] + +e[c + 8 >> 3]))) % +(b[a + 4 >> 2] | 0)) >>> 0;\n d = (b[a >> 2] | 0) + (d << 2) | 0;\n f = b[d >> 2] | 0;\n\n if (!f) {\n h = 1;\n return h | 0;\n }\n\n h = c + 32 | 0;\n\n do { if ((f | 0) != (c | 0)) {\n d = b[f + 32 >> 2] | 0;\n\n if (!d) {\n h = 1;\n return h | 0;\n }\n\n g = d;\n\n while (1) {\n if ((g | 0) == (c | 0)) {\n g = 8;\n break;\n }\n\n d = b[g + 32 >> 2] | 0;\n\n if (!d) {\n d = 1;\n g = 10;\n break;\n } else {\n f = g;\n g = d;\n }\n }\n\n if ((g | 0) == 8) {\n b[f + 32 >> 2] = b[h >> 2];\n break;\n } else if ((g | 0) == 10) { return d | 0; }\n } else { b[d >> 2] = b[h >> 2]; } } while (0);\n\n Wc(c);\n h = a + 8 | 0;\n b[h >> 2] = (b[h >> 2] | 0) + -1;\n h = 0;\n return h | 0;\n }\n\n function Pc(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var f = 0,\n g = 0,\n h = 0,\n i = 0;\n h = Vc(40) | 0;\n if (!h) { H(23283, 23253, 98, 23296); }\n b[h >> 2] = b[c >> 2];\n b[h + 4 >> 2] = b[c + 4 >> 2];\n b[h + 8 >> 2] = b[c + 8 >> 2];\n b[h + 12 >> 2] = b[c + 12 >> 2];\n g = h + 16 | 0;\n b[g >> 2] = b[d >> 2];\n b[g + 4 >> 2] = b[d + 4 >> 2];\n b[g + 8 >> 2] = b[d + 8 >> 2];\n b[g + 12 >> 2] = b[d + 12 >> 2];\n b[h + 32 >> 2] = 0;\n g = ~~(+q(+(+s(10.0, + +(15 - (b[a + 12 >> 2] | 0) | 0)) * (+e[c >> 3] + +e[c + 8 >> 3]))) % +(b[a + 4 >> 2] | 0)) >>> 0;\n g = (b[a >> 2] | 0) + (g << 2) | 0;\n f = b[g >> 2] | 0;\n\n do { if (!f) { b[g >> 2] = h; }else {\n while (1) {\n if (hb(f, c) | 0 ? hb(f + 16 | 0, d) | 0 : 0) { break; }\n g = b[f + 32 >> 2] | 0;\n f = (g | 0) == 0 ? f : g;\n\n if (!(b[f + 32 >> 2] | 0)) {\n i = 10;\n break;\n }\n }\n\n if ((i | 0) == 10) {\n b[f + 32 >> 2] = h;\n break;\n }\n\n Wc(h);\n i = f;\n return i | 0;\n } } while (0);\n\n i = a + 8 | 0;\n b[i >> 2] = (b[i >> 2] | 0) + 1;\n i = h;\n return i | 0;\n }\n\n function Qc(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var f = 0,\n g = 0;\n g = ~~(+q(+(+s(10.0, + +(15 - (b[a + 12 >> 2] | 0) | 0)) * (+e[c >> 3] + +e[c + 8 >> 3]))) % +(b[a + 4 >> 2] | 0)) >>> 0;\n g = b[(b[a >> 2] | 0) + (g << 2) >> 2] | 0;\n\n if (!g) {\n d = 0;\n return d | 0;\n }\n\n if (!d) {\n a = g;\n\n while (1) {\n if (hb(a, c) | 0) {\n f = 10;\n break;\n }\n\n a = b[a + 32 >> 2] | 0;\n\n if (!a) {\n a = 0;\n f = 10;\n break;\n }\n }\n\n if ((f | 0) == 10) { return a | 0; }\n }\n\n a = g;\n\n while (1) {\n if (hb(a, c) | 0 ? hb(a + 16 | 0, d) | 0 : 0) {\n f = 10;\n break;\n }\n\n a = b[a + 32 >> 2] | 0;\n\n if (!a) {\n a = 0;\n f = 10;\n break;\n }\n }\n\n if ((f | 0) == 10) { return a | 0; }\n return 0;\n }\n\n function Rc(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0;\n d = ~~(+q(+(+s(10.0, + +(15 - (b[a + 12 >> 2] | 0) | 0)) * (+e[c >> 3] + +e[c + 8 >> 3]))) % +(b[a + 4 >> 2] | 0)) >>> 0;\n a = b[(b[a >> 2] | 0) + (d << 2) >> 2] | 0;\n\n if (!a) {\n d = 0;\n return d | 0;\n }\n\n while (1) {\n if (hb(a, c) | 0) {\n c = 5;\n break;\n }\n\n a = b[a + 32 >> 2] | 0;\n\n if (!a) {\n a = 0;\n c = 5;\n break;\n }\n }\n\n if ((c | 0) == 5) { return a | 0; }\n return 0;\n }\n\n function Sc() {\n return 23312;\n }\n\n function Tc(a) {\n a = +a;\n return + +hd(+a);\n }\n\n function Uc(a) {\n a = +a;\n return ~~+Tc(a) | 0;\n }\n\n function Vc(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0,\n p = 0,\n q = 0,\n r = 0,\n s = 0,\n t = 0,\n u = 0,\n v = 0,\n w = 0;\n w = S;\n S = S + 16 | 0;\n n = w;\n\n do { if (a >>> 0 < 245) {\n k = a >>> 0 < 11 ? 16 : a + 11 & -8;\n a = k >>> 3;\n m = b[5829] | 0;\n d = m >>> a;\n\n if (d & 3 | 0) {\n c = (d & 1 ^ 1) + a | 0;\n a = 23356 + (c << 1 << 2) | 0;\n d = a + 8 | 0;\n e = b[d >> 2] | 0;\n f = e + 8 | 0;\n g = b[f >> 2] | 0;\n if ((g | 0) == (a | 0)) { b[5829] = m & ~(1 << c); }else {\n b[g + 12 >> 2] = a;\n b[d >> 2] = g;\n }\n v = c << 3;\n b[e + 4 >> 2] = v | 3;\n v = e + v + 4 | 0;\n b[v >> 2] = b[v >> 2] | 1;\n v = f;\n S = w;\n return v | 0;\n }\n\n l = b[5831] | 0;\n\n if (k >>> 0 > l >>> 0) {\n if (d | 0) {\n c = 2 << a;\n c = d << a & (c | 0 - c);\n c = (c & 0 - c) + -1 | 0;\n i = c >>> 12 & 16;\n c = c >>> i;\n d = c >>> 5 & 8;\n c = c >>> d;\n g = c >>> 2 & 4;\n c = c >>> g;\n a = c >>> 1 & 2;\n c = c >>> a;\n e = c >>> 1 & 1;\n e = (d | i | g | a | e) + (c >>> e) | 0;\n c = 23356 + (e << 1 << 2) | 0;\n a = c + 8 | 0;\n g = b[a >> 2] | 0;\n i = g + 8 | 0;\n d = b[i >> 2] | 0;\n\n if ((d | 0) == (c | 0)) {\n a = m & ~(1 << e);\n b[5829] = a;\n } else {\n b[d + 12 >> 2] = c;\n b[a >> 2] = d;\n a = m;\n }\n\n v = e << 3;\n h = v - k | 0;\n b[g + 4 >> 2] = k | 3;\n f = g + k | 0;\n b[f + 4 >> 2] = h | 1;\n b[g + v >> 2] = h;\n\n if (l | 0) {\n e = b[5834] | 0;\n c = l >>> 3;\n d = 23356 + (c << 1 << 2) | 0;\n c = 1 << c;\n\n if (!(a & c)) {\n b[5829] = a | c;\n c = d;\n a = d + 8 | 0;\n } else {\n a = d + 8 | 0;\n c = b[a >> 2] | 0;\n }\n\n b[a >> 2] = e;\n b[c + 12 >> 2] = e;\n b[e + 8 >> 2] = c;\n b[e + 12 >> 2] = d;\n }\n\n b[5831] = h;\n b[5834] = f;\n v = i;\n S = w;\n return v | 0;\n }\n\n g = b[5830] | 0;\n\n if (g) {\n d = (g & 0 - g) + -1 | 0;\n f = d >>> 12 & 16;\n d = d >>> f;\n e = d >>> 5 & 8;\n d = d >>> e;\n h = d >>> 2 & 4;\n d = d >>> h;\n i = d >>> 1 & 2;\n d = d >>> i;\n j = d >>> 1 & 1;\n j = b[23620 + ((e | f | h | i | j) + (d >>> j) << 2) >> 2] | 0;\n d = j;\n i = j;\n j = (b[j + 4 >> 2] & -8) - k | 0;\n\n while (1) {\n a = b[d + 16 >> 2] | 0;\n\n if (!a) {\n a = b[d + 20 >> 2] | 0;\n if (!a) { break; }\n }\n\n h = (b[a + 4 >> 2] & -8) - k | 0;\n f = h >>> 0 < j >>> 0;\n d = a;\n i = f ? a : i;\n j = f ? h : j;\n }\n\n h = i + k | 0;\n\n if (h >>> 0 > i >>> 0) {\n f = b[i + 24 >> 2] | 0;\n c = b[i + 12 >> 2] | 0;\n\n do { if ((c | 0) == (i | 0)) {\n a = i + 20 | 0;\n c = b[a >> 2] | 0;\n\n if (!c) {\n a = i + 16 | 0;\n c = b[a >> 2] | 0;\n\n if (!c) {\n d = 0;\n break;\n }\n }\n\n while (1) {\n e = c + 20 | 0;\n d = b[e >> 2] | 0;\n\n if (!d) {\n e = c + 16 | 0;\n d = b[e >> 2] | 0;\n if (!d) { break; }else {\n c = d;\n a = e;\n }\n } else {\n c = d;\n a = e;\n }\n }\n\n b[a >> 2] = 0;\n d = c;\n } else {\n d = b[i + 8 >> 2] | 0;\n b[d + 12 >> 2] = c;\n b[c + 8 >> 2] = d;\n d = c;\n } } while (0);\n\n do { if (f | 0) {\n c = b[i + 28 >> 2] | 0;\n a = 23620 + (c << 2) | 0;\n\n if ((i | 0) == (b[a >> 2] | 0)) {\n b[a >> 2] = d;\n\n if (!d) {\n b[5830] = g & ~(1 << c);\n break;\n }\n } else {\n v = f + 16 | 0;\n b[((b[v >> 2] | 0) == (i | 0) ? v : f + 20 | 0) >> 2] = d;\n if (!d) { break; }\n }\n\n b[d + 24 >> 2] = f;\n c = b[i + 16 >> 2] | 0;\n\n if (c | 0) {\n b[d + 16 >> 2] = c;\n b[c + 24 >> 2] = d;\n }\n\n c = b[i + 20 >> 2] | 0;\n\n if (c | 0) {\n b[d + 20 >> 2] = c;\n b[c + 24 >> 2] = d;\n }\n } } while (0);\n\n if (j >>> 0 < 16) {\n v = j + k | 0;\n b[i + 4 >> 2] = v | 3;\n v = i + v + 4 | 0;\n b[v >> 2] = b[v >> 2] | 1;\n } else {\n b[i + 4 >> 2] = k | 3;\n b[h + 4 >> 2] = j | 1;\n b[h + j >> 2] = j;\n\n if (l | 0) {\n e = b[5834] | 0;\n c = l >>> 3;\n d = 23356 + (c << 1 << 2) | 0;\n c = 1 << c;\n\n if (!(c & m)) {\n b[5829] = c | m;\n c = d;\n a = d + 8 | 0;\n } else {\n a = d + 8 | 0;\n c = b[a >> 2] | 0;\n }\n\n b[a >> 2] = e;\n b[c + 12 >> 2] = e;\n b[e + 8 >> 2] = c;\n b[e + 12 >> 2] = d;\n }\n\n b[5831] = j;\n b[5834] = h;\n }\n\n v = i + 8 | 0;\n S = w;\n return v | 0;\n } else { m = k; }\n } else { m = k; }\n } else { m = k; }\n } else if (a >>> 0 <= 4294967231) {\n a = a + 11 | 0;\n k = a & -8;\n e = b[5830] | 0;\n\n if (e) {\n f = 0 - k | 0;\n a = a >>> 8;\n if (a) {\n if (k >>> 0 > 16777215) { j = 31; }else {\n m = (a + 1048320 | 0) >>> 16 & 8;\n q = a << m;\n i = (q + 520192 | 0) >>> 16 & 4;\n q = q << i;\n j = (q + 245760 | 0) >>> 16 & 2;\n j = 14 - (i | m | j) + (q << j >>> 15) | 0;\n j = k >>> (j + 7 | 0) & 1 | j << 1;\n }\n } else { j = 0; }\n d = b[23620 + (j << 2) >> 2] | 0;\n\n a: do { if (!d) {\n d = 0;\n a = 0;\n q = 61;\n } else {\n a = 0;\n i = k << ((j | 0) == 31 ? 0 : 25 - (j >>> 1) | 0);\n g = 0;\n\n while (1) {\n h = (b[d + 4 >> 2] & -8) - k | 0;\n if (h >>> 0 < f >>> 0) { if (!h) {\n a = d;\n f = 0;\n q = 65;\n break a;\n } else {\n a = d;\n f = h;\n } }\n q = b[d + 20 >> 2] | 0;\n d = b[d + 16 + (i >>> 31 << 2) >> 2] | 0;\n g = (q | 0) == 0 | (q | 0) == (d | 0) ? g : q;\n\n if (!d) {\n d = g;\n q = 61;\n break;\n } else { i = i << 1; }\n }\n } } while (0);\n\n if ((q | 0) == 61) {\n if ((d | 0) == 0 & (a | 0) == 0) {\n a = 2 << j;\n a = (a | 0 - a) & e;\n\n if (!a) {\n m = k;\n break;\n }\n\n m = (a & 0 - a) + -1 | 0;\n h = m >>> 12 & 16;\n m = m >>> h;\n g = m >>> 5 & 8;\n m = m >>> g;\n i = m >>> 2 & 4;\n m = m >>> i;\n j = m >>> 1 & 2;\n m = m >>> j;\n d = m >>> 1 & 1;\n a = 0;\n d = b[23620 + ((g | h | i | j | d) + (m >>> d) << 2) >> 2] | 0;\n }\n\n if (!d) {\n i = a;\n h = f;\n } else { q = 65; }\n }\n\n if ((q | 0) == 65) {\n g = d;\n\n while (1) {\n m = (b[g + 4 >> 2] & -8) - k | 0;\n d = m >>> 0 < f >>> 0;\n f = d ? m : f;\n a = d ? g : a;\n d = b[g + 16 >> 2] | 0;\n if (!d) { d = b[g + 20 >> 2] | 0; }\n\n if (!d) {\n i = a;\n h = f;\n break;\n } else { g = d; }\n }\n }\n\n if (((i | 0) != 0 ? h >>> 0 < ((b[5831] | 0) - k | 0) >>> 0 : 0) ? (l = i + k | 0, l >>> 0 > i >>> 0) : 0) {\n g = b[i + 24 >> 2] | 0;\n c = b[i + 12 >> 2] | 0;\n\n do { if ((c | 0) == (i | 0)) {\n a = i + 20 | 0;\n c = b[a >> 2] | 0;\n\n if (!c) {\n a = i + 16 | 0;\n c = b[a >> 2] | 0;\n\n if (!c) {\n c = 0;\n break;\n }\n }\n\n while (1) {\n f = c + 20 | 0;\n d = b[f >> 2] | 0;\n\n if (!d) {\n f = c + 16 | 0;\n d = b[f >> 2] | 0;\n if (!d) { break; }else {\n c = d;\n a = f;\n }\n } else {\n c = d;\n a = f;\n }\n }\n\n b[a >> 2] = 0;\n } else {\n v = b[i + 8 >> 2] | 0;\n b[v + 12 >> 2] = c;\n b[c + 8 >> 2] = v;\n } } while (0);\n\n do { if (g) {\n a = b[i + 28 >> 2] | 0;\n d = 23620 + (a << 2) | 0;\n\n if ((i | 0) == (b[d >> 2] | 0)) {\n b[d >> 2] = c;\n\n if (!c) {\n e = e & ~(1 << a);\n b[5830] = e;\n break;\n }\n } else {\n v = g + 16 | 0;\n b[((b[v >> 2] | 0) == (i | 0) ? v : g + 20 | 0) >> 2] = c;\n if (!c) { break; }\n }\n\n b[c + 24 >> 2] = g;\n a = b[i + 16 >> 2] | 0;\n\n if (a | 0) {\n b[c + 16 >> 2] = a;\n b[a + 24 >> 2] = c;\n }\n\n a = b[i + 20 >> 2] | 0;\n\n if (a) {\n b[c + 20 >> 2] = a;\n b[a + 24 >> 2] = c;\n }\n } } while (0);\n\n b: do { if (h >>> 0 < 16) {\n v = h + k | 0;\n b[i + 4 >> 2] = v | 3;\n v = i + v + 4 | 0;\n b[v >> 2] = b[v >> 2] | 1;\n } else {\n b[i + 4 >> 2] = k | 3;\n b[l + 4 >> 2] = h | 1;\n b[l + h >> 2] = h;\n c = h >>> 3;\n\n if (h >>> 0 < 256) {\n d = 23356 + (c << 1 << 2) | 0;\n a = b[5829] | 0;\n c = 1 << c;\n\n if (!(a & c)) {\n b[5829] = a | c;\n c = d;\n a = d + 8 | 0;\n } else {\n a = d + 8 | 0;\n c = b[a >> 2] | 0;\n }\n\n b[a >> 2] = l;\n b[c + 12 >> 2] = l;\n b[l + 8 >> 2] = c;\n b[l + 12 >> 2] = d;\n break;\n }\n\n c = h >>> 8;\n if (c) {\n if (h >>> 0 > 16777215) { d = 31; }else {\n u = (c + 1048320 | 0) >>> 16 & 8;\n v = c << u;\n t = (v + 520192 | 0) >>> 16 & 4;\n v = v << t;\n d = (v + 245760 | 0) >>> 16 & 2;\n d = 14 - (t | u | d) + (v << d >>> 15) | 0;\n d = h >>> (d + 7 | 0) & 1 | d << 1;\n }\n } else { d = 0; }\n c = 23620 + (d << 2) | 0;\n b[l + 28 >> 2] = d;\n a = l + 16 | 0;\n b[a + 4 >> 2] = 0;\n b[a >> 2] = 0;\n a = 1 << d;\n\n if (!(e & a)) {\n b[5830] = e | a;\n b[c >> 2] = l;\n b[l + 24 >> 2] = c;\n b[l + 12 >> 2] = l;\n b[l + 8 >> 2] = l;\n break;\n }\n\n c = b[c >> 2] | 0;\n\n c: do { if ((b[c + 4 >> 2] & -8 | 0) != (h | 0)) {\n e = h << ((d | 0) == 31 ? 0 : 25 - (d >>> 1) | 0);\n\n while (1) {\n d = c + 16 + (e >>> 31 << 2) | 0;\n a = b[d >> 2] | 0;\n if (!a) { break; }\n\n if ((b[a + 4 >> 2] & -8 | 0) == (h | 0)) {\n c = a;\n break c;\n } else {\n e = e << 1;\n c = a;\n }\n }\n\n b[d >> 2] = l;\n b[l + 24 >> 2] = c;\n b[l + 12 >> 2] = l;\n b[l + 8 >> 2] = l;\n break b;\n } } while (0);\n\n u = c + 8 | 0;\n v = b[u >> 2] | 0;\n b[v + 12 >> 2] = l;\n b[u >> 2] = l;\n b[l + 8 >> 2] = v;\n b[l + 12 >> 2] = c;\n b[l + 24 >> 2] = 0;\n } } while (0);\n\n v = i + 8 | 0;\n S = w;\n return v | 0;\n } else { m = k; }\n } else { m = k; }\n } else { m = -1; } } while (0);\n\n d = b[5831] | 0;\n\n if (d >>> 0 >= m >>> 0) {\n c = d - m | 0;\n a = b[5834] | 0;\n\n if (c >>> 0 > 15) {\n v = a + m | 0;\n b[5834] = v;\n b[5831] = c;\n b[v + 4 >> 2] = c | 1;\n b[a + d >> 2] = c;\n b[a + 4 >> 2] = m | 3;\n } else {\n b[5831] = 0;\n b[5834] = 0;\n b[a + 4 >> 2] = d | 3;\n v = a + d + 4 | 0;\n b[v >> 2] = b[v >> 2] | 1;\n }\n\n v = a + 8 | 0;\n S = w;\n return v | 0;\n }\n\n h = b[5832] | 0;\n\n if (h >>> 0 > m >>> 0) {\n t = h - m | 0;\n b[5832] = t;\n v = b[5835] | 0;\n u = v + m | 0;\n b[5835] = u;\n b[u + 4 >> 2] = t | 1;\n b[v + 4 >> 2] = m | 3;\n v = v + 8 | 0;\n S = w;\n return v | 0;\n }\n\n if (!(b[5947] | 0)) {\n b[5949] = 4096;\n b[5948] = 4096;\n b[5950] = -1;\n b[5951] = -1;\n b[5952] = 0;\n b[5940] = 0;\n b[5947] = n & -16 ^ 1431655768;\n a = 4096;\n } else { a = b[5949] | 0; }\n\n i = m + 48 | 0;\n j = m + 47 | 0;\n g = a + j | 0;\n f = 0 - a | 0;\n k = g & f;\n\n if (k >>> 0 <= m >>> 0) {\n v = 0;\n S = w;\n return v | 0;\n }\n\n a = b[5939] | 0;\n\n if (a | 0 ? (l = b[5937] | 0, n = l + k | 0, n >>> 0 <= l >>> 0 | n >>> 0 > a >>> 0) : 0) {\n v = 0;\n S = w;\n return v | 0;\n }\n\n d: do { if (!(b[5940] & 4)) {\n d = b[5835] | 0;\n\n e: do { if (d) {\n e = 23764;\n\n while (1) {\n n = b[e >> 2] | 0;\n if (n >>> 0 <= d >>> 0 ? (n + (b[e + 4 >> 2] | 0) | 0) >>> 0 > d >>> 0 : 0) { break; }\n a = b[e + 8 >> 2] | 0;\n\n if (!a) {\n q = 128;\n break e;\n } else { e = a; }\n }\n\n c = g - h & f;\n\n if (c >>> 0 < 2147483647) {\n a = id(c | 0) | 0;\n\n if ((a | 0) == ((b[e >> 2] | 0) + (b[e + 4 >> 2] | 0) | 0)) {\n if ((a | 0) != (-1 | 0)) {\n h = c;\n g = a;\n q = 145;\n break d;\n }\n } else {\n e = a;\n q = 136;\n }\n } else { c = 0; }\n } else { q = 128; } } while (0);\n\n do { if ((q | 0) == 128) {\n d = id(0) | 0;\n\n if ((d | 0) != (-1 | 0) ? (c = d, o = b[5948] | 0, p = o + -1 | 0, c = ((p & c | 0) == 0 ? 0 : (p + c & 0 - o) - c | 0) + k | 0, o = b[5937] | 0, p = c + o | 0, c >>> 0 > m >>> 0 & c >>> 0 < 2147483647) : 0) {\n n = b[5939] | 0;\n\n if (n | 0 ? p >>> 0 <= o >>> 0 | p >>> 0 > n >>> 0 : 0) {\n c = 0;\n break;\n }\n\n a = id(c | 0) | 0;\n\n if ((a | 0) == (d | 0)) {\n h = c;\n g = d;\n q = 145;\n break d;\n } else {\n e = a;\n q = 136;\n }\n } else { c = 0; }\n } } while (0);\n\n do { if ((q | 0) == 136) {\n d = 0 - c | 0;\n if (!(i >>> 0 > c >>> 0 & (c >>> 0 < 2147483647 & (e | 0) != (-1 | 0)))) { if ((e | 0) == (-1 | 0)) {\n c = 0;\n break;\n } else {\n h = c;\n g = e;\n q = 145;\n break d;\n } }\n a = b[5949] | 0;\n a = j - c + a & 0 - a;\n\n if (a >>> 0 >= 2147483647) {\n h = c;\n g = e;\n q = 145;\n break d;\n }\n\n if ((id(a | 0) | 0) == (-1 | 0)) {\n id(d | 0) | 0;\n c = 0;\n break;\n } else {\n h = a + c | 0;\n g = e;\n q = 145;\n break d;\n }\n } } while (0);\n\n b[5940] = b[5940] | 4;\n q = 143;\n } else {\n c = 0;\n q = 143;\n } } while (0);\n\n if (((q | 0) == 143 ? k >>> 0 < 2147483647 : 0) ? (t = id(k | 0) | 0, p = id(0) | 0, r = p - t | 0, s = r >>> 0 > (m + 40 | 0) >>> 0, !((t | 0) == (-1 | 0) | s ^ 1 | t >>> 0 < p >>> 0 & ((t | 0) != (-1 | 0) & (p | 0) != (-1 | 0)) ^ 1)) : 0) {\n h = s ? r : c;\n g = t;\n q = 145;\n }\n\n if ((q | 0) == 145) {\n c = (b[5937] | 0) + h | 0;\n b[5937] = c;\n if (c >>> 0 > (b[5938] | 0) >>> 0) { b[5938] = c; }\n j = b[5835] | 0;\n\n f: do { if (j) {\n c = 23764;\n\n while (1) {\n a = b[c >> 2] | 0;\n d = b[c + 4 >> 2] | 0;\n\n if ((g | 0) == (a + d | 0)) {\n q = 154;\n break;\n }\n\n e = b[c + 8 >> 2] | 0;\n if (!e) { break; }else { c = e; }\n }\n\n if (((q | 0) == 154 ? (u = c + 4 | 0, (b[c + 12 >> 2] & 8 | 0) == 0) : 0) ? g >>> 0 > j >>> 0 & a >>> 0 <= j >>> 0 : 0) {\n b[u >> 2] = d + h;\n v = (b[5832] | 0) + h | 0;\n t = j + 8 | 0;\n t = (t & 7 | 0) == 0 ? 0 : 0 - t & 7;\n u = j + t | 0;\n t = v - t | 0;\n b[5835] = u;\n b[5832] = t;\n b[u + 4 >> 2] = t | 1;\n b[j + v + 4 >> 2] = 40;\n b[5836] = b[5951];\n break;\n }\n\n if (g >>> 0 < (b[5833] | 0) >>> 0) { b[5833] = g; }\n d = g + h | 0;\n c = 23764;\n\n while (1) {\n if ((b[c >> 2] | 0) == (d | 0)) {\n q = 162;\n break;\n }\n\n a = b[c + 8 >> 2] | 0;\n if (!a) { break; }else { c = a; }\n }\n\n if ((q | 0) == 162 ? (b[c + 12 >> 2] & 8 | 0) == 0 : 0) {\n b[c >> 2] = g;\n l = c + 4 | 0;\n b[l >> 2] = (b[l >> 2] | 0) + h;\n l = g + 8 | 0;\n l = g + ((l & 7 | 0) == 0 ? 0 : 0 - l & 7) | 0;\n c = d + 8 | 0;\n c = d + ((c & 7 | 0) == 0 ? 0 : 0 - c & 7) | 0;\n k = l + m | 0;\n i = c - l - m | 0;\n b[l + 4 >> 2] = m | 3;\n\n g: do { if ((j | 0) == (c | 0)) {\n v = (b[5832] | 0) + i | 0;\n b[5832] = v;\n b[5835] = k;\n b[k + 4 >> 2] = v | 1;\n } else {\n if ((b[5834] | 0) == (c | 0)) {\n v = (b[5831] | 0) + i | 0;\n b[5831] = v;\n b[5834] = k;\n b[k + 4 >> 2] = v | 1;\n b[k + v >> 2] = v;\n break;\n }\n\n a = b[c + 4 >> 2] | 0;\n\n if ((a & 3 | 0) == 1) {\n h = a & -8;\n e = a >>> 3;\n\n h: do { if (a >>> 0 < 256) {\n a = b[c + 8 >> 2] | 0;\n d = b[c + 12 >> 2] | 0;\n\n if ((d | 0) == (a | 0)) {\n b[5829] = b[5829] & ~(1 << e);\n break;\n } else {\n b[a + 12 >> 2] = d;\n b[d + 8 >> 2] = a;\n break;\n }\n } else {\n g = b[c + 24 >> 2] | 0;\n a = b[c + 12 >> 2] | 0;\n\n do { if ((a | 0) == (c | 0)) {\n d = c + 16 | 0;\n e = d + 4 | 0;\n a = b[e >> 2] | 0;\n\n if (!a) {\n a = b[d >> 2] | 0;\n\n if (!a) {\n a = 0;\n break;\n }\n } else { d = e; }\n\n while (1) {\n f = a + 20 | 0;\n e = b[f >> 2] | 0;\n\n if (!e) {\n f = a + 16 | 0;\n e = b[f >> 2] | 0;\n if (!e) { break; }else {\n a = e;\n d = f;\n }\n } else {\n a = e;\n d = f;\n }\n }\n\n b[d >> 2] = 0;\n } else {\n v = b[c + 8 >> 2] | 0;\n b[v + 12 >> 2] = a;\n b[a + 8 >> 2] = v;\n } } while (0);\n\n if (!g) { break; }\n d = b[c + 28 >> 2] | 0;\n e = 23620 + (d << 2) | 0;\n\n do { if ((b[e >> 2] | 0) != (c | 0)) {\n v = g + 16 | 0;\n b[((b[v >> 2] | 0) == (c | 0) ? v : g + 20 | 0) >> 2] = a;\n if (!a) { break h; }\n } else {\n b[e >> 2] = a;\n if (a | 0) { break; }\n b[5830] = b[5830] & ~(1 << d);\n break h;\n } } while (0);\n\n b[a + 24 >> 2] = g;\n d = c + 16 | 0;\n e = b[d >> 2] | 0;\n\n if (e | 0) {\n b[a + 16 >> 2] = e;\n b[e + 24 >> 2] = a;\n }\n\n d = b[d + 4 >> 2] | 0;\n if (!d) { break; }\n b[a + 20 >> 2] = d;\n b[d + 24 >> 2] = a;\n } } while (0);\n\n c = c + h | 0;\n f = h + i | 0;\n } else { f = i; }\n\n c = c + 4 | 0;\n b[c >> 2] = b[c >> 2] & -2;\n b[k + 4 >> 2] = f | 1;\n b[k + f >> 2] = f;\n c = f >>> 3;\n\n if (f >>> 0 < 256) {\n d = 23356 + (c << 1 << 2) | 0;\n a = b[5829] | 0;\n c = 1 << c;\n\n if (!(a & c)) {\n b[5829] = a | c;\n c = d;\n a = d + 8 | 0;\n } else {\n a = d + 8 | 0;\n c = b[a >> 2] | 0;\n }\n\n b[a >> 2] = k;\n b[c + 12 >> 2] = k;\n b[k + 8 >> 2] = c;\n b[k + 12 >> 2] = d;\n break;\n }\n\n c = f >>> 8;\n\n do { if (!c) { e = 0; }else {\n if (f >>> 0 > 16777215) {\n e = 31;\n break;\n }\n\n u = (c + 1048320 | 0) >>> 16 & 8;\n v = c << u;\n t = (v + 520192 | 0) >>> 16 & 4;\n v = v << t;\n e = (v + 245760 | 0) >>> 16 & 2;\n e = 14 - (t | u | e) + (v << e >>> 15) | 0;\n e = f >>> (e + 7 | 0) & 1 | e << 1;\n } } while (0);\n\n c = 23620 + (e << 2) | 0;\n b[k + 28 >> 2] = e;\n a = k + 16 | 0;\n b[a + 4 >> 2] = 0;\n b[a >> 2] = 0;\n a = b[5830] | 0;\n d = 1 << e;\n\n if (!(a & d)) {\n b[5830] = a | d;\n b[c >> 2] = k;\n b[k + 24 >> 2] = c;\n b[k + 12 >> 2] = k;\n b[k + 8 >> 2] = k;\n break;\n }\n\n c = b[c >> 2] | 0;\n\n i: do { if ((b[c + 4 >> 2] & -8 | 0) != (f | 0)) {\n e = f << ((e | 0) == 31 ? 0 : 25 - (e >>> 1) | 0);\n\n while (1) {\n d = c + 16 + (e >>> 31 << 2) | 0;\n a = b[d >> 2] | 0;\n if (!a) { break; }\n\n if ((b[a + 4 >> 2] & -8 | 0) == (f | 0)) {\n c = a;\n break i;\n } else {\n e = e << 1;\n c = a;\n }\n }\n\n b[d >> 2] = k;\n b[k + 24 >> 2] = c;\n b[k + 12 >> 2] = k;\n b[k + 8 >> 2] = k;\n break g;\n } } while (0);\n\n u = c + 8 | 0;\n v = b[u >> 2] | 0;\n b[v + 12 >> 2] = k;\n b[u >> 2] = k;\n b[k + 8 >> 2] = v;\n b[k + 12 >> 2] = c;\n b[k + 24 >> 2] = 0;\n } } while (0);\n\n v = l + 8 | 0;\n S = w;\n return v | 0;\n }\n\n c = 23764;\n\n while (1) {\n a = b[c >> 2] | 0;\n if (a >>> 0 <= j >>> 0 ? (v = a + (b[c + 4 >> 2] | 0) | 0, v >>> 0 > j >>> 0) : 0) { break; }\n c = b[c + 8 >> 2] | 0;\n }\n\n f = v + -47 | 0;\n a = f + 8 | 0;\n a = f + ((a & 7 | 0) == 0 ? 0 : 0 - a & 7) | 0;\n f = j + 16 | 0;\n a = a >>> 0 < f >>> 0 ? j : a;\n c = a + 8 | 0;\n d = h + -40 | 0;\n t = g + 8 | 0;\n t = (t & 7 | 0) == 0 ? 0 : 0 - t & 7;\n u = g + t | 0;\n t = d - t | 0;\n b[5835] = u;\n b[5832] = t;\n b[u + 4 >> 2] = t | 1;\n b[g + d + 4 >> 2] = 40;\n b[5836] = b[5951];\n d = a + 4 | 0;\n b[d >> 2] = 27;\n b[c >> 2] = b[5941];\n b[c + 4 >> 2] = b[5942];\n b[c + 8 >> 2] = b[5943];\n b[c + 12 >> 2] = b[5944];\n b[5941] = g;\n b[5942] = h;\n b[5944] = 0;\n b[5943] = c;\n c = a + 24 | 0;\n\n do {\n u = c;\n c = c + 4 | 0;\n b[c >> 2] = 7;\n } while ((u + 8 | 0) >>> 0 < v >>> 0);\n\n if ((a | 0) != (j | 0)) {\n g = a - j | 0;\n b[d >> 2] = b[d >> 2] & -2;\n b[j + 4 >> 2] = g | 1;\n b[a >> 2] = g;\n c = g >>> 3;\n\n if (g >>> 0 < 256) {\n d = 23356 + (c << 1 << 2) | 0;\n a = b[5829] | 0;\n c = 1 << c;\n\n if (!(a & c)) {\n b[5829] = a | c;\n c = d;\n a = d + 8 | 0;\n } else {\n a = d + 8 | 0;\n c = b[a >> 2] | 0;\n }\n\n b[a >> 2] = j;\n b[c + 12 >> 2] = j;\n b[j + 8 >> 2] = c;\n b[j + 12 >> 2] = d;\n break;\n }\n\n c = g >>> 8;\n if (c) {\n if (g >>> 0 > 16777215) { e = 31; }else {\n u = (c + 1048320 | 0) >>> 16 & 8;\n v = c << u;\n t = (v + 520192 | 0) >>> 16 & 4;\n v = v << t;\n e = (v + 245760 | 0) >>> 16 & 2;\n e = 14 - (t | u | e) + (v << e >>> 15) | 0;\n e = g >>> (e + 7 | 0) & 1 | e << 1;\n }\n } else { e = 0; }\n d = 23620 + (e << 2) | 0;\n b[j + 28 >> 2] = e;\n b[j + 20 >> 2] = 0;\n b[f >> 2] = 0;\n c = b[5830] | 0;\n a = 1 << e;\n\n if (!(c & a)) {\n b[5830] = c | a;\n b[d >> 2] = j;\n b[j + 24 >> 2] = d;\n b[j + 12 >> 2] = j;\n b[j + 8 >> 2] = j;\n break;\n }\n\n c = b[d >> 2] | 0;\n\n j: do { if ((b[c + 4 >> 2] & -8 | 0) != (g | 0)) {\n e = g << ((e | 0) == 31 ? 0 : 25 - (e >>> 1) | 0);\n\n while (1) {\n d = c + 16 + (e >>> 31 << 2) | 0;\n a = b[d >> 2] | 0;\n if (!a) { break; }\n\n if ((b[a + 4 >> 2] & -8 | 0) == (g | 0)) {\n c = a;\n break j;\n } else {\n e = e << 1;\n c = a;\n }\n }\n\n b[d >> 2] = j;\n b[j + 24 >> 2] = c;\n b[j + 12 >> 2] = j;\n b[j + 8 >> 2] = j;\n break f;\n } } while (0);\n\n u = c + 8 | 0;\n v = b[u >> 2] | 0;\n b[v + 12 >> 2] = j;\n b[u >> 2] = j;\n b[j + 8 >> 2] = v;\n b[j + 12 >> 2] = c;\n b[j + 24 >> 2] = 0;\n }\n } else {\n v = b[5833] | 0;\n if ((v | 0) == 0 | g >>> 0 < v >>> 0) { b[5833] = g; }\n b[5941] = g;\n b[5942] = h;\n b[5944] = 0;\n b[5838] = b[5947];\n b[5837] = -1;\n b[5842] = 23356;\n b[5841] = 23356;\n b[5844] = 23364;\n b[5843] = 23364;\n b[5846] = 23372;\n b[5845] = 23372;\n b[5848] = 23380;\n b[5847] = 23380;\n b[5850] = 23388;\n b[5849] = 23388;\n b[5852] = 23396;\n b[5851] = 23396;\n b[5854] = 23404;\n b[5853] = 23404;\n b[5856] = 23412;\n b[5855] = 23412;\n b[5858] = 23420;\n b[5857] = 23420;\n b[5860] = 23428;\n b[5859] = 23428;\n b[5862] = 23436;\n b[5861] = 23436;\n b[5864] = 23444;\n b[5863] = 23444;\n b[5866] = 23452;\n b[5865] = 23452;\n b[5868] = 23460;\n b[5867] = 23460;\n b[5870] = 23468;\n b[5869] = 23468;\n b[5872] = 23476;\n b[5871] = 23476;\n b[5874] = 23484;\n b[5873] = 23484;\n b[5876] = 23492;\n b[5875] = 23492;\n b[5878] = 23500;\n b[5877] = 23500;\n b[5880] = 23508;\n b[5879] = 23508;\n b[5882] = 23516;\n b[5881] = 23516;\n b[5884] = 23524;\n b[5883] = 23524;\n b[5886] = 23532;\n b[5885] = 23532;\n b[5888] = 23540;\n b[5887] = 23540;\n b[5890] = 23548;\n b[5889] = 23548;\n b[5892] = 23556;\n b[5891] = 23556;\n b[5894] = 23564;\n b[5893] = 23564;\n b[5896] = 23572;\n b[5895] = 23572;\n b[5898] = 23580;\n b[5897] = 23580;\n b[5900] = 23588;\n b[5899] = 23588;\n b[5902] = 23596;\n b[5901] = 23596;\n b[5904] = 23604;\n b[5903] = 23604;\n v = h + -40 | 0;\n t = g + 8 | 0;\n t = (t & 7 | 0) == 0 ? 0 : 0 - t & 7;\n u = g + t | 0;\n t = v - t | 0;\n b[5835] = u;\n b[5832] = t;\n b[u + 4 >> 2] = t | 1;\n b[g + v + 4 >> 2] = 40;\n b[5836] = b[5951];\n } } while (0);\n\n c = b[5832] | 0;\n\n if (c >>> 0 > m >>> 0) {\n t = c - m | 0;\n b[5832] = t;\n v = b[5835] | 0;\n u = v + m | 0;\n b[5835] = u;\n b[u + 4 >> 2] = t | 1;\n b[v + 4 >> 2] = m | 3;\n v = v + 8 | 0;\n S = w;\n return v | 0;\n }\n }\n\n v = Sc() | 0;\n b[v >> 2] = 12;\n v = 0;\n S = w;\n return v | 0;\n }\n\n function Wc(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0;\n if (!a) { return; }\n d = a + -8 | 0;\n f = b[5833] | 0;\n a = b[a + -4 >> 2] | 0;\n c = a & -8;\n j = d + c | 0;\n\n do { if (!(a & 1)) {\n e = b[d >> 2] | 0;\n if (!(a & 3)) { return; }\n h = d + (0 - e) | 0;\n g = e + c | 0;\n if (h >>> 0 < f >>> 0) { return; }\n\n if ((b[5834] | 0) == (h | 0)) {\n a = j + 4 | 0;\n c = b[a >> 2] | 0;\n\n if ((c & 3 | 0) != 3) {\n i = h;\n c = g;\n break;\n }\n\n b[5831] = g;\n b[a >> 2] = c & -2;\n b[h + 4 >> 2] = g | 1;\n b[h + g >> 2] = g;\n return;\n }\n\n d = e >>> 3;\n\n if (e >>> 0 < 256) {\n a = b[h + 8 >> 2] | 0;\n c = b[h + 12 >> 2] | 0;\n\n if ((c | 0) == (a | 0)) {\n b[5829] = b[5829] & ~(1 << d);\n i = h;\n c = g;\n break;\n } else {\n b[a + 12 >> 2] = c;\n b[c + 8 >> 2] = a;\n i = h;\n c = g;\n break;\n }\n }\n\n f = b[h + 24 >> 2] | 0;\n a = b[h + 12 >> 2] | 0;\n\n do { if ((a | 0) == (h | 0)) {\n c = h + 16 | 0;\n d = c + 4 | 0;\n a = b[d >> 2] | 0;\n\n if (!a) {\n a = b[c >> 2] | 0;\n\n if (!a) {\n a = 0;\n break;\n }\n } else { c = d; }\n\n while (1) {\n e = a + 20 | 0;\n d = b[e >> 2] | 0;\n\n if (!d) {\n e = a + 16 | 0;\n d = b[e >> 2] | 0;\n if (!d) { break; }else {\n a = d;\n c = e;\n }\n } else {\n a = d;\n c = e;\n }\n }\n\n b[c >> 2] = 0;\n } else {\n i = b[h + 8 >> 2] | 0;\n b[i + 12 >> 2] = a;\n b[a + 8 >> 2] = i;\n } } while (0);\n\n if (f) {\n c = b[h + 28 >> 2] | 0;\n d = 23620 + (c << 2) | 0;\n\n if ((b[d >> 2] | 0) == (h | 0)) {\n b[d >> 2] = a;\n\n if (!a) {\n b[5830] = b[5830] & ~(1 << c);\n i = h;\n c = g;\n break;\n }\n } else {\n i = f + 16 | 0;\n b[((b[i >> 2] | 0) == (h | 0) ? i : f + 20 | 0) >> 2] = a;\n\n if (!a) {\n i = h;\n c = g;\n break;\n }\n }\n\n b[a + 24 >> 2] = f;\n c = h + 16 | 0;\n d = b[c >> 2] | 0;\n\n if (d | 0) {\n b[a + 16 >> 2] = d;\n b[d + 24 >> 2] = a;\n }\n\n c = b[c + 4 >> 2] | 0;\n\n if (c) {\n b[a + 20 >> 2] = c;\n b[c + 24 >> 2] = a;\n i = h;\n c = g;\n } else {\n i = h;\n c = g;\n }\n } else {\n i = h;\n c = g;\n }\n } else {\n i = d;\n h = d;\n } } while (0);\n\n if (h >>> 0 >= j >>> 0) { return; }\n a = j + 4 | 0;\n e = b[a >> 2] | 0;\n if (!(e & 1)) { return; }\n\n if (!(e & 2)) {\n if ((b[5835] | 0) == (j | 0)) {\n j = (b[5832] | 0) + c | 0;\n b[5832] = j;\n b[5835] = i;\n b[i + 4 >> 2] = j | 1;\n if ((i | 0) != (b[5834] | 0)) { return; }\n b[5834] = 0;\n b[5831] = 0;\n return;\n }\n\n if ((b[5834] | 0) == (j | 0)) {\n j = (b[5831] | 0) + c | 0;\n b[5831] = j;\n b[5834] = h;\n b[i + 4 >> 2] = j | 1;\n b[h + j >> 2] = j;\n return;\n }\n\n f = (e & -8) + c | 0;\n d = e >>> 3;\n\n do { if (e >>> 0 < 256) {\n c = b[j + 8 >> 2] | 0;\n a = b[j + 12 >> 2] | 0;\n\n if ((a | 0) == (c | 0)) {\n b[5829] = b[5829] & ~(1 << d);\n break;\n } else {\n b[c + 12 >> 2] = a;\n b[a + 8 >> 2] = c;\n break;\n }\n } else {\n g = b[j + 24 >> 2] | 0;\n a = b[j + 12 >> 2] | 0;\n\n do { if ((a | 0) == (j | 0)) {\n c = j + 16 | 0;\n d = c + 4 | 0;\n a = b[d >> 2] | 0;\n\n if (!a) {\n a = b[c >> 2] | 0;\n\n if (!a) {\n d = 0;\n break;\n }\n } else { c = d; }\n\n while (1) {\n e = a + 20 | 0;\n d = b[e >> 2] | 0;\n\n if (!d) {\n e = a + 16 | 0;\n d = b[e >> 2] | 0;\n if (!d) { break; }else {\n a = d;\n c = e;\n }\n } else {\n a = d;\n c = e;\n }\n }\n\n b[c >> 2] = 0;\n d = a;\n } else {\n d = b[j + 8 >> 2] | 0;\n b[d + 12 >> 2] = a;\n b[a + 8 >> 2] = d;\n d = a;\n } } while (0);\n\n if (g | 0) {\n a = b[j + 28 >> 2] | 0;\n c = 23620 + (a << 2) | 0;\n\n if ((b[c >> 2] | 0) == (j | 0)) {\n b[c >> 2] = d;\n\n if (!d) {\n b[5830] = b[5830] & ~(1 << a);\n break;\n }\n } else {\n e = g + 16 | 0;\n b[((b[e >> 2] | 0) == (j | 0) ? e : g + 20 | 0) >> 2] = d;\n if (!d) { break; }\n }\n\n b[d + 24 >> 2] = g;\n a = j + 16 | 0;\n c = b[a >> 2] | 0;\n\n if (c | 0) {\n b[d + 16 >> 2] = c;\n b[c + 24 >> 2] = d;\n }\n\n a = b[a + 4 >> 2] | 0;\n\n if (a | 0) {\n b[d + 20 >> 2] = a;\n b[a + 24 >> 2] = d;\n }\n }\n } } while (0);\n\n b[i + 4 >> 2] = f | 1;\n b[h + f >> 2] = f;\n\n if ((i | 0) == (b[5834] | 0)) {\n b[5831] = f;\n return;\n }\n } else {\n b[a >> 2] = e & -2;\n b[i + 4 >> 2] = c | 1;\n b[h + c >> 2] = c;\n f = c;\n }\n\n a = f >>> 3;\n\n if (f >>> 0 < 256) {\n d = 23356 + (a << 1 << 2) | 0;\n c = b[5829] | 0;\n a = 1 << a;\n\n if (!(c & a)) {\n b[5829] = c | a;\n a = d;\n c = d + 8 | 0;\n } else {\n c = d + 8 | 0;\n a = b[c >> 2] | 0;\n }\n\n b[c >> 2] = i;\n b[a + 12 >> 2] = i;\n b[i + 8 >> 2] = a;\n b[i + 12 >> 2] = d;\n return;\n }\n\n a = f >>> 8;\n if (a) {\n if (f >>> 0 > 16777215) { e = 31; }else {\n h = (a + 1048320 | 0) >>> 16 & 8;\n j = a << h;\n g = (j + 520192 | 0) >>> 16 & 4;\n j = j << g;\n e = (j + 245760 | 0) >>> 16 & 2;\n e = 14 - (g | h | e) + (j << e >>> 15) | 0;\n e = f >>> (e + 7 | 0) & 1 | e << 1;\n }\n } else { e = 0; }\n a = 23620 + (e << 2) | 0;\n b[i + 28 >> 2] = e;\n b[i + 20 >> 2] = 0;\n b[i + 16 >> 2] = 0;\n c = b[5830] | 0;\n d = 1 << e;\n\n a: do { if (!(c & d)) {\n b[5830] = c | d;\n b[a >> 2] = i;\n b[i + 24 >> 2] = a;\n b[i + 12 >> 2] = i;\n b[i + 8 >> 2] = i;\n } else {\n a = b[a >> 2] | 0;\n\n b: do { if ((b[a + 4 >> 2] & -8 | 0) != (f | 0)) {\n e = f << ((e | 0) == 31 ? 0 : 25 - (e >>> 1) | 0);\n\n while (1) {\n d = a + 16 + (e >>> 31 << 2) | 0;\n c = b[d >> 2] | 0;\n if (!c) { break; }\n\n if ((b[c + 4 >> 2] & -8 | 0) == (f | 0)) {\n a = c;\n break b;\n } else {\n e = e << 1;\n a = c;\n }\n }\n\n b[d >> 2] = i;\n b[i + 24 >> 2] = a;\n b[i + 12 >> 2] = i;\n b[i + 8 >> 2] = i;\n break a;\n } } while (0);\n\n h = a + 8 | 0;\n j = b[h >> 2] | 0;\n b[j + 12 >> 2] = i;\n b[h >> 2] = i;\n b[i + 8 >> 2] = j;\n b[i + 12 >> 2] = a;\n b[i + 24 >> 2] = 0;\n } } while (0);\n\n j = (b[5837] | 0) + -1 | 0;\n b[5837] = j;\n if (j | 0) { return; }\n a = 23772;\n\n while (1) {\n a = b[a >> 2] | 0;\n if (!a) { break; }else { a = a + 8 | 0; }\n }\n\n b[5837] = -1;\n return;\n }\n\n function Xc(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0;\n\n if (a) {\n d = B(c, a) | 0;\n if ((c | a) >>> 0 > 65535) { d = ((d >>> 0) / (a >>> 0) | 0 | 0) == (c | 0) ? d : -1; }\n } else { d = 0; }\n\n a = Vc(d) | 0;\n if (!a) { return a | 0; }\n if (!(b[a + -4 >> 2] & 3)) { return a | 0; }\n gd(a | 0, 0, d | 0) | 0;\n return a | 0;\n }\n\n function Yc(a, b, c, d) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n d = d | 0;\n c = a + c >>> 0;\n return (F(b + d + (c >>> 0 < a >>> 0 | 0) >>> 0 | 0), c | 0) | 0;\n }\n\n function Zc(a, b, c, d) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n d = d | 0;\n d = b - d - (c >>> 0 > a >>> 0 | 0) >>> 0;\n return (F(d | 0), a - c >>> 0 | 0) | 0;\n }\n\n function _c(a) {\n a = a | 0;\n return (a ? 31 - (D(a ^ a - 1) | 0) | 0 : 32) | 0;\n }\n\n function $c(a, c, d, e, f) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n f = f | 0;\n var g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0,\n p = 0;\n l = a;\n j = c;\n k = j;\n h = d;\n n = e;\n i = n;\n\n if (!k) {\n g = (f | 0) != 0;\n\n if (!i) {\n if (g) {\n b[f >> 2] = (l >>> 0) % (h >>> 0);\n b[f + 4 >> 2] = 0;\n }\n\n n = 0;\n f = (l >>> 0) / (h >>> 0) >>> 0;\n return (F(n | 0), f) | 0;\n } else {\n if (!g) {\n n = 0;\n f = 0;\n return (F(n | 0), f) | 0;\n }\n\n b[f >> 2] = a | 0;\n b[f + 4 >> 2] = c & 0;\n n = 0;\n f = 0;\n return (F(n | 0), f) | 0;\n }\n }\n\n g = (i | 0) == 0;\n\n do { if (h) {\n if (!g) {\n g = (D(i | 0) | 0) - (D(k | 0) | 0) | 0;\n\n if (g >>> 0 <= 31) {\n m = g + 1 | 0;\n i = 31 - g | 0;\n c = g - 31 >> 31;\n h = m;\n a = l >>> (m >>> 0) & c | k << i;\n c = k >>> (m >>> 0) & c;\n g = 0;\n i = l << i;\n break;\n }\n\n if (!f) {\n n = 0;\n f = 0;\n return (F(n | 0), f) | 0;\n }\n\n b[f >> 2] = a | 0;\n b[f + 4 >> 2] = j | c & 0;\n n = 0;\n f = 0;\n return (F(n | 0), f) | 0;\n }\n\n g = h - 1 | 0;\n\n if (g & h | 0) {\n i = (D(h | 0) | 0) + 33 - (D(k | 0) | 0) | 0;\n p = 64 - i | 0;\n m = 32 - i | 0;\n j = m >> 31;\n o = i - 32 | 0;\n c = o >> 31;\n h = i;\n a = m - 1 >> 31 & k >>> (o >>> 0) | (k << m | l >>> (i >>> 0)) & c;\n c = c & k >>> (i >>> 0);\n g = l << p & j;\n i = (k << p | l >>> (o >>> 0)) & j | l << m & i - 33 >> 31;\n break;\n }\n\n if (f | 0) {\n b[f >> 2] = g & l;\n b[f + 4 >> 2] = 0;\n }\n\n if ((h | 0) == 1) {\n o = j | c & 0;\n p = a | 0 | 0;\n return (F(o | 0), p) | 0;\n } else {\n p = _c(h | 0) | 0;\n o = k >>> (p >>> 0) | 0;\n p = k << 32 - p | l >>> (p >>> 0) | 0;\n return (F(o | 0), p) | 0;\n }\n } else {\n if (g) {\n if (f | 0) {\n b[f >> 2] = (k >>> 0) % (h >>> 0);\n b[f + 4 >> 2] = 0;\n }\n\n o = 0;\n p = (k >>> 0) / (h >>> 0) >>> 0;\n return (F(o | 0), p) | 0;\n }\n\n if (!l) {\n if (f | 0) {\n b[f >> 2] = 0;\n b[f + 4 >> 2] = (k >>> 0) % (i >>> 0);\n }\n\n o = 0;\n p = (k >>> 0) / (i >>> 0) >>> 0;\n return (F(o | 0), p) | 0;\n }\n\n g = i - 1 | 0;\n\n if (!(g & i)) {\n if (f | 0) {\n b[f >> 2] = a | 0;\n b[f + 4 >> 2] = g & k | c & 0;\n }\n\n o = 0;\n p = k >>> ((_c(i | 0) | 0) >>> 0);\n return (F(o | 0), p) | 0;\n }\n\n g = (D(i | 0) | 0) - (D(k | 0) | 0) | 0;\n\n if (g >>> 0 <= 30) {\n c = g + 1 | 0;\n i = 31 - g | 0;\n h = c;\n a = k << i | l >>> (c >>> 0);\n c = k >>> (c >>> 0);\n g = 0;\n i = l << i;\n break;\n }\n\n if (!f) {\n o = 0;\n p = 0;\n return (F(o | 0), p) | 0;\n }\n\n b[f >> 2] = a | 0;\n b[f + 4 >> 2] = j | c & 0;\n o = 0;\n p = 0;\n return (F(o | 0), p) | 0;\n } } while (0);\n\n if (!h) {\n k = i;\n j = 0;\n i = 0;\n } else {\n m = d | 0 | 0;\n l = n | e & 0;\n k = Yc(m | 0, l | 0, -1, -1) | 0;\n d = G() | 0;\n j = i;\n i = 0;\n\n do {\n e = j;\n j = g >>> 31 | j << 1;\n g = i | g << 1;\n e = a << 1 | e >>> 31 | 0;\n n = a >>> 31 | c << 1 | 0;\n Zc(k | 0, d | 0, e | 0, n | 0) | 0;\n p = G() | 0;\n o = p >> 31 | ((p | 0) < 0 ? -1 : 0) << 1;\n i = o & 1;\n a = Zc(e | 0, n | 0, o & m | 0, (((p | 0) < 0 ? -1 : 0) >> 31 | ((p | 0) < 0 ? -1 : 0) << 1) & l | 0) | 0;\n c = G() | 0;\n h = h - 1 | 0;\n } while ((h | 0) != 0);\n\n k = j;\n j = 0;\n }\n\n h = 0;\n\n if (f | 0) {\n b[f >> 2] = a;\n b[f + 4 >> 2] = c;\n }\n\n o = (g | 0) >>> 31 | (k | h) << 1 | (h << 1 | g >>> 31) & 0 | j;\n p = (g << 1 | 0 >>> 31) & -2 | i;\n return (F(o | 0), p) | 0;\n }\n\n function ad(a, c, d, e) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0,\n g = 0;\n g = S;\n S = S + 16 | 0;\n f = g | 0;\n $c(a, c, d, e, f) | 0;\n S = g;\n return (F(b[f + 4 >> 2] | 0), b[f >> 2] | 0) | 0;\n }\n\n function bd(a, b, c) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n\n if ((c | 0) < 32) {\n F(b >>> c | 0);\n return a >>> c | (b & (1 << c) - 1) << 32 - c;\n }\n\n F(0);\n return b >>> c - 32 | 0;\n }\n\n function cd(a, b, c) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n\n if ((c | 0) < 32) {\n F(b << c | (a & (1 << c) - 1 << 32 - c) >>> 32 - c | 0);\n return a << c;\n }\n\n F(a << c - 32 | 0);\n return 0;\n }\n\n function dd(a, b) {\n a = +a;\n b = +b;\n if (a != a) { return +b; }\n if (b != b) { return +a; }\n return +C(+a, +b);\n }\n\n function ed(a) {\n a = +a;\n return a >= 0.0 ? +p(a + .5) : +A(a - .5);\n }\n\n function fd(c, d, e) {\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0,\n g = 0,\n h = 0;\n\n if ((e | 0) >= 8192) {\n K(c | 0, d | 0, e | 0) | 0;\n return c | 0;\n }\n\n h = c | 0;\n g = c + e | 0;\n\n if ((c & 3) == (d & 3)) {\n while (c & 3) {\n if (!e) { return h | 0; }\n a[c >> 0] = a[d >> 0] | 0;\n c = c + 1 | 0;\n d = d + 1 | 0;\n e = e - 1 | 0;\n }\n\n e = g & -4 | 0;\n f = e - 64 | 0;\n\n while ((c | 0) <= (f | 0)) {\n b[c >> 2] = b[d >> 2];\n b[c + 4 >> 2] = b[d + 4 >> 2];\n b[c + 8 >> 2] = b[d + 8 >> 2];\n b[c + 12 >> 2] = b[d + 12 >> 2];\n b[c + 16 >> 2] = b[d + 16 >> 2];\n b[c + 20 >> 2] = b[d + 20 >> 2];\n b[c + 24 >> 2] = b[d + 24 >> 2];\n b[c + 28 >> 2] = b[d + 28 >> 2];\n b[c + 32 >> 2] = b[d + 32 >> 2];\n b[c + 36 >> 2] = b[d + 36 >> 2];\n b[c + 40 >> 2] = b[d + 40 >> 2];\n b[c + 44 >> 2] = b[d + 44 >> 2];\n b[c + 48 >> 2] = b[d + 48 >> 2];\n b[c + 52 >> 2] = b[d + 52 >> 2];\n b[c + 56 >> 2] = b[d + 56 >> 2];\n b[c + 60 >> 2] = b[d + 60 >> 2];\n c = c + 64 | 0;\n d = d + 64 | 0;\n }\n\n while ((c | 0) < (e | 0)) {\n b[c >> 2] = b[d >> 2];\n c = c + 4 | 0;\n d = d + 4 | 0;\n }\n } else {\n e = g - 4 | 0;\n\n while ((c | 0) < (e | 0)) {\n a[c >> 0] = a[d >> 0] | 0;\n a[c + 1 >> 0] = a[d + 1 >> 0] | 0;\n a[c + 2 >> 0] = a[d + 2 >> 0] | 0;\n a[c + 3 >> 0] = a[d + 3 >> 0] | 0;\n c = c + 4 | 0;\n d = d + 4 | 0;\n }\n }\n\n while ((c | 0) < (g | 0)) {\n a[c >> 0] = a[d >> 0] | 0;\n c = c + 1 | 0;\n d = d + 1 | 0;\n }\n\n return h | 0;\n }\n\n function gd(c, d, e) {\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0,\n g = 0,\n h = 0,\n i = 0;\n h = c + e | 0;\n d = d & 255;\n\n if ((e | 0) >= 67) {\n while (c & 3) {\n a[c >> 0] = d;\n c = c + 1 | 0;\n }\n\n f = h & -4 | 0;\n i = d | d << 8 | d << 16 | d << 24;\n g = f - 64 | 0;\n\n while ((c | 0) <= (g | 0)) {\n b[c >> 2] = i;\n b[c + 4 >> 2] = i;\n b[c + 8 >> 2] = i;\n b[c + 12 >> 2] = i;\n b[c + 16 >> 2] = i;\n b[c + 20 >> 2] = i;\n b[c + 24 >> 2] = i;\n b[c + 28 >> 2] = i;\n b[c + 32 >> 2] = i;\n b[c + 36 >> 2] = i;\n b[c + 40 >> 2] = i;\n b[c + 44 >> 2] = i;\n b[c + 48 >> 2] = i;\n b[c + 52 >> 2] = i;\n b[c + 56 >> 2] = i;\n b[c + 60 >> 2] = i;\n c = c + 64 | 0;\n }\n\n while ((c | 0) < (f | 0)) {\n b[c >> 2] = i;\n c = c + 4 | 0;\n }\n }\n\n while ((c | 0) < (h | 0)) {\n a[c >> 0] = d;\n c = c + 1 | 0;\n }\n\n return h - e | 0;\n }\n\n function hd(a) {\n a = +a;\n return a >= 0.0 ? +p(a + .5) : +A(a - .5);\n }\n\n function id(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0;\n e = J() | 0;\n d = b[g >> 2] | 0;\n c = d + a | 0;\n\n if ((a | 0) > 0 & (c | 0) < (d | 0) | (c | 0) < 0) {\n M(c | 0) | 0;\n I(12);\n return -1;\n }\n\n if ((c | 0) > (e | 0)) { if (!(L(c | 0) | 0)) {\n I(12);\n return -1;\n } }\n b[g >> 2] = c;\n return d | 0;\n } // EMSCRIPTEN_END_FUNCS\n\n\n return {\n ___uremdi3: ad,\n _bitshift64Lshr: bd,\n _bitshift64Shl: cd,\n _calloc: Xc,\n _cellAreaKm2: ub,\n _cellAreaM2: vb,\n _cellAreaRads2: tb,\n _compact: Gb,\n _destroyLinkedPolygon: ic,\n _edgeLengthKm: pb,\n _edgeLengthM: qb,\n _emscripten_replace_memory: V,\n _exactEdgeLengthKm: xb,\n _exactEdgeLengthM: yb,\n _exactEdgeLengthRads: wb,\n _experimentalH3ToLocalIj: nc,\n _experimentalLocalIjToH3: oc,\n _free: Wc,\n _geoToH3: Rb,\n _getDestinationH3IndexFromUnidirectionalEdge: bc,\n _getH3IndexesFromUnidirectionalEdge: dc,\n _getH3UnidirectionalEdge: $b,\n _getH3UnidirectionalEdgeBoundary: fc,\n _getH3UnidirectionalEdgesFromHexagon: ec,\n _getOriginH3IndexFromUnidirectionalEdge: ac,\n _getPentagonIndexes: Zb,\n _getRes0Indexes: va,\n _h3Distance: pc,\n _h3GetBaseCell: zb,\n _h3GetFaces: Xb,\n _h3IndexesAreNeighbors: _b,\n _h3IsPentagon: Eb,\n _h3IsResClassIII: Jb,\n _h3IsValid: Ab,\n _h3Line: rc,\n _h3LineSize: qc,\n _h3SetToLinkedGeo: ka,\n _h3ToCenterChild: Fb,\n _h3ToChildren: Db,\n _h3ToGeo: Ub,\n _h3ToGeoBoundary: Vb,\n _h3ToParent: Bb,\n _h3UnidirectionalEdgeIsValid: cc,\n _hexAreaKm2: nb,\n _hexAreaM2: ob,\n _hexRing: ea,\n _i64Subtract: Zc,\n _kRing: $,\n _kRingDistances: aa,\n _llvm_minnum_f64: dd,\n _llvm_round_f64: ed,\n _malloc: Vc,\n _maxFaceCount: Wb,\n _maxH3ToChildrenSize: Cb,\n _maxKringSize: _,\n _maxPolyfillSize: fa,\n _maxUncompactSize: Ib,\n _memcpy: fd,\n _memset: gd,\n _numHexagons: rb,\n _pentagonIndexCount: Yb,\n _pointDistKm: jb,\n _pointDistM: kb,\n _pointDistRads: ib,\n _polyfill: ga,\n _res0IndexCount: ua,\n _round: hd,\n _sbrk: id,\n _sizeOfCoordIJ: Dc,\n _sizeOfGeoBoundary: zc,\n _sizeOfGeoCoord: yc,\n _sizeOfGeoPolygon: Bc,\n _sizeOfGeofence: Ac,\n _sizeOfH3Index: xc,\n _sizeOfLinkedGeoPolygon: Cc,\n _uncompact: Hb,\n establishStackSpace: Z,\n stackAlloc: W,\n stackRestore: Y,\n stackSave: X\n };\n }( // EMSCRIPTEN_END_ASM\n asmGlobalArg, asmLibraryArg, buffer);\n\n var ___uremdi3 = Module[\"___uremdi3\"] = asm[\"___uremdi3\"];\n\n var _bitshift64Lshr = Module[\"_bitshift64Lshr\"] = asm[\"_bitshift64Lshr\"];\n\n var _bitshift64Shl = Module[\"_bitshift64Shl\"] = asm[\"_bitshift64Shl\"];\n\n var _calloc = Module[\"_calloc\"] = asm[\"_calloc\"];\n\n var _cellAreaKm2 = Module[\"_cellAreaKm2\"] = asm[\"_cellAreaKm2\"];\n\n var _cellAreaM2 = Module[\"_cellAreaM2\"] = asm[\"_cellAreaM2\"];\n\n var _cellAreaRads2 = Module[\"_cellAreaRads2\"] = asm[\"_cellAreaRads2\"];\n\n var _compact = Module[\"_compact\"] = asm[\"_compact\"];\n\n var _destroyLinkedPolygon = Module[\"_destroyLinkedPolygon\"] = asm[\"_destroyLinkedPolygon\"];\n\n var _edgeLengthKm = Module[\"_edgeLengthKm\"] = asm[\"_edgeLengthKm\"];\n\n var _edgeLengthM = Module[\"_edgeLengthM\"] = asm[\"_edgeLengthM\"];\n\n var _emscripten_replace_memory = Module[\"_emscripten_replace_memory\"] = asm[\"_emscripten_replace_memory\"];\n\n var _exactEdgeLengthKm = Module[\"_exactEdgeLengthKm\"] = asm[\"_exactEdgeLengthKm\"];\n\n var _exactEdgeLengthM = Module[\"_exactEdgeLengthM\"] = asm[\"_exactEdgeLengthM\"];\n\n var _exactEdgeLengthRads = Module[\"_exactEdgeLengthRads\"] = asm[\"_exactEdgeLengthRads\"];\n\n var _experimentalH3ToLocalIj = Module[\"_experimentalH3ToLocalIj\"] = asm[\"_experimentalH3ToLocalIj\"];\n\n var _experimentalLocalIjToH3 = Module[\"_experimentalLocalIjToH3\"] = asm[\"_experimentalLocalIjToH3\"];\n\n var _free = Module[\"_free\"] = asm[\"_free\"];\n\n var _geoToH3 = Module[\"_geoToH3\"] = asm[\"_geoToH3\"];\n\n var _getDestinationH3IndexFromUnidirectionalEdge = Module[\"_getDestinationH3IndexFromUnidirectionalEdge\"] = asm[\"_getDestinationH3IndexFromUnidirectionalEdge\"];\n\n var _getH3IndexesFromUnidirectionalEdge = Module[\"_getH3IndexesFromUnidirectionalEdge\"] = asm[\"_getH3IndexesFromUnidirectionalEdge\"];\n\n var _getH3UnidirectionalEdge = Module[\"_getH3UnidirectionalEdge\"] = asm[\"_getH3UnidirectionalEdge\"];\n\n var _getH3UnidirectionalEdgeBoundary = Module[\"_getH3UnidirectionalEdgeBoundary\"] = asm[\"_getH3UnidirectionalEdgeBoundary\"];\n\n var _getH3UnidirectionalEdgesFromHexagon = Module[\"_getH3UnidirectionalEdgesFromHexagon\"] = asm[\"_getH3UnidirectionalEdgesFromHexagon\"];\n\n var _getOriginH3IndexFromUnidirectionalEdge = Module[\"_getOriginH3IndexFromUnidirectionalEdge\"] = asm[\"_getOriginH3IndexFromUnidirectionalEdge\"];\n\n var _getPentagonIndexes = Module[\"_getPentagonIndexes\"] = asm[\"_getPentagonIndexes\"];\n\n var _getRes0Indexes = Module[\"_getRes0Indexes\"] = asm[\"_getRes0Indexes\"];\n\n var _h3Distance = Module[\"_h3Distance\"] = asm[\"_h3Distance\"];\n\n var _h3GetBaseCell = Module[\"_h3GetBaseCell\"] = asm[\"_h3GetBaseCell\"];\n\n var _h3GetFaces = Module[\"_h3GetFaces\"] = asm[\"_h3GetFaces\"];\n\n var _h3IndexesAreNeighbors = Module[\"_h3IndexesAreNeighbors\"] = asm[\"_h3IndexesAreNeighbors\"];\n\n var _h3IsPentagon = Module[\"_h3IsPentagon\"] = asm[\"_h3IsPentagon\"];\n\n var _h3IsResClassIII = Module[\"_h3IsResClassIII\"] = asm[\"_h3IsResClassIII\"];\n\n var _h3IsValid = Module[\"_h3IsValid\"] = asm[\"_h3IsValid\"];\n\n var _h3Line = Module[\"_h3Line\"] = asm[\"_h3Line\"];\n\n var _h3LineSize = Module[\"_h3LineSize\"] = asm[\"_h3LineSize\"];\n\n var _h3SetToLinkedGeo = Module[\"_h3SetToLinkedGeo\"] = asm[\"_h3SetToLinkedGeo\"];\n\n var _h3ToCenterChild = Module[\"_h3ToCenterChild\"] = asm[\"_h3ToCenterChild\"];\n\n var _h3ToChildren = Module[\"_h3ToChildren\"] = asm[\"_h3ToChildren\"];\n\n var _h3ToGeo = Module[\"_h3ToGeo\"] = asm[\"_h3ToGeo\"];\n\n var _h3ToGeoBoundary = Module[\"_h3ToGeoBoundary\"] = asm[\"_h3ToGeoBoundary\"];\n\n var _h3ToParent = Module[\"_h3ToParent\"] = asm[\"_h3ToParent\"];\n\n var _h3UnidirectionalEdgeIsValid = Module[\"_h3UnidirectionalEdgeIsValid\"] = asm[\"_h3UnidirectionalEdgeIsValid\"];\n\n var _hexAreaKm2 = Module[\"_hexAreaKm2\"] = asm[\"_hexAreaKm2\"];\n\n var _hexAreaM2 = Module[\"_hexAreaM2\"] = asm[\"_hexAreaM2\"];\n\n var _hexRing = Module[\"_hexRing\"] = asm[\"_hexRing\"];\n\n var _i64Subtract = Module[\"_i64Subtract\"] = asm[\"_i64Subtract\"];\n\n var _kRing = Module[\"_kRing\"] = asm[\"_kRing\"];\n\n var _kRingDistances = Module[\"_kRingDistances\"] = asm[\"_kRingDistances\"];\n\n var _llvm_minnum_f64 = Module[\"_llvm_minnum_f64\"] = asm[\"_llvm_minnum_f64\"];\n\n var _llvm_round_f64 = Module[\"_llvm_round_f64\"] = asm[\"_llvm_round_f64\"];\n\n var _malloc = Module[\"_malloc\"] = asm[\"_malloc\"];\n\n var _maxFaceCount = Module[\"_maxFaceCount\"] = asm[\"_maxFaceCount\"];\n\n var _maxH3ToChildrenSize = Module[\"_maxH3ToChildrenSize\"] = asm[\"_maxH3ToChildrenSize\"];\n\n var _maxKringSize = Module[\"_maxKringSize\"] = asm[\"_maxKringSize\"];\n\n var _maxPolyfillSize = Module[\"_maxPolyfillSize\"] = asm[\"_maxPolyfillSize\"];\n\n var _maxUncompactSize = Module[\"_maxUncompactSize\"] = asm[\"_maxUncompactSize\"];\n\n var _memcpy = Module[\"_memcpy\"] = asm[\"_memcpy\"];\n\n var _memset = Module[\"_memset\"] = asm[\"_memset\"];\n\n var _numHexagons = Module[\"_numHexagons\"] = asm[\"_numHexagons\"];\n\n var _pentagonIndexCount = Module[\"_pentagonIndexCount\"] = asm[\"_pentagonIndexCount\"];\n\n var _pointDistKm = Module[\"_pointDistKm\"] = asm[\"_pointDistKm\"];\n\n var _pointDistM = Module[\"_pointDistM\"] = asm[\"_pointDistM\"];\n\n var _pointDistRads = Module[\"_pointDistRads\"] = asm[\"_pointDistRads\"];\n\n var _polyfill = Module[\"_polyfill\"] = asm[\"_polyfill\"];\n\n var _res0IndexCount = Module[\"_res0IndexCount\"] = asm[\"_res0IndexCount\"];\n\n var _round = Module[\"_round\"] = asm[\"_round\"];\n\n var _sbrk = Module[\"_sbrk\"] = asm[\"_sbrk\"];\n\n var _sizeOfCoordIJ = Module[\"_sizeOfCoordIJ\"] = asm[\"_sizeOfCoordIJ\"];\n\n var _sizeOfGeoBoundary = Module[\"_sizeOfGeoBoundary\"] = asm[\"_sizeOfGeoBoundary\"];\n\n var _sizeOfGeoCoord = Module[\"_sizeOfGeoCoord\"] = asm[\"_sizeOfGeoCoord\"];\n\n var _sizeOfGeoPolygon = Module[\"_sizeOfGeoPolygon\"] = asm[\"_sizeOfGeoPolygon\"];\n\n var _sizeOfGeofence = Module[\"_sizeOfGeofence\"] = asm[\"_sizeOfGeofence\"];\n\n var _sizeOfH3Index = Module[\"_sizeOfH3Index\"] = asm[\"_sizeOfH3Index\"];\n\n var _sizeOfLinkedGeoPolygon = Module[\"_sizeOfLinkedGeoPolygon\"] = asm[\"_sizeOfLinkedGeoPolygon\"];\n\n var _uncompact = Module[\"_uncompact\"] = asm[\"_uncompact\"];\n\n var establishStackSpace = Module[\"establishStackSpace\"] = asm[\"establishStackSpace\"];\n var stackAlloc = Module[\"stackAlloc\"] = asm[\"stackAlloc\"];\n var stackRestore = Module[\"stackRestore\"] = asm[\"stackRestore\"];\n var stackSave = Module[\"stackSave\"] = asm[\"stackSave\"];\n Module[\"asm\"] = asm;\n Module[\"cwrap\"] = cwrap;\n Module[\"setValue\"] = setValue;\n Module[\"getValue\"] = getValue;\n Module[\"getTempRet0\"] = getTempRet0;\n\n if (memoryInitializer) {\n if (!isDataURI(memoryInitializer)) {\n memoryInitializer = locateFile(memoryInitializer);\n }\n\n {\n addRunDependency(\"memory initializer\");\n\n var applyMemoryInitializer = function (data) {\n if (data.byteLength) { data = new Uint8Array(data); }\n HEAPU8.set(data, GLOBAL_BASE);\n if (Module[\"memoryInitializerRequest\"]) { delete Module[\"memoryInitializerRequest\"].response; }\n removeRunDependency(\"memory initializer\");\n };\n\n var doBrowserLoad = function () {\n readAsync(memoryInitializer, applyMemoryInitializer, function () {\n throw \"could not load memory initializer \" + memoryInitializer;\n });\n };\n\n var memoryInitializerBytes = tryParseAsDataURI(memoryInitializer);\n\n if (memoryInitializerBytes) {\n applyMemoryInitializer(memoryInitializerBytes.buffer);\n } else if (Module[\"memoryInitializerRequest\"]) {\n var useRequest = function () {\n var request = Module[\"memoryInitializerRequest\"];\n var response = request.response;\n\n if (request.status !== 200 && request.status !== 0) {\n var data = tryParseAsDataURI(Module[\"memoryInitializerRequestURL\"]);\n\n if (data) {\n response = data.buffer;\n } else {\n console.warn(\"a problem seems to have happened with Module.memoryInitializerRequest, status: \" + request.status + \", retrying \" + memoryInitializer);\n doBrowserLoad();\n return;\n }\n }\n\n applyMemoryInitializer(response);\n };\n\n if (Module[\"memoryInitializerRequest\"].response) {\n setTimeout(useRequest, 0);\n } else {\n Module[\"memoryInitializerRequest\"].addEventListener(\"load\", useRequest);\n }\n } else {\n doBrowserLoad();\n }\n }\n }\n\n var calledRun;\n\n dependenciesFulfilled = function runCaller() {\n if (!calledRun) { run(); }\n if (!calledRun) { dependenciesFulfilled = runCaller; }\n };\n\n function run(args) {\n args = args || arguments_;\n\n if (runDependencies > 0) {\n return;\n }\n\n preRun();\n if (runDependencies > 0) { return; }\n\n function doRun() {\n if (calledRun) { return; }\n calledRun = true;\n if (ABORT) { return; }\n initRuntime();\n preMain();\n if (Module[\"onRuntimeInitialized\"]) { Module[\"onRuntimeInitialized\"](); }\n postRun();\n }\n\n if (Module[\"setStatus\"]) {\n Module[\"setStatus\"](\"Running...\");\n setTimeout(function () {\n setTimeout(function () {\n Module[\"setStatus\"](\"\");\n }, 1);\n doRun();\n }, 1);\n } else {\n doRun();\n }\n }\n\n Module[\"run\"] = run;\n\n function abort(what) {\n if (Module[\"onAbort\"]) {\n Module[\"onAbort\"](what);\n }\n\n what += \"\";\n out(what);\n err(what);\n ABORT = true;\n throw \"abort(\" + what + \"). Build with -s ASSERTIONS=1 for more info.\";\n }\n\n Module[\"abort\"] = abort;\n\n if (Module[\"preInit\"]) {\n if (typeof Module[\"preInit\"] == \"function\") { Module[\"preInit\"] = [Module[\"preInit\"]]; }\n\n while (Module[\"preInit\"].length > 0) {\n Module[\"preInit\"].pop()();\n }\n }\n run();\n return libh3;\n}(typeof libh3 === 'object' ? libh3 : {});\n\n/*\n * Copyright 2018-2019 Uber Technologies, Inc.\n *\n * Licensed under the Apache License, Version 2.0 (the \"License\");\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an \"AS IS\" BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\n// Define the C bindings for the h3 library\n// Add some aliases to make the function definitions more intelligible\nvar NUMBER = 'number';\nvar BOOLEAN = NUMBER;\nvar H3_LOWER = NUMBER;\nvar H3_UPPER = NUMBER;\nvar RESOLUTION = NUMBER;\nvar POINTER = NUMBER; // Define the bindings to functions in the C lib. Functions are defined as\n// [name, return type, [arg types]]. You must run `npm run build-emscripten`\n// before new functions added here will be available.\n\nvar BINDINGS = [// The size functions are inserted via build/sizes.h\n['sizeOfH3Index', NUMBER], ['sizeOfGeoCoord', NUMBER], ['sizeOfGeoBoundary', NUMBER], ['sizeOfGeoPolygon', NUMBER], ['sizeOfGeofence', NUMBER], ['sizeOfLinkedGeoPolygon', NUMBER], ['sizeOfCoordIJ', NUMBER], // The remaining functions are defined in the core lib in h3Api.h\n['h3IsValid', BOOLEAN, [H3_LOWER, H3_UPPER]], ['geoToH3', H3_LOWER, [NUMBER, NUMBER, RESOLUTION]], ['h3ToGeo', null, [H3_LOWER, H3_UPPER, POINTER]], ['h3ToGeoBoundary', null, [H3_LOWER, H3_UPPER, POINTER]], ['maxKringSize', NUMBER, [NUMBER]], ['kRing', null, [H3_LOWER, H3_UPPER, NUMBER, POINTER]], ['kRingDistances', null, [H3_LOWER, H3_UPPER, NUMBER, POINTER, POINTER]], ['hexRing', null, [H3_LOWER, H3_UPPER, NUMBER, POINTER]], ['maxPolyfillSize', NUMBER, [POINTER, RESOLUTION]], ['polyfill', null, [POINTER, RESOLUTION, POINTER]], ['h3SetToLinkedGeo', null, [POINTER, NUMBER, POINTER]], ['destroyLinkedPolygon', null, [POINTER]], ['compact', NUMBER, [POINTER, POINTER, NUMBER]], ['uncompact', NUMBER, [POINTER, NUMBER, POINTER, NUMBER, RESOLUTION]], ['maxUncompactSize', NUMBER, [POINTER, NUMBER, RESOLUTION]], ['h3IsPentagon', BOOLEAN, [H3_LOWER, H3_UPPER]], ['h3IsResClassIII', BOOLEAN, [H3_LOWER, H3_UPPER]], ['h3GetBaseCell', NUMBER, [H3_LOWER, H3_UPPER]], ['maxFaceCount', NUMBER, [H3_LOWER, H3_UPPER]], ['h3GetFaces', null, [H3_LOWER, H3_UPPER, POINTER]], ['h3ToParent', H3_LOWER, [H3_LOWER, H3_UPPER, RESOLUTION]], ['h3ToChildren', null, [H3_LOWER, H3_UPPER, RESOLUTION, POINTER]], ['h3ToCenterChild', H3_LOWER, [H3_LOWER, H3_UPPER, RESOLUTION]], ['maxH3ToChildrenSize', NUMBER, [H3_LOWER, H3_UPPER, RESOLUTION]], ['h3IndexesAreNeighbors', BOOLEAN, [H3_LOWER, H3_UPPER, H3_LOWER, H3_UPPER]], ['getH3UnidirectionalEdge', H3_LOWER, [H3_LOWER, H3_UPPER, H3_LOWER, H3_UPPER]], ['getOriginH3IndexFromUnidirectionalEdge', H3_LOWER, [H3_LOWER, H3_UPPER]], ['getDestinationH3IndexFromUnidirectionalEdge', H3_LOWER, [H3_LOWER, H3_UPPER]], ['h3UnidirectionalEdgeIsValid', BOOLEAN, [H3_LOWER, H3_UPPER]], ['getH3IndexesFromUnidirectionalEdge', null, [H3_LOWER, H3_UPPER, POINTER]], ['getH3UnidirectionalEdgesFromHexagon', null, [H3_LOWER, H3_UPPER, POINTER]], ['getH3UnidirectionalEdgeBoundary', null, [H3_LOWER, H3_UPPER, POINTER]], ['h3Distance', NUMBER, [H3_LOWER, H3_UPPER, H3_LOWER, H3_UPPER]], ['h3Line', NUMBER, [H3_LOWER, H3_UPPER, H3_LOWER, H3_UPPER, POINTER]], ['h3LineSize', NUMBER, [H3_LOWER, H3_UPPER, H3_LOWER, H3_UPPER]], ['experimentalH3ToLocalIj', NUMBER, [H3_LOWER, H3_UPPER, H3_LOWER, H3_UPPER, POINTER]], ['experimentalLocalIjToH3', NUMBER, [H3_LOWER, H3_UPPER, POINTER, POINTER]], ['hexAreaM2', NUMBER, [RESOLUTION]], ['hexAreaKm2', NUMBER, [RESOLUTION]], ['edgeLengthM', NUMBER, [RESOLUTION]], ['edgeLengthKm', NUMBER, [RESOLUTION]], ['pointDistM', NUMBER, [POINTER, POINTER]], ['pointDistKm', NUMBER, [POINTER, POINTER]], ['pointDistRads', NUMBER, [POINTER, POINTER]], ['cellAreaM2', NUMBER, [H3_LOWER, H3_UPPER]], ['cellAreaKm2', NUMBER, [H3_LOWER, H3_UPPER]], ['cellAreaRads2', NUMBER, [H3_LOWER, H3_UPPER]], ['exactEdgeLengthM', NUMBER, [H3_LOWER, H3_UPPER]], ['exactEdgeLengthKm', NUMBER, [H3_LOWER, H3_UPPER]], ['exactEdgeLengthRads', NUMBER, [H3_LOWER, H3_UPPER]], ['numHexagons', NUMBER, [RESOLUTION]], ['getRes0Indexes', null, [POINTER]], ['res0IndexCount', NUMBER], ['getPentagonIndexes', null, [NUMBER, POINTER]], ['pentagonIndexCount', NUMBER]];\n\n/*\n * Copyright 2018-2019 Uber Technologies, Inc.\n *\n * Licensed under the Apache License, Version 2.0 (the \"License\");\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an \"AS IS\" BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar H3 = {}; // Create the bound functions themselves\n\nBINDINGS.forEach(function bind(def) {\n H3[def[0]] = libh3.cwrap.apply(libh3, def);\n}); // Alias the hexidecimal base for legibility\n\nvar BASE_16 = 16; // ----------------------------------------------------------------------------\n// Byte size imports\n\nvar SZ_INT = 4;\nvar SZ_PTR = 4;\nvar SZ_DBL = 8;\nvar SZ_H3INDEX = H3.sizeOfH3Index();\nvar SZ_GEOCOORD = H3.sizeOfGeoCoord();\nvar SZ_GEOBOUNDARY = H3.sizeOfGeoBoundary();\nvar SZ_GEOPOLYGON = H3.sizeOfGeoPolygon();\nvar SZ_GEOFENCE = H3.sizeOfGeofence();\nvar SZ_LINKED_GEOPOLYGON = H3.sizeOfLinkedGeoPolygon();\nvar SZ_COORDIJ = H3.sizeOfCoordIJ(); // ----------------------------------------------------------------------------\n// Custom types\n\n/**\n * 64-bit hexidecimal string representation of an H3 index\n * @static\n * @typedef {string} H3Index\n */\n\n/**\n * 64-bit hexidecimal string representation of an H3 index,\n * or two 32-bit integers in little endian order in an array.\n * @static\n * @typedef {string | number[]} H3IndexInput\n */\n\n/**\n * Coordinates as an `{i, j}` pair\n * @static\n * @typedef CoordIJ\n * @type {Object}\n * @property {number} i\n * @property {number} j\n */\n// ----------------------------------------------------------------------------\n// Unit constants\n\n/**\n * Length/Area units\n * @static\n * @typedef UNITS\n * @type {Object}\n * @property {string} m\n * @property {string} m2\n * @property {string} km\n * @property {string} km2\n * @property {string} rads\n * @property {string} rads2\n */\n\nvar UNITS = {\n m: 'm',\n m2: 'm2',\n km: 'km',\n km2: 'km2',\n rads: 'rads',\n rads2: 'rads2'\n}; // ----------------------------------------------------------------------------\n// Utilities and helpers\n\n/**\n * Validate a resolution, throwing an error if invalid\n * @private\n * @param {mixed} res Value to validate\n * @throws {Error} Error if invalid\n */\n\nfunction validateRes(res) {\n if (typeof res !== 'number' || res < 0 || res > 15 || Math.floor(res) !== res) {\n throw new Error((\"Invalid resolution: \" + res));\n }\n}\n\nvar INVALID_HEXIDECIMAL_CHAR = /[^0-9a-fA-F]/;\n/**\n * Convert an H3 index (64-bit hexidecimal string) into a \"split long\" - a pair of 32-bit ints\n * @private\n * @param {H3IndexInput} h3Index H3 index to check\n * @return {number[]} A two-element array with 32 lower bits and 32 upper bits\n */\n\nfunction h3IndexToSplitLong(h3Index) {\n if (Array.isArray(h3Index) && h3Index.length === 2 && Number.isInteger(h3Index[0]) && Number.isInteger(h3Index[1])) {\n return h3Index;\n }\n\n if (typeof h3Index !== 'string' || INVALID_HEXIDECIMAL_CHAR.test(h3Index)) {\n return [0, 0];\n }\n\n var upper = parseInt(h3Index.substring(0, h3Index.length - 8), BASE_16);\n var lower = parseInt(h3Index.substring(h3Index.length - 8), BASE_16);\n return [lower, upper];\n}\n/**\n * Convert a 32-bit int to a hexdecimal string\n * @private\n * @param {number} num Integer to convert\n * @return {H3Index} Hexidecimal string\n */\n\n\nfunction hexFrom32Bit(num) {\n if (num >= 0) {\n return num.toString(BASE_16);\n } // Handle negative numbers\n\n\n num = num & 0x7fffffff;\n var tempStr = zeroPad(8, num.toString(BASE_16));\n var topNum = (parseInt(tempStr[0], BASE_16) + 8).toString(BASE_16);\n tempStr = topNum + tempStr.substring(1);\n return tempStr;\n}\n/**\n * Get a H3 index from a split long (pair of 32-bit ints)\n * @private\n * @param {number} lower Lower 32 bits\n * @param {number} upper Upper 32 bits\n * @return {H3Index} H3 index\n */\n\n\nfunction splitLongToh3Index(lower, upper) {\n return hexFrom32Bit(upper) + zeroPad(8, hexFrom32Bit(lower));\n}\n/**\n * Zero-pad a string to a given length\n * @private\n * @param {number} fullLen Target length\n * @param {string} numStr String to zero-pad\n * @return {string} Zero-padded string\n */\n\n\nfunction zeroPad(fullLen, numStr) {\n var numZeroes = fullLen - numStr.length;\n var outStr = '';\n\n for (var i = 0; i < numZeroes; i++) {\n outStr += '0';\n }\n\n outStr = outStr + numStr;\n return outStr;\n}\n/**\n * Populate a C-appropriate Geofence struct from a polygon array\n * @private\n * @param {Array[]} polygonArray Polygon, as an array of coordinate pairs\n * @param {number} geofence C pointer to a Geofence struct\n * @param {boolean} isGeoJson Whether coordinates are in [lng, lat] order per GeoJSON spec\n * @return {number} C pointer to populated Geofence struct\n */\n\n\nfunction polygonArrayToGeofence(polygonArray, geofence, isGeoJson) {\n var numVerts = polygonArray.length;\n\n var geoCoordArray = libh3._calloc(numVerts, SZ_GEOCOORD); // Support [lng, lat] pairs if GeoJSON is specified\n\n\n var latIndex = isGeoJson ? 1 : 0;\n var lngIndex = isGeoJson ? 0 : 1;\n\n for (var i = 0; i < numVerts * 2; i += 2) {\n libh3.HEAPF64.set([polygonArray[i / 2][latIndex], polygonArray[i / 2][lngIndex]].map(degsToRads), geoCoordArray / SZ_DBL + i);\n }\n\n libh3.HEAPU32.set([numVerts, geoCoordArray], geofence / SZ_INT);\n return geofence;\n}\n/**\n * Create a C-appropriate GeoPolygon struct from an array of polygons\n * @private\n * @param {Array[]} coordinates Array of polygons, each an array of coordinate pairs\n * @param {boolean} isGeoJson Whether coordinates are in [lng, lat] order per GeoJSON spec\n * @return {number} C pointer to populated GeoPolygon struct\n */\n\n\nfunction coordinatesToGeoPolygon(coordinates, isGeoJson) {\n // Any loops beyond the first loop are holes\n var numHoles = coordinates.length - 1;\n\n var geoPolygon = libh3._calloc(SZ_GEOPOLYGON); // Byte positions within the struct\n\n\n var geofenceOffset = 0;\n var numHolesOffset = geofenceOffset + SZ_GEOFENCE;\n var holesOffset = numHolesOffset + SZ_INT; // geofence is first part of struct\n\n polygonArrayToGeofence(coordinates[0], geoPolygon + geofenceOffset, isGeoJson);\n var holes;\n\n if (numHoles > 0) {\n holes = libh3._calloc(numHoles, SZ_GEOFENCE);\n\n for (var i = 0; i < numHoles; i++) {\n polygonArrayToGeofence(coordinates[i + 1], holes + SZ_GEOFENCE * i, isGeoJson);\n }\n }\n\n libh3.setValue(geoPolygon + numHolesOffset, numHoles, 'i32');\n libh3.setValue(geoPolygon + holesOffset, holes, 'i32');\n return geoPolygon;\n}\n/**\n * Free memory allocated for a GeoPolygon struct. It is an error to access the struct\n * after passing it to this method.\n * @private\n * @return {number} geoPolygon C pointer to populated GeoPolygon struct\n */\n\n\nfunction destroyGeoPolygon(geoPolygon) {\n // Byte positions within the struct\n var geofenceOffset = 0;\n var numHolesOffset = geofenceOffset + SZ_GEOFENCE;\n var holesOffset = numHolesOffset + SZ_INT; // Free the outer loop\n\n libh3._free(libh3.getValue(geoPolygon + geofenceOffset, 'i8*')); // Free the holes, if any\n\n\n var numHoles = libh3.getValue(geoPolygon + numHolesOffset, 'i32');\n\n for (var i = 0; i < numHoles; i++) {\n libh3._free(libh3.getValue(geoPolygon + holesOffset + SZ_GEOFENCE * i, 'i8*'));\n }\n\n libh3._free(geoPolygon);\n}\n/**\n * Read a long value, returning the lower and upper portions as separate 32-bit integers.\n * Because the upper bits are returned via side effect, the argument to this function is\n * intended to be the invocation that caused the side effect, e.g. readLong(H3.getSomeLong())\n * @private\n * @param {number} invocation Invoked function returning a long value. The actual return\n * value of these functions is a 32-bit integer.\n * @return {number} Long value as a [lower, upper] pair\n */\n\n\nfunction readLong(invocation) {\n // Upper 32-bits of the long set via side-effect\n var upper = libh3.getTempRet0();\n return [invocation, upper];\n}\n/**\n * Read an H3 index from a C return value. As with readLong, the argument to this function\n * is intended to be an invocation, e.g. readH3Index(H3.getSomeAddress()), to help ensure that\n * the temp value storing the upper bits of the long is still set.\n * @private\n * @param {number} invocation Invoked function returning a single H3 index\n * @return {H3Index} H3 index, or null if index was invalid\n */\n\n\nfunction readH3Index(invocation) {\n var ref = readLong(invocation);\n var lower = ref[0];\n var upper = ref[1]; // The lower bits are allowed to be 0s, but if the upper bits are 0\n // this represents an invalid H3 index\n\n return upper ? splitLongToh3Index(lower, upper) : null;\n}\n/**\n * Read an H3 index from a pointer to C memory.\n * @private\n * @param {number} cAddress Pointer to allocated C memory\n * @param {number} offset Offset, in number of H3 indexes, in case we're\n * reading an array\n * @return {H3Index} H3 index, or null if index was invalid\n */\n\n\nfunction readH3IndexFromPointer(cAddress, offset) {\n if ( offset === void 0 ) offset = 0;\n\n var lower = libh3.getValue(cAddress + SZ_INT * offset * 2, 'i32');\n var upper = libh3.getValue(cAddress + SZ_INT * (offset * 2 + 1), 'i32'); // The lower bits are allowed to be 0s, but if the upper bits are 0\n // this represents an invalid H3 index\n\n return upper ? splitLongToh3Index(lower, upper) : null;\n}\n/**\n * Store an H3 index in C memory. Primarily used as an efficient way to\n * write sets of hexagons.\n * @private\n * @param {H3IndexInput} h3Index H3 index to store\n * @param {number} cAddress Pointer to allocated C memory\n * @param {number} offset Offset, in number of H3 indexes from beginning\n * of the current array\n */\n\n\nfunction storeH3Index(h3Index, cAddress, offset) {\n // HEAPU32 is a typed array projection on the index space\n // as unsigned 32-bit integers. This means the index needs\n // to be divided by SZ_INT (4) to access correctly. Also,\n // the H3 index is 64 bits, so we skip by twos as we're writing\n // to 32-bit integers in the proper order.\n libh3.HEAPU32.set(h3IndexToSplitLong(h3Index), cAddress / SZ_INT + 2 * offset);\n}\n/**\n * Read an array of 64-bit H3 indexes from C and convert to a JS array of\n * H3 index strings\n * @private\n * @param {number} cAddress Pointer to C ouput array\n * @param {number} maxCount Max number of hexagons in array. Hexagons with\n * the value 0 will be skipped, so this isn't\n * necessarily the length of the output array.\n * @return {H3Index[]} Array of H3 indexes\n */\n\n\nfunction readArrayOfHexagons(cAddress, maxCount) {\n var out = [];\n\n for (var i = 0; i < maxCount; i++) {\n var h3Index = readH3IndexFromPointer(cAddress, i);\n\n if (h3Index !== null) {\n out.push(h3Index);\n }\n }\n\n return out;\n}\n/**\n * Store an array of H3 index strings as a C array of 64-bit integers.\n * @private\n * @param {number} cAddress Pointer to C input array\n * @param {H3IndexInput[]} hexagons H3 indexes to pass to the C lib\n */\n\n\nfunction storeArrayOfHexagons(cAddress, hexagons) {\n // Assuming the cAddress points to an already appropriately\n // allocated space\n var count = hexagons.length;\n\n for (var i = 0; i < count; i++) {\n storeH3Index(hexagons[i], cAddress, i);\n }\n}\n/**\n * Populate a C-appropriate GeoCoord struct from a [lat, lng] array\n * @private\n * @param {number} lat Coordinate latitude\n * @param {number} lng Coordinate longitude\n * @return {number} C pointer to populated GeoCoord struct\n */\n\n\nfunction storeGeoCoord(lat, lng) {\n var geoCoord = libh3._calloc(1, SZ_GEOCOORD);\n\n libh3.HEAPF64.set([lat, lng].map(degsToRads), geoCoord / SZ_DBL);\n return geoCoord;\n}\n\nfunction readSingleCoord(cAddress) {\n return radsToDegs(libh3.getValue(cAddress, 'double'));\n}\n/**\n * Read a GeoCoord from C and return a [lat, lng] pair.\n * @private\n * @param {number} cAddress Pointer to C struct\n * @return {number[]} [lat, lng] pair\n */\n\n\nfunction readGeoCoord(cAddress) {\n return [readSingleCoord(cAddress), readSingleCoord(cAddress + SZ_DBL)];\n}\n/**\n * Read a GeoCoord from C and return a GeoJSON-style [lng, lat] pair.\n * @private\n * @param {number} cAddress Pointer to C struct\n * @return {number[]} [lng, lat] pair\n */\n\n\nfunction readGeoCoordGeoJson(cAddress) {\n return [readSingleCoord(cAddress + SZ_DBL), readSingleCoord(cAddress)];\n}\n/**\n * Read the GeoBoundary structure into a list of geo coordinate pairs\n * @private\n * @param {number} geoBoundary C pointer to GeoBoundary struct\n * @param {boolean} geoJsonCoords Whether to provide GeoJSON coordinate order: [lng, lat]\n * @param {boolean} closedLoop Whether to close the loop\n * @return {Array[]} Array of geo coordinate pairs\n */\n\n\nfunction readGeoBoundary(geoBoundary, geoJsonCoords, closedLoop) {\n var numVerts = libh3.getValue(geoBoundary, 'i32'); // Note that though numVerts is an int, the coordinate doubles have to be\n // aligned to 8 bytes, hence the 8-byte offset here\n\n var vertsPos = geoBoundary + SZ_DBL;\n var out = []; // Support [lng, lat] pairs if GeoJSON is specified\n\n var readCoord = geoJsonCoords ? readGeoCoordGeoJson : readGeoCoord;\n\n for (var i = 0; i < numVerts * 2; i += 2) {\n out.push(readCoord(vertsPos + SZ_DBL * i));\n }\n\n if (closedLoop) {\n // Close loop if GeoJSON is specified\n out.push(out[0]);\n }\n\n return out;\n}\n/**\n * Read the LinkedGeoPolygon structure into a nested array of MultiPolygon coordinates\n * @private\n * @param {number} polygon C pointer to LinkedGeoPolygon struct\n * @param {boolean} formatAsGeoJson Whether to provide GeoJSON output: [lng, lat], closed loops\n * @return {number[][][][]} MultiPolygon-style output.\n */\n\n\nfunction readMultiPolygon(polygon, formatAsGeoJson) {\n var output = [];\n var readCoord = formatAsGeoJson ? readGeoCoordGeoJson : readGeoCoord;\n var loops;\n var loop;\n var coords;\n var coord; // Loop through the linked structure, building the output\n\n while (polygon) {\n output.push(loops = []); // Follow ->first pointer\n\n loop = libh3.getValue(polygon, 'i8*');\n\n while (loop) {\n loops.push(coords = []); // Follow ->first pointer\n\n coord = libh3.getValue(loop, 'i8*');\n\n while (coord) {\n coords.push(readCoord(coord)); // Follow ->next pointer\n\n coord = libh3.getValue(coord + SZ_DBL * 2, 'i8*');\n }\n\n if (formatAsGeoJson) {\n // Close loop if GeoJSON is requested\n coords.push(coords[0]);\n } // Follow ->next pointer\n\n\n loop = libh3.getValue(loop + SZ_PTR * 2, 'i8*');\n } // Follow ->next pointer\n\n\n polygon = libh3.getValue(polygon + SZ_PTR * 2, 'i8*');\n }\n\n return output;\n}\n/**\n * Read a CoordIJ from C and return an {i, j} pair.\n * @private\n * @param {number} cAddress Pointer to C struct\n * @return {CoordIJ} {i, j} pair\n */\n\n\nfunction readCoordIJ(cAddress) {\n return {\n i: libh3.getValue(cAddress, 'i32'),\n j: libh3.getValue(cAddress + SZ_INT, 'i32')\n };\n}\n/**\n * Store an {i, j} pair to a C CoordIJ struct.\n * @private\n * @param {number} cAddress Pointer to C struct\n * @return {CoordIJ} {i, j} pair\n */\n\n\nfunction storeCoordIJ(cAddress, ref) {\n var i = ref.i;\n var j = ref.j;\n\n libh3.setValue(cAddress, i, 'i32');\n libh3.setValue(cAddress + SZ_INT, j, 'i32');\n}\n/**\n * Read an array of positive integers array from C. Negative\n * values are considered invalid and ignored in output.\n * @private\n * @param {number} cAddress Pointer to C array\n * @param {number} count Length of C array\n * @return {number[]} Javascript integer array\n */\n\n\nfunction readArrayOfPositiveIntegers(cAddress, count) {\n var out = [];\n\n for (var i = 0; i < count; i++) {\n var int = libh3.getValue(cAddress + SZ_INT * i, 'i32');\n\n if (int >= 0) {\n out.push(int);\n }\n }\n\n return out;\n} // ----------------------------------------------------------------------------\n// Public API functions: Core\n\n/**\n * Whether a given string represents a valid H3 index\n * @static\n * @param {H3IndexInput} h3Index H3 index to check\n * @return {boolean} Whether the index is valid\n */\n\n\nfunction h3IsValid(h3Index) {\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n return Boolean(H3.h3IsValid(lower, upper));\n}\n/**\n * Whether the given H3 index is a pentagon\n * @static\n * @param {H3IndexInput} h3Index H3 index to check\n * @return {boolean} isPentagon\n */\n\nfunction h3IsPentagon(h3Index) {\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n return Boolean(H3.h3IsPentagon(lower, upper));\n}\n/**\n * Whether the given H3 index is in a Class III resolution (rotated versus\n * the icosahedron and subject to shape distortion adding extra points on\n * icosahedron edges, making them not true hexagons).\n * @static\n * @param {H3IndexInput} h3Index H3 index to check\n * @return {boolean} isResClassIII\n */\n\nfunction h3IsResClassIII(h3Index) {\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n return Boolean(H3.h3IsResClassIII(lower, upper));\n}\n/**\n * Get the number of the base cell for a given H3 index\n * @static\n * @param {H3IndexInput} h3Index H3 index to get the base cell for\n * @return {number} Index of the base cell (0-121)\n */\n\nfunction h3GetBaseCell(h3Index) {\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n return H3.h3GetBaseCell(lower, upper);\n}\n/**\n * Get the indices of all icosahedron faces intersected by a given H3 index\n * @static\n * @param {H3IndexInput} h3Index H3 index to get faces for\n * @return {number[]} Indices (0-19) of all intersected faces\n */\n\nfunction h3GetFaces(h3Index) {\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n var count = H3.maxFaceCount(lower, upper);\n\n var faces = libh3._malloc(SZ_INT * count);\n\n H3.h3GetFaces(lower, upper, faces);\n var out = readArrayOfPositiveIntegers(faces, count);\n\n libh3._free(faces);\n\n return out;\n}\n/**\n * Returns the resolution of an H3 index\n * @static\n * @param {H3IndexInput} h3Index H3 index to get resolution\n * @return {number} The number (0-15) resolution, or -1 if invalid\n */\n\nfunction h3GetResolution(h3Index) {\n if (typeof h3Index !== 'string') {\n return -1;\n }\n\n return parseInt(h3Index.charAt(1), BASE_16);\n}\n/**\n * Get the hexagon containing a lat,lon point\n * @static\n * @param {number} lat Latitude of point\n * @param {number} lng Longtitude of point\n * @param {number} res Resolution of hexagons to return\n * @return {H3Index} H3 index\n */\n\nfunction geoToH3(lat, lng, res) {\n var latlng = libh3._malloc(SZ_GEOCOORD); // Slightly more efficient way to set the memory\n\n\n libh3.HEAPF64.set([lat, lng].map(degsToRads), latlng / SZ_DBL); // Read value as a split long\n\n var h3Index = readH3Index(H3.geoToH3(latlng, res));\n\n libh3._free(latlng);\n\n return h3Index;\n}\n/**\n * Get the lat,lon center of a given hexagon\n * @static\n * @param {H3IndexInput} h3Index H3 index\n * @return {number[]} Point as a [lat, lng] pair\n */\n\nfunction h3ToGeo(h3Index) {\n var latlng = libh3._malloc(SZ_GEOCOORD);\n\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n H3.h3ToGeo(lower, upper, latlng);\n var out = readGeoCoord(latlng);\n\n libh3._free(latlng);\n\n return out;\n}\n/**\n * Get the vertices of a given hexagon (or pentagon), as an array of [lat, lng]\n * points. For pentagons and hexagons on the edge of an icosahedron face, this\n * function may return up to 10 vertices.\n * @static\n * @param {H3Index} h3Index H3 index\n * @param {boolean} [formatAsGeoJson] Whether to provide GeoJSON output: [lng, lat], closed loops\n * @return {number[][]} Array of [lat, lng] pairs\n */\n\nfunction h3ToGeoBoundary(h3Index, formatAsGeoJson) {\n var geoBoundary = libh3._malloc(SZ_GEOBOUNDARY);\n\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n H3.h3ToGeoBoundary(lower, upper, geoBoundary);\n var out = readGeoBoundary(geoBoundary, formatAsGeoJson, formatAsGeoJson);\n\n libh3._free(geoBoundary);\n\n return out;\n} // ----------------------------------------------------------------------------\n// Public API functions: Algorithms\n\n/**\n * Get the parent of the given hexagon at a particular resolution\n * @static\n * @param {H3IndexInput} h3Index H3 index to get parent for\n * @param {number} res Resolution of hexagon to return\n * @return {H3Index} H3 index of parent, or null for invalid input\n */\n\nfunction h3ToParent(h3Index, res) {\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n return readH3Index(H3.h3ToParent(lower, upper, res));\n}\n/**\n * Get the children/descendents of the given hexagon at a particular resolution\n * @static\n * @param {H3IndexInput} h3Index H3 index to get children for\n * @param {number} res Resolution of hexagons to return\n * @return {H3Index[]} H3 indexes of children, or empty array for invalid input\n */\n\nfunction h3ToChildren(h3Index, res) {\n // Bad input in this case can potentially result in high computation volume\n // using the current C algorithm. Validate and return an empty array on failure.\n if (!h3IsValid(h3Index)) {\n return [];\n }\n\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n var maxCount = H3.maxH3ToChildrenSize(lower, upper, res);\n\n var hexagons = libh3._calloc(maxCount, SZ_H3INDEX);\n\n H3.h3ToChildren(lower, upper, res, hexagons);\n var out = readArrayOfHexagons(hexagons, maxCount);\n\n libh3._free(hexagons);\n\n return out;\n}\n/**\n * Get the center child of the given hexagon at a particular resolution\n * @static\n * @param {H3IndexInput} h3Index H3 index to get center child for\n * @param {number} res Resolution of hexagon to return\n * @return {H3Index} H3 index of child, or null for invalid input\n */\n\nfunction h3ToCenterChild(h3Index, res) {\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n return readH3Index(H3.h3ToCenterChild(lower, upper, res));\n}\n/**\n * Get all hexagons in a k-ring around a given center. The order of the hexagons is undefined.\n * @static\n * @param {H3IndexInput} h3Index H3 index of center hexagon\n * @param {number} ringSize Radius of k-ring\n * @return {H3Index[]} H3 indexes for all hexagons in ring\n */\n\nfunction kRing(h3Index, ringSize) {\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n var maxCount = H3.maxKringSize(ringSize);\n\n var hexagons = libh3._calloc(maxCount, SZ_H3INDEX);\n\n H3.kRing(lower, upper, ringSize, hexagons);\n var out = readArrayOfHexagons(hexagons, maxCount);\n\n libh3._free(hexagons);\n\n return out;\n}\n/**\n * Get all hexagons in a k-ring around a given center, in an array of arrays\n * ordered by distance from the origin. The order of the hexagons within each ring is undefined.\n * @static\n * @param {H3IndexInput} h3Index H3 index of center hexagon\n * @param {number} ringSize Radius of k-ring\n * @return {H3Index[][]} Array of arrays with H3 indexes for all hexagons each ring\n */\n\nfunction kRingDistances(h3Index, ringSize) {\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n var maxCount = H3.maxKringSize(ringSize);\n\n var kRings = libh3._calloc(maxCount, SZ_H3INDEX);\n\n var distances = libh3._calloc(maxCount, SZ_INT);\n\n H3.kRingDistances(lower, upper, ringSize, kRings, distances); // Create an array of empty arrays to hold the output\n\n var out = [];\n\n for (var i = 0; i < ringSize + 1; i++) {\n out.push([]);\n } // Read the array of hexagons, putting them into the appropriate rings\n\n\n for (var i$1 = 0; i$1 < maxCount * 2; i$1 += 2) {\n var hexLower = libh3.getValue(kRings + SZ_INT * i$1, 'i32');\n var hexUpper = libh3.getValue(kRings + SZ_INT * (i$1 + 1), 'i32');\n var index = libh3.getValue(distances + SZ_INT * (i$1 / 2), 'i32');\n\n if (hexLower !== 0 || hexUpper !== 0) {\n out[index].push(splitLongToh3Index(hexLower, hexUpper));\n }\n }\n\n libh3._free(kRings);\n\n libh3._free(distances);\n\n return out;\n}\n/**\n * Get all hexagons in a hollow hexagonal ring centered at origin with sides of a given length.\n * Unlike kRing, this function will throw an error if there is a pentagon anywhere in the ring.\n * @static\n * @param {H3IndexInput} h3Index H3 index of center hexagon\n * @param {number} ringSize Radius of ring\n * @return {H3Index[]} H3 indexes for all hexagons in ring\n * @throws {Error} If the algorithm could not calculate the ring\n */\n\nfunction hexRing(h3Index, ringSize) {\n var maxCount = ringSize === 0 ? 1 : 6 * ringSize;\n\n var hexagons = libh3._calloc(maxCount, SZ_H3INDEX);\n\n var retVal = H3.hexRing.apply(H3, h3IndexToSplitLong(h3Index).concat( [ringSize], [hexagons] ));\n\n if (retVal !== 0) {\n libh3._free(hexagons);\n\n throw new Error('Failed to get hexRing (encountered a pentagon?)');\n }\n\n var out = readArrayOfHexagons(hexagons, maxCount);\n\n libh3._free(hexagons);\n\n return out;\n}\n/**\n * Get all hexagons with centers contained in a given polygon. The polygon\n * is specified with GeoJson semantics as an array of loops. Each loop is\n * an array of [lat, lng] pairs (or [lng, lat] if isGeoJson is specified).\n * The first loop is the perimeter of the polygon, and subsequent loops are\n * expected to be holes.\n * @static\n * @param {number[][] | number[][][]} coordinates\n * Array of loops, or a single loop\n * @param {number} res Resolution of hexagons to return\n * @param {boolean} [isGeoJson] Whether to expect GeoJson-style [lng, lat]\n * pairs instead of [lat, lng]\n * @return {H3Index[]} H3 indexes for all hexagons in polygon\n */\n\nfunction polyfill(coordinates, res, isGeoJson) {\n validateRes(res);\n isGeoJson = Boolean(isGeoJson); // Guard against empty input\n\n if (coordinates.length === 0 || coordinates[0].length === 0) {\n return [];\n } // Wrap to expected format if a single loop is provided\n\n\n if (typeof coordinates[0][0] === 'number') {\n coordinates = [coordinates];\n }\n\n var geoPolygon = coordinatesToGeoPolygon(coordinates, isGeoJson);\n var arrayLen = H3.maxPolyfillSize(geoPolygon, res);\n\n var hexagons = libh3._calloc(arrayLen, SZ_H3INDEX);\n\n H3.polyfill(geoPolygon, res, hexagons);\n var out = readArrayOfHexagons(hexagons, arrayLen);\n\n libh3._free(hexagons);\n\n destroyGeoPolygon(geoPolygon);\n return out;\n}\n/**\n * Get the outlines of a set of H3 hexagons, returned in GeoJSON MultiPolygon\n * format (an array of polygons, each with an array of loops, each an array of\n * coordinates). Coordinates are returned as [lat, lng] pairs unless GeoJSON\n * is requested.\n *\n * It is the responsibility of the caller to ensure that all hexagons in the\n * set have the same resolution and that the set contains no duplicates. Behavior\n * is undefined if duplicates or multiple resolutions are present, and the\n * algorithm may produce unexpected or invalid polygons.\n *\n * @static\n * @param {H3IndexInput[]} h3Indexes H3 indexes to get outlines for\n * @param {boolean} [formatAsGeoJson] Whether to provide GeoJSON output:\n * [lng, lat], closed loops\n * @return {number[][][][]} MultiPolygon-style output.\n */\n\nfunction h3SetToMultiPolygon(h3Indexes, formatAsGeoJson) {\n // Early exit on empty input\n if (!h3Indexes || !h3Indexes.length) {\n return [];\n } // Set up input set\n\n\n var indexCount = h3Indexes.length;\n\n var set = libh3._calloc(indexCount, SZ_H3INDEX);\n\n storeArrayOfHexagons(set, h3Indexes); // Allocate memory for output linked polygon\n\n var polygon = libh3._calloc(SZ_LINKED_GEOPOLYGON); // Store a reference to the first polygon - that's the one we need for\n // memory deallocation\n\n\n var originalPolygon = polygon;\n H3.h3SetToLinkedGeo(set, indexCount, polygon);\n var multiPolygon = readMultiPolygon(polygon, formatAsGeoJson); // Clean up\n\n H3.destroyLinkedPolygon(originalPolygon);\n\n libh3._free(originalPolygon);\n\n libh3._free(set);\n\n return multiPolygon;\n}\n/**\n * Compact a set of hexagons of the same resolution into a set of hexagons across\n * multiple levels that represents the same area.\n * @static\n * @param {H3IndexInput[]} h3Set H3 indexes to compact\n * @return {H3Index[]} Compacted H3 indexes\n * @throws {Error} If the input is invalid (e.g. duplicate hexagons)\n */\n\nfunction compact(h3Set) {\n if (!h3Set || !h3Set.length) {\n return [];\n } // Set up input set\n\n\n var count = h3Set.length;\n\n var set = libh3._calloc(count, SZ_H3INDEX);\n\n storeArrayOfHexagons(set, h3Set); // Allocate memory for compacted hexagons, worst-case is no compaction\n\n var compactedSet = libh3._calloc(count, SZ_H3INDEX);\n\n var retVal = H3.compact(set, compactedSet, count);\n\n if (retVal !== 0) {\n libh3._free(set);\n\n libh3._free(compactedSet);\n\n throw new Error('Failed to compact, malformed input data (duplicate hexagons?)');\n }\n\n var out = readArrayOfHexagons(compactedSet, count);\n\n libh3._free(set);\n\n libh3._free(compactedSet);\n\n return out;\n}\n/**\n * Uncompact a compacted set of hexagons to hexagons of the same resolution\n * @static\n * @param {H3IndexInput[]} compactedSet H3 indexes to uncompact\n * @param {number} res The resolution to uncompact to\n * @return {H3Index[]} The uncompacted H3 indexes\n * @throws {Error} If the input is invalid (e.g. invalid resolution)\n */\n\nfunction uncompact(compactedSet, res) {\n validateRes(res);\n\n if (!compactedSet || !compactedSet.length) {\n return [];\n } // Set up input set\n\n\n var count = compactedSet.length;\n\n var set = libh3._calloc(count, SZ_H3INDEX);\n\n storeArrayOfHexagons(set, compactedSet); // Estimate how many hexagons we need (always overestimates if in error)\n\n var maxUncompactedNum = H3.maxUncompactSize(set, count, res); // Allocate memory for uncompacted hexagons\n\n var uncompactedSet = libh3._calloc(maxUncompactedNum, SZ_H3INDEX);\n\n var retVal = H3.uncompact(set, count, uncompactedSet, maxUncompactedNum, res);\n\n if (retVal !== 0) {\n libh3._free(set);\n\n libh3._free(uncompactedSet);\n\n throw new Error('Failed to uncompact (bad resolution?)');\n }\n\n var out = readArrayOfHexagons(uncompactedSet, maxUncompactedNum);\n\n libh3._free(set);\n\n libh3._free(uncompactedSet);\n\n return out;\n} // ----------------------------------------------------------------------------\n// Public API functions: Unidirectional edges\n\n/**\n * Whether two H3 indexes are neighbors (share an edge)\n * @static\n * @param {H3IndexInput} origin Origin hexagon index\n * @param {H3IndexInput} destination Destination hexagon index\n * @return {boolean} Whether the hexagons share an edge\n */\n\nfunction h3IndexesAreNeighbors(origin, destination) {\n var ref = h3IndexToSplitLong(origin);\n var oLower = ref[0];\n var oUpper = ref[1];\n var ref$1 = h3IndexToSplitLong(destination);\n var dLower = ref$1[0];\n var dUpper = ref$1[1];\n return Boolean(H3.h3IndexesAreNeighbors(oLower, oUpper, dLower, dUpper));\n}\n/**\n * Get an H3 index representing a unidirectional edge for a given origin and destination\n * @static\n * @param {H3IndexInput} origin Origin hexagon index\n * @param {H3IndexInput} destination Destination hexagon index\n * @return {H3Index} H3 index of the edge, or null if no edge is shared\n */\n\nfunction getH3UnidirectionalEdge(origin, destination) {\n var ref = h3IndexToSplitLong(origin);\n var oLower = ref[0];\n var oUpper = ref[1];\n var ref$1 = h3IndexToSplitLong(destination);\n var dLower = ref$1[0];\n var dUpper = ref$1[1];\n return readH3Index(H3.getH3UnidirectionalEdge(oLower, oUpper, dLower, dUpper));\n}\n/**\n * Get the origin hexagon from an H3 index representing a unidirectional edge\n * @static\n * @param {H3IndexInput} edgeIndex H3 index of the edge\n * @return {H3Index} H3 index of the edge origin\n */\n\nfunction getOriginH3IndexFromUnidirectionalEdge(edgeIndex) {\n var ref = h3IndexToSplitLong(edgeIndex);\n var lower = ref[0];\n var upper = ref[1];\n return readH3Index(H3.getOriginH3IndexFromUnidirectionalEdge(lower, upper));\n}\n/**\n * Get the destination hexagon from an H3 index representing a unidirectional edge\n * @static\n * @param {H3IndexInput} edgeIndex H3 index of the edge\n * @return {H3Index} H3 index of the edge destination\n */\n\nfunction getDestinationH3IndexFromUnidirectionalEdge(edgeIndex) {\n var ref = h3IndexToSplitLong(edgeIndex);\n var lower = ref[0];\n var upper = ref[1];\n return readH3Index(H3.getDestinationH3IndexFromUnidirectionalEdge(lower, upper));\n}\n/**\n * Whether the input is a valid unidirectional edge\n * @static\n * @param {H3IndexInput} edgeIndex H3 index of the edge\n * @return {boolean} Whether the index is valid\n */\n\nfunction h3UnidirectionalEdgeIsValid(edgeIndex) {\n var ref = h3IndexToSplitLong(edgeIndex);\n var lower = ref[0];\n var upper = ref[1];\n return Boolean(H3.h3UnidirectionalEdgeIsValid(lower, upper));\n}\n/**\n * Get the [origin, destination] pair represented by a unidirectional edge\n * @static\n * @param {H3IndexInput} edgeIndex H3 index of the edge\n * @return {H3Index[]} [origin, destination] pair as H3 indexes\n */\n\nfunction getH3IndexesFromUnidirectionalEdge(edgeIndex) {\n var ref = h3IndexToSplitLong(edgeIndex);\n var lower = ref[0];\n var upper = ref[1];\n var count = 2;\n\n var hexagons = libh3._calloc(count, SZ_H3INDEX);\n\n H3.getH3IndexesFromUnidirectionalEdge(lower, upper, hexagons);\n var out = readArrayOfHexagons(hexagons, count);\n\n libh3._free(hexagons);\n\n return out;\n}\n/**\n * Get all of the unidirectional edges with the given H3 index as the origin (i.e. an edge to\n * every neighbor)\n * @static\n * @param {H3IndexInput} h3Index H3 index of the origin hexagon\n * @return {H3Index[]} List of unidirectional edges\n */\n\nfunction getH3UnidirectionalEdgesFromHexagon(h3Index) {\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n var count = 6;\n\n var edges = libh3._calloc(count, SZ_H3INDEX);\n\n H3.getH3UnidirectionalEdgesFromHexagon(lower, upper, edges);\n var out = readArrayOfHexagons(edges, count);\n\n libh3._free(edges);\n\n return out;\n}\n/**\n * Get the vertices of a given edge as an array of [lat, lng] points. Note that for edges that\n * cross the edge of an icosahedron face, this may return 3 coordinates.\n * @static\n * @param {H3IndexInput} edgeIndex H3 index of the edge\n * @param {boolean} [formatAsGeoJson] Whether to provide GeoJSON output: [lng, lat]\n * @return {number[][]} Array of geo coordinate pairs\n */\n\nfunction getH3UnidirectionalEdgeBoundary(edgeIndex, formatAsGeoJson) {\n var geoBoundary = libh3._malloc(SZ_GEOBOUNDARY);\n\n var ref = h3IndexToSplitLong(edgeIndex);\n var lower = ref[0];\n var upper = ref[1];\n H3.getH3UnidirectionalEdgeBoundary(lower, upper, geoBoundary);\n var out = readGeoBoundary(geoBoundary, formatAsGeoJson);\n\n libh3._free(geoBoundary);\n\n return out;\n}\n/**\n * Get the grid distance between two hex indexes. This function may fail\n * to find the distance between two indexes if they are very far apart or\n * on opposite sides of a pentagon.\n * @static\n * @param {H3IndexInput} origin Origin hexagon index\n * @param {H3IndexInput} destination Destination hexagon index\n * @return {number} Distance between hexagons, or a negative\n * number if the distance could not be computed\n */\n\nfunction h3Distance(origin, destination) {\n var ref = h3IndexToSplitLong(origin);\n var oLower = ref[0];\n var oUpper = ref[1];\n var ref$1 = h3IndexToSplitLong(destination);\n var dLower = ref$1[0];\n var dUpper = ref$1[1];\n return H3.h3Distance(oLower, oUpper, dLower, dUpper);\n}\n/**\n * Given two H3 indexes, return the line of indexes between them (inclusive).\n *\n * This function may fail to find the line between two indexes, for\n * example if they are very far apart. It may also fail when finding\n * distances for indexes on opposite sides of a pentagon.\n *\n * Notes:\n *\n * - The specific output of this function should not be considered stable\n * across library versions. The only guarantees the library provides are\n * that the line length will be `h3Distance(start, end) + 1` and that\n * every index in the line will be a neighbor of the preceding index.\n * - Lines are drawn in grid space, and may not correspond exactly to either\n * Cartesian lines or great arcs.\n *\n * @static\n * @param {H3IndexInput} origin Origin hexagon index\n * @param {H3IndexInput} destination Destination hexagon index\n * @return {H3Index[]} H3 indexes connecting origin and destination\n * @throws {Error} If the line cannot be calculated\n */\n\nfunction h3Line(origin, destination) {\n var ref = h3IndexToSplitLong(origin);\n var oLower = ref[0];\n var oUpper = ref[1];\n var ref$1 = h3IndexToSplitLong(destination);\n var dLower = ref$1[0];\n var dUpper = ref$1[1];\n var count = H3.h3LineSize(oLower, oUpper, dLower, dUpper);\n\n if (count < 0) {\n // We can't get the specific error code here - may be any of\n // the errors possible in experimentalH3ToLocalIj\n throw new Error('Line cannot be calculated');\n }\n\n var hexagons = libh3._calloc(count, SZ_H3INDEX);\n\n H3.h3Line(oLower, oUpper, dLower, dUpper, hexagons);\n var out = readArrayOfHexagons(hexagons, count);\n\n libh3._free(hexagons);\n\n return out;\n}\n/**\n * Produces IJ coordinates for an H3 index anchored by an origin.\n *\n * - The coordinate space used by this function may have deleted\n * regions or warping due to pentagonal distortion.\n * - Coordinates are only comparable if they come from the same\n * origin index.\n * - Failure may occur if the index is too far away from the origin\n * or if the index is on the other side of a pentagon.\n * - This function is experimental, and its output is not guaranteed\n * to be compatible across different versions of H3.\n * @static\n * @param {H3IndexInput} origin Origin H3 index\n * @param {H3IndexInput} destination H3 index for which to find relative coordinates\n * @return {CoordIJ} Coordinates as an `{i, j}` pair\n * @throws {Error} If the IJ coordinates cannot be calculated\n */\n\nfunction experimentalH3ToLocalIj(origin, destination) {\n var ij = libh3._malloc(SZ_COORDIJ);\n\n var retVal = H3.experimentalH3ToLocalIj.apply(H3, h3IndexToSplitLong(origin).concat( h3IndexToSplitLong(destination), [ij] ));\n var coords = readCoordIJ(ij);\n\n libh3._free(ij); // Return the pair, or throw if an error code was returned.\n // Switch statement and error codes cribbed from h3-java's implementation.\n\n\n switch (retVal) {\n case 0:\n return coords;\n\n case 1:\n throw new Error('Incompatible origin and index.');\n\n case 2:\n default:\n throw new Error('Local IJ coordinates undefined for this origin and index pair. ' + 'The index may be too far from the origin.');\n\n case 3:\n case 4:\n case 5:\n throw new Error('Encountered possible pentagon distortion');\n }\n}\n/**\n * Produces an H3 index for IJ coordinates anchored by an origin.\n *\n * - The coordinate space used by this function may have deleted\n * regions or warping due to pentagonal distortion.\n * - Coordinates are only comparable if they come from the same\n * origin index.\n * - Failure may occur if the index is too far away from the origin\n * or if the index is on the other side of a pentagon.\n * - This function is experimental, and its output is not guaranteed\n * to be compatible across different versions of H3.\n * @static\n * @param {H3IndexInput} origin Origin H3 index\n * @param {CoordIJ} coords Coordinates as an `{i, j}` pair\n * @return {H3Index} H3 index at the relative coordinates\n * @throws {Error} If the H3 index cannot be calculated\n */\n\nfunction experimentalLocalIjToH3(origin, coords) {\n // Validate input coords\n if (!coords || typeof coords.i !== 'number' || typeof coords.j !== 'number') {\n throw new Error('Coordinates must be provided as an {i, j} object');\n } // Allocate memory for the CoordIJ struct and an H3 index to hold the return value\n\n\n var ij = libh3._malloc(SZ_COORDIJ);\n\n var out = libh3._malloc(SZ_H3INDEX);\n\n storeCoordIJ(ij, coords);\n var retVal = H3.experimentalLocalIjToH3.apply(H3, h3IndexToSplitLong(origin).concat( [ij], [out] ));\n var h3Index = readH3IndexFromPointer(out);\n\n libh3._free(ij);\n\n libh3._free(out);\n\n if (retVal !== 0) {\n throw new Error('Index not defined for this origin and IJ coordinates pair. ' + 'IJ coordinates may be too far from origin, or ' + 'a pentagon distortion was encountered.');\n }\n\n return h3Index;\n} // ----------------------------------------------------------------------------\n// Public API functions: Distance/area utilities\n\n/**\n * Great circle distance between two geo points. This is not specific to H3,\n * but is implemented in the library and provided here as a convenience.\n * @static\n * @param {number[]} latlng1 Origin coordinate as [lat, lng]\n * @param {number[]} latlng2 Destination coordinate as [lat, lng]\n * @param {string} unit Distance unit (either UNITS.m or UNITS.km)\n * @return {number} Great circle distance\n * @throws {Error} If the unit is invalid\n */\n\nfunction pointDist(latlng1, latlng2, unit) {\n var coord1 = storeGeoCoord(latlng1[0], latlng1[1]);\n var coord2 = storeGeoCoord(latlng2[0], latlng2[1]);\n var result;\n\n switch (unit) {\n case UNITS.m:\n result = H3.pointDistM(coord1, coord2);\n break;\n\n case UNITS.km:\n result = H3.pointDistKm(coord1, coord2);\n break;\n\n case UNITS.rads:\n result = H3.pointDistRads(coord1, coord2);\n break;\n\n default:\n result = null;\n }\n\n libh3._free(coord1);\n\n libh3._free(coord2);\n\n if (result === null) {\n throw new Error((\"Unknown unit: \" + unit));\n }\n\n return result;\n}\n/**\n * Exact area of a given cell\n * @static\n * @param {H3Index} h3Index H3 index of the hexagon to measure\n * @param {string} unit Distance unit (either UNITS.m2 or UNITS.km2)\n * @return {number} Cell area\n * @throws {Error} If the unit is invalid\n */\n\nfunction cellArea(h3Index, unit) {\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n\n switch (unit) {\n case UNITS.m2:\n return H3.cellAreaM2(lower, upper);\n\n case UNITS.km2:\n return H3.cellAreaKm2(lower, upper);\n\n case UNITS.rads2:\n return H3.cellAreaRads2(lower, upper);\n\n default:\n throw new Error((\"Unknown unit: \" + unit));\n }\n}\n/**\n * Exact length of a given unidirectional edge\n * @static\n * @param {H3Index} edge H3 index of the edge to measure\n * @param {string} unit Distance unit (either UNITS.m, UNITS.km, or UNITS.rads)\n * @return {number} Cell area\n * @throws {Error} If the unit is invalid\n */\n\nfunction exactEdgeLength(edge, unit) {\n var ref = h3IndexToSplitLong(edge);\n var lower = ref[0];\n var upper = ref[1];\n\n switch (unit) {\n case UNITS.m:\n return H3.exactEdgeLengthM(lower, upper);\n\n case UNITS.km:\n return H3.exactEdgeLengthKm(lower, upper);\n\n case UNITS.rads:\n return H3.exactEdgeLengthRads(lower, upper);\n\n default:\n throw new Error((\"Unknown unit: \" + unit));\n }\n}\n/**\n * Average hexagon area at a given resolution\n * @static\n * @param {number} res Hexagon resolution\n * @param {string} unit Area unit (either UNITS.m2, UNITS.km2, or UNITS.rads2)\n * @return {number} Average area\n * @throws {Error} If the unit is invalid\n */\n\nfunction hexArea(res, unit) {\n validateRes(res);\n\n switch (unit) {\n case UNITS.m2:\n return H3.hexAreaM2(res);\n\n case UNITS.km2:\n return H3.hexAreaKm2(res);\n\n default:\n throw new Error((\"Unknown unit: \" + unit));\n }\n}\n/**\n * Average hexagon edge length at a given resolution\n * @static\n * @param {number} res Hexagon resolution\n * @param {string} unit Distance unit (either UNITS.m, UNITS.km, or UNITS.rads)\n * @return {number} Average edge length\n * @throws {Error} If the unit is invalid\n */\n\nfunction edgeLength(res, unit) {\n validateRes(res);\n\n switch (unit) {\n case UNITS.m:\n return H3.edgeLengthM(res);\n\n case UNITS.km:\n return H3.edgeLengthKm(res);\n\n default:\n throw new Error((\"Unknown unit: \" + unit));\n }\n} // ----------------------------------------------------------------------------\n// Public informational utilities\n\n/**\n * The total count of hexagons in the world at a given resolution. Note that above\n * resolution 8 the exact count cannot be represented in a JavaScript 32-bit number,\n * so consumers should use caution when applying further operations to the output.\n * @static\n * @param {number} res Hexagon resolution\n * @return {number} Count\n */\n\nfunction numHexagons(res) {\n validateRes(res); // Get number as a long value\n\n var ref = readLong(H3.numHexagons(res));\n var lower = ref[0];\n var upper = ref[1]; // If we're using <= 32 bits we can use normal JS numbers\n\n if (!upper) {\n return lower;\n } // Above 32 bit, make a JS number that's correct in order of magnitude\n\n\n return upper * Math.pow(2, 32) + lower;\n}\n/**\n * Get all H3 indexes at resolution 0. As every index at every resolution > 0 is\n * the descendant of a res 0 index, this can be used with h3ToChildren to iterate\n * over H3 indexes at any resolution.\n * @static\n * @return {H3Index[]} All H3 indexes at res 0\n */\n\nfunction getRes0Indexes() {\n var count = H3.res0IndexCount();\n\n var hexagons = libh3._malloc(SZ_H3INDEX * count);\n\n H3.getRes0Indexes(hexagons);\n var out = readArrayOfHexagons(hexagons, count);\n\n libh3._free(hexagons);\n\n return out;\n}\n/**\n * Get the twelve pentagon indexes at a given resolution.\n * @static\n * @param {number} res Hexagon resolution\n * @return {H3Index[]} All H3 pentagon indexes at res\n */\n\nfunction getPentagonIndexes(res) {\n validateRes(res);\n var count = H3.pentagonIndexCount();\n\n var hexagons = libh3._malloc(SZ_H3INDEX * count);\n\n H3.getPentagonIndexes(res, hexagons);\n var out = readArrayOfHexagons(hexagons, count);\n\n libh3._free(hexagons);\n\n return out;\n}\n/**\n * Convert degrees to radians\n * @static\n * @param {number} deg Value in degrees\n * @return {number} Value in radians\n */\n\nfunction degsToRads(deg) {\n return deg * Math.PI / 180;\n}\n/**\n * Convert radians to degrees\n * @static\n * @param {number} rad Value in radians\n * @return {number} Value in degrees\n */\n\nfunction radsToDegs(rad) {\n return rad * 180 / Math.PI;\n}\n\n\n//# sourceMappingURL=h3-js.es.js.map\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/h3-js/dist/browser/h3-js.es.js?"); +/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { + +"use strict"; +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"UNITS\": () => (/* binding */ UNITS),\n/* harmony export */ \"h3IsValid\": () => (/* binding */ h3IsValid),\n/* harmony export */ \"h3IsPentagon\": () => (/* binding */ h3IsPentagon),\n/* harmony export */ \"h3IsResClassIII\": () => (/* binding */ h3IsResClassIII),\n/* harmony export */ \"h3GetBaseCell\": () => (/* binding */ h3GetBaseCell),\n/* harmony export */ \"h3GetFaces\": () => (/* binding */ h3GetFaces),\n/* harmony export */ \"h3GetResolution\": () => (/* binding */ h3GetResolution),\n/* harmony export */ \"geoToH3\": () => (/* binding */ geoToH3),\n/* harmony export */ \"h3ToGeo\": () => (/* binding */ h3ToGeo),\n/* harmony export */ \"h3ToGeoBoundary\": () => (/* binding */ h3ToGeoBoundary),\n/* harmony export */ \"h3ToParent\": () => (/* binding */ h3ToParent),\n/* harmony export */ \"h3ToChildren\": () => (/* binding */ h3ToChildren),\n/* harmony export */ \"h3ToCenterChild\": () => (/* binding */ h3ToCenterChild),\n/* harmony export */ \"kRing\": () => (/* binding */ kRing),\n/* harmony export */ \"kRingDistances\": () => (/* binding */ kRingDistances),\n/* harmony export */ \"hexRing\": () => (/* binding */ hexRing),\n/* harmony export */ \"polyfill\": () => (/* binding */ polyfill),\n/* harmony export */ \"h3SetToMultiPolygon\": () => (/* binding */ h3SetToMultiPolygon),\n/* harmony export */ \"compact\": () => (/* binding */ compact),\n/* harmony export */ \"uncompact\": () => (/* binding */ uncompact),\n/* harmony export */ \"h3IndexesAreNeighbors\": () => (/* binding */ h3IndexesAreNeighbors),\n/* harmony export */ \"getH3UnidirectionalEdge\": () => (/* binding */ getH3UnidirectionalEdge),\n/* harmony export */ \"getOriginH3IndexFromUnidirectionalEdge\": () => (/* binding */ getOriginH3IndexFromUnidirectionalEdge),\n/* harmony export */ \"getDestinationH3IndexFromUnidirectionalEdge\": () => (/* binding */ getDestinationH3IndexFromUnidirectionalEdge),\n/* harmony export */ \"h3UnidirectionalEdgeIsValid\": () => (/* binding */ h3UnidirectionalEdgeIsValid),\n/* harmony export */ \"getH3IndexesFromUnidirectionalEdge\": () => (/* binding */ getH3IndexesFromUnidirectionalEdge),\n/* harmony export */ \"getH3UnidirectionalEdgesFromHexagon\": () => (/* binding */ getH3UnidirectionalEdgesFromHexagon),\n/* harmony export */ \"getH3UnidirectionalEdgeBoundary\": () => (/* binding */ getH3UnidirectionalEdgeBoundary),\n/* harmony export */ \"h3Distance\": () => (/* binding */ h3Distance),\n/* harmony export */ \"h3Line\": () => (/* binding */ h3Line),\n/* harmony export */ \"experimentalH3ToLocalIj\": () => (/* binding */ experimentalH3ToLocalIj),\n/* harmony export */ \"experimentalLocalIjToH3\": () => (/* binding */ experimentalLocalIjToH3),\n/* harmony export */ \"pointDist\": () => (/* binding */ pointDist),\n/* harmony export */ \"cellArea\": () => (/* binding */ cellArea),\n/* harmony export */ \"exactEdgeLength\": () => (/* binding */ exactEdgeLength),\n/* harmony export */ \"hexArea\": () => (/* binding */ hexArea),\n/* harmony export */ \"edgeLength\": () => (/* binding */ edgeLength),\n/* harmony export */ \"numHexagons\": () => (/* binding */ numHexagons),\n/* harmony export */ \"getRes0Indexes\": () => (/* binding */ getRes0Indexes),\n/* harmony export */ \"getPentagonIndexes\": () => (/* binding */ getPentagonIndexes),\n/* harmony export */ \"degsToRads\": () => (/* binding */ degsToRads),\n/* harmony export */ \"radsToDegs\": () => (/* binding */ radsToDegs)\n/* harmony export */ });\nvar libh3 = function (libh3) {\n libh3 = libh3 || {};\n var Module = typeof libh3 !== \"undefined\" ? libh3 : {};\n var moduleOverrides = {};\n var key;\n\n for (key in Module) {\n if (Module.hasOwnProperty(key)) {\n moduleOverrides[key] = Module[key];\n }\n }\n\n var arguments_ = [];\n var scriptDirectory = \"\";\n\n function locateFile(path) {\n if (Module[\"locateFile\"]) {\n return Module[\"locateFile\"](path, scriptDirectory);\n }\n\n return scriptDirectory + path;\n }\n\n var readAsync;\n\n {\n if (document.currentScript) {\n scriptDirectory = document.currentScript.src;\n }\n\n if (scriptDirectory.indexOf(\"blob:\") !== 0) {\n scriptDirectory = scriptDirectory.substr(0, scriptDirectory.lastIndexOf(\"/\") + 1);\n } else {\n scriptDirectory = \"\";\n }\n\n readAsync = function readAsync(url, onload, onerror) {\n var xhr = new XMLHttpRequest();\n xhr.open(\"GET\", url, true);\n xhr.responseType = \"arraybuffer\";\n\n xhr.onload = function xhr_onload() {\n if (xhr.status == 200 || xhr.status == 0 && xhr.response) {\n onload(xhr.response);\n return;\n }\n\n var data = tryParseAsDataURI(url);\n\n if (data) {\n onload(data.buffer);\n return;\n }\n\n onerror();\n };\n\n xhr.onerror = onerror;\n xhr.send(null);\n };\n }\n\n var out = Module[\"print\"] || console.log.bind(console);\n var err = Module[\"printErr\"] || console.warn.bind(console);\n\n for (key in moduleOverrides) {\n if (moduleOverrides.hasOwnProperty(key)) {\n Module[key] = moduleOverrides[key];\n }\n }\n\n moduleOverrides = null;\n if (Module[\"arguments\"]) { arguments_ = Module[\"arguments\"]; }\n\n var tempRet0 = 0;\n\n var setTempRet0 = function (value) {\n tempRet0 = value;\n };\n\n var getTempRet0 = function () {\n return tempRet0;\n };\n\n var GLOBAL_BASE = 8;\n\n function setValue(ptr, value, type, noSafe) {\n type = type || \"i8\";\n if (type.charAt(type.length - 1) === \"*\") { type = \"i32\"; }\n\n switch (type) {\n case \"i1\":\n HEAP8[ptr >> 0] = value;\n break;\n\n case \"i8\":\n HEAP8[ptr >> 0] = value;\n break;\n\n case \"i16\":\n HEAP16[ptr >> 1] = value;\n break;\n\n case \"i32\":\n HEAP32[ptr >> 2] = value;\n break;\n\n case \"i64\":\n tempI64 = [value >>> 0, (tempDouble = value, +Math_abs(tempDouble) >= +1 ? tempDouble > +0 ? 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UTF8ArrayToString(HEAPU8, ptr, maxBytesToRead) : \"\";\n }\n\n function stringToUTF8Array(str, outU8Array, outIdx, maxBytesToWrite) {\n if (!(maxBytesToWrite > 0)) { return 0; }\n var startIdx = outIdx;\n var endIdx = outIdx + maxBytesToWrite - 1;\n\n for (var i = 0; i < str.length; ++i) {\n var u = str.charCodeAt(i);\n\n if (u >= 55296 && u <= 57343) {\n var u1 = str.charCodeAt(++i);\n u = 65536 + ((u & 1023) << 10) | u1 & 1023;\n }\n\n if (u <= 127) {\n if (outIdx >= endIdx) { break; }\n outU8Array[outIdx++] = u;\n } else if (u <= 2047) {\n if (outIdx + 1 >= endIdx) { break; }\n outU8Array[outIdx++] = 192 | u >> 6;\n outU8Array[outIdx++] = 128 | u & 63;\n } else if (u <= 65535) {\n if (outIdx + 2 >= endIdx) { break; }\n outU8Array[outIdx++] = 224 | u >> 12;\n outU8Array[outIdx++] = 128 | u >> 6 & 63;\n outU8Array[outIdx++] = 128 | u & 63;\n } else {\n if (outIdx + 3 >= endIdx) { break; }\n outU8Array[outIdx++] = 240 | u >> 18;\n outU8Array[outIdx++] = 128 | u >> 12 & 63;\n 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var tempDoublePtr = 24032;\n\n function demangle(func) {\n return func;\n }\n\n function demangleAll(text) {\n var regex = /\\b__Z[\\w\\d_]+/g;\n return text.replace(regex, function (x) {\n var y = demangle(x);\n return x === y ? x : y + \" [\" + x + \"]\";\n });\n }\n\n function jsStackTrace() {\n var err = new Error();\n\n if (!err.stack) {\n try {\n throw new Error(0);\n } catch (e) {\n err = e;\n }\n\n if (!err.stack) {\n return \"(no stack trace available)\";\n }\n }\n\n return err.stack.toString();\n }\n\n function stackTrace() {\n var js = jsStackTrace();\n if (Module[\"extraStackTrace\"]) { js += \"\\n\" + Module[\"extraStackTrace\"](); }\n return demangleAll(js);\n }\n\n function ___assert_fail(condition, filename, line, func) {\n abort(\"Assertion failed: \" + UTF8ToString(condition) + \", at: \" + [filename ? UTF8ToString(filename) : \"unknown filename\", line, func ? UTF8ToString(func) : \"unknown function\"]);\n }\n\n function _emscripten_get_heap_size() {\n return HEAP8.length;\n }\n\n function _emscripten_memcpy_big(dest, src, num) {\n HEAPU8.set(HEAPU8.subarray(src, src + num), dest);\n }\n\n function ___setErrNo(value) {\n if (Module[\"___errno_location\"]) { HEAP32[Module[\"___errno_location\"]() >> 2] = value; }\n return value;\n }\n\n function abortOnCannotGrowMemory(requestedSize) {\n abort(\"OOM\");\n }\n\n function emscripten_realloc_buffer(size) {\n try {\n var newBuffer = new ArrayBuffer(size);\n if (newBuffer.byteLength != size) { return; }\n new Int8Array(newBuffer).set(HEAP8);\n\n _emscripten_replace_memory(newBuffer);\n\n updateGlobalBufferAndViews(newBuffer);\n return 1;\n } catch (e) {}\n }\n\n function _emscripten_resize_heap(requestedSize) {\n var oldSize = _emscripten_get_heap_size();\n\n var PAGE_MULTIPLE = 16777216;\n var LIMIT = 2147483648 - PAGE_MULTIPLE;\n\n if (requestedSize > LIMIT) {\n return false;\n }\n\n var MIN_TOTAL_MEMORY = 16777216;\n var newSize = Math.max(oldSize, MIN_TOTAL_MEMORY);\n\n while (newSize < requestedSize) {\n if (newSize <= 536870912) {\n newSize = alignUp(2 * newSize, PAGE_MULTIPLE);\n } else {\n newSize = Math.min(alignUp((3 * newSize + 2147483648) / 4, PAGE_MULTIPLE), LIMIT);\n }\n }\n\n var replacement = emscripten_realloc_buffer(newSize);\n\n if (!replacement) {\n return false;\n }\n\n return true;\n }\n\n var decodeBase64 = typeof atob === \"function\" ? atob : function (input) {\n var keyStr = \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=\";\n var output = \"\";\n var chr1, chr2, chr3;\n var enc1, enc2, enc3, enc4;\n var i = 0;\n input = input.replace(/[^A-Za-z0-9\\+\\/\\=]/g, \"\");\n\n do {\n enc1 = keyStr.indexOf(input.charAt(i++));\n enc2 = keyStr.indexOf(input.charAt(i++));\n enc3 = keyStr.indexOf(input.charAt(i++));\n enc4 = keyStr.indexOf(input.charAt(i++));\n chr1 = enc1 << 2 | enc2 >> 4;\n chr2 = (enc2 & 15) << 4 | enc3 >> 2;\n chr3 = (enc3 & 3) << 6 | enc4;\n output = output + String.fromCharCode(chr1);\n\n if (enc3 !== 64) {\n output = output + String.fromCharCode(chr2);\n }\n\n if (enc4 !== 64) {\n output = output + String.fromCharCode(chr3);\n }\n } while (i < input.length);\n\n return output;\n };\n\n function intArrayFromBase64(s) {\n try {\n var decoded = decodeBase64(s);\n var bytes = new Uint8Array(decoded.length);\n\n for (var i = 0; i < decoded.length; ++i) {\n bytes[i] = decoded.charCodeAt(i);\n }\n\n return bytes;\n } catch (_) {\n throw new Error(\"Converting base64 string to bytes failed.\");\n }\n }\n\n function tryParseAsDataURI(filename) {\n if (!isDataURI(filename)) {\n return;\n }\n\n return intArrayFromBase64(filename.slice(dataURIPrefix.length));\n }\n\n var asmGlobalArg = {\n \"Math\": Math,\n \"Int8Array\": Int8Array,\n \"Int32Array\": Int32Array,\n \"Uint8Array\": Uint8Array,\n \"Float32Array\": Float32Array,\n \"Float64Array\": Float64Array\n };\n var asmLibraryArg = {\n \"a\": abort,\n \"b\": setTempRet0,\n \"c\": getTempRet0,\n \"d\": ___assert_fail,\n \"e\": ___setErrNo,\n \"f\": _emscripten_get_heap_size,\n \"g\": _emscripten_memcpy_big,\n \"h\": _emscripten_resize_heap,\n \"i\": abortOnCannotGrowMemory,\n \"j\": demangle,\n \"k\": demangleAll,\n \"l\": emscripten_realloc_buffer,\n \"m\": jsStackTrace,\n \"n\": stackTrace,\n \"o\": tempDoublePtr,\n \"p\": DYNAMICTOP_PTR\n }; // EMSCRIPTEN_START_ASM\n\n var asm =\n /** @suppress {uselessCode} */\n function (global, env, buffer) {\n \"almost asm\";\n\n var a = new global.Int8Array(buffer),\n b = new global.Int32Array(buffer),\n c = new global.Uint8Array(buffer),\n d = new global.Float32Array(buffer),\n e = new global.Float64Array(buffer),\n g = env.p | 0,\n p = global.Math.floor,\n q = global.Math.abs,\n r = global.Math.sqrt,\n s = global.Math.pow,\n t = global.Math.cos,\n u = global.Math.sin,\n v = global.Math.tan,\n w = global.Math.acos,\n x = global.Math.asin,\n y = global.Math.atan,\n z = global.Math.atan2,\n A = global.Math.ceil,\n B = global.Math.imul,\n C = global.Math.min,\n D = global.Math.clz32,\n F = env.b,\n G = env.c,\n H = env.d,\n I = env.e,\n J = env.f,\n K = env.g,\n L = env.h,\n M = env.i,\n S = 24048;\n\n function V(newBuffer) {\n a = new Int8Array(newBuffer);\n c = new Uint8Array(newBuffer);\n b = new Int32Array(newBuffer);\n d = new Float32Array(newBuffer);\n e = new Float64Array(newBuffer);\n buffer = newBuffer;\n return true;\n } // EMSCRIPTEN_START_FUNCS\n\n\n function W(a) {\n a = a | 0;\n var b = 0;\n b = S;\n S = S + a | 0;\n S = S + 15 & -16;\n return b | 0;\n }\n\n function X() {\n return S | 0;\n }\n\n function Y(a) {\n a = a | 0;\n S = a;\n }\n\n function Z(a, b) {\n a = a | 0;\n b = b | 0;\n S = a;\n }\n\n function _(a) {\n a = a | 0;\n return (B(a * 3 | 0, a + 1 | 0) | 0) + 1 | 0;\n }\n\n function $(a, b, c, d) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0;\n if (!(ba(a, b, c, d, 0) | 0)) { return; }\n f = (B(c * 3 | 0, c + 1 | 0) | 0) + 1 | 0;\n gd(d | 0, 0, f << 3 | 0) | 0;\n e = Xc(f, 4) | 0;\n if (!e) { return; }\n ca(a, b, c, d, e, f, 0);\n Wc(e);\n return;\n }\n\n function aa(a, b, c, d, e) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0;\n if (!(ba(a, b, c, d, e) | 0)) { return; }\n f = (B(c * 3 | 0, c + 1 | 0) | 0) + 1 | 0;\n gd(d | 0, 0, f << 3 | 0) | 0;\n\n if (e | 0) {\n gd(e | 0, 0, f << 2 | 0) | 0;\n ca(a, b, c, d, e, f, 0);\n return;\n }\n\n e = Xc(f, 4) | 0;\n if (!e) { return; }\n ca(a, b, c, d, e, f, 0);\n Wc(e);\n return;\n }\n\n function ba(a, c, d, e, f) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n f = f | 0;\n var g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0;\n o = S;\n S = S + 16 | 0;\n n = o;\n g = e;\n b[g >> 2] = a;\n b[g + 4 >> 2] = c;\n g = (f | 0) != 0;\n if (g) { b[f >> 2] = 0; }\n\n if (Eb(a, c) | 0) {\n n = 1;\n S = o;\n return n | 0;\n }\n\n b[n >> 2] = 0;\n\n a: do { if ((d | 0) >= 1) {\n if (g) {\n k = 0;\n l = 1;\n m = 1;\n h = 0;\n g = a;\n\n while (1) {\n if (!(h | k)) {\n g = da(g, c, 4, n) | 0;\n c = G() | 0;\n\n if ((g | 0) == 0 & (c | 0) == 0) {\n g = 2;\n break a;\n }\n\n if (Eb(g, c) | 0) {\n g = 1;\n break a;\n }\n }\n\n g = da(g, c, b[16 + (k << 2) >> 2] | 0, n) | 0;\n c = G() | 0;\n\n if ((g | 0) == 0 & (c | 0) == 0) {\n g = 2;\n break a;\n }\n\n a = e + (m << 3) | 0;\n b[a >> 2] = g;\n b[a + 4 >> 2] = c;\n b[f + (m << 2) >> 2] = l;\n h = h + 1 | 0;\n a = (h | 0) == (l | 0);\n i = k + 1 | 0;\n j = (i | 0) == 6;\n\n if (Eb(g, c) | 0) {\n g = 1;\n break a;\n }\n\n l = l + (j & a & 1) | 0;\n\n if ((l | 0) > (d | 0)) {\n g = 0;\n break;\n } else {\n k = a ? j ? 0 : i : k;\n m = m + 1 | 0;\n h = a ? 0 : h;\n }\n }\n } else {\n k = 0;\n l = 1;\n m = 1;\n h = 0;\n g = a;\n\n while (1) {\n if (!(h | k)) {\n g = da(g, c, 4, n) | 0;\n c = G() | 0;\n\n if ((g | 0) == 0 & (c | 0) == 0) {\n g = 2;\n break a;\n }\n\n if (Eb(g, c) | 0) {\n g = 1;\n break a;\n }\n }\n\n g = da(g, c, b[16 + (k << 2) >> 2] | 0, n) | 0;\n c = G() | 0;\n\n if ((g | 0) == 0 & (c | 0) == 0) {\n g = 2;\n break a;\n }\n\n a = e + (m << 3) | 0;\n b[a >> 2] = g;\n b[a + 4 >> 2] = c;\n h = h + 1 | 0;\n a = (h | 0) == (l | 0);\n i = k + 1 | 0;\n j = (i | 0) == 6;\n\n if (Eb(g, c) | 0) {\n g = 1;\n break a;\n }\n\n l = l + (j & a & 1) | 0;\n\n if ((l | 0) > (d | 0)) {\n g = 0;\n break;\n } else {\n k = a ? j ? 0 : i : k;\n m = m + 1 | 0;\n h = a ? 0 : h;\n }\n }\n }\n } else { g = 0; } } while (0);\n\n n = g;\n S = o;\n return n | 0;\n }\n\n function ca(a, c, d, e, f, g, h) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n f = f | 0;\n g = g | 0;\n h = h | 0;\n var i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0;\n m = S;\n S = S + 16 | 0;\n l = m;\n\n if ((a | 0) == 0 & (c | 0) == 0) {\n S = m;\n return;\n }\n\n i = ad(a | 0, c | 0, g | 0, ((g | 0) < 0) << 31 >> 31 | 0) | 0;\n G() | 0;\n j = e + (i << 3) | 0;\n n = j;\n o = b[n >> 2] | 0;\n n = b[n + 4 >> 2] | 0;\n k = (o | 0) == (a | 0) & (n | 0) == (c | 0);\n if (!((o | 0) == 0 & (n | 0) == 0 | k)) { do {\n i = (i + 1 | 0) % (g | 0) | 0;\n j = e + (i << 3) | 0;\n o = j;\n n = b[o >> 2] | 0;\n o = b[o + 4 >> 2] | 0;\n k = (n | 0) == (a | 0) & (o | 0) == (c | 0);\n } while (!((n | 0) == 0 & (o | 0) == 0 | k)); }\n i = f + (i << 2) | 0;\n\n if (k ? (b[i >> 2] | 0) <= (h | 0) : 0) {\n S = m;\n return;\n }\n\n o = j;\n b[o >> 2] = a;\n b[o + 4 >> 2] = c;\n b[i >> 2] = h;\n\n if ((h | 0) >= (d | 0)) {\n S = m;\n return;\n }\n\n o = h + 1 | 0;\n b[l >> 2] = 0;\n n = da(a, c, 2, l) | 0;\n ca(n, G() | 0, d, e, f, g, o);\n b[l >> 2] = 0;\n n = da(a, c, 3, l) | 0;\n ca(n, G() | 0, d, e, f, g, o);\n b[l >> 2] = 0;\n n = da(a, c, 1, l) | 0;\n ca(n, G() | 0, d, e, f, g, o);\n b[l >> 2] = 0;\n n = da(a, c, 5, l) | 0;\n ca(n, G() | 0, d, e, f, g, o);\n b[l >> 2] = 0;\n n = da(a, c, 4, l) | 0;\n ca(n, G() | 0, d, e, f, g, o);\n b[l >> 2] = 0;\n n = da(a, c, 6, l) | 0;\n ca(n, G() | 0, d, e, f, g, o);\n S = m;\n return;\n }\n\n function da(a, c, d, e) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0;\n\n if ((b[e >> 2] | 0) > 0) {\n f = 0;\n\n do {\n d = Pa(d) | 0;\n f = f + 1 | 0;\n } while ((f | 0) < (b[e >> 2] | 0));\n }\n\n i = bd(a | 0, c | 0, 45) | 0;\n G() | 0;\n j = i & 127;\n g = Kb(a, c) | 0;\n f = bd(a | 0, c | 0, 52) | 0;\n G() | 0;\n f = f & 15;\n\n a: do { if (!f) { h = 6; }else { while (1) {\n m = (15 - f | 0) * 3 | 0;\n n = bd(a | 0, c | 0, m | 0) | 0;\n G() | 0;\n n = n & 7;\n o = (Qb(f) | 0) == 0;\n f = f + -1 | 0;\n l = cd(7, 0, m | 0) | 0;\n c = c & ~(G() | 0);\n m = cd(b[(o ? 464 : 48) + (n * 28 | 0) + (d << 2) >> 2] | 0, 0, m | 0) | 0;\n k = G() | 0;\n d = b[(o ? 672 : 256) + (n * 28 | 0) + (d << 2) >> 2] | 0;\n a = m | a & ~l;\n c = k | c;\n\n if (!d) {\n d = 0;\n break a;\n }\n\n if (!f) {\n h = 6;\n break;\n }\n } } } while (0);\n\n if ((h | 0) == 6) {\n o = b[880 + (j * 28 | 0) + (d << 2) >> 2] | 0;\n n = cd(o | 0, 0, 45) | 0;\n a = n | a;\n c = G() | 0 | c & -1040385;\n d = b[4304 + (j * 28 | 0) + (d << 2) >> 2] | 0;\n\n if ((o & 127 | 0) == 127) {\n o = cd(b[880 + (j * 28 | 0) + 20 >> 2] | 0, 0, 45) | 0;\n c = G() | 0 | c & -1040385;\n d = b[4304 + (j * 28 | 0) + 20 >> 2] | 0;\n a = Mb(o | a, c) | 0;\n c = G() | 0;\n b[e >> 2] = (b[e >> 2] | 0) + 1;\n }\n }\n\n h = bd(a | 0, c | 0, 45) | 0;\n G() | 0;\n h = h & 127;\n\n b: do { if (!(la(h) | 0)) {\n if ((d | 0) > 0) {\n f = 0;\n\n do {\n a = Mb(a, c) | 0;\n c = G() | 0;\n f = f + 1 | 0;\n } while ((f | 0) != (d | 0));\n }\n } else {\n c: do { if ((Kb(a, c) | 0) == 1) {\n if ((j | 0) != (h | 0)) { if (ra(h, b[7728 + (j * 28 | 0) >> 2] | 0) | 0) {\n a = Ob(a, c) | 0;\n g = 1;\n c = G() | 0;\n break;\n } else {\n a = Mb(a, c) | 0;\n g = 1;\n c = G() | 0;\n break;\n } }\n\n switch (g | 0) {\n case 5:\n {\n a = Ob(a, c) | 0;\n c = G() | 0;\n b[e >> 2] = (b[e >> 2] | 0) + 5;\n g = 0;\n break c;\n }\n\n case 3:\n {\n a = Mb(a, c) | 0;\n c = G() | 0;\n b[e >> 2] = (b[e >> 2] | 0) + 1;\n g = 0;\n break c;\n }\n\n default:\n {\n n = 0;\n o = 0;\n F(n | 0);\n return o | 0;\n }\n }\n } else { g = 0; } } while (0);\n\n if ((d | 0) > 0) {\n f = 0;\n\n do {\n a = Lb(a, c) | 0;\n c = G() | 0;\n f = f + 1 | 0;\n } while ((f | 0) != (d | 0));\n }\n\n if ((j | 0) != (h | 0)) {\n if (!(ma(h) | 0)) {\n if ((g | 0) != 0 | (Kb(a, c) | 0) != 5) { break; }\n b[e >> 2] = (b[e >> 2] | 0) + 1;\n break;\n }\n\n switch (i & 127) {\n case 8:\n case 118:\n break b;\n\n default:\n\n }\n\n if ((Kb(a, c) | 0) != 3) { b[e >> 2] = (b[e >> 2] | 0) + 1; }\n }\n } } while (0);\n\n b[e >> 2] = ((b[e >> 2] | 0) + d | 0) % 6 | 0;\n n = c;\n o = a;\n F(n | 0);\n return o | 0;\n }\n\n function ea(a, c, d, e) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0;\n m = S;\n S = S + 16 | 0;\n l = m;\n\n if (!d) {\n l = e;\n b[l >> 2] = a;\n b[l + 4 >> 2] = c;\n l = 0;\n S = m;\n return l | 0;\n }\n\n b[l >> 2] = 0;\n\n a: do { if (!(Eb(a, c) | 0)) {\n g = (d | 0) > 0;\n\n if (g) {\n f = 0;\n k = a;\n\n do {\n k = da(k, c, 4, l) | 0;\n c = G() | 0;\n\n if ((k | 0) == 0 & (c | 0) == 0) {\n a = 2;\n break a;\n }\n\n f = f + 1 | 0;\n\n if (Eb(k, c) | 0) {\n a = 1;\n break a;\n }\n } while ((f | 0) < (d | 0));\n\n j = e;\n b[j >> 2] = k;\n b[j + 4 >> 2] = c;\n j = d + -1 | 0;\n\n if (g) {\n g = 0;\n h = 1;\n f = k;\n a = c;\n\n do {\n f = da(f, a, 2, l) | 0;\n a = G() | 0;\n\n if ((f | 0) == 0 & (a | 0) == 0) {\n a = 2;\n break a;\n }\n\n i = e + (h << 3) | 0;\n b[i >> 2] = f;\n b[i + 4 >> 2] = a;\n h = h + 1 | 0;\n\n if (Eb(f, a) | 0) {\n a = 1;\n break a;\n }\n\n g = g + 1 | 0;\n } while ((g | 0) < (d | 0));\n\n i = 0;\n g = h;\n\n do {\n f = da(f, a, 3, l) | 0;\n a = G() | 0;\n\n if ((f | 0) == 0 & (a | 0) == 0) {\n a = 2;\n break a;\n }\n\n h = e + (g << 3) | 0;\n b[h >> 2] = f;\n b[h + 4 >> 2] = a;\n g = g + 1 | 0;\n\n if (Eb(f, a) | 0) {\n a = 1;\n break a;\n }\n\n i = i + 1 | 0;\n } while ((i | 0) < (d | 0));\n\n h = 0;\n\n do {\n f = da(f, a, 1, l) | 0;\n a = G() | 0;\n\n if ((f | 0) == 0 & (a | 0) == 0) {\n a = 2;\n break a;\n }\n\n i = e + (g << 3) | 0;\n b[i >> 2] = f;\n b[i + 4 >> 2] = a;\n g = g + 1 | 0;\n\n if (Eb(f, a) | 0) {\n a = 1;\n break a;\n }\n\n h = h + 1 | 0;\n } while ((h | 0) < (d | 0));\n\n h = 0;\n\n do {\n f = da(f, a, 5, l) | 0;\n a = G() | 0;\n\n if ((f | 0) == 0 & (a | 0) == 0) {\n a = 2;\n break a;\n }\n\n i = e + (g << 3) | 0;\n b[i >> 2] = f;\n b[i + 4 >> 2] = a;\n g = g + 1 | 0;\n\n if (Eb(f, a) | 0) {\n a = 1;\n break a;\n }\n\n h = h + 1 | 0;\n } while ((h | 0) < (d | 0));\n\n h = 0;\n\n do {\n f = da(f, a, 4, l) | 0;\n a = G() | 0;\n\n if ((f | 0) == 0 & (a | 0) == 0) {\n a = 2;\n break a;\n }\n\n i = e + (g << 3) | 0;\n b[i >> 2] = f;\n b[i + 4 >> 2] = a;\n g = g + 1 | 0;\n\n if (Eb(f, a) | 0) {\n a = 1;\n break a;\n }\n\n h = h + 1 | 0;\n } while ((h | 0) < (d | 0));\n\n h = 0;\n\n while (1) {\n f = da(f, a, 6, l) | 0;\n a = G() | 0;\n\n if ((f | 0) == 0 & (a | 0) == 0) {\n a = 2;\n break a;\n }\n\n if ((h | 0) != (j | 0)) {\n i = e + (g << 3) | 0;\n b[i >> 2] = f;\n b[i + 4 >> 2] = a;\n if (!(Eb(f, a) | 0)) { g = g + 1 | 0; }else {\n a = 1;\n break a;\n }\n }\n\n h = h + 1 | 0;\n\n if ((h | 0) >= (d | 0)) {\n h = k;\n g = c;\n break;\n }\n }\n } else {\n h = k;\n f = k;\n g = c;\n a = c;\n }\n } else {\n h = e;\n b[h >> 2] = a;\n b[h + 4 >> 2] = c;\n h = a;\n f = a;\n g = c;\n a = c;\n }\n\n a = ((h | 0) != (f | 0) | (g | 0) != (a | 0)) & 1;\n } else { a = 1; } } while (0);\n\n l = a;\n S = m;\n return l | 0;\n }\n\n function fa(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n g = S;\n S = S + 48 | 0;\n f = g + 8 | 0;\n e = g;\n i = a;\n h = b[i + 4 >> 2] | 0;\n d = e;\n b[d >> 2] = b[i >> 2];\n b[d + 4 >> 2] = h;\n uc(e, f);\n f = ya(f, c) | 0;\n c = b[e >> 2] | 0;\n e = b[a + 8 >> 2] | 0;\n\n if ((e | 0) <= 0) {\n i = c;\n h = (f | 0) < (i | 0);\n i = h ? i : f;\n i = i + 12 | 0;\n S = g;\n return i | 0;\n }\n\n d = b[a + 12 >> 2] | 0;\n a = 0;\n\n do {\n c = (b[d + (a << 3) >> 2] | 0) + c | 0;\n a = a + 1 | 0;\n } while ((a | 0) < (e | 0));\n\n i = (f | 0) < (c | 0);\n i = i ? c : f;\n i = i + 12 | 0;\n S = g;\n return i | 0;\n }\n\n function ga(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0;\n i = S;\n S = S + 48 | 0;\n e = i + 8 | 0;\n f = i;\n\n if (!(ha(a, c, d) | 0)) {\n S = i;\n return;\n }\n\n j = a;\n g = b[j + 4 >> 2] | 0;\n h = f;\n b[h >> 2] = b[j >> 2];\n b[h + 4 >> 2] = g;\n uc(f, e);\n h = ya(e, c) | 0;\n c = b[f >> 2] | 0;\n g = b[a + 8 >> 2] | 0;\n\n if ((g | 0) > 0) {\n f = b[a + 12 >> 2] | 0;\n e = 0;\n\n do {\n c = (b[f + (e << 3) >> 2] | 0) + c | 0;\n e = e + 1 | 0;\n } while ((e | 0) != (g | 0));\n }\n\n c = (h | 0) < (c | 0) ? c : h;\n\n if ((c | 0) <= -12) {\n S = i;\n return;\n }\n\n j = c + 11 | 0;\n gd(d | 0, 0, (((j | 0) > 0 ? j : 0) << 3) + 8 | 0) | 0;\n S = i;\n return;\n }\n\n function ha(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0,\n p = 0,\n q = 0,\n r = 0,\n s = 0,\n t = 0,\n u = 0,\n v = 0,\n w = 0,\n x = 0,\n y = 0,\n z = 0,\n A = 0,\n B = 0,\n C = 0,\n D = 0,\n E = 0,\n F = 0,\n I = 0,\n J = 0;\n J = S;\n S = S + 112 | 0;\n D = J + 80 | 0;\n j = J + 72 | 0;\n E = J;\n F = J + 56 | 0;\n k = a + 8 | 0;\n I = Vc((b[k >> 2] << 5) + 32 | 0) | 0;\n if (!I) { H(22848, 22448, 800, 22456); }\n vc(a, I);\n g = a;\n e = b[g + 4 >> 2] | 0;\n i = j;\n b[i >> 2] = b[g >> 2];\n b[i + 4 >> 2] = e;\n uc(j, D);\n i = ya(D, c) | 0;\n e = b[j >> 2] | 0;\n g = b[k >> 2] | 0;\n\n if ((g | 0) > 0) {\n h = b[a + 12 >> 2] | 0;\n f = 0;\n\n do {\n e = (b[h + (f << 3) >> 2] | 0) + e | 0;\n f = f + 1 | 0;\n } while ((f | 0) != (g | 0));\n }\n\n i = (i | 0) < (e | 0) ? e : i;\n C = i + 12 | 0;\n f = Xc(C, 8) | 0;\n l = Xc(C, 8) | 0;\n b[D >> 2] = 0;\n A = a;\n B = b[A + 4 >> 2] | 0;\n e = j;\n b[e >> 2] = b[A >> 2];\n b[e + 4 >> 2] = B;\n e = ia(j, C, c, D, f, l) | 0;\n\n if (e | 0) {\n Wc(f);\n Wc(l);\n Wc(I);\n I = e;\n S = J;\n return I | 0;\n }\n\n a: do { if ((b[k >> 2] | 0) > 0) {\n g = a + 12 | 0;\n e = 0;\n\n while (1) {\n h = ia((b[g >> 2] | 0) + (e << 3) | 0, C, c, D, f, l) | 0;\n e = e + 1 | 0;\n if (h | 0) { break; }\n if ((e | 0) >= (b[k >> 2] | 0)) { break a; }\n }\n\n Wc(f);\n Wc(l);\n Wc(I);\n I = h;\n S = J;\n return I | 0;\n } } while (0);\n\n if ((i | 0) > -12) { gd(l | 0, 0, ((C | 0) > 1 ? C : 1) << 3 | 0) | 0; }\n\n b: do { if ((b[D >> 2] | 0) > 0) {\n B = ((C | 0) < 0) << 31 >> 31;\n v = f;\n w = l;\n x = f;\n y = f;\n z = l;\n A = f;\n e = f;\n r = f;\n s = l;\n t = l;\n u = l;\n f = l;\n\n c: while (1) {\n q = b[D >> 2] | 0;\n o = 0;\n p = 0;\n g = 0;\n\n while (1) {\n h = E;\n i = h + 56 | 0;\n\n do {\n b[h >> 2] = 0;\n h = h + 4 | 0;\n } while ((h | 0) < (i | 0));\n\n c = v + (o << 3) | 0;\n j = b[c >> 2] | 0;\n c = b[c + 4 >> 2] | 0;\n\n if (ba(j, c, 1, E, 0) | 0) {\n h = E;\n i = h + 56 | 0;\n\n do {\n b[h >> 2] = 0;\n h = h + 4 | 0;\n } while ((h | 0) < (i | 0));\n\n h = Xc(7, 4) | 0;\n\n if (h | 0) {\n ca(j, c, 1, E, h, 7, 0);\n Wc(h);\n }\n }\n\n n = 0;\n\n do {\n m = E + (n << 3) | 0;\n l = b[m >> 2] | 0;\n m = b[m + 4 >> 2] | 0;\n\n d: do { if (!((l | 0) == 0 & (m | 0) == 0)) {\n j = ad(l | 0, m | 0, C | 0, B | 0) | 0;\n G() | 0;\n h = d + (j << 3) | 0;\n i = h;\n c = b[i >> 2] | 0;\n i = b[i + 4 >> 2] | 0;\n\n if (!((c | 0) == 0 & (i | 0) == 0)) {\n k = 0;\n\n while (1) {\n if ((k | 0) > (C | 0)) { break c; }\n if ((c | 0) == (l | 0) & (i | 0) == (m | 0)) { break d; }\n j = (j + 1 | 0) % (C | 0) | 0;\n h = d + (j << 3) | 0;\n i = h;\n c = b[i >> 2] | 0;\n i = b[i + 4 >> 2] | 0;\n if ((c | 0) == 0 & (i | 0) == 0) { break; }else { k = k + 1 | 0; }\n }\n }\n\n if (!((l | 0) == 0 & (m | 0) == 0)) {\n Ub(l, m, F);\n\n if (wc(a, I, F) | 0) {\n k = h;\n b[k >> 2] = l;\n b[k + 4 >> 2] = m;\n k = w + (g << 3) | 0;\n b[k >> 2] = l;\n b[k + 4 >> 2] = m;\n g = g + 1 | 0;\n }\n }\n } } while (0);\n\n n = n + 1 | 0;\n } while (n >>> 0 < 7);\n\n p = p + 1 | 0;\n if ((p | 0) >= (q | 0)) { break; }else { o = o + 1 | 0; }\n }\n\n if ((q | 0) > 0) { gd(x | 0, 0, q << 3 | 0) | 0; }\n b[D >> 2] = g;\n\n if ((g | 0) > 0) {\n l = f;\n m = u;\n n = A;\n o = t;\n p = s;\n q = w;\n f = r;\n u = e;\n t = y;\n s = x;\n r = l;\n e = m;\n A = z;\n z = n;\n y = o;\n x = p;\n w = v;\n v = q;\n } else { break b; }\n }\n\n Wc(y);\n Wc(z);\n Wc(I);\n I = -1;\n S = J;\n return I | 0;\n } else { e = l; } } while (0);\n\n Wc(I);\n Wc(f);\n Wc(e);\n I = 0;\n S = J;\n return I | 0;\n }\n\n function ia(a, c, d, f, g, h) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n f = f | 0;\n g = g | 0;\n h = h | 0;\n var i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0,\n p = 0,\n q = 0,\n r = 0.0,\n s = 0,\n t = 0,\n u = 0,\n v = 0,\n w = 0,\n x = 0,\n y = 0,\n z = 0,\n A = 0,\n B = 0,\n C = 0,\n D = 0.0,\n E = 0.0;\n C = S;\n S = S + 48 | 0;\n y = C + 32 | 0;\n z = C + 16 | 0;\n A = C;\n i = b[a >> 2] | 0;\n\n if ((i | 0) <= 0) {\n B = 0;\n S = C;\n return B | 0;\n }\n\n t = a + 4 | 0;\n u = y + 8 | 0;\n v = z + 8 | 0;\n w = A + 8 | 0;\n x = ((c | 0) < 0) << 31 >> 31;\n s = 0;\n\n a: while (1) {\n j = b[t >> 2] | 0;\n q = j + (s << 4) | 0;\n b[y >> 2] = b[q >> 2];\n b[y + 4 >> 2] = b[q + 4 >> 2];\n b[y + 8 >> 2] = b[q + 8 >> 2];\n b[y + 12 >> 2] = b[q + 12 >> 2];\n\n if ((s | 0) == (i + -1 | 0)) {\n b[z >> 2] = b[j >> 2];\n b[z + 4 >> 2] = b[j + 4 >> 2];\n b[z + 8 >> 2] = b[j + 8 >> 2];\n b[z + 12 >> 2] = b[j + 12 >> 2];\n } else {\n q = j + (s + 1 << 4) | 0;\n b[z >> 2] = b[q >> 2];\n b[z + 4 >> 2] = b[q + 4 >> 2];\n b[z + 8 >> 2] = b[q + 8 >> 2];\n b[z + 12 >> 2] = b[q + 12 >> 2];\n }\n\n q = za(y, z, d) | 0;\n\n b: do { if ((q | 0) > 0) {\n r = +(q | 0);\n p = 0;\n\n c: while (1) {\n E = +(q - p | 0);\n D = +(p | 0);\n e[A >> 3] = +e[y >> 3] * E / r + +e[z >> 3] * D / r;\n e[w >> 3] = +e[u >> 3] * E / r + +e[v >> 3] * D / r;\n n = Rb(A, d) | 0;\n o = G() | 0;\n j = ad(n | 0, o | 0, c | 0, x | 0) | 0;\n G() | 0;\n i = h + (j << 3) | 0;\n k = i;\n l = b[k >> 2] | 0;\n k = b[k + 4 >> 2] | 0;\n\n d: do { if ((l | 0) == 0 & (k | 0) == 0) { B = 14; }else {\n m = 0;\n\n while (1) {\n if ((m | 0) > (c | 0)) {\n i = 1;\n break d;\n }\n\n if ((l | 0) == (n | 0) & (k | 0) == (o | 0)) {\n i = 7;\n break d;\n }\n\n j = (j + 1 | 0) % (c | 0) | 0;\n i = h + (j << 3) | 0;\n k = i;\n l = b[k >> 2] | 0;\n k = b[k + 4 >> 2] | 0;\n\n if ((l | 0) == 0 & (k | 0) == 0) {\n B = 14;\n break;\n } else { m = m + 1 | 0; }\n }\n } } while (0);\n\n if ((B | 0) == 14) {\n B = 0;\n if ((n | 0) == 0 & (o | 0) == 0) { i = 7; }else {\n b[i >> 2] = n;\n b[i + 4 >> 2] = o;\n i = b[f >> 2] | 0;\n m = g + (i << 3) | 0;\n b[m >> 2] = n;\n b[m + 4 >> 2] = o;\n b[f >> 2] = i + 1;\n i = 0;\n }\n }\n\n switch (i & 7) {\n case 7:\n case 0:\n break;\n\n default:\n break c;\n }\n\n p = p + 1 | 0;\n\n if ((q | 0) <= (p | 0)) {\n B = 8;\n break b;\n }\n }\n\n if (i | 0) {\n i = -1;\n B = 20;\n break a;\n }\n } else { B = 8; } } while (0);\n\n if ((B | 0) == 8) { B = 0; }\n s = s + 1 | 0;\n i = b[a >> 2] | 0;\n\n if ((s | 0) >= (i | 0)) {\n i = 0;\n B = 20;\n break;\n }\n }\n\n if ((B | 0) == 20) {\n S = C;\n return i | 0;\n }\n\n return 0;\n }\n\n function ja(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0;\n k = S;\n S = S + 176 | 0;\n j = k;\n\n if ((c | 0) < 1) {\n Lc(d, 0, 0);\n S = k;\n return;\n }\n\n h = a;\n h = bd(b[h >> 2] | 0, b[h + 4 >> 2] | 0, 52) | 0;\n G() | 0;\n Lc(d, (c | 0) > 6 ? c : 6, h & 15);\n h = 0;\n\n do {\n e = a + (h << 3) | 0;\n Vb(b[e >> 2] | 0, b[e + 4 >> 2] | 0, j);\n e = b[j >> 2] | 0;\n\n if ((e | 0) > 0) {\n i = 0;\n\n do {\n g = j + 8 + (i << 4) | 0;\n i = i + 1 | 0;\n e = j + 8 + (((i | 0) % (e | 0) | 0) << 4) | 0;\n f = Qc(d, e, g) | 0;\n if (!f) { Pc(d, g, e) | 0; }else { Oc(d, f) | 0; }\n e = b[j >> 2] | 0;\n } while ((i | 0) < (e | 0));\n }\n\n h = h + 1 | 0;\n } while ((h | 0) != (c | 0));\n\n S = k;\n return;\n }\n\n function ka(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0;\n g = S;\n S = S + 32 | 0;\n e = g;\n f = g + 16 | 0;\n ja(a, c, f);\n b[d >> 2] = 0;\n b[d + 4 >> 2] = 0;\n b[d + 8 >> 2] = 0;\n a = Nc(f) | 0;\n\n if (!a) {\n jc(d) | 0;\n Mc(f);\n S = g;\n return;\n }\n\n do {\n c = gc(d) | 0;\n\n do {\n hc(c, a) | 0;\n h = a + 16 | 0;\n b[e >> 2] = b[h >> 2];\n b[e + 4 >> 2] = b[h + 4 >> 2];\n b[e + 8 >> 2] = b[h + 8 >> 2];\n b[e + 12 >> 2] = b[h + 12 >> 2];\n Oc(f, a) | 0;\n a = Rc(f, e) | 0;\n } while ((a | 0) != 0);\n\n a = Nc(f) | 0;\n } while ((a | 0) != 0);\n\n jc(d) | 0;\n Mc(f);\n S = g;\n return;\n }\n\n function la(a) {\n a = a | 0;\n return b[7728 + (a * 28 | 0) + 16 >> 2] | 0;\n }\n\n function ma(a) {\n a = a | 0;\n return (a | 0) == 4 | (a | 0) == 117 | 0;\n }\n\n function na(a) {\n a = a | 0;\n return b[11152 + ((b[a >> 2] | 0) * 216 | 0) + ((b[a + 4 >> 2] | 0) * 72 | 0) + ((b[a + 8 >> 2] | 0) * 24 | 0) + (b[a + 12 >> 2] << 3) >> 2] | 0;\n }\n\n function oa(a) {\n a = a | 0;\n return b[11152 + ((b[a >> 2] | 0) * 216 | 0) + ((b[a + 4 >> 2] | 0) * 72 | 0) + ((b[a + 8 >> 2] | 0) * 24 | 0) + (b[a + 12 >> 2] << 3) + 4 >> 2] | 0;\n }\n\n function pa(a, c) {\n a = a | 0;\n c = c | 0;\n a = 7728 + (a * 28 | 0) | 0;\n b[c >> 2] = b[a >> 2];\n b[c + 4 >> 2] = b[a + 4 >> 2];\n b[c + 8 >> 2] = b[a + 8 >> 2];\n b[c + 12 >> 2] = b[a + 12 >> 2];\n return;\n }\n\n function qa(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0;\n\n if (c >>> 0 > 20) {\n c = -1;\n return c | 0;\n }\n\n do { if ((b[11152 + (c * 216 | 0) >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 8 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 16 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 24 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 32 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 40 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 48 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 56 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 64 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 72 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 80 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 88 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 96 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 104 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 112 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 120 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 128 >> 2] | 0) != (a | 0)) {\n if ((b[11152 + (c * 216 | 0) + 136 >> 2] | 0) == (a | 0)) {\n a = 2;\n d = 1;\n e = 2;\n } else {\n if ((b[11152 + (c * 216 | 0) + 144 >> 2] | 0) == (a | 0)) {\n a = 0;\n d = 2;\n e = 0;\n break;\n }\n\n if ((b[11152 + (c * 216 | 0) + 152 >> 2] | 0) == (a | 0)) {\n a = 0;\n d = 2;\n e = 1;\n break;\n }\n\n if ((b[11152 + (c * 216 | 0) + 160 >> 2] | 0) == (a | 0)) {\n a = 0;\n d = 2;\n e = 2;\n break;\n }\n\n if ((b[11152 + (c * 216 | 0) + 168 >> 2] | 0) == (a | 0)) {\n a = 1;\n d = 2;\n e = 0;\n break;\n }\n\n if ((b[11152 + (c * 216 | 0) + 176 >> 2] | 0) == (a | 0)) {\n a = 1;\n d = 2;\n e = 1;\n break;\n }\n\n if ((b[11152 + (c * 216 | 0) + 184 >> 2] | 0) == (a | 0)) {\n a = 1;\n d = 2;\n e = 2;\n break;\n }\n\n if ((b[11152 + (c * 216 | 0) + 192 >> 2] | 0) == (a | 0)) {\n a = 2;\n d = 2;\n e = 0;\n break;\n }\n\n if ((b[11152 + (c * 216 | 0) + 200 >> 2] | 0) == (a | 0)) {\n a = 2;\n d = 2;\n e = 1;\n break;\n }\n\n if ((b[11152 + (c * 216 | 0) + 208 >> 2] | 0) == (a | 0)) {\n a = 2;\n d = 2;\n e = 2;\n break;\n } else { a = -1; }\n\n return a | 0;\n }\n } else {\n a = 2;\n d = 1;\n e = 1;\n }\n } else {\n a = 2;\n d = 1;\n e = 0;\n }\n } else {\n a = 1;\n d = 1;\n e = 2;\n }\n } else {\n a = 1;\n d = 1;\n e = 1;\n }\n } else {\n a = 1;\n d = 1;\n e = 0;\n }\n } else {\n a = 0;\n d = 1;\n e = 2;\n }\n } else {\n a = 0;\n d = 1;\n e = 1;\n }\n } else {\n a = 0;\n d = 1;\n e = 0;\n }\n } else {\n a = 2;\n d = 0;\n e = 2;\n }\n } else {\n a = 2;\n d = 0;\n e = 1;\n }\n } else {\n a = 2;\n d = 0;\n e = 0;\n }\n } else {\n a = 1;\n d = 0;\n e = 2;\n }\n } else {\n a = 1;\n d = 0;\n e = 1;\n }\n } else {\n a = 1;\n d = 0;\n e = 0;\n }\n } else {\n a = 0;\n d = 0;\n e = 2;\n }\n } else {\n a = 0;\n d = 0;\n e = 1;\n }\n } else {\n a = 0;\n d = 0;\n e = 0;\n } } while (0);\n\n c = b[11152 + (c * 216 | 0) + (d * 72 | 0) + (a * 24 | 0) + (e << 3) + 4 >> 2] | 0;\n return c | 0;\n }\n\n function ra(a, c) {\n a = a | 0;\n c = c | 0;\n\n if ((b[7728 + (a * 28 | 0) + 20 >> 2] | 0) == (c | 0)) {\n c = 1;\n return c | 0;\n }\n\n c = (b[7728 + (a * 28 | 0) + 24 >> 2] | 0) == (c | 0);\n return c | 0;\n }\n\n function sa(a, c) {\n a = a | 0;\n c = c | 0;\n return b[880 + (a * 28 | 0) + (c << 2) >> 2] | 0;\n }\n\n function ta(a, c) {\n a = a | 0;\n c = c | 0;\n\n if ((b[880 + (a * 28 | 0) >> 2] | 0) == (c | 0)) {\n c = 0;\n return c | 0;\n }\n\n if ((b[880 + (a * 28 | 0) + 4 >> 2] | 0) == (c | 0)) {\n c = 1;\n return c | 0;\n }\n\n if ((b[880 + (a * 28 | 0) + 8 >> 2] | 0) == (c | 0)) {\n c = 2;\n return c | 0;\n }\n\n if ((b[880 + (a * 28 | 0) + 12 >> 2] | 0) == (c | 0)) {\n c = 3;\n return c | 0;\n }\n\n if ((b[880 + (a * 28 | 0) + 16 >> 2] | 0) == (c | 0)) {\n c = 4;\n return c | 0;\n }\n\n if ((b[880 + (a * 28 | 0) + 20 >> 2] | 0) == (c | 0)) {\n c = 5;\n return c | 0;\n } else { return ((b[880 + (a * 28 | 0) + 24 >> 2] | 0) == (c | 0) ? 6 : 7) | 0; }\n\n return 0;\n }\n\n function ua() {\n return 122;\n }\n\n function va(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0;\n c = 0;\n\n do {\n cd(c | 0, 0, 45) | 0;\n e = G() | 0 | 134225919;\n d = a + (c << 3) | 0;\n b[d >> 2] = -1;\n b[d + 4 >> 2] = e;\n c = c + 1 | 0;\n } while ((c | 0) != 122);\n\n return;\n }\n\n function wa(a) {\n a = a | 0;\n return +e[a + 16 >> 3] < +e[a + 24 >> 3] | 0;\n }\n\n function xa(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0.0,\n d = 0.0,\n f = 0.0;\n c = +e[b >> 3];\n\n if (!(c >= +e[a + 8 >> 3])) {\n b = 0;\n return b | 0;\n }\n\n if (!(c <= +e[a >> 3])) {\n b = 0;\n return b | 0;\n }\n\n d = +e[a + 16 >> 3];\n c = +e[a + 24 >> 3];\n f = +e[b + 8 >> 3];\n b = f >= c;\n a = f <= d & 1;\n\n if (d < c) {\n if (b) { a = 1; }\n } else if (!b) { a = 0; }\n\n b = (a | 0) != 0;\n return b | 0;\n }\n\n function ya(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0.0,\n l = 0.0;\n i = S;\n S = S + 288 | 0;\n d = i + 264 | 0;\n f = i + 96 | 0;\n g = i;\n h = g;\n j = h + 96 | 0;\n\n do {\n b[h >> 2] = 0;\n h = h + 4 | 0;\n } while ((h | 0) < (j | 0));\n\n Zb(c, g);\n h = g;\n j = b[h >> 2] | 0;\n h = b[h + 4 >> 2] | 0;\n Ub(j, h, d);\n Vb(j, h, f);\n k = +jb(d, f + 8 | 0);\n e[d >> 3] = +e[a >> 3];\n h = d + 8 | 0;\n e[h >> 3] = +e[a + 16 >> 3];\n e[f >> 3] = +e[a + 8 >> 3];\n j = f + 8 | 0;\n e[j >> 3] = +e[a + 24 >> 3];\n l = +jb(d, f);\n j = ~~+A(+(l * l / +dd(+ +q(+((+e[h >> 3] - +e[j >> 3]) / (+e[d >> 3] - +e[f >> 3]))), 3.0) / (k * (k * 2.59807621135) * .8)));\n S = i;\n return ((j | 0) == 0 ? 1 : j) | 0;\n }\n\n function za(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0.0;\n i = S;\n S = S + 288 | 0;\n e = i + 264 | 0;\n f = i + 96 | 0;\n g = i;\n h = g;\n j = h + 96 | 0;\n\n do {\n b[h >> 2] = 0;\n h = h + 4 | 0;\n } while ((h | 0) < (j | 0));\n\n Zb(d, g);\n j = g;\n h = b[j >> 2] | 0;\n j = b[j + 4 >> 2] | 0;\n Ub(h, j, e);\n Vb(h, j, f);\n k = +jb(e, f + 8 | 0);\n j = ~~+A(+(+jb(a, c) / (k * 2.0)));\n S = i;\n return ((j | 0) == 0 ? 1 : j) | 0;\n }\n\n function Aa(a, c, d, e) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n b[a >> 2] = c;\n b[a + 4 >> 2] = d;\n b[a + 8 >> 2] = e;\n return;\n }\n\n function Ba(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0.0,\n j = 0.0,\n k = 0.0,\n l = 0.0,\n m = 0,\n n = 0,\n o = 0.0;\n n = c + 8 | 0;\n b[n >> 2] = 0;\n k = +e[a >> 3];\n i = +q(+k);\n l = +e[a + 8 >> 3];\n j = +q(+l) / .8660254037844386;\n i = i + j * .5;\n d = ~~i;\n a = ~~j;\n i = i - +(d | 0);\n j = j - +(a | 0);\n\n do { if (i < .5) {\n if (i < .3333333333333333) {\n b[c >> 2] = d;\n\n if (j < (i + 1.0) * .5) {\n b[c + 4 >> 2] = a;\n break;\n } else {\n a = a + 1 | 0;\n b[c + 4 >> 2] = a;\n break;\n }\n } else {\n o = 1.0 - i;\n a = (!(j < o) & 1) + a | 0;\n b[c + 4 >> 2] = a;\n\n if (o <= j & j < i * 2.0) {\n d = d + 1 | 0;\n b[c >> 2] = d;\n break;\n } else {\n b[c >> 2] = d;\n break;\n }\n }\n } else {\n if (!(i < .6666666666666666)) {\n d = d + 1 | 0;\n b[c >> 2] = d;\n\n if (j < i * .5) {\n b[c + 4 >> 2] = a;\n break;\n } else {\n a = a + 1 | 0;\n b[c + 4 >> 2] = a;\n break;\n }\n }\n\n if (j < 1.0 - i) {\n b[c + 4 >> 2] = a;\n\n if (i * 2.0 + -1.0 < j) {\n b[c >> 2] = d;\n break;\n }\n } else {\n a = a + 1 | 0;\n b[c + 4 >> 2] = a;\n }\n\n d = d + 1 | 0;\n b[c >> 2] = d;\n } } while (0);\n\n do { if (k < 0.0) { if (!(a & 1)) {\n m = (a | 0) / 2 | 0;\n m = Zc(d | 0, ((d | 0) < 0) << 31 >> 31 | 0, m | 0, ((m | 0) < 0) << 31 >> 31 | 0) | 0;\n d = ~~(+(d | 0) - (+(m >>> 0) + 4294967296.0 * +(G() | 0)) * 2.0);\n b[c >> 2] = d;\n break;\n } else {\n m = (a + 1 | 0) / 2 | 0;\n m = Zc(d | 0, ((d | 0) < 0) << 31 >> 31 | 0, m | 0, ((m | 0) < 0) << 31 >> 31 | 0) | 0;\n d = ~~(+(d | 0) - ((+(m >>> 0) + 4294967296.0 * +(G() | 0)) * 2.0 + 1.0));\n b[c >> 2] = d;\n break;\n } } } while (0);\n\n m = c + 4 | 0;\n\n if (l < 0.0) {\n d = d - ((a << 1 | 1 | 0) / 2 | 0) | 0;\n b[c >> 2] = d;\n a = 0 - a | 0;\n b[m >> 2] = a;\n }\n\n f = a - d | 0;\n\n if ((d | 0) < 0) {\n g = 0 - d | 0;\n b[m >> 2] = f;\n b[n >> 2] = g;\n b[c >> 2] = 0;\n a = f;\n d = 0;\n } else { g = 0; }\n\n if ((a | 0) < 0) {\n d = d - a | 0;\n b[c >> 2] = d;\n g = g - a | 0;\n b[n >> 2] = g;\n b[m >> 2] = 0;\n a = 0;\n }\n\n h = d - g | 0;\n f = a - g | 0;\n\n if ((g | 0) < 0) {\n b[c >> 2] = h;\n b[m >> 2] = f;\n b[n >> 2] = 0;\n a = f;\n d = h;\n g = 0;\n }\n\n f = (a | 0) < (d | 0) ? a : d;\n f = (g | 0) < (f | 0) ? g : f;\n if ((f | 0) <= 0) { return; }\n b[c >> 2] = d - f;\n b[m >> 2] = a - f;\n b[n >> 2] = g - f;\n return;\n }\n\n function Ca(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0;\n c = b[a >> 2] | 0;\n h = a + 4 | 0;\n d = b[h >> 2] | 0;\n\n if ((c | 0) < 0) {\n d = d - c | 0;\n b[h >> 2] = d;\n g = a + 8 | 0;\n b[g >> 2] = (b[g >> 2] | 0) - c;\n b[a >> 2] = 0;\n c = 0;\n }\n\n if ((d | 0) < 0) {\n c = c - d | 0;\n b[a >> 2] = c;\n g = a + 8 | 0;\n f = (b[g >> 2] | 0) - d | 0;\n b[g >> 2] = f;\n b[h >> 2] = 0;\n d = 0;\n } else {\n f = a + 8 | 0;\n g = f;\n f = b[f >> 2] | 0;\n }\n\n if ((f | 0) < 0) {\n c = c - f | 0;\n b[a >> 2] = c;\n d = d - f | 0;\n b[h >> 2] = d;\n b[g >> 2] = 0;\n f = 0;\n }\n\n e = (d | 0) < (c | 0) ? d : c;\n e = (f | 0) < (e | 0) ? f : e;\n if ((e | 0) <= 0) { return; }\n b[a >> 2] = c - e;\n b[h >> 2] = d - e;\n b[g >> 2] = f - e;\n return;\n }\n\n function Da(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0.0,\n f = 0;\n f = b[a + 8 >> 2] | 0;\n d = +((b[a + 4 >> 2] | 0) - f | 0);\n e[c >> 3] = +((b[a >> 2] | 0) - f | 0) - d * .5;\n e[c + 8 >> 3] = d * .8660254037844386;\n return;\n }\n\n function Ea(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n b[d >> 2] = (b[c >> 2] | 0) + (b[a >> 2] | 0);\n b[d + 4 >> 2] = (b[c + 4 >> 2] | 0) + (b[a + 4 >> 2] | 0);\n b[d + 8 >> 2] = (b[c + 8 >> 2] | 0) + (b[a + 8 >> 2] | 0);\n return;\n }\n\n function Fa(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n b[d >> 2] = (b[a >> 2] | 0) - (b[c >> 2] | 0);\n b[d + 4 >> 2] = (b[a + 4 >> 2] | 0) - (b[c + 4 >> 2] | 0);\n b[d + 8 >> 2] = (b[a + 8 >> 2] | 0) - (b[c + 8 >> 2] | 0);\n return;\n }\n\n function Ga(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0;\n d = B(b[a >> 2] | 0, c) | 0;\n b[a >> 2] = d;\n d = a + 4 | 0;\n e = B(b[d >> 2] | 0, c) | 0;\n b[d >> 2] = e;\n a = a + 8 | 0;\n c = B(b[a >> 2] | 0, c) | 0;\n b[a >> 2] = c;\n return;\n }\n\n function Ha(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n h = b[a >> 2] | 0;\n i = (h | 0) < 0;\n e = (b[a + 4 >> 2] | 0) - (i ? h : 0) | 0;\n g = (e | 0) < 0;\n f = (g ? 0 - e | 0 : 0) + ((b[a + 8 >> 2] | 0) - (i ? h : 0)) | 0;\n d = (f | 0) < 0;\n a = d ? 0 : f;\n c = (g ? 0 : e) - (d ? f : 0) | 0;\n f = (i ? 0 : h) - (g ? e : 0) - (d ? f : 0) | 0;\n d = (c | 0) < (f | 0) ? c : f;\n d = (a | 0) < (d | 0) ? a : d;\n e = (d | 0) > 0;\n a = a - (e ? d : 0) | 0;\n c = c - (e ? d : 0) | 0;\n\n a: do { switch (f - (e ? d : 0) | 0) {\n case 0:\n switch (c | 0) {\n case 0:\n {\n i = (a | 0) == 0 ? 0 : (a | 0) == 1 ? 1 : 7;\n return i | 0;\n }\n\n case 1:\n {\n i = (a | 0) == 0 ? 2 : (a | 0) == 1 ? 3 : 7;\n return i | 0;\n }\n\n default:\n break a;\n }\n\n case 1:\n switch (c | 0) {\n case 0:\n {\n i = (a | 0) == 0 ? 4 : (a | 0) == 1 ? 5 : 7;\n return i | 0;\n }\n\n case 1:\n {\n if (!a) { a = 6; }else { break a; }\n return a | 0;\n }\n\n default:\n break a;\n }\n\n default:\n\n } } while (0);\n\n i = 7;\n return i | 0;\n }\n\n function Ia(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n h = a + 8 | 0;\n d = b[h >> 2] | 0;\n c = (b[a >> 2] | 0) - d | 0;\n i = a + 4 | 0;\n d = (b[i >> 2] | 0) - d | 0;\n e = Uc(+((c * 3 | 0) - d | 0) / 7.0) | 0;\n b[a >> 2] = e;\n c = Uc(+((d << 1) + c | 0) / 7.0) | 0;\n b[i >> 2] = c;\n b[h >> 2] = 0;\n d = c - e | 0;\n\n if ((e | 0) < 0) {\n g = 0 - e | 0;\n b[i >> 2] = d;\n b[h >> 2] = g;\n b[a >> 2] = 0;\n c = d;\n e = 0;\n d = g;\n } else { d = 0; }\n\n if ((c | 0) < 0) {\n e = e - c | 0;\n b[a >> 2] = e;\n d = d - c | 0;\n b[h >> 2] = d;\n b[i >> 2] = 0;\n c = 0;\n }\n\n g = e - d | 0;\n f = c - d | 0;\n\n if ((d | 0) < 0) {\n b[a >> 2] = g;\n b[i >> 2] = f;\n b[h >> 2] = 0;\n c = f;\n f = g;\n d = 0;\n } else { f = e; }\n\n e = (c | 0) < (f | 0) ? c : f;\n e = (d | 0) < (e | 0) ? d : e;\n if ((e | 0) <= 0) { return; }\n b[a >> 2] = f - e;\n b[i >> 2] = c - e;\n b[h >> 2] = d - e;\n return;\n }\n\n function Ja(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n h = a + 8 | 0;\n d = b[h >> 2] | 0;\n c = (b[a >> 2] | 0) - d | 0;\n i = a + 4 | 0;\n d = (b[i >> 2] | 0) - d | 0;\n e = Uc(+((c << 1) + d | 0) / 7.0) | 0;\n b[a >> 2] = e;\n c = Uc(+((d * 3 | 0) - c | 0) / 7.0) | 0;\n b[i >> 2] = c;\n b[h >> 2] = 0;\n d = c - e | 0;\n\n if ((e | 0) < 0) {\n g = 0 - e | 0;\n b[i >> 2] = d;\n b[h >> 2] = g;\n b[a >> 2] = 0;\n c = d;\n e = 0;\n d = g;\n } else { d = 0; }\n\n if ((c | 0) < 0) {\n e = e - c | 0;\n b[a >> 2] = e;\n d = d - c | 0;\n b[h >> 2] = d;\n b[i >> 2] = 0;\n c = 0;\n }\n\n g = e - d | 0;\n f = c - d | 0;\n\n if ((d | 0) < 0) {\n b[a >> 2] = g;\n b[i >> 2] = f;\n b[h >> 2] = 0;\n c = f;\n f = g;\n d = 0;\n } else { f = e; }\n\n e = (c | 0) < (f | 0) ? c : f;\n e = (d | 0) < (e | 0) ? d : e;\n if ((e | 0) <= 0) { return; }\n b[a >> 2] = f - e;\n b[i >> 2] = c - e;\n b[h >> 2] = d - e;\n return;\n }\n\n function Ka(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n c = b[a >> 2] | 0;\n h = a + 4 | 0;\n d = b[h >> 2] | 0;\n i = a + 8 | 0;\n e = b[i >> 2] | 0;\n f = d + (c * 3 | 0) | 0;\n b[a >> 2] = f;\n d = e + (d * 3 | 0) | 0;\n b[h >> 2] = d;\n c = (e * 3 | 0) + c | 0;\n b[i >> 2] = c;\n e = d - f | 0;\n\n if ((f | 0) < 0) {\n c = c - f | 0;\n b[h >> 2] = e;\n b[i >> 2] = c;\n b[a >> 2] = 0;\n d = e;\n e = 0;\n } else { e = f; }\n\n if ((d | 0) < 0) {\n e = e - d | 0;\n b[a >> 2] = e;\n c = c - d | 0;\n b[i >> 2] = c;\n b[h >> 2] = 0;\n d = 0;\n }\n\n g = e - c | 0;\n f = d - c | 0;\n\n if ((c | 0) < 0) {\n b[a >> 2] = g;\n b[h >> 2] = f;\n b[i >> 2] = 0;\n e = g;\n c = 0;\n } else { f = d; }\n\n d = (f | 0) < (e | 0) ? f : e;\n d = (c | 0) < (d | 0) ? c : d;\n if ((d | 0) <= 0) { return; }\n b[a >> 2] = e - d;\n b[h >> 2] = f - d;\n b[i >> 2] = c - d;\n return;\n }\n\n function La(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n f = b[a >> 2] | 0;\n h = a + 4 | 0;\n c = b[h >> 2] | 0;\n i = a + 8 | 0;\n d = b[i >> 2] | 0;\n e = (c * 3 | 0) + f | 0;\n f = d + (f * 3 | 0) | 0;\n b[a >> 2] = f;\n b[h >> 2] = e;\n c = (d * 3 | 0) + c | 0;\n b[i >> 2] = c;\n d = e - f | 0;\n\n if ((f | 0) < 0) {\n c = c - f | 0;\n b[h >> 2] = d;\n b[i >> 2] = c;\n b[a >> 2] = 0;\n f = 0;\n } else { d = e; }\n\n if ((d | 0) < 0) {\n f = f - d | 0;\n b[a >> 2] = f;\n c = c - d | 0;\n b[i >> 2] = c;\n b[h >> 2] = 0;\n d = 0;\n }\n\n g = f - c | 0;\n e = d - c | 0;\n\n if ((c | 0) < 0) {\n b[a >> 2] = g;\n b[h >> 2] = e;\n b[i >> 2] = 0;\n f = g;\n c = 0;\n } else { e = d; }\n\n d = (e | 0) < (f | 0) ? e : f;\n d = (c | 0) < (d | 0) ? c : d;\n if ((d | 0) <= 0) { return; }\n b[a >> 2] = f - d;\n b[h >> 2] = e - d;\n b[i >> 2] = c - d;\n return;\n }\n\n function Ma(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n if ((c + -1 | 0) >>> 0 >= 6) { return; }\n f = (b[15472 + (c * 12 | 0) >> 2] | 0) + (b[a >> 2] | 0) | 0;\n b[a >> 2] = f;\n i = a + 4 | 0;\n e = (b[15472 + (c * 12 | 0) + 4 >> 2] | 0) + (b[i >> 2] | 0) | 0;\n b[i >> 2] = e;\n h = a + 8 | 0;\n c = (b[15472 + (c * 12 | 0) + 8 >> 2] | 0) + (b[h >> 2] | 0) | 0;\n b[h >> 2] = c;\n d = e - f | 0;\n\n if ((f | 0) < 0) {\n c = c - f | 0;\n b[i >> 2] = d;\n b[h >> 2] = c;\n b[a >> 2] = 0;\n e = 0;\n } else {\n d = e;\n e = f;\n }\n\n if ((d | 0) < 0) {\n e = e - d | 0;\n b[a >> 2] = e;\n c = c - d | 0;\n b[h >> 2] = c;\n b[i >> 2] = 0;\n d = 0;\n }\n\n g = e - c | 0;\n f = d - c | 0;\n\n if ((c | 0) < 0) {\n b[a >> 2] = g;\n b[i >> 2] = f;\n b[h >> 2] = 0;\n e = g;\n c = 0;\n } else { f = d; }\n\n d = (f | 0) < (e | 0) ? f : e;\n d = (c | 0) < (d | 0) ? c : d;\n if ((d | 0) <= 0) { return; }\n b[a >> 2] = e - d;\n b[i >> 2] = f - d;\n b[h >> 2] = c - d;\n return;\n }\n\n function Na(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n f = b[a >> 2] | 0;\n h = a + 4 | 0;\n c = b[h >> 2] | 0;\n i = a + 8 | 0;\n d = b[i >> 2] | 0;\n e = c + f | 0;\n f = d + f | 0;\n b[a >> 2] = f;\n b[h >> 2] = e;\n c = d + c | 0;\n b[i >> 2] = c;\n d = e - f | 0;\n\n if ((f | 0) < 0) {\n c = c - f | 0;\n b[h >> 2] = d;\n b[i >> 2] = c;\n b[a >> 2] = 0;\n e = 0;\n } else {\n d = e;\n e = f;\n }\n\n if ((d | 0) < 0) {\n e = e - d | 0;\n b[a >> 2] = e;\n c = c - d | 0;\n b[i >> 2] = c;\n b[h >> 2] = 0;\n d = 0;\n }\n\n g = e - c | 0;\n f = d - c | 0;\n\n if ((c | 0) < 0) {\n b[a >> 2] = g;\n b[h >> 2] = f;\n b[i >> 2] = 0;\n e = g;\n c = 0;\n } else { f = d; }\n\n d = (f | 0) < (e | 0) ? f : e;\n d = (c | 0) < (d | 0) ? c : d;\n if ((d | 0) <= 0) { return; }\n b[a >> 2] = e - d;\n b[h >> 2] = f - d;\n b[i >> 2] = c - d;\n return;\n }\n\n function Oa(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n c = b[a >> 2] | 0;\n h = a + 4 | 0;\n e = b[h >> 2] | 0;\n i = a + 8 | 0;\n d = b[i >> 2] | 0;\n f = e + c | 0;\n b[a >> 2] = f;\n e = d + e | 0;\n b[h >> 2] = e;\n c = d + c | 0;\n b[i >> 2] = c;\n d = e - f | 0;\n\n if ((f | 0) < 0) {\n c = c - f | 0;\n b[h >> 2] = d;\n b[i >> 2] = c;\n b[a >> 2] = 0;\n e = 0;\n } else {\n d = e;\n e = f;\n }\n\n if ((d | 0) < 0) {\n e = e - d | 0;\n b[a >> 2] = e;\n c = c - d | 0;\n b[i >> 2] = c;\n b[h >> 2] = 0;\n d = 0;\n }\n\n g = e - c | 0;\n f = d - c | 0;\n\n if ((c | 0) < 0) {\n b[a >> 2] = g;\n b[h >> 2] = f;\n b[i >> 2] = 0;\n e = g;\n c = 0;\n } else { f = d; }\n\n d = (f | 0) < (e | 0) ? f : e;\n d = (c | 0) < (d | 0) ? c : d;\n if ((d | 0) <= 0) { return; }\n b[a >> 2] = e - d;\n b[h >> 2] = f - d;\n b[i >> 2] = c - d;\n return;\n }\n\n function Pa(a) {\n a = a | 0;\n\n switch (a | 0) {\n case 1:\n {\n a = 5;\n break;\n }\n\n case 5:\n {\n a = 4;\n break;\n }\n\n case 4:\n {\n a = 6;\n break;\n }\n\n case 6:\n {\n a = 2;\n break;\n }\n\n case 2:\n {\n a = 3;\n break;\n }\n\n case 3:\n {\n a = 1;\n break;\n }\n\n default:\n\n }\n\n return a | 0;\n }\n\n function Qa(a) {\n a = a | 0;\n\n switch (a | 0) {\n case 1:\n {\n a = 3;\n break;\n }\n\n case 3:\n {\n a = 2;\n break;\n }\n\n case 2:\n {\n a = 6;\n break;\n }\n\n case 6:\n {\n a = 4;\n break;\n }\n\n case 4:\n {\n a = 5;\n break;\n }\n\n case 5:\n {\n a = 1;\n break;\n }\n\n default:\n\n }\n\n return a | 0;\n }\n\n function Ra(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n c = b[a >> 2] | 0;\n h = a + 4 | 0;\n d = b[h >> 2] | 0;\n i = a + 8 | 0;\n e = b[i >> 2] | 0;\n f = d + (c << 1) | 0;\n b[a >> 2] = f;\n d = e + (d << 1) | 0;\n b[h >> 2] = d;\n c = (e << 1) + c | 0;\n b[i >> 2] = c;\n e = d - f | 0;\n\n if ((f | 0) < 0) {\n c = c - f | 0;\n b[h >> 2] = e;\n b[i >> 2] = c;\n b[a >> 2] = 0;\n d = e;\n e = 0;\n } else { e = f; }\n\n if ((d | 0) < 0) {\n e = e - d | 0;\n b[a >> 2] = e;\n c = c - d | 0;\n b[i >> 2] = c;\n b[h >> 2] = 0;\n d = 0;\n }\n\n g = e - c | 0;\n f = d - c | 0;\n\n if ((c | 0) < 0) {\n b[a >> 2] = g;\n b[h >> 2] = f;\n b[i >> 2] = 0;\n e = g;\n c = 0;\n } else { f = d; }\n\n d = (f | 0) < (e | 0) ? f : e;\n d = (c | 0) < (d | 0) ? c : d;\n if ((d | 0) <= 0) { return; }\n b[a >> 2] = e - d;\n b[h >> 2] = f - d;\n b[i >> 2] = c - d;\n return;\n }\n\n function Sa(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n f = b[a >> 2] | 0;\n h = a + 4 | 0;\n c = b[h >> 2] | 0;\n i = a + 8 | 0;\n d = b[i >> 2] | 0;\n e = (c << 1) + f | 0;\n f = d + (f << 1) | 0;\n b[a >> 2] = f;\n b[h >> 2] = e;\n c = (d << 1) + c | 0;\n b[i >> 2] = c;\n d = e - f | 0;\n\n if ((f | 0) < 0) {\n c = c - f | 0;\n b[h >> 2] = d;\n b[i >> 2] = c;\n b[a >> 2] = 0;\n f = 0;\n } else { d = e; }\n\n if ((d | 0) < 0) {\n f = f - d | 0;\n b[a >> 2] = f;\n c = c - d | 0;\n b[i >> 2] = c;\n b[h >> 2] = 0;\n d = 0;\n }\n\n g = f - c | 0;\n e = d - c | 0;\n\n if ((c | 0) < 0) {\n b[a >> 2] = g;\n b[h >> 2] = e;\n b[i >> 2] = 0;\n f = g;\n c = 0;\n } else { e = d; }\n\n d = (e | 0) < (f | 0) ? e : f;\n d = (c | 0) < (d | 0) ? c : d;\n if ((d | 0) <= 0) { return; }\n b[a >> 2] = f - d;\n b[h >> 2] = e - d;\n b[i >> 2] = c - d;\n return;\n }\n\n function Ta(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n h = (b[a >> 2] | 0) - (b[c >> 2] | 0) | 0;\n i = (h | 0) < 0;\n e = (b[a + 4 >> 2] | 0) - (b[c + 4 >> 2] | 0) - (i ? h : 0) | 0;\n g = (e | 0) < 0;\n f = (i ? 0 - h | 0 : 0) + (b[a + 8 >> 2] | 0) - (b[c + 8 >> 2] | 0) + (g ? 0 - e | 0 : 0) | 0;\n a = (f | 0) < 0;\n c = a ? 0 : f;\n d = (g ? 0 : e) - (a ? f : 0) | 0;\n f = (i ? 0 : h) - (g ? e : 0) - (a ? f : 0) | 0;\n a = (d | 0) < (f | 0) ? d : f;\n a = (c | 0) < (a | 0) ? c : a;\n e = (a | 0) > 0;\n c = c - (e ? a : 0) | 0;\n d = d - (e ? a : 0) | 0;\n a = f - (e ? a : 0) | 0;\n a = (a | 0) > -1 ? a : 0 - a | 0;\n d = (d | 0) > -1 ? d : 0 - d | 0;\n c = (c | 0) > -1 ? c : 0 - c | 0;\n c = (d | 0) > (c | 0) ? d : c;\n return ((a | 0) > (c | 0) ? a : c) | 0;\n }\n\n function Ua(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0;\n d = b[a + 8 >> 2] | 0;\n b[c >> 2] = (b[a >> 2] | 0) - d;\n b[c + 4 >> 2] = (b[a + 4 >> 2] | 0) - d;\n return;\n }\n\n function Va(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n e = b[a >> 2] | 0;\n b[c >> 2] = e;\n a = b[a + 4 >> 2] | 0;\n h = c + 4 | 0;\n b[h >> 2] = a;\n i = c + 8 | 0;\n b[i >> 2] = 0;\n d = a - e | 0;\n\n if ((e | 0) < 0) {\n a = 0 - e | 0;\n b[h >> 2] = d;\n b[i >> 2] = a;\n b[c >> 2] = 0;\n e = 0;\n } else {\n d = a;\n a = 0;\n }\n\n if ((d | 0) < 0) {\n e = e - d | 0;\n b[c >> 2] = e;\n a = a - d | 0;\n b[i >> 2] = a;\n b[h >> 2] = 0;\n d = 0;\n }\n\n g = e - a | 0;\n f = d - a | 0;\n\n if ((a | 0) < 0) {\n b[c >> 2] = g;\n b[h >> 2] = f;\n b[i >> 2] = 0;\n d = f;\n f = g;\n a = 0;\n } else { f = e; }\n\n e = (d | 0) < (f | 0) ? d : f;\n e = (a | 0) < (e | 0) ? a : e;\n if ((e | 0) <= 0) { return; }\n b[c >> 2] = f - e;\n b[h >> 2] = d - e;\n b[i >> 2] = a - e;\n return;\n }\n\n function Wa(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0;\n c = a + 8 | 0;\n f = b[c >> 2] | 0;\n d = f - (b[a >> 2] | 0) | 0;\n b[a >> 2] = d;\n e = a + 4 | 0;\n a = (b[e >> 2] | 0) - f | 0;\n b[e >> 2] = a;\n b[c >> 2] = 0 - (a + d);\n return;\n }\n\n function Xa(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n d = b[a >> 2] | 0;\n c = 0 - d | 0;\n b[a >> 2] = c;\n h = a + 8 | 0;\n b[h >> 2] = 0;\n i = a + 4 | 0;\n e = b[i >> 2] | 0;\n f = e + d | 0;\n\n if ((d | 0) > 0) {\n b[i >> 2] = f;\n b[h >> 2] = d;\n b[a >> 2] = 0;\n c = 0;\n e = f;\n } else { d = 0; }\n\n if ((e | 0) < 0) {\n g = c - e | 0;\n b[a >> 2] = g;\n d = d - e | 0;\n b[h >> 2] = d;\n b[i >> 2] = 0;\n f = g - d | 0;\n c = 0 - d | 0;\n\n if ((d | 0) < 0) {\n b[a >> 2] = f;\n b[i >> 2] = c;\n b[h >> 2] = 0;\n e = c;\n d = 0;\n } else {\n e = 0;\n f = g;\n }\n } else { f = c; }\n\n c = (e | 0) < (f | 0) ? e : f;\n c = (d | 0) < (c | 0) ? d : c;\n if ((c | 0) <= 0) { return; }\n b[a >> 2] = f - c;\n b[i >> 2] = e - c;\n b[h >> 2] = d - c;\n return;\n }\n\n function Ya(a, b, c) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n var d = 0,\n e = 0;\n d = S;\n S = S + 16 | 0;\n e = d;\n Za(a, b, c, e);\n Ba(e, c + 4 | 0);\n S = d;\n return;\n }\n\n function Za(a, c, d, f) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n f = f | 0;\n var g = 0.0,\n h = 0,\n i = 0.0,\n j = 0.0,\n k = 0;\n k = S;\n S = S + 32 | 0;\n h = k;\n Ic(a, h);\n b[d >> 2] = 0;\n g = +Hc(15888, h);\n i = +Hc(15912, h);\n\n if (i < g) {\n b[d >> 2] = 1;\n g = i;\n }\n\n i = +Hc(15936, h);\n\n if (i < g) {\n b[d >> 2] = 2;\n g = i;\n }\n\n i = +Hc(15960, h);\n\n if (i < g) {\n b[d >> 2] = 3;\n g = i;\n }\n\n i = +Hc(15984, h);\n\n if (i < g) {\n b[d >> 2] = 4;\n g = i;\n }\n\n i = +Hc(16008, h);\n\n if (i < g) {\n b[d >> 2] = 5;\n g = i;\n }\n\n i = +Hc(16032, h);\n\n if (i < g) {\n b[d >> 2] = 6;\n g = i;\n }\n\n i = +Hc(16056, h);\n\n if (i < g) {\n b[d >> 2] = 7;\n g = i;\n }\n\n i = +Hc(16080, h);\n\n if (i < g) {\n b[d >> 2] = 8;\n g = i;\n }\n\n i = +Hc(16104, h);\n\n if (i < g) {\n b[d >> 2] = 9;\n g = i;\n }\n\n i = +Hc(16128, h);\n\n if (i < g) {\n b[d >> 2] = 10;\n g = i;\n }\n\n i = +Hc(16152, h);\n\n if (i < g) {\n b[d >> 2] = 11;\n g = i;\n }\n\n i = +Hc(16176, h);\n\n if (i < g) {\n b[d >> 2] = 12;\n g = i;\n }\n\n i = +Hc(16200, h);\n\n if (i < g) {\n b[d >> 2] = 13;\n g = i;\n }\n\n i = +Hc(16224, h);\n\n if (i < g) {\n b[d >> 2] = 14;\n g = i;\n }\n\n i = +Hc(16248, h);\n\n if (i < g) {\n b[d >> 2] = 15;\n g = i;\n }\n\n i = +Hc(16272, h);\n\n if (i < g) {\n b[d >> 2] = 16;\n g = i;\n }\n\n i = +Hc(16296, h);\n\n if (i < g) {\n b[d >> 2] = 17;\n g = i;\n }\n\n i = +Hc(16320, h);\n\n if (i < g) {\n b[d >> 2] = 18;\n g = i;\n }\n\n i = +Hc(16344, h);\n\n if (i < g) {\n b[d >> 2] = 19;\n g = i;\n }\n\n i = +w(+(1.0 - g * .5));\n\n if (i < 1.0e-16) {\n b[f >> 2] = 0;\n b[f + 4 >> 2] = 0;\n b[f + 8 >> 2] = 0;\n b[f + 12 >> 2] = 0;\n S = k;\n return;\n }\n\n d = b[d >> 2] | 0;\n g = +e[16368 + (d * 24 | 0) >> 3];\n g = +gb(g - +gb(+lb(15568 + (d << 4) | 0, a)));\n if (!(Qb(c) | 0)) { j = g; }else { j = +gb(g + -.3334731722518321); }\n g = +v(+i) / .381966011250105;\n\n if ((c | 0) > 0) {\n h = 0;\n\n do {\n g = g * 2.6457513110645907;\n h = h + 1 | 0;\n } while ((h | 0) != (c | 0));\n }\n\n i = +t(+j) * g;\n e[f >> 3] = i;\n j = +u(+j) * g;\n e[f + 8 >> 3] = j;\n S = k;\n return;\n }\n\n function _a(a, c, d, f, g) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n f = f | 0;\n g = g | 0;\n var h = 0.0,\n i = 0.0;\n h = +Ec(a);\n\n if (h < 1.0e-16) {\n c = 15568 + (c << 4) | 0;\n b[g >> 2] = b[c >> 2];\n b[g + 4 >> 2] = b[c + 4 >> 2];\n b[g + 8 >> 2] = b[c + 8 >> 2];\n b[g + 12 >> 2] = b[c + 12 >> 2];\n return;\n }\n\n i = +z(+ +e[a + 8 >> 3], + +e[a >> 3]);\n\n if ((d | 0) > 0) {\n a = 0;\n\n do {\n h = h / 2.6457513110645907;\n a = a + 1 | 0;\n } while ((a | 0) != (d | 0));\n }\n\n if (!f) {\n h = +y(+(h * .381966011250105));\n if (Qb(d) | 0) { i = +gb(i + .3334731722518321); }\n } else {\n h = h / 3.0;\n d = (Qb(d) | 0) == 0;\n h = +y(+((d ? h : h / 2.6457513110645907) * .381966011250105));\n }\n\n mb(15568 + (c << 4) | 0, +gb(+e[16368 + (c * 24 | 0) >> 3] - i), h, g);\n return;\n }\n\n function $a(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0;\n e = S;\n S = S + 16 | 0;\n f = e;\n Da(a + 4 | 0, f);\n\n _a(f, b[a >> 2] | 0, c, 0, d);\n\n S = e;\n return;\n }\n\n function ab(a, c, d, f, g) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n f = f | 0;\n g = g | 0;\n var h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0,\n p = 0,\n q = 0,\n r = 0,\n s = 0,\n t = 0,\n u = 0,\n v = 0,\n w = 0,\n x = 0,\n y = 0,\n z = 0,\n A = 0,\n B = 0,\n C = 0,\n D = 0,\n E = 0,\n F = 0,\n G = 0,\n I = 0.0,\n J = 0.0;\n G = S;\n S = S + 272 | 0;\n h = G + 256 | 0;\n u = G + 240 | 0;\n D = G;\n E = G + 224 | 0;\n F = G + 208 | 0;\n v = G + 176 | 0;\n w = G + 160 | 0;\n x = G + 192 | 0;\n y = G + 144 | 0;\n z = G + 128 | 0;\n A = G + 112 | 0;\n B = G + 96 | 0;\n C = G + 80 | 0;\n b[h >> 2] = c;\n b[u >> 2] = b[a >> 2];\n b[u + 4 >> 2] = b[a + 4 >> 2];\n b[u + 8 >> 2] = b[a + 8 >> 2];\n b[u + 12 >> 2] = b[a + 12 >> 2];\n bb(u, h, D);\n b[g >> 2] = 0;\n u = f + d + ((f | 0) == 5 & 1) | 0;\n\n if ((u | 0) <= (d | 0)) {\n S = G;\n return;\n }\n\n k = b[h >> 2] | 0;\n l = E + 4 | 0;\n m = v + 4 | 0;\n n = d + 5 | 0;\n o = 16848 + (k << 2) | 0;\n p = 16928 + (k << 2) | 0;\n q = z + 8 | 0;\n r = A + 8 | 0;\n s = B + 8 | 0;\n t = F + 4 | 0;\n j = d;\n\n a: while (1) {\n i = D + (((j | 0) % 5 | 0) << 4) | 0;\n b[F >> 2] = b[i >> 2];\n b[F + 4 >> 2] = b[i + 4 >> 2];\n b[F + 8 >> 2] = b[i + 8 >> 2];\n b[F + 12 >> 2] = b[i + 12 >> 2];\n\n do {} while ((cb(F, k, 0, 1) | 0) == 2);\n\n if ((j | 0) > (d | 0) & (Qb(c) | 0) != 0) {\n b[v >> 2] = b[F >> 2];\n b[v + 4 >> 2] = b[F + 4 >> 2];\n b[v + 8 >> 2] = b[F + 8 >> 2];\n b[v + 12 >> 2] = b[F + 12 >> 2];\n Da(l, w);\n f = b[v >> 2] | 0;\n h = b[17008 + (f * 80 | 0) + (b[E >> 2] << 2) >> 2] | 0;\n b[v >> 2] = b[18608 + (f * 80 | 0) + (h * 20 | 0) >> 2];\n i = b[18608 + (f * 80 | 0) + (h * 20 | 0) + 16 >> 2] | 0;\n\n if ((i | 0) > 0) {\n a = 0;\n\n do {\n Na(m);\n a = a + 1 | 0;\n } while ((a | 0) < (i | 0));\n }\n\n i = 18608 + (f * 80 | 0) + (h * 20 | 0) + 4 | 0;\n b[x >> 2] = b[i >> 2];\n b[x + 4 >> 2] = b[i + 4 >> 2];\n b[x + 8 >> 2] = b[i + 8 >> 2];\n Ga(x, (b[o >> 2] | 0) * 3 | 0);\n Ea(m, x, m);\n Ca(m);\n Da(m, y);\n I = +(b[p >> 2] | 0);\n e[z >> 3] = I * 3.0;\n e[q >> 3] = 0.0;\n J = I * -1.5;\n e[A >> 3] = J;\n e[r >> 3] = I * 2.598076211353316;\n e[B >> 3] = J;\n e[s >> 3] = I * -2.598076211353316;\n\n switch (b[17008 + ((b[v >> 2] | 0) * 80 | 0) + (b[F >> 2] << 2) >> 2] | 0) {\n case 1:\n {\n a = A;\n f = z;\n break;\n }\n\n case 3:\n {\n a = B;\n f = A;\n break;\n }\n\n case 2:\n {\n a = z;\n f = B;\n break;\n }\n\n default:\n {\n a = 12;\n break a;\n }\n }\n\n Fc(w, y, f, a, C);\n\n _a(C, b[v >> 2] | 0, k, 1, g + 8 + (b[g >> 2] << 4) | 0);\n\n b[g >> 2] = (b[g >> 2] | 0) + 1;\n }\n\n if ((j | 0) < (n | 0)) {\n Da(t, v);\n\n _a(v, b[F >> 2] | 0, k, 1, g + 8 + (b[g >> 2] << 4) | 0);\n\n b[g >> 2] = (b[g >> 2] | 0) + 1;\n }\n b[E >> 2] = b[F >> 2];\n b[E + 4 >> 2] = b[F + 4 >> 2];\n b[E + 8 >> 2] = b[F + 8 >> 2];\n b[E + 12 >> 2] = b[F + 12 >> 2];\n j = j + 1 | 0;\n\n if ((j | 0) >= (u | 0)) {\n a = 3;\n break;\n }\n }\n\n if ((a | 0) == 3) {\n S = G;\n return;\n } else if ((a | 0) == 12) { H(22474, 22521, 581, 22531); }\n }\n\n function bb(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0;\n j = S;\n S = S + 128 | 0;\n e = j + 64 | 0;\n f = j;\n g = e;\n h = 20208;\n i = g + 60 | 0;\n\n do {\n b[g >> 2] = b[h >> 2];\n g = g + 4 | 0;\n h = h + 4 | 0;\n } while ((g | 0) < (i | 0));\n\n g = f;\n h = 20272;\n i = g + 60 | 0;\n\n do {\n b[g >> 2] = b[h >> 2];\n g = g + 4 | 0;\n h = h + 4 | 0;\n } while ((g | 0) < (i | 0));\n\n i = (Qb(b[c >> 2] | 0) | 0) == 0;\n e = i ? e : f;\n f = a + 4 | 0;\n Ra(f);\n Sa(f);\n\n if (Qb(b[c >> 2] | 0) | 0) {\n La(f);\n b[c >> 2] = (b[c >> 2] | 0) + 1;\n }\n\n b[d >> 2] = b[a >> 2];\n c = d + 4 | 0;\n Ea(f, e, c);\n Ca(c);\n b[d + 16 >> 2] = b[a >> 2];\n c = d + 20 | 0;\n Ea(f, e + 12 | 0, c);\n Ca(c);\n b[d + 32 >> 2] = b[a >> 2];\n c = d + 36 | 0;\n Ea(f, e + 24 | 0, c);\n Ca(c);\n b[d + 48 >> 2] = b[a >> 2];\n c = d + 52 | 0;\n Ea(f, e + 36 | 0, c);\n Ca(c);\n b[d + 64 >> 2] = b[a >> 2];\n d = d + 68 | 0;\n Ea(f, e + 48 | 0, d);\n Ca(d);\n S = j;\n return;\n }\n\n function cb(a, c, d, e) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0,\n p = 0;\n p = S;\n S = S + 32 | 0;\n n = p + 12 | 0;\n i = p;\n o = a + 4 | 0;\n m = b[16928 + (c << 2) >> 2] | 0;\n l = (e | 0) != 0;\n m = l ? m * 3 | 0 : m;\n f = b[o >> 2] | 0;\n k = a + 8 | 0;\n h = b[k >> 2] | 0;\n\n if (l) {\n g = a + 12 | 0;\n e = b[g >> 2] | 0;\n f = h + f + e | 0;\n\n if ((f | 0) == (m | 0)) {\n o = 1;\n S = p;\n return o | 0;\n } else { j = g; }\n } else {\n j = a + 12 | 0;\n e = b[j >> 2] | 0;\n f = h + f + e | 0;\n }\n\n if ((f | 0) <= (m | 0)) {\n o = 0;\n S = p;\n return o | 0;\n }\n\n do { if ((e | 0) > 0) {\n e = b[a >> 2] | 0;\n\n if ((h | 0) > 0) {\n g = 18608 + (e * 80 | 0) + 60 | 0;\n e = a;\n break;\n }\n\n e = 18608 + (e * 80 | 0) + 40 | 0;\n\n if (!d) {\n g = e;\n e = a;\n } else {\n Aa(n, m, 0, 0);\n Fa(o, n, i);\n Oa(i);\n Ea(i, n, o);\n g = e;\n e = a;\n }\n } else {\n g = 18608 + ((b[a >> 2] | 0) * 80 | 0) + 20 | 0;\n e = a;\n } } while (0);\n\n b[e >> 2] = b[g >> 2];\n f = g + 16 | 0;\n\n if ((b[f >> 2] | 0) > 0) {\n e = 0;\n\n do {\n Na(o);\n e = e + 1 | 0;\n } while ((e | 0) < (b[f >> 2] | 0));\n }\n\n a = g + 4 | 0;\n b[n >> 2] = b[a >> 2];\n b[n + 4 >> 2] = b[a + 4 >> 2];\n b[n + 8 >> 2] = b[a + 8 >> 2];\n c = b[16848 + (c << 2) >> 2] | 0;\n Ga(n, l ? c * 3 | 0 : c);\n Ea(o, n, o);\n Ca(o);\n if (l) { e = ((b[k >> 2] | 0) + (b[o >> 2] | 0) + (b[j >> 2] | 0) | 0) == (m | 0) ? 1 : 2; }else { e = 2; }\n o = e;\n S = p;\n return o | 0;\n }\n\n function db(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0;\n\n do { c = cb(a, b, 0, 1) | 0; } while ((c | 0) == 2);\n\n return c | 0;\n }\n\n function eb(a, c, d, f, g) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n f = f | 0;\n g = g | 0;\n var h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0,\n p = 0,\n q = 0,\n r = 0,\n s = 0,\n t = 0,\n u = 0,\n v = 0,\n w = 0,\n x = 0,\n y = 0,\n z = 0,\n A = 0,\n B = 0,\n C = 0.0,\n D = 0.0;\n B = S;\n S = S + 240 | 0;\n h = B + 224 | 0;\n x = B + 208 | 0;\n y = B;\n z = B + 192 | 0;\n A = B + 176 | 0;\n s = B + 160 | 0;\n t = B + 144 | 0;\n u = B + 128 | 0;\n v = B + 112 | 0;\n w = B + 96 | 0;\n b[h >> 2] = c;\n b[x >> 2] = b[a >> 2];\n b[x + 4 >> 2] = b[a + 4 >> 2];\n b[x + 8 >> 2] = b[a + 8 >> 2];\n b[x + 12 >> 2] = b[a + 12 >> 2];\n fb(x, h, y);\n b[g >> 2] = 0;\n r = f + d + ((f | 0) == 6 & 1) | 0;\n\n if ((r | 0) <= (d | 0)) {\n S = B;\n return;\n }\n\n k = b[h >> 2] | 0;\n l = d + 6 | 0;\n m = 16928 + (k << 2) | 0;\n n = t + 8 | 0;\n o = u + 8 | 0;\n p = v + 8 | 0;\n q = z + 4 | 0;\n i = 0;\n j = d;\n f = -1;\n\n a: while (1) {\n h = (j | 0) % 6 | 0;\n a = y + (h << 4) | 0;\n b[z >> 2] = b[a >> 2];\n b[z + 4 >> 2] = b[a + 4 >> 2];\n b[z + 8 >> 2] = b[a + 8 >> 2];\n b[z + 12 >> 2] = b[a + 12 >> 2];\n a = i;\n i = cb(z, k, 0, 1) | 0;\n\n if ((j | 0) > (d | 0) & (Qb(c) | 0) != 0 ? (a | 0) != 1 ? (b[z >> 2] | 0) != (f | 0) : 0 : 0) {\n Da(y + (((h + 5 | 0) % 6 | 0) << 4) + 4 | 0, A);\n Da(y + (h << 4) + 4 | 0, s);\n C = +(b[m >> 2] | 0);\n e[t >> 3] = C * 3.0;\n e[n >> 3] = 0.0;\n D = C * -1.5;\n e[u >> 3] = D;\n e[o >> 3] = C * 2.598076211353316;\n e[v >> 3] = D;\n e[p >> 3] = C * -2.598076211353316;\n h = b[x >> 2] | 0;\n\n switch (b[17008 + (h * 80 | 0) + (((f | 0) == (h | 0) ? b[z >> 2] | 0 : f) << 2) >> 2] | 0) {\n case 1:\n {\n a = u;\n f = t;\n break;\n }\n\n case 3:\n {\n a = v;\n f = u;\n break;\n }\n\n case 2:\n {\n a = t;\n f = v;\n break;\n }\n\n default:\n {\n a = 8;\n break a;\n }\n }\n\n Fc(A, s, f, a, w);\n\n if (!(Gc(A, w) | 0) ? !(Gc(s, w) | 0) : 0) {\n _a(w, b[x >> 2] | 0, k, 1, g + 8 + (b[g >> 2] << 4) | 0);\n\n b[g >> 2] = (b[g >> 2] | 0) + 1;\n }\n }\n\n if ((j | 0) < (l | 0)) {\n Da(q, A);\n\n _a(A, b[z >> 2] | 0, k, 1, g + 8 + (b[g >> 2] << 4) | 0);\n\n b[g >> 2] = (b[g >> 2] | 0) + 1;\n }\n\n j = j + 1 | 0;\n\n if ((j | 0) >= (r | 0)) {\n a = 3;\n break;\n } else { f = b[z >> 2] | 0; }\n }\n\n if ((a | 0) == 3) {\n S = B;\n return;\n } else if ((a | 0) == 8) { H(22557, 22521, 746, 22602); }\n }\n\n function fb(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0;\n j = S;\n S = S + 160 | 0;\n e = j + 80 | 0;\n f = j;\n g = e;\n h = 20336;\n i = g + 72 | 0;\n\n do {\n b[g >> 2] = b[h >> 2];\n g = g + 4 | 0;\n h = h + 4 | 0;\n } while ((g | 0) < (i | 0));\n\n g = f;\n h = 20416;\n i = g + 72 | 0;\n\n do {\n b[g >> 2] = b[h >> 2];\n g = g + 4 | 0;\n h = h + 4 | 0;\n } while ((g | 0) < (i | 0));\n\n i = (Qb(b[c >> 2] | 0) | 0) == 0;\n e = i ? e : f;\n f = a + 4 | 0;\n Ra(f);\n Sa(f);\n\n if (Qb(b[c >> 2] | 0) | 0) {\n La(f);\n b[c >> 2] = (b[c >> 2] | 0) + 1;\n }\n\n b[d >> 2] = b[a >> 2];\n c = d + 4 | 0;\n Ea(f, e, c);\n Ca(c);\n b[d + 16 >> 2] = b[a >> 2];\n c = d + 20 | 0;\n Ea(f, e + 12 | 0, c);\n Ca(c);\n b[d + 32 >> 2] = b[a >> 2];\n c = d + 36 | 0;\n Ea(f, e + 24 | 0, c);\n Ca(c);\n b[d + 48 >> 2] = b[a >> 2];\n c = d + 52 | 0;\n Ea(f, e + 36 | 0, c);\n Ca(c);\n b[d + 64 >> 2] = b[a >> 2];\n c = d + 68 | 0;\n Ea(f, e + 48 | 0, c);\n Ca(c);\n b[d + 80 >> 2] = b[a >> 2];\n d = d + 84 | 0;\n Ea(f, e + 60 | 0, d);\n Ca(d);\n S = j;\n return;\n }\n\n function gb(a) {\n a = +a;\n var b = 0.0;\n b = a < 0.0 ? a + 6.283185307179586 : a;\n return +(!(a >= 6.283185307179586) ? b : b + -6.283185307179586);\n }\n\n function hb(a, b) {\n a = a | 0;\n b = b | 0;\n\n if (!(+q(+(+e[a >> 3] - +e[b >> 3])) < 1.7453292519943298e-11)) {\n b = 0;\n return b | 0;\n }\n\n b = +q(+(+e[a + 8 >> 3] - +e[b + 8 >> 3])) < 1.7453292519943298e-11;\n return b | 0;\n }\n\n function ib(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0.0,\n d = 0.0,\n f = 0.0,\n g = 0.0;\n f = +e[b >> 3];\n d = +e[a >> 3];\n g = +u(+((f - d) * .5));\n c = +u(+((+e[b + 8 >> 3] - +e[a + 8 >> 3]) * .5));\n c = g * g + c * (+t(+f) * +t(+d) * c);\n return +(+z(+ +r(+c), + +r(+(1.0 - c))) * 2.0);\n }\n\n function jb(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0.0,\n d = 0.0,\n f = 0.0,\n g = 0.0;\n f = +e[b >> 3];\n d = +e[a >> 3];\n g = +u(+((f - d) * .5));\n c = +u(+((+e[b + 8 >> 3] - +e[a + 8 >> 3]) * .5));\n c = g * g + c * (+t(+f) * +t(+d) * c);\n return +(+z(+ +r(+c), + +r(+(1.0 - c))) * 2.0 * 6371.007180918475);\n }\n\n function kb(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0.0,\n d = 0.0,\n f = 0.0,\n g = 0.0;\n f = +e[b >> 3];\n d = +e[a >> 3];\n g = +u(+((f - d) * .5));\n c = +u(+((+e[b + 8 >> 3] - +e[a + 8 >> 3]) * .5));\n c = g * g + c * (+t(+f) * +t(+d) * c);\n return +(+z(+ +r(+c), + +r(+(1.0 - c))) * 2.0 * 6371.007180918475 * 1.0e3);\n }\n\n function lb(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0.0,\n d = 0.0,\n f = 0.0,\n g = 0.0,\n h = 0.0;\n g = +e[b >> 3];\n d = +t(+g);\n f = +e[b + 8 >> 3] - +e[a + 8 >> 3];\n h = d * +u(+f);\n c = +e[a >> 3];\n return + +z(+h, +(+u(+g) * +t(+c) - +t(+f) * (d * +u(+c))));\n }\n\n function mb(a, c, d, f) {\n a = a | 0;\n c = +c;\n d = +d;\n f = f | 0;\n var g = 0,\n h = 0.0,\n i = 0.0,\n j = 0.0;\n\n if (d < 1.0e-16) {\n b[f >> 2] = b[a >> 2];\n b[f + 4 >> 2] = b[a + 4 >> 2];\n b[f + 8 >> 2] = b[a + 8 >> 2];\n b[f + 12 >> 2] = b[a + 12 >> 2];\n return;\n }\n\n h = c < 0.0 ? c + 6.283185307179586 : c;\n h = !(c >= 6.283185307179586) ? h : h + -6.283185307179586;\n\n do { if (h < 1.0e-16) {\n c = +e[a >> 3] + d;\n e[f >> 3] = c;\n g = f;\n } else {\n g = +q(+(h + -3.141592653589793)) < 1.0e-16;\n c = +e[a >> 3];\n\n if (g) {\n c = c - d;\n e[f >> 3] = c;\n g = f;\n break;\n }\n\n i = +t(+d);\n d = +u(+d);\n c = i * +u(+c) + +t(+h) * (d * +t(+c));\n c = c > 1.0 ? 1.0 : c;\n c = +x(+(c < -1.0 ? -1.0 : c));\n e[f >> 3] = c;\n\n if (+q(+(c + -1.5707963267948966)) < 1.0e-16) {\n e[f >> 3] = 1.5707963267948966;\n e[f + 8 >> 3] = 0.0;\n return;\n }\n\n if (+q(+(c + 1.5707963267948966)) < 1.0e-16) {\n e[f >> 3] = -1.5707963267948966;\n e[f + 8 >> 3] = 0.0;\n return;\n }\n\n j = +t(+c);\n h = d * +u(+h) / j;\n d = +e[a >> 3];\n c = (i - +u(+c) * +u(+d)) / +t(+d) / j;\n i = h > 1.0 ? 1.0 : h;\n c = c > 1.0 ? 1.0 : c;\n c = +e[a + 8 >> 3] + +z(+(i < -1.0 ? -1.0 : i), +(c < -1.0 ? -1.0 : c));\n if (c > 3.141592653589793) { do { c = c + -6.283185307179586; } while (c > 3.141592653589793); }\n if (c < -3.141592653589793) { do { c = c + 6.283185307179586; } while (c < -3.141592653589793); }\n e[f + 8 >> 3] = c;\n return;\n } } while (0);\n\n if (+q(+(c + -1.5707963267948966)) < 1.0e-16) {\n e[g >> 3] = 1.5707963267948966;\n e[f + 8 >> 3] = 0.0;\n return;\n }\n\n if (+q(+(c + 1.5707963267948966)) < 1.0e-16) {\n e[g >> 3] = -1.5707963267948966;\n e[f + 8 >> 3] = 0.0;\n return;\n }\n\n c = +e[a + 8 >> 3];\n if (c > 3.141592653589793) { do { c = c + -6.283185307179586; } while (c > 3.141592653589793); }\n if (c < -3.141592653589793) { do { c = c + 6.283185307179586; } while (c < -3.141592653589793); }\n e[f + 8 >> 3] = c;\n return;\n }\n\n function nb(a) {\n a = a | 0;\n return + +e[20496 + (a << 3) >> 3];\n }\n\n function ob(a) {\n a = a | 0;\n return + +e[20624 + (a << 3) >> 3];\n }\n\n function pb(a) {\n a = a | 0;\n return + +e[20752 + (a << 3) >> 3];\n }\n\n function qb(a) {\n a = a | 0;\n return + +e[20880 + (a << 3) >> 3];\n }\n\n function rb(a) {\n a = a | 0;\n var c = 0;\n c = 21008 + (a << 3) | 0;\n a = b[c >> 2] | 0;\n F(b[c + 4 >> 2] | 0);\n return a | 0;\n }\n\n function sb(a, b, c) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n var d = 0.0,\n f = 0.0,\n g = 0.0,\n h = 0.0,\n i = 0.0,\n j = 0.0,\n k = 0.0,\n l = 0.0,\n m = 0.0,\n n = 0.0;\n n = +e[b >> 3];\n l = +e[a >> 3];\n j = +u(+((n - l) * .5));\n g = +e[b + 8 >> 3];\n k = +e[a + 8 >> 3];\n h = +u(+((g - k) * .5));\n i = +t(+l);\n m = +t(+n);\n h = j * j + h * (m * i * h);\n h = +z(+ +r(+h), + +r(+(1.0 - h))) * 2.0;\n j = +e[c >> 3];\n n = +u(+((j - n) * .5));\n d = +e[c + 8 >> 3];\n g = +u(+((d - g) * .5));\n f = +t(+j);\n g = n * n + g * (m * f * g);\n g = +z(+ +r(+g), + +r(+(1.0 - g))) * 2.0;\n j = +u(+((l - j) * .5));\n d = +u(+((k - d) * .5));\n d = j * j + d * (i * f * d);\n d = +z(+ +r(+d), + +r(+(1.0 - d))) * 2.0;\n f = (h + g + d) * .5;\n return +(+y(+ +r(+(+v(+(f * .5)) * +v(+((f - h) * .5)) * +v(+((f - g) * .5)) * +v(+((f - d) * .5))))) * 4.0);\n }\n\n function tb(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0.0,\n e = 0,\n f = 0,\n g = 0,\n h = 0;\n g = S;\n S = S + 192 | 0;\n e = g + 168 | 0;\n f = g;\n Ub(a, c, e);\n Vb(a, c, f);\n c = b[f >> 2] | 0;\n\n if ((c | 0) <= 0) {\n d = 0.0;\n S = g;\n return +d;\n }\n\n d = +sb(f + 8 | 0, f + 8 + (((c | 0) != 1 & 1) << 4) | 0, e) + 0.0;\n\n if ((c | 0) == 1) {\n S = g;\n return +d;\n }\n\n a = 1;\n\n do {\n h = a;\n a = a + 1 | 0;\n d = d + +sb(f + 8 + (h << 4) | 0, f + 8 + (((a | 0) % (c | 0) | 0) << 4) | 0, e);\n } while ((a | 0) < (c | 0));\n\n S = g;\n return +d;\n }\n\n function ub(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0.0,\n e = 0,\n f = 0,\n g = 0,\n h = 0;\n g = S;\n S = S + 192 | 0;\n e = g + 168 | 0;\n f = g;\n Ub(a, c, e);\n Vb(a, c, f);\n c = b[f >> 2] | 0;\n\n if ((c | 0) > 0) {\n d = +sb(f + 8 | 0, f + 8 + (((c | 0) != 1 & 1) << 4) | 0, e) + 0.0;\n\n if ((c | 0) != 1) {\n a = 1;\n\n do {\n h = a;\n a = a + 1 | 0;\n d = d + +sb(f + 8 + (h << 4) | 0, f + 8 + (((a | 0) % (c | 0) | 0) << 4) | 0, e);\n } while ((a | 0) < (c | 0));\n }\n } else { d = 0.0; }\n\n S = g;\n return +(d * 6371.007180918475 * 6371.007180918475);\n }\n\n function vb(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0.0,\n e = 0,\n f = 0,\n g = 0,\n h = 0;\n g = S;\n S = S + 192 | 0;\n e = g + 168 | 0;\n f = g;\n Ub(a, c, e);\n Vb(a, c, f);\n c = b[f >> 2] | 0;\n\n if ((c | 0) > 0) {\n d = +sb(f + 8 | 0, f + 8 + (((c | 0) != 1 & 1) << 4) | 0, e) + 0.0;\n\n if ((c | 0) != 1) {\n a = 1;\n\n do {\n h = a;\n a = a + 1 | 0;\n d = d + +sb(f + 8 + (h << 4) | 0, f + 8 + (((a | 0) % (c | 0) | 0) << 4) | 0, e);\n } while ((a | 0) < (c | 0));\n }\n } else { d = 0.0; }\n\n S = g;\n return +(d * 6371.007180918475 * 6371.007180918475 * 1.0e3 * 1.0e3);\n }\n\n function wb(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0.0,\n f = 0.0,\n g = 0.0,\n h = 0,\n i = 0,\n j = 0.0,\n k = 0.0,\n l = 0.0;\n i = S;\n S = S + 176 | 0;\n h = i;\n fc(a, c, h);\n a = b[h >> 2] | 0;\n\n if ((a | 0) <= 1) {\n g = 0.0;\n S = i;\n return +g;\n }\n\n c = a + -1 | 0;\n a = 0;\n d = 0.0;\n f = +e[h + 8 >> 3];\n g = +e[h + 16 >> 3];\n\n do {\n a = a + 1 | 0;\n k = f;\n f = +e[h + 8 + (a << 4) >> 3];\n l = +u(+((f - k) * .5));\n j = g;\n g = +e[h + 8 + (a << 4) + 8 >> 3];\n j = +u(+((g - j) * .5));\n j = l * l + j * (+t(+f) * +t(+k) * j);\n d = d + +z(+ +r(+j), + +r(+(1.0 - j))) * 2.0;\n } while ((a | 0) < (c | 0));\n\n S = i;\n return +d;\n }\n\n function xb(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0.0,\n f = 0.0,\n g = 0.0,\n h = 0,\n i = 0,\n j = 0.0,\n k = 0.0,\n l = 0.0;\n i = S;\n S = S + 176 | 0;\n h = i;\n fc(a, c, h);\n a = b[h >> 2] | 0;\n\n if ((a | 0) <= 1) {\n g = 0.0;\n S = i;\n return +g;\n }\n\n c = a + -1 | 0;\n a = 0;\n d = 0.0;\n f = +e[h + 8 >> 3];\n g = +e[h + 16 >> 3];\n\n do {\n a = a + 1 | 0;\n k = f;\n f = +e[h + 8 + (a << 4) >> 3];\n l = +u(+((f - k) * .5));\n j = g;\n g = +e[h + 8 + (a << 4) + 8 >> 3];\n j = +u(+((g - j) * .5));\n j = l * l + j * (+t(+k) * +t(+f) * j);\n d = d + +z(+ +r(+j), + +r(+(1.0 - j))) * 2.0;\n } while ((a | 0) != (c | 0));\n\n l = d * 6371.007180918475;\n S = i;\n return +l;\n }\n\n function yb(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0.0,\n f = 0.0,\n g = 0.0,\n h = 0,\n i = 0,\n j = 0.0,\n k = 0.0,\n l = 0.0;\n i = S;\n S = S + 176 | 0;\n h = i;\n fc(a, c, h);\n a = b[h >> 2] | 0;\n\n if ((a | 0) <= 1) {\n g = 0.0;\n S = i;\n return +g;\n }\n\n c = a + -1 | 0;\n a = 0;\n d = 0.0;\n f = +e[h + 8 >> 3];\n g = +e[h + 16 >> 3];\n\n do {\n a = a + 1 | 0;\n k = f;\n f = +e[h + 8 + (a << 4) >> 3];\n l = +u(+((f - k) * .5));\n j = g;\n g = +e[h + 8 + (a << 4) + 8 >> 3];\n j = +u(+((g - j) * .5));\n j = l * l + j * (+t(+k) * +t(+f) * j);\n d = d + +z(+ +r(+j), + +r(+(1.0 - j))) * 2.0;\n } while ((a | 0) != (c | 0));\n\n l = d * 6371.007180918475 * 1.0e3;\n S = i;\n return +l;\n }\n\n function zb(a, b) {\n a = a | 0;\n b = b | 0;\n b = bd(a | 0, b | 0, 45) | 0;\n G() | 0;\n return b & 127 | 0;\n }\n\n function Ab(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0;\n\n if (!(0 == 0 & (b & -16777216 | 0) == 134217728)) {\n b = 0;\n return b | 0;\n }\n\n g = bd(a | 0, b | 0, 45) | 0;\n G() | 0;\n g = g & 127;\n\n if (g >>> 0 > 121) {\n b = 0;\n return b | 0;\n }\n\n c = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n c = c & 15;\n\n do { if (c | 0) {\n e = 1;\n d = 0;\n\n while (1) {\n f = bd(a | 0, b | 0, (15 - e | 0) * 3 | 0) | 0;\n G() | 0;\n f = f & 7;\n if ((f | 0) != 0 & (d ^ 1)) { if ((f | 0) == 1 & (la(g) | 0) != 0) {\n h = 0;\n d = 13;\n break;\n } else { d = 1; } }\n\n if ((f | 0) == 7) {\n h = 0;\n d = 13;\n break;\n }\n\n if (e >>> 0 < c >>> 0) { e = e + 1 | 0; }else {\n d = 9;\n break;\n }\n }\n\n if ((d | 0) == 9) {\n if ((c | 0) == 15) { h = 1; }else { break; }\n return h | 0;\n } else if ((d | 0) == 13) { return h | 0; }\n } } while (0);\n\n while (1) {\n h = bd(a | 0, b | 0, (14 - c | 0) * 3 | 0) | 0;\n G() | 0;\n\n if (!((h & 7 | 0) == 7 & 0 == 0)) {\n h = 0;\n d = 13;\n break;\n }\n\n if (c >>> 0 < 14) { c = c + 1 | 0; }else {\n h = 1;\n d = 13;\n break;\n }\n }\n\n if ((d | 0) == 13) { return h | 0; }\n return 0;\n }\n\n function Bb(a, b, c) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n var d = 0,\n e = 0;\n d = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n d = d & 15;\n\n if ((d | 0) >= (c | 0)) {\n if ((d | 0) != (c | 0)) { if (c >>> 0 <= 15) {\n e = cd(c | 0, 0, 52) | 0;\n a = e | a;\n b = G() | 0 | b & -15728641;\n if ((d | 0) > (c | 0)) { do {\n e = cd(7, 0, (14 - c | 0) * 3 | 0) | 0;\n c = c + 1 | 0;\n a = e | a;\n b = G() | 0 | b;\n } while ((c | 0) < (d | 0)); }\n } else {\n b = 0;\n a = 0;\n } }\n } else {\n b = 0;\n a = 0;\n }\n\n F(b | 0);\n return a | 0;\n }\n\n function Cb(a, b, c) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n a = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n a = a & 15;\n\n if (!((c | 0) < 16 & (a | 0) <= (c | 0))) {\n c = 0;\n return c | 0;\n }\n\n c = sc(7, c - a | 0) | 0;\n return c | 0;\n }\n\n function Db(a, c, d, e) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0;\n h = bd(a | 0, c | 0, 52) | 0;\n G() | 0;\n h = h & 15;\n if (!((d | 0) < 16 & (h | 0) <= (d | 0))) { return; }\n\n if ((h | 0) == (d | 0)) {\n d = e;\n b[d >> 2] = a;\n b[d + 4 >> 2] = c;\n return;\n }\n\n j = sc(7, d - h | 0) | 0;\n k = (j | 0) / 7 | 0;\n i = bd(a | 0, c | 0, 45) | 0;\n G() | 0;\n if (!(la(i & 127) | 0)) { g = 0; }else {\n a: do { if (!h) { f = 0; }else {\n g = 1;\n\n while (1) {\n f = bd(a | 0, c | 0, (15 - g | 0) * 3 | 0) | 0;\n G() | 0;\n f = f & 7;\n if (f | 0) { break a; }\n if (g >>> 0 < h >>> 0) { g = g + 1 | 0; }else {\n f = 0;\n break;\n }\n }\n } } while (0);\n\n g = (f | 0) == 0;\n }\n l = cd(h + 1 | 0, 0, 52) | 0;\n f = G() | 0 | c & -15728641;\n i = (14 - h | 0) * 3 | 0;\n c = cd(7, 0, i | 0) | 0;\n c = (l | a) & ~c;\n h = f & ~(G() | 0);\n Db(c, h, d, e);\n f = e + (k << 3) | 0;\n\n if (!g) {\n l = cd(1, 0, i | 0) | 0;\n Db(l | c, G() | 0 | h, d, f);\n l = f + (k << 3) | 0;\n j = cd(2, 0, i | 0) | 0;\n Db(j | c, G() | 0 | h, d, l);\n l = l + (k << 3) | 0;\n j = cd(3, 0, i | 0) | 0;\n Db(j | c, G() | 0 | h, d, l);\n l = l + (k << 3) | 0;\n j = cd(4, 0, i | 0) | 0;\n Db(j | c, G() | 0 | h, d, l);\n l = l + (k << 3) | 0;\n j = cd(5, 0, i | 0) | 0;\n Db(j | c, G() | 0 | h, d, l);\n j = cd(6, 0, i | 0) | 0;\n Db(j | c, G() | 0 | h, d, l + (k << 3) | 0);\n return;\n }\n\n g = f + (k << 3) | 0;\n\n if ((j | 0) > 6) {\n j = f + 8 | 0;\n l = (g >>> 0 > j >>> 0 ? g : j) + -1 + (0 - f) | 0;\n gd(f | 0, 0, l + 8 & -8 | 0) | 0;\n f = j + (l >>> 3 << 3) | 0;\n }\n\n l = cd(2, 0, i | 0) | 0;\n Db(l | c, G() | 0 | h, d, f);\n l = f + (k << 3) | 0;\n j = cd(3, 0, i | 0) | 0;\n Db(j | c, G() | 0 | h, d, l);\n l = l + (k << 3) | 0;\n j = cd(4, 0, i | 0) | 0;\n Db(j | c, G() | 0 | h, d, l);\n l = l + (k << 3) | 0;\n j = cd(5, 0, i | 0) | 0;\n Db(j | c, G() | 0 | h, d, l);\n j = cd(6, 0, i | 0) | 0;\n Db(j | c, G() | 0 | h, d, l + (k << 3) | 0);\n return;\n }\n\n function Eb(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0,\n d = 0,\n e = 0;\n e = bd(a | 0, b | 0, 45) | 0;\n G() | 0;\n\n if (!(la(e & 127) | 0)) {\n e = 0;\n return e | 0;\n }\n\n e = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n e = e & 15;\n\n a: do { if (!e) { c = 0; }else {\n d = 1;\n\n while (1) {\n c = bd(a | 0, b | 0, (15 - d | 0) * 3 | 0) | 0;\n G() | 0;\n c = c & 7;\n if (c | 0) { break a; }\n if (d >>> 0 < e >>> 0) { d = d + 1 | 0; }else {\n c = 0;\n break;\n }\n }\n } } while (0);\n\n e = (c | 0) == 0 & 1;\n return e | 0;\n }\n\n function Fb(a, b, c) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n var d = 0,\n e = 0;\n d = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n d = d & 15;\n\n if ((c | 0) < 16 & (d | 0) <= (c | 0)) {\n if ((d | 0) != (c | 0)) {\n e = cd(c | 0, 0, 52) | 0;\n a = e | a;\n b = G() | 0 | b & -15728641;\n if ((d | 0) < (c | 0)) { do {\n e = cd(7, 0, (14 - d | 0) * 3 | 0) | 0;\n d = d + 1 | 0;\n a = a & ~e;\n b = b & ~(G() | 0);\n } while ((d | 0) < (c | 0)); }\n }\n } else {\n b = 0;\n a = 0;\n }\n\n F(b | 0);\n return a | 0;\n }\n\n function Gb(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0,\n p = 0,\n q = 0,\n r = 0,\n s = 0,\n t = 0,\n u = 0,\n v = 0,\n w = 0,\n x = 0,\n y = 0,\n z = 0;\n\n if (!d) {\n y = 0;\n return y | 0;\n }\n\n f = a;\n e = b[f >> 2] | 0;\n f = b[f + 4 >> 2] | 0;\n\n if (0 == 0 & (f & 15728640 | 0) == 0) {\n if ((d | 0) <= 0) {\n y = 0;\n return y | 0;\n }\n\n y = c;\n b[y >> 2] = e;\n b[y + 4 >> 2] = f;\n\n if ((d | 0) == 1) {\n y = 0;\n return y | 0;\n }\n\n e = 1;\n\n do {\n w = a + (e << 3) | 0;\n x = b[w + 4 >> 2] | 0;\n y = c + (e << 3) | 0;\n b[y >> 2] = b[w >> 2];\n b[y + 4 >> 2] = x;\n e = e + 1 | 0;\n } while ((e | 0) != (d | 0));\n\n e = 0;\n return e | 0;\n }\n\n w = d << 3;\n x = Vc(w) | 0;\n\n if (!x) {\n y = -3;\n return y | 0;\n }\n\n fd(x | 0, a | 0, w | 0) | 0;\n v = Xc(d, 8) | 0;\n\n if (!v) {\n Wc(x);\n y = -3;\n return y | 0;\n }\n\n e = d;\n\n a: while (1) {\n h = x;\n l = b[h >> 2] | 0;\n h = b[h + 4 >> 2] | 0;\n t = bd(l | 0, h | 0, 52) | 0;\n G() | 0;\n t = t & 15;\n u = t + -1 | 0;\n s = (e | 0) > 0;\n\n b: do { if (s) {\n r = ((e | 0) < 0) << 31 >> 31;\n p = cd(u | 0, 0, 52) | 0;\n q = G() | 0;\n\n if (u >>> 0 > 15) {\n f = 0;\n a = l;\n d = h;\n\n while (1) {\n if (!((a | 0) == 0 & (d | 0) == 0)) {\n g = bd(a | 0, d | 0, 52) | 0;\n G() | 0;\n g = g & 15;\n i = (g | 0) < (u | 0);\n g = (g | 0) == (u | 0);\n k = i ? 0 : g ? a : 0;\n a = i ? 0 : g ? d : 0;\n d = ad(k | 0, a | 0, e | 0, r | 0) | 0;\n G() | 0;\n g = v + (d << 3) | 0;\n i = g;\n j = b[i >> 2] | 0;\n i = b[i + 4 >> 2] | 0;\n if ((j | 0) == 0 & (i | 0) == 0) { d = k; }else {\n p = 0;\n o = d;\n n = i;\n d = k;\n\n while (1) {\n if ((p | 0) > (e | 0)) {\n y = 41;\n break a;\n }\n\n if ((j | 0) == (d | 0) & (n & -117440513 | 0) == (a | 0)) {\n k = bd(j | 0, n | 0, 56) | 0;\n G() | 0;\n k = k & 7;\n m = k + 1 | 0;\n q = bd(j | 0, n | 0, 45) | 0;\n G() | 0;\n\n c: do { if (!(la(q & 127) | 0)) { i = 7; }else {\n j = bd(j | 0, n | 0, 52) | 0;\n G() | 0;\n j = j & 15;\n\n if (!j) {\n i = 6;\n break;\n }\n\n i = 1;\n\n while (1) {\n q = cd(7, 0, (15 - i | 0) * 3 | 0) | 0;\n\n if (!((q & d | 0) == 0 & ((G() | 0) & a | 0) == 0)) {\n i = 7;\n break c;\n }\n\n if (i >>> 0 < j >>> 0) { i = i + 1 | 0; }else {\n i = 6;\n break;\n }\n }\n } } while (0);\n\n if ((k + 2 | 0) >>> 0 > i >>> 0) {\n y = 51;\n break a;\n }\n\n q = cd(m | 0, 0, 56) | 0;\n a = G() | 0 | a & -117440513;\n i = g;\n b[i >> 2] = 0;\n b[i + 4 >> 2] = 0;\n i = o;\n d = q | d;\n } else { i = (o + 1 | 0) % (e | 0) | 0; }\n\n g = v + (i << 3) | 0;\n n = g;\n j = b[n >> 2] | 0;\n n = b[n + 4 >> 2] | 0;\n if ((j | 0) == 0 & (n | 0) == 0) { break; }else {\n p = p + 1 | 0;\n o = i;\n }\n }\n }\n q = g;\n b[q >> 2] = d;\n b[q + 4 >> 2] = a;\n }\n\n f = f + 1 | 0;\n if ((f | 0) >= (e | 0)) { break b; }\n d = x + (f << 3) | 0;\n a = b[d >> 2] | 0;\n d = b[d + 4 >> 2] | 0;\n }\n }\n\n f = 0;\n a = l;\n d = h;\n\n while (1) {\n if (!((a | 0) == 0 & (d | 0) == 0)) {\n i = bd(a | 0, d | 0, 52) | 0;\n G() | 0;\n i = i & 15;\n\n if ((i | 0) >= (u | 0)) {\n if ((i | 0) != (u | 0)) {\n a = a | p;\n d = d & -15728641 | q;\n\n if (i >>> 0 >= t >>> 0) {\n g = u;\n\n do {\n o = cd(7, 0, (14 - g | 0) * 3 | 0) | 0;\n g = g + 1 | 0;\n a = o | a;\n d = G() | 0 | d;\n } while (g >>> 0 < i >>> 0);\n }\n }\n } else {\n a = 0;\n d = 0;\n }\n\n i = ad(a | 0, d | 0, e | 0, r | 0) | 0;\n G() | 0;\n g = v + (i << 3) | 0;\n j = g;\n k = b[j >> 2] | 0;\n j = b[j + 4 >> 2] | 0;\n\n if (!((k | 0) == 0 & (j | 0) == 0)) {\n o = 0;\n\n while (1) {\n if ((o | 0) > (e | 0)) {\n y = 41;\n break a;\n }\n\n if ((k | 0) == (a | 0) & (j & -117440513 | 0) == (d | 0)) {\n m = bd(k | 0, j | 0, 56) | 0;\n G() | 0;\n m = m & 7;\n n = m + 1 | 0;\n z = bd(k | 0, j | 0, 45) | 0;\n G() | 0;\n\n d: do { if (!(la(z & 127) | 0)) { j = 7; }else {\n k = bd(k | 0, j | 0, 52) | 0;\n G() | 0;\n k = k & 15;\n\n if (!k) {\n j = 6;\n break;\n }\n\n j = 1;\n\n while (1) {\n z = cd(7, 0, (15 - j | 0) * 3 | 0) | 0;\n\n if (!((z & a | 0) == 0 & ((G() | 0) & d | 0) == 0)) {\n j = 7;\n break d;\n }\n\n if (j >>> 0 < k >>> 0) { j = j + 1 | 0; }else {\n j = 6;\n break;\n }\n }\n } } while (0);\n\n if ((m + 2 | 0) >>> 0 > j >>> 0) {\n y = 51;\n break a;\n }\n\n z = cd(n | 0, 0, 56) | 0;\n d = G() | 0 | d & -117440513;\n n = g;\n b[n >> 2] = 0;\n b[n + 4 >> 2] = 0;\n a = z | a;\n } else { i = (i + 1 | 0) % (e | 0) | 0; }\n\n g = v + (i << 3) | 0;\n j = g;\n k = b[j >> 2] | 0;\n j = b[j + 4 >> 2] | 0;\n if ((k | 0) == 0 & (j | 0) == 0) { break; }else { o = o + 1 | 0; }\n }\n }\n\n z = g;\n b[z >> 2] = a;\n b[z + 4 >> 2] = d;\n }\n\n f = f + 1 | 0;\n if ((f | 0) >= (e | 0)) { break b; }\n d = x + (f << 3) | 0;\n a = b[d >> 2] | 0;\n d = b[d + 4 >> 2] | 0;\n }\n } } while (0);\n\n if ((e + 5 | 0) >>> 0 < 11) {\n y = 99;\n break;\n }\n\n q = Xc((e | 0) / 6 | 0, 8) | 0;\n\n if (!q) {\n y = 58;\n break;\n }\n\n e: do { if (s) {\n o = 0;\n n = 0;\n\n do {\n i = v + (o << 3) | 0;\n a = i;\n f = b[a >> 2] | 0;\n a = b[a + 4 >> 2] | 0;\n\n if (!((f | 0) == 0 & (a | 0) == 0)) {\n j = bd(f | 0, a | 0, 56) | 0;\n G() | 0;\n j = j & 7;\n d = j + 1 | 0;\n k = a & -117440513;\n z = bd(f | 0, a | 0, 45) | 0;\n G() | 0;\n\n f: do { if (la(z & 127) | 0) {\n m = bd(f | 0, a | 0, 52) | 0;\n G() | 0;\n m = m & 15;\n\n if (m | 0) {\n g = 1;\n\n while (1) {\n z = cd(7, 0, (15 - g | 0) * 3 | 0) | 0;\n if (!((f & z | 0) == 0 & (k & (G() | 0) | 0) == 0)) { break f; }\n if (g >>> 0 < m >>> 0) { g = g + 1 | 0; }else { break; }\n }\n }\n\n a = cd(d | 0, 0, 56) | 0;\n f = a | f;\n a = G() | 0 | k;\n d = i;\n b[d >> 2] = f;\n b[d + 4 >> 2] = a;\n d = j + 2 | 0;\n } } while (0);\n\n if ((d | 0) == 7) {\n z = q + (n << 3) | 0;\n b[z >> 2] = f;\n b[z + 4 >> 2] = a & -117440513;\n n = n + 1 | 0;\n }\n }\n\n o = o + 1 | 0;\n } while ((o | 0) != (e | 0));\n\n if (s) {\n p = ((e | 0) < 0) << 31 >> 31;\n m = cd(u | 0, 0, 52) | 0;\n o = G() | 0;\n\n if (u >>> 0 > 15) {\n a = 0;\n f = 0;\n\n while (1) {\n do { if (!((l | 0) == 0 & (h | 0) == 0)) {\n j = bd(l | 0, h | 0, 52) | 0;\n G() | 0;\n j = j & 15;\n g = (j | 0) < (u | 0);\n j = (j | 0) == (u | 0);\n i = g ? 0 : j ? l : 0;\n j = g ? 0 : j ? h : 0;\n g = ad(i | 0, j | 0, e | 0, p | 0) | 0;\n G() | 0;\n d = 0;\n\n while (1) {\n if ((d | 0) > (e | 0)) {\n y = 98;\n break a;\n }\n\n z = v + (g << 3) | 0;\n k = b[z + 4 >> 2] | 0;\n\n if ((k & -117440513 | 0) == (j | 0) ? (b[z >> 2] | 0) == (i | 0) : 0) {\n y = 70;\n break;\n }\n\n g = (g + 1 | 0) % (e | 0) | 0;\n z = v + (g << 3) | 0;\n if ((b[z >> 2] | 0) == (i | 0) ? (b[z + 4 >> 2] | 0) == (j | 0) : 0) { break; }else { d = d + 1 | 0; }\n }\n\n if ((y | 0) == 70 ? (y = 0, 0 == 0 & (k & 117440512 | 0) == 100663296) : 0) { break; }\n z = c + (f << 3) | 0;\n b[z >> 2] = l;\n b[z + 4 >> 2] = h;\n f = f + 1 | 0;\n } } while (0);\n\n a = a + 1 | 0;\n\n if ((a | 0) >= (e | 0)) {\n e = n;\n break e;\n }\n\n h = x + (a << 3) | 0;\n l = b[h >> 2] | 0;\n h = b[h + 4 >> 2] | 0;\n }\n }\n\n a = 0;\n f = 0;\n\n while (1) {\n do { if (!((l | 0) == 0 & (h | 0) == 0)) {\n j = bd(l | 0, h | 0, 52) | 0;\n G() | 0;\n j = j & 15;\n if ((j | 0) >= (u | 0)) {\n if ((j | 0) != (u | 0)) {\n d = l | m;\n g = h & -15728641 | o;\n if (j >>> 0 < t >>> 0) { j = g; }else {\n i = u;\n\n do {\n z = cd(7, 0, (14 - i | 0) * 3 | 0) | 0;\n i = i + 1 | 0;\n d = z | d;\n g = G() | 0 | g;\n } while (i >>> 0 < j >>> 0);\n\n j = g;\n }\n } else {\n d = l;\n j = h;\n }\n } else {\n d = 0;\n j = 0;\n }\n i = ad(d | 0, j | 0, e | 0, p | 0) | 0;\n G() | 0;\n g = 0;\n\n while (1) {\n if ((g | 0) > (e | 0)) {\n y = 98;\n break a;\n }\n\n z = v + (i << 3) | 0;\n k = b[z + 4 >> 2] | 0;\n\n if ((k & -117440513 | 0) == (j | 0) ? (b[z >> 2] | 0) == (d | 0) : 0) {\n y = 93;\n break;\n }\n\n i = (i + 1 | 0) % (e | 0) | 0;\n z = v + (i << 3) | 0;\n if ((b[z >> 2] | 0) == (d | 0) ? (b[z + 4 >> 2] | 0) == (j | 0) : 0) { break; }else { g = g + 1 | 0; }\n }\n\n if ((y | 0) == 93 ? (y = 0, 0 == 0 & (k & 117440512 | 0) == 100663296) : 0) { break; }\n z = c + (f << 3) | 0;\n b[z >> 2] = l;\n b[z + 4 >> 2] = h;\n f = f + 1 | 0;\n } } while (0);\n\n a = a + 1 | 0;\n\n if ((a | 0) >= (e | 0)) {\n e = n;\n break e;\n }\n\n h = x + (a << 3) | 0;\n l = b[h >> 2] | 0;\n h = b[h + 4 >> 2] | 0;\n }\n } else {\n f = 0;\n e = n;\n }\n } else {\n f = 0;\n e = 0;\n } } while (0);\n\n gd(v | 0, 0, w | 0) | 0;\n fd(x | 0, q | 0, e << 3 | 0) | 0;\n Wc(q);\n if (!e) { break; }else { c = c + (f << 3) | 0; }\n }\n\n if ((y | 0) == 41) {\n Wc(x);\n Wc(v);\n z = -1;\n return z | 0;\n } else if ((y | 0) == 51) {\n Wc(x);\n Wc(v);\n z = -2;\n return z | 0;\n } else if ((y | 0) == 58) {\n Wc(x);\n Wc(v);\n z = -3;\n return z | 0;\n } else if ((y | 0) == 98) {\n Wc(q);\n Wc(x);\n Wc(v);\n z = -1;\n return z | 0;\n } else if ((y | 0) == 99) { fd(c | 0, x | 0, e << 3 | 0) | 0; }\n\n Wc(x);\n Wc(v);\n z = 0;\n return z | 0;\n }\n\n function Hb(a, c, d, e, f) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n f = f | 0;\n var g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0;\n\n if ((c | 0) <= 0) {\n f = 0;\n return f | 0;\n }\n\n if ((f | 0) >= 16) {\n g = 0;\n\n while (1) {\n l = a + (g << 3) | 0;\n\n if (!((b[l >> 2] | 0) == 0 & (b[l + 4 >> 2] | 0) == 0)) {\n g = 14;\n break;\n }\n\n g = g + 1 | 0;\n\n if ((g | 0) >= (c | 0)) {\n h = 0;\n g = 16;\n break;\n }\n }\n\n if ((g | 0) == 14) { return ((e | 0) > 0 ? -2 : -1) | 0; }else if ((g | 0) == 16) { return h | 0; }\n }\n\n g = 0;\n l = 0;\n\n a: while (1) {\n k = a + (l << 3) | 0;\n i = k;\n h = b[i >> 2] | 0;\n i = b[i + 4 >> 2] | 0;\n\n do { if (!((h | 0) == 0 & (i | 0) == 0)) {\n if ((g | 0) >= (e | 0)) {\n h = -1;\n g = 16;\n break a;\n }\n\n j = bd(h | 0, i | 0, 52) | 0;\n G() | 0;\n j = j & 15;\n\n if ((j | 0) > (f | 0)) {\n h = -2;\n g = 16;\n break a;\n }\n\n if ((j | 0) == (f | 0)) {\n k = d + (g << 3) | 0;\n b[k >> 2] = h;\n b[k + 4 >> 2] = i;\n g = g + 1 | 0;\n break;\n }\n\n h = (sc(7, f - j | 0) | 0) + g | 0;\n\n if ((h | 0) > (e | 0)) {\n h = -1;\n g = 16;\n break a;\n }\n\n Db(b[k >> 2] | 0, b[k + 4 >> 2] | 0, f, d + (g << 3) | 0);\n g = h;\n } } while (0);\n\n l = l + 1 | 0;\n\n if ((l | 0) >= (c | 0)) {\n h = 0;\n g = 16;\n break;\n }\n }\n\n if ((g | 0) == 16) { return h | 0; }\n return 0;\n }\n\n function Ib(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0;\n\n if ((c | 0) <= 0) {\n d = 0;\n return d | 0;\n }\n\n if ((d | 0) >= 16) {\n e = 0;\n\n while (1) {\n h = a + (e << 3) | 0;\n\n if (!((b[h >> 2] | 0) == 0 & (b[h + 4 >> 2] | 0) == 0)) {\n e = -1;\n f = 13;\n break;\n }\n\n e = e + 1 | 0;\n\n if ((e | 0) >= (c | 0)) {\n e = 0;\n f = 13;\n break;\n }\n }\n\n if ((f | 0) == 13) { return e | 0; }\n }\n\n e = 0;\n h = 0;\n\n a: while (1) {\n f = a + (h << 3) | 0;\n g = b[f >> 2] | 0;\n f = b[f + 4 >> 2] | 0;\n\n do { if (!((g | 0) == 0 & (f | 0) == 0)) {\n f = bd(g | 0, f | 0, 52) | 0;\n G() | 0;\n f = f & 15;\n\n if ((f | 0) > (d | 0)) {\n e = -1;\n f = 13;\n break a;\n }\n\n if ((f | 0) == (d | 0)) {\n e = e + 1 | 0;\n break;\n } else {\n e = (sc(7, d - f | 0) | 0) + e | 0;\n break;\n }\n } } while (0);\n\n h = h + 1 | 0;\n\n if ((h | 0) >= (c | 0)) {\n f = 13;\n break;\n }\n }\n\n if ((f | 0) == 13) { return e | 0; }\n return 0;\n }\n\n function Jb(a, b) {\n a = a | 0;\n b = b | 0;\n b = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n return b & 1 | 0;\n }\n\n function Kb(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0,\n d = 0,\n e = 0;\n e = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n e = e & 15;\n\n if (!e) {\n e = 0;\n return e | 0;\n }\n\n d = 1;\n\n while (1) {\n c = bd(a | 0, b | 0, (15 - d | 0) * 3 | 0) | 0;\n G() | 0;\n c = c & 7;\n\n if (c | 0) {\n d = 5;\n break;\n }\n\n if (d >>> 0 < e >>> 0) { d = d + 1 | 0; }else {\n c = 0;\n d = 5;\n break;\n }\n }\n\n if ((d | 0) == 5) { return c | 0; }\n return 0;\n }\n\n function Lb(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n i = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n i = i & 15;\n\n if (!i) {\n h = b;\n i = a;\n F(h | 0);\n return i | 0;\n }\n\n h = 1;\n c = 0;\n\n while (1) {\n f = (15 - h | 0) * 3 | 0;\n d = cd(7, 0, f | 0) | 0;\n e = G() | 0;\n g = bd(a | 0, b | 0, f | 0) | 0;\n G() | 0;\n f = cd(Pa(g & 7) | 0, 0, f | 0) | 0;\n g = G() | 0;\n a = f | a & ~d;\n b = g | b & ~e;\n\n a: do { if (!c) { if (!((f & d | 0) == 0 & (g & e | 0) == 0)) {\n d = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n d = d & 15;\n if (!d) { c = 1; }else {\n c = 1;\n\n b: while (1) {\n g = bd(a | 0, b | 0, (15 - c | 0) * 3 | 0) | 0;\n G() | 0;\n\n switch (g & 7) {\n case 1:\n break b;\n\n case 0:\n break;\n\n default:\n {\n c = 1;\n break a;\n }\n }\n\n if (c >>> 0 < d >>> 0) { c = c + 1 | 0; }else {\n c = 1;\n break a;\n }\n }\n\n c = 1;\n\n while (1) {\n g = (15 - c | 0) * 3 | 0;\n e = bd(a | 0, b | 0, g | 0) | 0;\n G() | 0;\n f = cd(7, 0, g | 0) | 0;\n b = b & ~(G() | 0);\n g = cd(Pa(e & 7) | 0, 0, g | 0) | 0;\n a = a & ~f | g;\n b = b | (G() | 0);\n if (c >>> 0 < d >>> 0) { c = c + 1 | 0; }else {\n c = 1;\n break;\n }\n }\n }\n } else { c = 0; } } } while (0);\n\n if (h >>> 0 < i >>> 0) { h = h + 1 | 0; }else { break; }\n }\n\n F(b | 0);\n return a | 0;\n }\n\n function Mb(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0;\n d = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n d = d & 15;\n\n if (!d) {\n c = b;\n d = a;\n F(c | 0);\n return d | 0;\n }\n\n c = 1;\n\n while (1) {\n f = (15 - c | 0) * 3 | 0;\n g = bd(a | 0, b | 0, f | 0) | 0;\n G() | 0;\n e = cd(7, 0, f | 0) | 0;\n b = b & ~(G() | 0);\n f = cd(Pa(g & 7) | 0, 0, f | 0) | 0;\n a = f | a & ~e;\n b = G() | 0 | b;\n if (c >>> 0 < d >>> 0) { c = c + 1 | 0; }else { break; }\n }\n\n F(b | 0);\n return a | 0;\n }\n\n function Nb(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n i = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n i = i & 15;\n\n if (!i) {\n h = b;\n i = a;\n F(h | 0);\n return i | 0;\n }\n\n h = 1;\n c = 0;\n\n while (1) {\n f = (15 - h | 0) * 3 | 0;\n d = cd(7, 0, f | 0) | 0;\n e = G() | 0;\n g = bd(a | 0, b | 0, f | 0) | 0;\n G() | 0;\n f = cd(Qa(g & 7) | 0, 0, f | 0) | 0;\n g = G() | 0;\n a = f | a & ~d;\n b = g | b & ~e;\n\n a: do { if (!c) { if (!((f & d | 0) == 0 & (g & e | 0) == 0)) {\n d = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n d = d & 15;\n if (!d) { c = 1; }else {\n c = 1;\n\n b: while (1) {\n g = bd(a | 0, b | 0, (15 - c | 0) * 3 | 0) | 0;\n G() | 0;\n\n switch (g & 7) {\n case 1:\n break b;\n\n case 0:\n break;\n\n default:\n {\n c = 1;\n break a;\n }\n }\n\n if (c >>> 0 < d >>> 0) { c = c + 1 | 0; }else {\n c = 1;\n break a;\n }\n }\n\n c = 1;\n\n while (1) {\n e = (15 - c | 0) * 3 | 0;\n f = cd(7, 0, e | 0) | 0;\n g = b & ~(G() | 0);\n b = bd(a | 0, b | 0, e | 0) | 0;\n G() | 0;\n b = cd(Qa(b & 7) | 0, 0, e | 0) | 0;\n a = a & ~f | b;\n b = g | (G() | 0);\n if (c >>> 0 < d >>> 0) { c = c + 1 | 0; }else {\n c = 1;\n break;\n }\n }\n }\n } else { c = 0; } } } while (0);\n\n if (h >>> 0 < i >>> 0) { h = h + 1 | 0; }else { break; }\n }\n\n F(b | 0);\n return a | 0;\n }\n\n function Ob(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0;\n d = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n d = d & 15;\n\n if (!d) {\n c = b;\n d = a;\n F(c | 0);\n return d | 0;\n }\n\n c = 1;\n\n while (1) {\n g = (15 - c | 0) * 3 | 0;\n f = cd(7, 0, g | 0) | 0;\n e = b & ~(G() | 0);\n b = bd(a | 0, b | 0, g | 0) | 0;\n G() | 0;\n b = cd(Qa(b & 7) | 0, 0, g | 0) | 0;\n a = b | a & ~f;\n b = G() | 0 | e;\n if (c >>> 0 < d >>> 0) { c = c + 1 | 0; }else { break; }\n }\n\n F(b | 0);\n return a | 0;\n }\n\n function Pb(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0;\n j = S;\n S = S + 64 | 0;\n i = j + 40 | 0;\n e = j + 24 | 0;\n f = j + 12 | 0;\n g = j;\n cd(c | 0, 0, 52) | 0;\n d = G() | 0 | 134225919;\n\n if (!c) {\n if ((b[a + 4 >> 2] | 0) > 2) {\n h = 0;\n i = 0;\n F(h | 0);\n S = j;\n return i | 0;\n }\n\n if ((b[a + 8 >> 2] | 0) > 2) {\n h = 0;\n i = 0;\n F(h | 0);\n S = j;\n return i | 0;\n }\n\n if ((b[a + 12 >> 2] | 0) > 2) {\n h = 0;\n i = 0;\n F(h | 0);\n S = j;\n return i | 0;\n }\n\n cd(na(a) | 0, 0, 45) | 0;\n h = G() | 0 | d;\n i = -1;\n F(h | 0);\n S = j;\n return i | 0;\n }\n b[i >> 2] = b[a >> 2];\n b[i + 4 >> 2] = b[a + 4 >> 2];\n b[i + 8 >> 2] = b[a + 8 >> 2];\n b[i + 12 >> 2] = b[a + 12 >> 2];\n h = i + 4 | 0;\n\n if ((c | 0) > 0) {\n a = -1;\n\n while (1) {\n b[e >> 2] = b[h >> 2];\n b[e + 4 >> 2] = b[h + 4 >> 2];\n b[e + 8 >> 2] = b[h + 8 >> 2];\n\n if (!(c & 1)) {\n Ja(h);\n b[f >> 2] = b[h >> 2];\n b[f + 4 >> 2] = b[h + 4 >> 2];\n b[f + 8 >> 2] = b[h + 8 >> 2];\n La(f);\n } else {\n Ia(h);\n b[f >> 2] = b[h >> 2];\n b[f + 4 >> 2] = b[h + 4 >> 2];\n b[f + 8 >> 2] = b[h + 8 >> 2];\n Ka(f);\n }\n\n Fa(e, f, g);\n Ca(g);\n l = (15 - c | 0) * 3 | 0;\n k = cd(7, 0, l | 0) | 0;\n d = d & ~(G() | 0);\n l = cd(Ha(g) | 0, 0, l | 0) | 0;\n a = l | a & ~k;\n d = G() | 0 | d;\n if ((c | 0) > 1) { c = c + -1 | 0; }else { break; }\n }\n } else { a = -1; }\n\n a: do { if (((b[h >> 2] | 0) <= 2 ? (b[i + 8 >> 2] | 0) <= 2 : 0) ? (b[i + 12 >> 2] | 0) <= 2 : 0) {\n e = na(i) | 0;\n c = cd(e | 0, 0, 45) | 0;\n c = c | a;\n a = G() | 0 | d & -1040385;\n g = oa(i) | 0;\n\n if (!(la(e) | 0)) {\n if ((g | 0) <= 0) { break; }\n f = 0;\n\n while (1) {\n e = bd(c | 0, a | 0, 52) | 0;\n G() | 0;\n e = e & 15;\n\n if (e) {\n d = 1;\n\n while (1) {\n l = (15 - d | 0) * 3 | 0;\n i = bd(c | 0, a | 0, l | 0) | 0;\n G() | 0;\n k = cd(7, 0, l | 0) | 0;\n a = a & ~(G() | 0);\n l = cd(Pa(i & 7) | 0, 0, l | 0) | 0;\n c = c & ~k | l;\n a = a | (G() | 0);\n if (d >>> 0 < e >>> 0) { d = d + 1 | 0; }else { break; }\n }\n }\n\n f = f + 1 | 0;\n if ((f | 0) == (g | 0)) { break a; }\n }\n }\n\n f = bd(c | 0, a | 0, 52) | 0;\n G() | 0;\n f = f & 15;\n\n b: do { if (f) {\n d = 1;\n\n c: while (1) {\n l = bd(c | 0, a | 0, (15 - d | 0) * 3 | 0) | 0;\n G() | 0;\n\n switch (l & 7) {\n case 1:\n break c;\n\n case 0:\n break;\n\n default:\n break b;\n }\n\n if (d >>> 0 < f >>> 0) { d = d + 1 | 0; }else { break b; }\n }\n\n if (ra(e, b[i >> 2] | 0) | 0) {\n d = 1;\n\n while (1) {\n i = (15 - d | 0) * 3 | 0;\n k = cd(7, 0, i | 0) | 0;\n l = a & ~(G() | 0);\n a = bd(c | 0, a | 0, i | 0) | 0;\n G() | 0;\n a = cd(Qa(a & 7) | 0, 0, i | 0) | 0;\n c = c & ~k | a;\n a = l | (G() | 0);\n if (d >>> 0 < f >>> 0) { d = d + 1 | 0; }else { break; }\n }\n } else {\n d = 1;\n\n while (1) {\n l = (15 - d | 0) * 3 | 0;\n i = bd(c | 0, a | 0, l | 0) | 0;\n G() | 0;\n k = cd(7, 0, l | 0) | 0;\n a = a & ~(G() | 0);\n l = cd(Pa(i & 7) | 0, 0, l | 0) | 0;\n c = c & ~k | l;\n a = a | (G() | 0);\n if (d >>> 0 < f >>> 0) { d = d + 1 | 0; }else { break; }\n }\n }\n } } while (0);\n\n if ((g | 0) > 0) {\n d = 0;\n\n do {\n c = Lb(c, a) | 0;\n a = G() | 0;\n d = d + 1 | 0;\n } while ((d | 0) != (g | 0));\n }\n } else {\n c = 0;\n a = 0;\n } } while (0);\n\n k = a;\n l = c;\n F(k | 0);\n S = j;\n return l | 0;\n }\n\n function Qb(a) {\n a = a | 0;\n return (a | 0) % 2 | 0 | 0;\n }\n\n function Rb(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0;\n e = S;\n S = S + 16 | 0;\n d = e;\n\n if ((c >>> 0 <= 15 ? !((b[a + 4 >> 2] & 2146435072 | 0) == 2146435072) : 0) ? !((b[a + 8 + 4 >> 2] & 2146435072 | 0) == 2146435072) : 0) {\n Ya(a, c, d);\n c = Pb(d, c) | 0;\n a = G() | 0;\n } else {\n a = 0;\n c = 0;\n }\n\n F(a | 0);\n S = e;\n return c | 0;\n }\n\n function Sb(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0;\n f = d + 4 | 0;\n g = bd(a | 0, c | 0, 52) | 0;\n G() | 0;\n g = g & 15;\n h = bd(a | 0, c | 0, 45) | 0;\n G() | 0;\n e = (g | 0) == 0;\n\n if (!(la(h & 127) | 0)) {\n if (e) {\n h = 0;\n return h | 0;\n }\n\n if ((b[f >> 2] | 0) == 0 ? (b[d + 8 >> 2] | 0) == 0 : 0) { e = (b[d + 12 >> 2] | 0) != 0 & 1; }else { e = 1; }\n } else if (e) {\n h = 1;\n return h | 0;\n } else { e = 1; }\n\n d = 1;\n\n while (1) {\n if (!(d & 1)) { La(f); }else { Ka(f); }\n h = bd(a | 0, c | 0, (15 - d | 0) * 3 | 0) | 0;\n G() | 0;\n Ma(f, h & 7);\n if (d >>> 0 < g >>> 0) { d = d + 1 | 0; }else { break; }\n }\n\n return e | 0;\n }\n\n function Tb(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0;\n l = S;\n S = S + 16 | 0;\n j = l;\n k = bd(a | 0, c | 0, 45) | 0;\n G() | 0;\n k = k & 127;\n\n a: do { if ((la(k) | 0) != 0 ? (g = bd(a | 0, c | 0, 52) | 0, G() | 0, g = g & 15, (g | 0) != 0) : 0) {\n e = 1;\n\n b: while (1) {\n i = bd(a | 0, c | 0, (15 - e | 0) * 3 | 0) | 0;\n G() | 0;\n\n switch (i & 7) {\n case 5:\n break b;\n\n case 0:\n break;\n\n default:\n {\n e = c;\n break a;\n }\n }\n\n if (e >>> 0 < g >>> 0) { e = e + 1 | 0; }else {\n e = c;\n break a;\n }\n }\n\n f = 1;\n e = c;\n\n while (1) {\n c = (15 - f | 0) * 3 | 0;\n h = cd(7, 0, c | 0) | 0;\n i = e & ~(G() | 0);\n e = bd(a | 0, e | 0, c | 0) | 0;\n G() | 0;\n e = cd(Qa(e & 7) | 0, 0, c | 0) | 0;\n a = a & ~h | e;\n e = i | (G() | 0);\n if (f >>> 0 < g >>> 0) { f = f + 1 | 0; }else { break; }\n }\n } else { e = c; } } while (0);\n\n i = 7728 + (k * 28 | 0) | 0;\n b[d >> 2] = b[i >> 2];\n b[d + 4 >> 2] = b[i + 4 >> 2];\n b[d + 8 >> 2] = b[i + 8 >> 2];\n b[d + 12 >> 2] = b[i + 12 >> 2];\n\n if (!(Sb(a, e, d) | 0)) {\n S = l;\n return;\n }\n\n h = d + 4 | 0;\n b[j >> 2] = b[h >> 2];\n b[j + 4 >> 2] = b[h + 4 >> 2];\n b[j + 8 >> 2] = b[h + 8 >> 2];\n g = bd(a | 0, e | 0, 52) | 0;\n G() | 0;\n i = g & 15;\n if (!(g & 1)) { g = i; }else {\n La(h);\n g = i + 1 | 0;\n }\n if (!(la(k) | 0)) { e = 0; }else {\n c: do { if (!i) { e = 0; }else {\n c = 1;\n\n while (1) {\n f = bd(a | 0, e | 0, (15 - c | 0) * 3 | 0) | 0;\n G() | 0;\n f = f & 7;\n\n if (f | 0) {\n e = f;\n break c;\n }\n\n if (c >>> 0 < i >>> 0) { c = c + 1 | 0; }else {\n e = 0;\n break;\n }\n }\n } } while (0);\n\n e = (e | 0) == 4 & 1;\n }\n\n if (!(cb(d, g, e, 0) | 0)) {\n if ((g | 0) != (i | 0)) {\n b[h >> 2] = b[j >> 2];\n b[h + 4 >> 2] = b[j + 4 >> 2];\n b[h + 8 >> 2] = b[j + 8 >> 2];\n }\n } else {\n if (la(k) | 0) { do {} while ((cb(d, g, 0, 0) | 0) != 0); }\n if ((g | 0) != (i | 0)) { Ja(h); }\n }\n\n S = l;\n return;\n }\n\n function Ub(a, b, c) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n var d = 0,\n e = 0;\n d = S;\n S = S + 16 | 0;\n e = d;\n Tb(a, b, e);\n b = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n $a(e, b & 15, c);\n S = d;\n return;\n }\n\n function Vb(a, b, c) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n var d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0;\n g = S;\n S = S + 16 | 0;\n f = g;\n Tb(a, b, f);\n d = bd(a | 0, b | 0, 45) | 0;\n G() | 0;\n d = (la(d & 127) | 0) == 0;\n e = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n e = e & 15;\n\n a: do { if (!d) {\n if (e | 0) {\n d = 1;\n\n while (1) {\n h = cd(7, 0, (15 - d | 0) * 3 | 0) | 0;\n if (!((h & a | 0) == 0 & ((G() | 0) & b | 0) == 0)) { break a; }\n if (d >>> 0 < e >>> 0) { d = d + 1 | 0; }else { break; }\n }\n }\n\n ab(f, e, 0, 5, c);\n S = g;\n return;\n } } while (0);\n\n eb(f, e, 0, 6, c);\n S = g;\n return;\n }\n\n function Wb(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0,\n d = 0,\n e = 0;\n d = bd(a | 0, b | 0, 45) | 0;\n G() | 0;\n\n if (!(la(d & 127) | 0)) {\n d = 2;\n return d | 0;\n }\n\n d = bd(a | 0, b | 0, 52) | 0;\n G() | 0;\n d = d & 15;\n\n if (!d) {\n d = 5;\n return d | 0;\n }\n\n c = 1;\n\n while (1) {\n e = cd(7, 0, (15 - c | 0) * 3 | 0) | 0;\n\n if (!((e & a | 0) == 0 & ((G() | 0) & b | 0) == 0)) {\n c = 2;\n a = 6;\n break;\n }\n\n if (c >>> 0 < d >>> 0) { c = c + 1 | 0; }else {\n c = 5;\n a = 6;\n break;\n }\n }\n\n if ((a | 0) == 6) { return c | 0; }\n return 0;\n }\n\n function Xb(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0;\n m = S;\n S = S + 128 | 0;\n k = m + 112 | 0;\n g = m + 96 | 0;\n l = m;\n f = bd(a | 0, c | 0, 52) | 0;\n G() | 0;\n i = f & 15;\n b[k >> 2] = i;\n h = bd(a | 0, c | 0, 45) | 0;\n G() | 0;\n h = h & 127;\n\n a: do { if (la(h) | 0) {\n if (i | 0) {\n e = 1;\n\n while (1) {\n j = cd(7, 0, (15 - e | 0) * 3 | 0) | 0;\n\n if (!((j & a | 0) == 0 & ((G() | 0) & c | 0) == 0)) {\n f = 0;\n break a;\n }\n\n if (e >>> 0 < i >>> 0) { e = e + 1 | 0; }else { break; }\n }\n }\n\n if (!(f & 1)) {\n j = cd(i + 1 | 0, 0, 52) | 0;\n l = G() | 0 | c & -15728641;\n k = cd(7, 0, (14 - i | 0) * 3 | 0) | 0;\n Xb((j | a) & ~k, l & ~(G() | 0), d);\n S = m;\n return;\n } else { f = 1; }\n } else { f = 0; } } while (0);\n\n Tb(a, c, g);\n\n if (f) {\n bb(g, k, l);\n j = 5;\n } else {\n fb(g, k, l);\n j = 6;\n }\n\n b: do { if (la(h) | 0) {\n if (!i) { e = 20; }else {\n e = 1;\n\n while (1) {\n h = cd(7, 0, (15 - e | 0) * 3 | 0) | 0;\n\n if (!((h & a | 0) == 0 & ((G() | 0) & c | 0) == 0)) {\n e = 8;\n break b;\n }\n\n if (e >>> 0 < i >>> 0) { e = e + 1 | 0; }else {\n e = 20;\n break;\n }\n }\n }\n } else { e = 8; } } while (0);\n\n gd(d | 0, -1, e | 0) | 0;\n\n if (f) {\n f = 0;\n\n do {\n g = l + (f << 4) | 0;\n db(g, b[k >> 2] | 0) | 0;\n g = b[g >> 2] | 0;\n e = 0;\n\n while (1) {\n h = d + (e << 2) | 0;\n i = b[h >> 2] | 0;\n if ((i | 0) == -1 | (i | 0) == (g | 0)) { break; }else { e = e + 1 | 0; }\n }\n\n b[h >> 2] = g;\n f = f + 1 | 0;\n } while ((f | 0) != (j | 0));\n } else {\n f = 0;\n\n do {\n g = l + (f << 4) | 0;\n cb(g, b[k >> 2] | 0, 0, 1) | 0;\n g = b[g >> 2] | 0;\n e = 0;\n\n while (1) {\n h = d + (e << 2) | 0;\n i = b[h >> 2] | 0;\n if ((i | 0) == -1 | (i | 0) == (g | 0)) { break; }else { e = e + 1 | 0; }\n }\n\n b[h >> 2] = g;\n f = f + 1 | 0;\n } while ((f | 0) != (j | 0));\n }\n\n S = m;\n return;\n }\n\n function Yb() {\n return 12;\n }\n\n function Zb(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0;\n cd(a | 0, 0, 52) | 0;\n i = G() | 0 | 134225919;\n\n if ((a | 0) < 1) {\n e = 0;\n d = 0;\n\n do {\n if (la(e) | 0) {\n cd(e | 0, 0, 45) | 0;\n h = i | (G() | 0);\n a = c + (d << 3) | 0;\n b[a >> 2] = -1;\n b[a + 4 >> 2] = h;\n d = d + 1 | 0;\n }\n\n e = e + 1 | 0;\n } while ((e | 0) != 122);\n\n return;\n }\n\n h = 0;\n d = 0;\n\n do {\n if (la(h) | 0) {\n cd(h | 0, 0, 45) | 0;\n e = 1;\n f = -1;\n g = i | (G() | 0);\n\n while (1) {\n j = cd(7, 0, (15 - e | 0) * 3 | 0) | 0;\n f = f & ~j;\n g = g & ~(G() | 0);\n if ((e | 0) == (a | 0)) { break; }else { e = e + 1 | 0; }\n }\n\n j = c + (d << 3) | 0;\n b[j >> 2] = f;\n b[j + 4 >> 2] = g;\n d = d + 1 | 0;\n }\n\n h = h + 1 | 0;\n } while ((h | 0) != 122);\n\n return;\n }\n\n function _b(a, c, d, e) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0;\n i = S;\n S = S + 64 | 0;\n h = i;\n\n if ((a | 0) == (d | 0) & (c | 0) == (e | 0) | (0 != 0 | (c & 2013265920 | 0) != 134217728 | (0 != 0 | (e & 2013265920 | 0) != 134217728))) {\n h = 0;\n S = i;\n return h | 0;\n }\n\n f = bd(a | 0, c | 0, 52) | 0;\n G() | 0;\n f = f & 15;\n g = bd(d | 0, e | 0, 52) | 0;\n G() | 0;\n\n if ((f | 0) != (g & 15 | 0)) {\n h = 0;\n S = i;\n return h | 0;\n }\n\n g = f + -1 | 0;\n\n if (f >>> 0 > 1 ? (k = Bb(a, c, g) | 0, j = G() | 0, g = Bb(d, e, g) | 0, (k | 0) == (g | 0) & (j | 0) == (G() | 0)) : 0) {\n g = (f ^ 15) * 3 | 0;\n f = bd(a | 0, c | 0, g | 0) | 0;\n G() | 0;\n f = f & 7;\n g = bd(d | 0, e | 0, g | 0) | 0;\n G() | 0;\n g = g & 7;\n\n if ((f | 0) == 0 | (g | 0) == 0) {\n k = 1;\n S = i;\n return k | 0;\n }\n\n if ((b[21136 + (f << 2) >> 2] | 0) == (g | 0)) {\n k = 1;\n S = i;\n return k | 0;\n }\n\n if ((b[21168 + (f << 2) >> 2] | 0) == (g | 0)) {\n k = 1;\n S = i;\n return k | 0;\n }\n }\n\n f = h;\n g = f + 56 | 0;\n\n do {\n b[f >> 2] = 0;\n f = f + 4 | 0;\n } while ((f | 0) < (g | 0));\n\n $(a, c, 1, h);\n k = h;\n\n if (((((!((b[k >> 2] | 0) == (d | 0) ? (b[k + 4 >> 2] | 0) == (e | 0) : 0) ? (k = h + 8 | 0, !((b[k >> 2] | 0) == (d | 0) ? (b[k + 4 >> 2] | 0) == (e | 0) : 0)) : 0) ? (k = h + 16 | 0, !((b[k >> 2] | 0) == (d | 0) ? (b[k + 4 >> 2] | 0) == (e | 0) : 0)) : 0) ? (k = h + 24 | 0, !((b[k >> 2] | 0) == (d | 0) ? (b[k + 4 >> 2] | 0) == (e | 0) : 0)) : 0) ? (k = h + 32 | 0, !((b[k >> 2] | 0) == (d | 0) ? (b[k + 4 >> 2] | 0) == (e | 0) : 0)) : 0) ? (k = h + 40 | 0, !((b[k >> 2] | 0) == (d | 0) ? (b[k + 4 >> 2] | 0) == (e | 0) : 0)) : 0) {\n f = h + 48 | 0;\n f = ((b[f >> 2] | 0) == (d | 0) ? (b[f + 4 >> 2] | 0) == (e | 0) : 0) & 1;\n } else { f = 1; }\n\n k = f;\n S = i;\n return k | 0;\n }\n\n function $b(a, c, d, e) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0;\n k = S;\n S = S + 16 | 0;\n h = k;\n\n if (!(_b(a, c, d, e) | 0)) {\n i = 0;\n j = 0;\n F(i | 0);\n S = k;\n return j | 0;\n }\n\n i = c & -2130706433;\n f = (Eb(a, c) | 0) == 0;\n f = f ? 1 : 2;\n\n while (1) {\n b[h >> 2] = 0;\n l = da(a, c, f, h) | 0;\n g = f + 1 | 0;\n if ((l | 0) == (d | 0) & (G() | 0) == (e | 0)) { break; }\n if (g >>> 0 < 7) { f = g; }else {\n f = 0;\n a = 0;\n j = 6;\n break;\n }\n }\n\n if ((j | 0) == 6) {\n F(f | 0);\n S = k;\n return a | 0;\n }\n\n l = cd(f | 0, 0, 56) | 0;\n j = i | (G() | 0) | 268435456;\n l = a | l;\n F(j | 0);\n S = k;\n return l | 0;\n }\n\n function ac(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0;\n c = 0 == 0 & (b & 2013265920 | 0) == 268435456;\n F((c ? b & -2130706433 | 134217728 : 0) | 0);\n return (c ? a : 0) | 0;\n }\n\n function bc(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0,\n f = 0;\n e = S;\n S = S + 16 | 0;\n d = e;\n\n if (!(0 == 0 & (c & 2013265920 | 0) == 268435456)) {\n c = 0;\n d = 0;\n F(c | 0);\n S = e;\n return d | 0;\n }\n\n f = bd(a | 0, c | 0, 56) | 0;\n G() | 0;\n b[d >> 2] = 0;\n d = da(a, c & -2130706433 | 134217728, f & 7, d) | 0;\n c = G() | 0;\n F(c | 0);\n S = e;\n return d | 0;\n }\n\n function cc(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0;\n\n if (!(0 == 0 & (b & 2013265920 | 0) == 268435456)) {\n c = 0;\n return c | 0;\n }\n\n c = bd(a | 0, b | 0, 56) | 0;\n G() | 0;\n\n switch (c & 7) {\n case 0:\n case 7:\n {\n c = 0;\n return c | 0;\n }\n\n default:\n\n }\n\n c = b & -2130706433 | 134217728;\n\n if (0 == 0 & (b & 117440512 | 0) == 16777216 & (Eb(a, c) | 0) != 0) {\n c = 0;\n return c | 0;\n }\n\n c = Ab(a, c) | 0;\n return c | 0;\n }\n\n function dc(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n g = S;\n S = S + 16 | 0;\n e = g;\n h = 0 == 0 & (c & 2013265920 | 0) == 268435456;\n f = c & -2130706433 | 134217728;\n i = d;\n b[i >> 2] = h ? a : 0;\n b[i + 4 >> 2] = h ? f : 0;\n\n if (h) {\n c = bd(a | 0, c | 0, 56) | 0;\n G() | 0;\n b[e >> 2] = 0;\n a = da(a, f, c & 7, e) | 0;\n c = G() | 0;\n } else {\n a = 0;\n c = 0;\n }\n\n i = d + 8 | 0;\n b[i >> 2] = a;\n b[i + 4 >> 2] = c;\n S = g;\n return;\n }\n\n function ec(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0;\n f = (Eb(a, c) | 0) == 0;\n c = c & -2130706433;\n e = d;\n b[e >> 2] = f ? a : 0;\n b[e + 4 >> 2] = f ? c | 285212672 : 0;\n e = d + 8 | 0;\n b[e >> 2] = a;\n b[e + 4 >> 2] = c | 301989888;\n e = d + 16 | 0;\n b[e >> 2] = a;\n b[e + 4 >> 2] = c | 318767104;\n e = d + 24 | 0;\n b[e >> 2] = a;\n b[e + 4 >> 2] = c | 335544320;\n e = d + 32 | 0;\n b[e >> 2] = a;\n b[e + 4 >> 2] = c | 352321536;\n d = d + 40 | 0;\n b[d >> 2] = a;\n b[d + 4 >> 2] = c | 369098752;\n return;\n }\n\n function fc(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0;\n h = S;\n S = S + 16 | 0;\n g = h;\n e = bd(a | 0, c | 0, 56) | 0;\n G() | 0;\n i = 0 == 0 & (c & 2013265920 | 0) == 268435456;\n f = i ? a : 0;\n a = i ? c & -2130706433 | 134217728 : 0;\n c = Kc(f, a, e & 7) | 0;\n\n if ((c | 0) == -1) {\n b[d >> 2] = 0;\n S = h;\n return;\n }\n\n Tb(f, a, g);\n e = bd(f | 0, a | 0, 52) | 0;\n G() | 0;\n e = e & 15;\n if (!(Eb(f, a) | 0)) { eb(g, e, c, 2, d); }else { ab(g, e, c, 2, d); }\n S = h;\n return;\n }\n\n function gc(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0;\n c = Xc(1, 12) | 0;\n if (!c) { H(22691, 22646, 49, 22704); }\n d = a + 4 | 0;\n e = b[d >> 2] | 0;\n\n if (e | 0) {\n e = e + 8 | 0;\n b[e >> 2] = c;\n b[d >> 2] = c;\n return c | 0;\n }\n\n if (b[a >> 2] | 0) { H(22721, 22646, 61, 22744); }\n e = a;\n b[e >> 2] = c;\n b[d >> 2] = c;\n return c | 0;\n }\n\n function hc(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0;\n e = Vc(24) | 0;\n if (!e) { H(22758, 22646, 78, 22772); }\n b[e >> 2] = b[c >> 2];\n b[e + 4 >> 2] = b[c + 4 >> 2];\n b[e + 8 >> 2] = b[c + 8 >> 2];\n b[e + 12 >> 2] = b[c + 12 >> 2];\n b[e + 16 >> 2] = 0;\n c = a + 4 | 0;\n d = b[c >> 2] | 0;\n\n if (d | 0) {\n b[d + 16 >> 2] = e;\n b[c >> 2] = e;\n return e | 0;\n }\n\n if (b[a >> 2] | 0) { H(22787, 22646, 82, 22772); }\n b[a >> 2] = e;\n b[c >> 2] = e;\n return e | 0;\n }\n\n function ic(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0;\n if (!a) { return; }\n e = 1;\n\n while (1) {\n c = b[a >> 2] | 0;\n if (c | 0) { do {\n d = b[c >> 2] | 0;\n if (d | 0) { do {\n f = d;\n d = b[d + 16 >> 2] | 0;\n Wc(f);\n } while ((d | 0) != 0); }\n f = c;\n c = b[c + 8 >> 2] | 0;\n Wc(f);\n } while ((c | 0) != 0); }\n c = a;\n a = b[a + 8 >> 2] | 0;\n if (!e) { Wc(c); }\n if (!a) { break; }else { e = 0; }\n }\n\n return;\n }\n\n function jc(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n f = 0,\n g = 0,\n h = 0.0,\n i = 0,\n j = 0.0,\n k = 0.0,\n l = 0,\n m = 0,\n n = 0,\n o = 0,\n p = 0,\n r = 0,\n s = 0.0,\n t = 0.0,\n u = 0.0,\n v = 0.0,\n w = 0.0,\n x = 0.0,\n y = 0,\n z = 0,\n A = 0,\n B = 0,\n C = 0,\n D = 0,\n E = 0,\n F = 0,\n G = 0,\n I = 0,\n J = 0,\n K = 0;\n g = a + 8 | 0;\n\n if (b[g >> 2] | 0) {\n K = 1;\n return K | 0;\n }\n\n f = b[a >> 2] | 0;\n\n if (!f) {\n K = 0;\n return K | 0;\n }\n\n c = f;\n d = 0;\n\n do {\n d = d + 1 | 0;\n c = b[c + 8 >> 2] | 0;\n } while ((c | 0) != 0);\n\n if (d >>> 0 < 2) {\n K = 0;\n return K | 0;\n }\n\n I = Vc(d << 2) | 0;\n if (!I) { H(22807, 22646, 317, 22826); }\n G = Vc(d << 5) | 0;\n if (!G) { H(22848, 22646, 321, 22826); }\n b[a >> 2] = 0;\n z = a + 4 | 0;\n b[z >> 2] = 0;\n b[g >> 2] = 0;\n d = 0;\n F = 0;\n y = 0;\n n = 0;\n\n a: while (1) {\n m = b[f >> 2] | 0;\n\n if (m) {\n h = 0.0;\n i = m;\n\n do {\n k = +e[i + 8 >> 3];\n c = i;\n i = b[i + 16 >> 2] | 0;\n l = (i | 0) == 0;\n g = l ? m : i;\n j = +e[g + 8 >> 3];\n\n if (+q(+(k - j)) > 3.141592653589793) {\n K = 14;\n break;\n }\n\n h = h + (j - k) * (+e[c >> 3] + +e[g >> 3]);\n } while (!l);\n\n if ((K | 0) == 14) {\n K = 0;\n h = 0.0;\n c = m;\n\n do {\n x = +e[c + 8 >> 3];\n E = c + 16 | 0;\n D = b[E >> 2] | 0;\n D = (D | 0) == 0 ? m : D;\n w = +e[D + 8 >> 3];\n h = h + (+e[c >> 3] + +e[D >> 3]) * ((w < 0.0 ? w + 6.283185307179586 : w) - (x < 0.0 ? x + 6.283185307179586 : x));\n c = b[((c | 0) == 0 ? f : E) >> 2] | 0;\n } while ((c | 0) != 0);\n }\n\n if (h > 0.0) {\n b[I + (F << 2) >> 2] = f;\n F = F + 1 | 0;\n g = y;\n c = n;\n } else { K = 19; }\n } else { K = 19; }\n\n if ((K | 0) == 19) {\n K = 0;\n\n do { if (!d) {\n if (!n) {\n if (!(b[a >> 2] | 0)) {\n g = z;\n i = a;\n c = f;\n d = a;\n break;\n } else {\n K = 27;\n break a;\n }\n } else {\n g = z;\n i = n + 8 | 0;\n c = f;\n d = a;\n break;\n }\n } else {\n c = d + 8 | 0;\n\n if (b[c >> 2] | 0) {\n K = 21;\n break a;\n }\n\n d = Xc(1, 12) | 0;\n\n if (!d) {\n K = 23;\n break a;\n }\n\n b[c >> 2] = d;\n g = d + 4 | 0;\n i = d;\n c = n;\n } } while (0);\n\n b[i >> 2] = f;\n b[g >> 2] = f;\n i = G + (y << 5) | 0;\n l = b[f >> 2] | 0;\n\n if (l) {\n m = G + (y << 5) + 8 | 0;\n e[m >> 3] = 1797693134862315708145274.0e284;\n n = G + (y << 5) + 24 | 0;\n e[n >> 3] = 1797693134862315708145274.0e284;\n e[i >> 3] = -1797693134862315708145274.0e284;\n o = G + (y << 5) + 16 | 0;\n e[o >> 3] = -1797693134862315708145274.0e284;\n u = 1797693134862315708145274.0e284;\n v = -1797693134862315708145274.0e284;\n g = 0;\n p = l;\n k = 1797693134862315708145274.0e284;\n s = 1797693134862315708145274.0e284;\n t = -1797693134862315708145274.0e284;\n j = -1797693134862315708145274.0e284;\n\n while (1) {\n h = +e[p >> 3];\n x = +e[p + 8 >> 3];\n p = b[p + 16 >> 2] | 0;\n r = (p | 0) == 0;\n w = +e[(r ? l : p) + 8 >> 3];\n\n if (h < k) {\n e[m >> 3] = h;\n k = h;\n }\n\n if (x < s) {\n e[n >> 3] = x;\n s = x;\n }\n\n if (h > t) { e[i >> 3] = h; }else { h = t; }\n\n if (x > j) {\n e[o >> 3] = x;\n j = x;\n }\n\n u = x > 0.0 & x < u ? x : u;\n v = x < 0.0 & x > v ? x : v;\n g = g | +q(+(x - w)) > 3.141592653589793;\n if (r) { break; }else { t = h; }\n }\n\n if (g) {\n e[o >> 3] = v;\n e[n >> 3] = u;\n }\n } else {\n b[i >> 2] = 0;\n b[i + 4 >> 2] = 0;\n b[i + 8 >> 2] = 0;\n b[i + 12 >> 2] = 0;\n b[i + 16 >> 2] = 0;\n b[i + 20 >> 2] = 0;\n b[i + 24 >> 2] = 0;\n b[i + 28 >> 2] = 0;\n }\n\n g = y + 1 | 0;\n }\n\n E = f + 8 | 0;\n f = b[E >> 2] | 0;\n b[E >> 2] = 0;\n\n if (!f) {\n K = 45;\n break;\n } else {\n y = g;\n n = c;\n }\n }\n\n if ((K | 0) == 21) { H(22624, 22646, 35, 22658); }else if ((K | 0) == 23) { H(22678, 22646, 37, 22658); }else if ((K | 0) == 27) { H(22721, 22646, 61, 22744); }else if ((K | 0) == 45) {\n b: do { if ((F | 0) > 0) {\n E = (g | 0) == 0;\n C = g << 2;\n D = (a | 0) == 0;\n B = 0;\n c = 0;\n\n while (1) {\n A = b[I + (B << 2) >> 2] | 0;\n\n if (!E) {\n y = Vc(C) | 0;\n\n if (!y) {\n K = 50;\n break;\n }\n\n z = Vc(C) | 0;\n\n if (!z) {\n K = 52;\n break;\n }\n\n c: do { if (!D) {\n g = 0;\n d = 0;\n i = a;\n\n while (1) {\n f = G + (g << 5) | 0;\n\n if (kc(b[i >> 2] | 0, f, b[A >> 2] | 0) | 0) {\n b[y + (d << 2) >> 2] = i;\n b[z + (d << 2) >> 2] = f;\n r = d + 1 | 0;\n } else { r = d; }\n\n i = b[i + 8 >> 2] | 0;\n if (!i) { break; }else {\n g = g + 1 | 0;\n d = r;\n }\n }\n\n if ((r | 0) > 0) {\n f = b[y >> 2] | 0;\n if ((r | 0) == 1) { d = f; }else {\n o = 0;\n p = -1;\n d = f;\n n = f;\n\n while (1) {\n l = b[n >> 2] | 0;\n f = 0;\n i = 0;\n\n while (1) {\n g = b[b[y + (i << 2) >> 2] >> 2] | 0;\n if ((g | 0) == (l | 0)) { m = f; }else { m = f + ((kc(g, b[z + (i << 2) >> 2] | 0, b[l >> 2] | 0) | 0) & 1) | 0; }\n i = i + 1 | 0;\n if ((i | 0) == (r | 0)) { break; }else { f = m; }\n }\n\n g = (m | 0) > (p | 0);\n d = g ? n : d;\n f = o + 1 | 0;\n if ((f | 0) == (r | 0)) { break c; }\n o = f;\n p = g ? m : p;\n n = b[y + (f << 2) >> 2] | 0;\n }\n }\n } else { d = 0; }\n } else { d = 0; } } while (0);\n\n Wc(y);\n Wc(z);\n\n if (d) {\n g = d + 4 | 0;\n f = b[g >> 2] | 0;\n\n if (!f) {\n if (b[d >> 2] | 0) {\n K = 70;\n break;\n }\n } else { d = f + 8 | 0; }\n\n b[d >> 2] = A;\n b[g >> 2] = A;\n } else { K = 73; }\n } else { K = 73; }\n\n if ((K | 0) == 73) {\n K = 0;\n c = b[A >> 2] | 0;\n if (c | 0) { do {\n z = c;\n c = b[c + 16 >> 2] | 0;\n Wc(z);\n } while ((c | 0) != 0); }\n Wc(A);\n c = 2;\n }\n\n B = B + 1 | 0;\n\n if ((B | 0) >= (F | 0)) {\n J = c;\n break b;\n }\n }\n\n if ((K | 0) == 50) { H(22863, 22646, 249, 22882); }else if ((K | 0) == 52) { H(22901, 22646, 252, 22882); }else if ((K | 0) == 70) { H(22721, 22646, 61, 22744); }\n } else { J = 0; } } while (0);\n\n Wc(I);\n Wc(G);\n K = J;\n return K | 0;\n }\n return 0;\n }\n\n function kc(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var f = 0.0,\n g = 0.0,\n h = 0.0,\n i = 0.0,\n j = 0.0,\n k = 0.0,\n l = 0.0,\n m = 0;\n\n if (!(xa(c, d) | 0)) {\n a = 0;\n return a | 0;\n }\n\n c = wa(c) | 0;\n l = +e[d >> 3];\n f = +e[d + 8 >> 3];\n f = c & f < 0.0 ? f + 6.283185307179586 : f;\n a = b[a >> 2] | 0;\n\n if (!a) {\n a = 0;\n return a | 0;\n }\n\n if (c) {\n c = 0;\n d = a;\n\n a: while (1) {\n while (1) {\n i = +e[d >> 3];\n k = +e[d + 8 >> 3];\n d = d + 16 | 0;\n m = b[d >> 2] | 0;\n m = (m | 0) == 0 ? a : m;\n h = +e[m >> 3];\n g = +e[m + 8 >> 3];\n\n if (i > h) {\n j = i;\n i = k;\n } else {\n j = h;\n h = i;\n i = g;\n g = k;\n }\n\n if (!(l < h | l > j)) { break; }\n d = b[d >> 2] | 0;\n\n if (!d) {\n d = 22;\n break a;\n }\n }\n\n k = g < 0.0 ? g + 6.283185307179586 : g;\n i = i < 0.0 ? i + 6.283185307179586 : i;\n f = i == f | k == f ? f + -2.220446049250313e-16 : f;\n k = k + (l - h) / (j - h) * (i - k);\n if ((k < 0.0 ? k + 6.283185307179586 : k) > f) { c = c ^ 1; }\n d = b[d >> 2] | 0;\n\n if (!d) {\n d = 22;\n break;\n }\n }\n\n if ((d | 0) == 22) { return c | 0; }\n } else {\n c = 0;\n d = a;\n\n b: while (1) {\n while (1) {\n i = +e[d >> 3];\n k = +e[d + 8 >> 3];\n d = d + 16 | 0;\n m = b[d >> 2] | 0;\n m = (m | 0) == 0 ? a : m;\n h = +e[m >> 3];\n g = +e[m + 8 >> 3];\n\n if (i > h) {\n j = i;\n i = k;\n } else {\n j = h;\n h = i;\n i = g;\n g = k;\n }\n\n if (!(l < h | l > j)) { break; }\n d = b[d >> 2] | 0;\n\n if (!d) {\n d = 22;\n break b;\n }\n }\n\n f = i == f | g == f ? f + -2.220446049250313e-16 : f;\n if (g + (l - h) / (j - h) * (i - g) > f) { c = c ^ 1; }\n d = b[d >> 2] | 0;\n\n if (!d) {\n d = 22;\n break;\n }\n }\n\n if ((d | 0) == 22) { return c | 0; }\n }\n\n return 0;\n }\n\n function lc(c, d, e, f, g) {\n c = c | 0;\n d = d | 0;\n e = e | 0;\n f = f | 0;\n g = g | 0;\n var h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0,\n p = 0,\n q = 0,\n r = 0,\n s = 0,\n t = 0,\n u = 0;\n u = S;\n S = S + 32 | 0;\n t = u + 16 | 0;\n s = u;\n h = bd(c | 0, d | 0, 52) | 0;\n G() | 0;\n h = h & 15;\n p = bd(e | 0, f | 0, 52) | 0;\n G() | 0;\n\n if ((h | 0) != (p & 15 | 0)) {\n t = 1;\n S = u;\n return t | 0;\n }\n\n l = bd(c | 0, d | 0, 45) | 0;\n G() | 0;\n l = l & 127;\n m = bd(e | 0, f | 0, 45) | 0;\n G() | 0;\n m = m & 127;\n p = (l | 0) != (m | 0);\n\n if (p) {\n j = ta(l, m) | 0;\n\n if ((j | 0) == 7) {\n t = 2;\n S = u;\n return t | 0;\n }\n\n k = ta(m, l) | 0;\n if ((k | 0) == 7) { H(22925, 22949, 151, 22959); }else {\n q = j;\n i = k;\n }\n } else {\n q = 0;\n i = 0;\n }\n\n n = la(l) | 0;\n o = la(m) | 0;\n b[t >> 2] = 0;\n b[t + 4 >> 2] = 0;\n b[t + 8 >> 2] = 0;\n b[t + 12 >> 2] = 0;\n\n do { if (!q) {\n Sb(e, f, t) | 0;\n\n if ((n | 0) != 0 & (o | 0) != 0) {\n if ((m | 0) != (l | 0)) { H(23077, 22949, 243, 22959); }\n i = Kb(c, d) | 0;\n h = Kb(e, f) | 0;\n\n if (!(a[22032 + (i * 7 | 0) + h >> 0] | 0)) {\n i = b[21200 + (i * 28 | 0) + (h << 2) >> 2] | 0;\n\n if ((i | 0) > 0) {\n j = t + 4 | 0;\n h = 0;\n\n do {\n Oa(j);\n h = h + 1 | 0;\n } while ((h | 0) != (i | 0));\n\n r = 50;\n } else { r = 50; }\n } else { h = 5; }\n } else { r = 50; }\n } else {\n m = b[4304 + (l * 28 | 0) + (q << 2) >> 2] | 0;\n j = (m | 0) > 0;\n if (!o) {\n if (j) {\n l = 0;\n k = e;\n j = f;\n\n do {\n k = Ob(k, j) | 0;\n j = G() | 0;\n i = Qa(i) | 0;\n l = l + 1 | 0;\n } while ((l | 0) != (m | 0));\n\n m = i;\n l = k;\n k = j;\n } else {\n m = i;\n l = e;\n k = f;\n }\n } else if (j) {\n l = 0;\n k = e;\n j = f;\n\n do {\n k = Nb(k, j) | 0;\n j = G() | 0;\n i = Qa(i) | 0;\n if ((i | 0) == 1) { i = Qa(1) | 0; }\n l = l + 1 | 0;\n } while ((l | 0) != (m | 0));\n\n m = i;\n l = k;\n k = j;\n } else {\n m = i;\n l = e;\n k = f;\n }\n Sb(l, k, t) | 0;\n if (!p) { H(22972, 22949, 181, 22959); }\n j = (n | 0) != 0;\n i = (o | 0) != 0;\n if (j & i) { H(22999, 22949, 182, 22959); }\n if (!j) {\n if (i) {\n i = Kb(l, k) | 0;\n\n if (a[22032 + (i * 7 | 0) + m >> 0] | 0) {\n h = 4;\n break;\n }\n\n l = 0;\n k = b[21200 + (m * 28 | 0) + (i << 2) >> 2] | 0;\n r = 26;\n } else { i = 0; }\n } else {\n i = Kb(c, d) | 0;\n\n if (a[22032 + (i * 7 | 0) + q >> 0] | 0) {\n h = 3;\n break;\n }\n\n k = b[21200 + (i * 28 | 0) + (q << 2) >> 2] | 0;\n l = k;\n r = 26;\n }\n\n if ((r | 0) == 26) {\n if ((k | 0) <= -1) { H(23030, 22949, 212, 22959); }\n if ((l | 0) <= -1) { H(23053, 22949, 213, 22959); }\n\n if ((k | 0) > 0) {\n j = t + 4 | 0;\n i = 0;\n\n do {\n Oa(j);\n i = i + 1 | 0;\n } while ((i | 0) != (k | 0));\n\n i = l;\n } else { i = l; }\n }\n b[s >> 2] = 0;\n b[s + 4 >> 2] = 0;\n b[s + 8 >> 2] = 0;\n Ma(s, q);\n if (h | 0) { while (1) {\n if (!(Qb(h) | 0)) { La(s); }else { Ka(s); }\n if ((h | 0) > 1) { h = h + -1 | 0; }else { break; }\n } }\n\n if ((i | 0) > 0) {\n h = 0;\n\n do {\n Oa(s);\n h = h + 1 | 0;\n } while ((h | 0) != (i | 0));\n }\n\n r = t + 4 | 0;\n Ea(r, s, r);\n Ca(r);\n r = 50;\n } } while (0);\n\n if ((r | 0) == 50) {\n h = t + 4 | 0;\n b[g >> 2] = b[h >> 2];\n b[g + 4 >> 2] = b[h + 4 >> 2];\n b[g + 8 >> 2] = b[h + 8 >> 2];\n h = 0;\n }\n\n t = h;\n S = u;\n return t | 0;\n }\n\n function mc(a, c, d, e) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0,\n p = 0,\n q = 0,\n r = 0,\n s = 0,\n t = 0;\n p = S;\n S = S + 48 | 0;\n h = p + 36 | 0;\n i = p + 24 | 0;\n j = p + 12 | 0;\n k = p;\n g = bd(a | 0, c | 0, 52) | 0;\n G() | 0;\n g = g & 15;\n n = bd(a | 0, c | 0, 45) | 0;\n G() | 0;\n n = n & 127;\n l = la(n) | 0;\n cd(g | 0, 0, 52) | 0;\n r = G() | 0 | 134225919;\n q = e;\n b[q >> 2] = -1;\n b[q + 4 >> 2] = r;\n\n if (!g) {\n if ((b[d >> 2] | 0) > 1) {\n r = 1;\n S = p;\n return r | 0;\n }\n\n if ((b[d + 4 >> 2] | 0) > 1) {\n r = 1;\n S = p;\n return r | 0;\n }\n\n if ((b[d + 8 >> 2] | 0) > 1) {\n r = 1;\n S = p;\n return r | 0;\n }\n\n f = sa(n, Ha(d) | 0) | 0;\n\n if ((f | 0) == 127) {\n r = 1;\n S = p;\n return r | 0;\n }\n\n o = cd(f | 0, 0, 45) | 0;\n q = G() | 0;\n n = e;\n q = b[n + 4 >> 2] & -1040385 | q;\n r = e;\n b[r >> 2] = b[n >> 2] | o;\n b[r + 4 >> 2] = q;\n r = 0;\n S = p;\n return r | 0;\n }\n b[h >> 2] = b[d >> 2];\n b[h + 4 >> 2] = b[d + 4 >> 2];\n b[h + 8 >> 2] = b[d + 8 >> 2];\n\n while (1) {\n b[i >> 2] = b[h >> 2];\n b[i + 4 >> 2] = b[h + 4 >> 2];\n b[i + 8 >> 2] = b[h + 8 >> 2];\n\n if (!(Qb(g) | 0)) {\n Ja(h);\n b[j >> 2] = b[h >> 2];\n b[j + 4 >> 2] = b[h + 4 >> 2];\n b[j + 8 >> 2] = b[h + 8 >> 2];\n La(j);\n } else {\n Ia(h);\n b[j >> 2] = b[h >> 2];\n b[j + 4 >> 2] = b[h + 4 >> 2];\n b[j + 8 >> 2] = b[h + 8 >> 2];\n Ka(j);\n }\n\n Fa(i, j, k);\n Ca(k);\n q = e;\n s = b[q >> 2] | 0;\n q = b[q + 4 >> 2] | 0;\n t = (15 - g | 0) * 3 | 0;\n d = cd(7, 0, t | 0) | 0;\n q = q & ~(G() | 0);\n t = cd(Ha(k) | 0, 0, t | 0) | 0;\n q = G() | 0 | q;\n r = e;\n b[r >> 2] = t | s & ~d;\n b[r + 4 >> 2] = q;\n if ((g | 0) > 1) { g = g + -1 | 0; }else { break; }\n }\n\n a: do { if (((b[h >> 2] | 0) <= 1 ? (b[h + 4 >> 2] | 0) <= 1 : 0) ? (b[h + 8 >> 2] | 0) <= 1 : 0) {\n g = Ha(h) | 0;\n i = sa(n, g) | 0;\n if ((i | 0) == 127) { k = 0; }else { k = la(i) | 0; }\n\n b: do { if (!g) {\n if ((l | 0) != 0 & (k | 0) != 0) {\n t = Kb(a, c) | 0;\n g = e;\n g = 21408 + (t * 28 | 0) + ((Kb(b[g >> 2] | 0, b[g + 4 >> 2] | 0) | 0) << 2) | 0;\n g = b[g >> 2] | 0;\n if ((g | 0) <= -1) { H(23201, 22949, 433, 23134); }\n\n if (!g) {\n f = i;\n g = 55;\n } else {\n h = e;\n f = 0;\n d = b[h >> 2] | 0;\n h = b[h + 4 >> 2] | 0;\n\n do {\n d = Mb(d, h) | 0;\n h = G() | 0;\n t = e;\n b[t >> 2] = d;\n b[t + 4 >> 2] = h;\n f = f + 1 | 0;\n } while ((f | 0) < (g | 0));\n\n f = i;\n g = 54;\n }\n } else {\n f = i;\n g = 54;\n }\n } else {\n if (l) {\n h = 21408 + ((Kb(a, c) | 0) * 28 | 0) + (g << 2) | 0;\n h = b[h >> 2] | 0;\n\n if ((h | 0) > 0) {\n d = 0;\n\n do {\n g = Pa(g) | 0;\n d = d + 1 | 0;\n } while ((d | 0) != (h | 0));\n }\n\n if ((g | 0) == 1) {\n f = 3;\n break a;\n }\n\n d = sa(n, g) | 0;\n if ((d | 0) == 127) { H(23104, 22949, 376, 23134); }\n\n if (!(la(d) | 0)) {\n o = h;\n m = g;\n f = d;\n } else { H(23147, 22949, 377, 23134); }\n } else {\n o = 0;\n m = g;\n f = i;\n }\n\n j = b[4304 + (n * 28 | 0) + (m << 2) >> 2] | 0;\n if ((j | 0) <= -1) { H(23178, 22949, 384, 23134); }\n\n if (!k) {\n if ((o | 0) <= -1) { H(23030, 22949, 417, 23134); }\n\n if (o | 0) {\n h = e;\n g = 0;\n d = b[h >> 2] | 0;\n h = b[h + 4 >> 2] | 0;\n\n do {\n d = Mb(d, h) | 0;\n h = G() | 0;\n t = e;\n b[t >> 2] = d;\n b[t + 4 >> 2] = h;\n g = g + 1 | 0;\n } while ((g | 0) < (o | 0));\n }\n\n if ((j | 0) <= 0) {\n g = 54;\n break;\n }\n\n h = e;\n g = 0;\n d = b[h >> 2] | 0;\n h = b[h + 4 >> 2] | 0;\n\n while (1) {\n d = Mb(d, h) | 0;\n h = G() | 0;\n t = e;\n b[t >> 2] = d;\n b[t + 4 >> 2] = h;\n g = g + 1 | 0;\n\n if ((g | 0) == (j | 0)) {\n g = 54;\n break b;\n }\n }\n }\n\n i = ta(f, n) | 0;\n if ((i | 0) == 7) { H(22925, 22949, 393, 23134); }\n g = e;\n d = b[g >> 2] | 0;\n g = b[g + 4 >> 2] | 0;\n\n if ((j | 0) > 0) {\n h = 0;\n\n do {\n d = Mb(d, g) | 0;\n g = G() | 0;\n t = e;\n b[t >> 2] = d;\n b[t + 4 >> 2] = g;\n h = h + 1 | 0;\n } while ((h | 0) != (j | 0));\n }\n\n d = Kb(d, g) | 0;\n t = ma(f) | 0;\n d = b[(t ? 21824 : 21616) + (i * 28 | 0) + (d << 2) >> 2] | 0;\n if ((d | 0) <= -1) { H(23030, 22949, 412, 23134); }\n if (!d) { g = 54; }else {\n i = e;\n g = 0;\n h = b[i >> 2] | 0;\n i = b[i + 4 >> 2] | 0;\n\n do {\n h = Lb(h, i) | 0;\n i = G() | 0;\n t = e;\n b[t >> 2] = h;\n b[t + 4 >> 2] = i;\n g = g + 1 | 0;\n } while ((g | 0) < (d | 0));\n\n g = 54;\n }\n } } while (0);\n\n if ((g | 0) == 54) { if (k) { g = 55; } }\n\n if ((g | 0) == 55) {\n t = e;\n\n if ((Kb(b[t >> 2] | 0, b[t + 4 >> 2] | 0) | 0) == 1) {\n f = 4;\n break;\n }\n }\n\n t = e;\n r = b[t >> 2] | 0;\n t = b[t + 4 >> 2] & -1040385;\n s = cd(f | 0, 0, 45) | 0;\n t = t | (G() | 0);\n f = e;\n b[f >> 2] = r | s;\n b[f + 4 >> 2] = t;\n f = 0;\n } else { f = 2; } } while (0);\n\n t = f;\n S = p;\n return t | 0;\n }\n\n function nc(a, b, c, d, e) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0,\n g = 0;\n g = S;\n S = S + 16 | 0;\n f = g;\n a = lc(a, b, c, d, f) | 0;\n\n if (!a) {\n Ua(f, e);\n a = 0;\n }\n\n S = g;\n return a | 0;\n }\n\n function oc(a, b, c, d) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0;\n e = S;\n S = S + 16 | 0;\n f = e;\n Va(c, f);\n d = mc(a, b, f, d) | 0;\n S = e;\n return d | 0;\n }\n\n function pc(a, b, c, d) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0;\n g = S;\n S = S + 32 | 0;\n e = g + 12 | 0;\n f = g;\n if ((lc(a, b, a, b, e) | 0) == 0 ? (lc(a, b, c, d, f) | 0) == 0 : 0) { a = Ta(e, f) | 0; }else { a = -1; }\n S = g;\n return a | 0;\n }\n\n function qc(a, b, c, d) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0;\n g = S;\n S = S + 32 | 0;\n e = g + 12 | 0;\n f = g;\n if ((lc(a, b, a, b, e) | 0) == 0 ? (lc(a, b, c, d, f) | 0) == 0 : 0) { a = Ta(e, f) | 0; }else { a = -1; }\n S = g;\n return (a >>> 31 ^ 1) + a | 0;\n }\n\n function rc(a, c, d, e, f) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n f = f | 0;\n var g = 0,\n h = 0,\n i = 0.0,\n j = 0.0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0.0,\n p = 0.0,\n r = 0.0,\n s = 0,\n t = 0,\n u = 0,\n v = 0,\n w = 0,\n x = 0,\n y = 0.0;\n x = S;\n S = S + 48 | 0;\n g = x + 24 | 0;\n h = x + 12 | 0;\n w = x;\n\n if ((lc(a, c, a, c, g) | 0) == 0 ? (lc(a, c, d, e, h) | 0) == 0 : 0) {\n v = Ta(g, h) | 0;\n\n if ((v | 0) < 0) {\n w = v;\n S = x;\n return w | 0;\n }\n b[g >> 2] = 0;\n b[g + 4 >> 2] = 0;\n b[g + 8 >> 2] = 0;\n b[h >> 2] = 0;\n b[h + 4 >> 2] = 0;\n b[h + 8 >> 2] = 0;\n lc(a, c, a, c, g) | 0;\n lc(a, c, d, e, h) | 0;\n Wa(g);\n Wa(h);\n\n if (!v) {\n e = g + 4 | 0;\n n = g + 8 | 0;\n s = e;\n t = n;\n u = g;\n d = b[g >> 2] | 0;\n e = b[e >> 2] | 0;\n g = b[n >> 2] | 0;\n p = 0.0;\n r = 0.0;\n o = 0.0;\n } else {\n l = b[g >> 2] | 0;\n o = +(v | 0);\n s = g + 4 | 0;\n m = b[s >> 2] | 0;\n t = g + 8 | 0;\n n = b[t >> 2] | 0;\n u = g;\n d = l;\n e = m;\n g = n;\n p = +((b[h >> 2] | 0) - l | 0) / o;\n r = +((b[h + 4 >> 2] | 0) - m | 0) / o;\n o = +((b[h + 8 >> 2] | 0) - n | 0) / o;\n }\n\n b[w >> 2] = d;\n n = w + 4 | 0;\n b[n >> 2] = e;\n m = w + 8 | 0;\n b[m >> 2] = g;\n l = 0;\n\n while (1) {\n j = +(l | 0);\n y = p * j + +(d | 0);\n i = r * j + +(b[s >> 2] | 0);\n j = o * j + +(b[t >> 2] | 0);\n e = ~~+ed(+y);\n h = ~~+ed(+i);\n d = ~~+ed(+j);\n y = +q(+(+(e | 0) - y));\n i = +q(+(+(h | 0) - i));\n j = +q(+(+(d | 0) - j));\n\n do { if (!(y > i & y > j)) {\n k = 0 - e | 0;\n\n if (i > j) {\n g = k - d | 0;\n break;\n } else {\n g = h;\n d = k - h | 0;\n break;\n }\n } else {\n e = 0 - (h + d) | 0;\n g = h;\n } } while (0);\n\n b[w >> 2] = e;\n b[n >> 2] = g;\n b[m >> 2] = d;\n Xa(w);\n mc(a, c, w, f + (l << 3) | 0) | 0;\n if ((l | 0) == (v | 0)) { break; }\n l = l + 1 | 0;\n d = b[u >> 2] | 0;\n }\n\n w = 0;\n S = x;\n return w | 0;\n }\n\n w = -1;\n S = x;\n return w | 0;\n }\n\n function sc(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0;\n\n if (!b) {\n c = 1;\n return c | 0;\n }\n\n c = a;\n a = 1;\n\n do {\n a = B((b & 1 | 0) == 0 ? 1 : c, a) | 0;\n b = b >> 1;\n c = B(c, c) | 0;\n } while ((b | 0) != 0);\n\n return a | 0;\n }\n\n function tc(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var f = 0.0,\n g = 0.0,\n h = 0.0,\n i = 0.0,\n j = 0.0,\n k = 0.0,\n l = 0,\n m = 0,\n n = 0,\n o = 0.0;\n\n if (!(xa(c, d) | 0)) {\n n = 0;\n return n | 0;\n }\n\n c = wa(c) | 0;\n o = +e[d >> 3];\n f = +e[d + 8 >> 3];\n f = c & f < 0.0 ? f + 6.283185307179586 : f;\n n = b[a >> 2] | 0;\n\n if ((n | 0) <= 0) {\n n = 0;\n return n | 0;\n }\n\n m = b[a + 4 >> 2] | 0;\n\n if (c) {\n c = 0;\n d = -1;\n a = 0;\n\n a: while (1) {\n l = a;\n\n while (1) {\n i = +e[m + (l << 4) >> 3];\n k = +e[m + (l << 4) + 8 >> 3];\n a = (d + 2 | 0) % (n | 0) | 0;\n h = +e[m + (a << 4) >> 3];\n g = +e[m + (a << 4) + 8 >> 3];\n\n if (i > h) {\n j = i;\n i = k;\n } else {\n j = h;\n h = i;\n i = g;\n g = k;\n }\n\n if (!(o < h | o > j)) { break; }\n d = l + 1 | 0;\n\n if ((d | 0) < (n | 0)) {\n a = l;\n l = d;\n d = a;\n } else {\n d = 22;\n break a;\n }\n }\n\n k = g < 0.0 ? g + 6.283185307179586 : g;\n i = i < 0.0 ? i + 6.283185307179586 : i;\n f = i == f | k == f ? f + -2.220446049250313e-16 : f;\n k = k + (o - h) / (j - h) * (i - k);\n if ((k < 0.0 ? k + 6.283185307179586 : k) > f) { c = c ^ 1; }\n a = l + 1 | 0;\n\n if ((a | 0) >= (n | 0)) {\n d = 22;\n break;\n } else { d = l; }\n }\n\n if ((d | 0) == 22) { return c | 0; }\n } else {\n c = 0;\n d = -1;\n a = 0;\n\n b: while (1) {\n l = a;\n\n while (1) {\n i = +e[m + (l << 4) >> 3];\n k = +e[m + (l << 4) + 8 >> 3];\n a = (d + 2 | 0) % (n | 0) | 0;\n h = +e[m + (a << 4) >> 3];\n g = +e[m + (a << 4) + 8 >> 3];\n\n if (i > h) {\n j = i;\n i = k;\n } else {\n j = h;\n h = i;\n i = g;\n g = k;\n }\n\n if (!(o < h | o > j)) { break; }\n d = l + 1 | 0;\n\n if ((d | 0) < (n | 0)) {\n a = l;\n l = d;\n d = a;\n } else {\n d = 22;\n break b;\n }\n }\n\n f = i == f | g == f ? f + -2.220446049250313e-16 : f;\n if (g + (o - h) / (j - h) * (i - g) > f) { c = c ^ 1; }\n a = l + 1 | 0;\n\n if ((a | 0) >= (n | 0)) {\n d = 22;\n break;\n } else { d = l; }\n }\n\n if ((d | 0) == 22) { return c | 0; }\n }\n\n return 0;\n }\n\n function uc(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0.0,\n f = 0.0,\n g = 0.0,\n h = 0.0,\n i = 0.0,\n j = 0.0,\n k = 0.0,\n l = 0.0,\n m = 0.0,\n n = 0,\n o = 0,\n p = 0,\n r = 0,\n s = 0,\n t = 0,\n u = 0,\n v = 0;\n r = b[a >> 2] | 0;\n\n if (!r) {\n b[c >> 2] = 0;\n b[c + 4 >> 2] = 0;\n b[c + 8 >> 2] = 0;\n b[c + 12 >> 2] = 0;\n b[c + 16 >> 2] = 0;\n b[c + 20 >> 2] = 0;\n b[c + 24 >> 2] = 0;\n b[c + 28 >> 2] = 0;\n return;\n }\n\n s = c + 8 | 0;\n e[s >> 3] = 1797693134862315708145274.0e284;\n t = c + 24 | 0;\n e[t >> 3] = 1797693134862315708145274.0e284;\n e[c >> 3] = -1797693134862315708145274.0e284;\n u = c + 16 | 0;\n e[u >> 3] = -1797693134862315708145274.0e284;\n if ((r | 0) <= 0) { return; }\n o = b[a + 4 >> 2] | 0;\n l = 1797693134862315708145274.0e284;\n m = -1797693134862315708145274.0e284;\n n = 0;\n a = -1;\n h = 1797693134862315708145274.0e284;\n i = 1797693134862315708145274.0e284;\n k = -1797693134862315708145274.0e284;\n f = -1797693134862315708145274.0e284;\n p = 0;\n\n while (1) {\n d = +e[o + (p << 4) >> 3];\n j = +e[o + (p << 4) + 8 >> 3];\n a = a + 2 | 0;\n g = +e[o + (((a | 0) == (r | 0) ? 0 : a) << 4) + 8 >> 3];\n\n if (d < h) {\n e[s >> 3] = d;\n h = d;\n }\n\n if (j < i) {\n e[t >> 3] = j;\n i = j;\n }\n\n if (d > k) { e[c >> 3] = d; }else { d = k; }\n\n if (j > f) {\n e[u >> 3] = j;\n f = j;\n }\n\n l = j > 0.0 & j < l ? j : l;\n m = j < 0.0 & j > m ? j : m;\n n = n | +q(+(j - g)) > 3.141592653589793;\n a = p + 1 | 0;\n if ((a | 0) == (r | 0)) { break; }else {\n v = p;\n k = d;\n p = a;\n a = v;\n }\n }\n\n if (!n) { return; }\n e[u >> 3] = m;\n e[t >> 3] = l;\n return;\n }\n\n function vc(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n f = 0,\n g = 0,\n h = 0.0,\n i = 0.0,\n j = 0.0,\n k = 0.0,\n l = 0.0,\n m = 0.0,\n n = 0.0,\n o = 0.0,\n p = 0.0,\n r = 0,\n s = 0,\n t = 0,\n u = 0,\n v = 0,\n w = 0,\n x = 0,\n y = 0,\n z = 0,\n A = 0;\n r = b[a >> 2] | 0;\n\n if (r) {\n s = c + 8 | 0;\n e[s >> 3] = 1797693134862315708145274.0e284;\n t = c + 24 | 0;\n e[t >> 3] = 1797693134862315708145274.0e284;\n e[c >> 3] = -1797693134862315708145274.0e284;\n u = c + 16 | 0;\n e[u >> 3] = -1797693134862315708145274.0e284;\n\n if ((r | 0) > 0) {\n g = b[a + 4 >> 2] | 0;\n o = 1797693134862315708145274.0e284;\n p = -1797693134862315708145274.0e284;\n f = 0;\n d = -1;\n k = 1797693134862315708145274.0e284;\n l = 1797693134862315708145274.0e284;\n n = -1797693134862315708145274.0e284;\n i = -1797693134862315708145274.0e284;\n v = 0;\n\n while (1) {\n h = +e[g + (v << 4) >> 3];\n m = +e[g + (v << 4) + 8 >> 3];\n z = d + 2 | 0;\n j = +e[g + (((z | 0) == (r | 0) ? 0 : z) << 4) + 8 >> 3];\n\n if (h < k) {\n e[s >> 3] = h;\n k = h;\n }\n\n if (m < l) {\n e[t >> 3] = m;\n l = m;\n }\n\n if (h > n) { e[c >> 3] = h; }else { h = n; }\n\n if (m > i) {\n e[u >> 3] = m;\n i = m;\n }\n\n o = m > 0.0 & m < o ? m : o;\n p = m < 0.0 & m > p ? m : p;\n f = f | +q(+(m - j)) > 3.141592653589793;\n d = v + 1 | 0;\n if ((d | 0) == (r | 0)) { break; }else {\n z = v;\n n = h;\n v = d;\n d = z;\n }\n }\n\n if (f) {\n e[u >> 3] = p;\n e[t >> 3] = o;\n }\n }\n } else {\n b[c >> 2] = 0;\n b[c + 4 >> 2] = 0;\n b[c + 8 >> 2] = 0;\n b[c + 12 >> 2] = 0;\n b[c + 16 >> 2] = 0;\n b[c + 20 >> 2] = 0;\n b[c + 24 >> 2] = 0;\n b[c + 28 >> 2] = 0;\n }\n\n z = a + 8 | 0;\n d = b[z >> 2] | 0;\n if ((d | 0) <= 0) { return; }\n y = a + 12 | 0;\n x = 0;\n\n do {\n g = b[y >> 2] | 0;\n f = x;\n x = x + 1 | 0;\n t = c + (x << 5) | 0;\n u = b[g + (f << 3) >> 2] | 0;\n\n if (u) {\n v = c + (x << 5) + 8 | 0;\n e[v >> 3] = 1797693134862315708145274.0e284;\n a = c + (x << 5) + 24 | 0;\n e[a >> 3] = 1797693134862315708145274.0e284;\n e[t >> 3] = -1797693134862315708145274.0e284;\n w = c + (x << 5) + 16 | 0;\n e[w >> 3] = -1797693134862315708145274.0e284;\n\n if ((u | 0) > 0) {\n r = b[g + (f << 3) + 4 >> 2] | 0;\n o = 1797693134862315708145274.0e284;\n p = -1797693134862315708145274.0e284;\n g = 0;\n f = -1;\n s = 0;\n k = 1797693134862315708145274.0e284;\n l = 1797693134862315708145274.0e284;\n m = -1797693134862315708145274.0e284;\n i = -1797693134862315708145274.0e284;\n\n while (1) {\n h = +e[r + (s << 4) >> 3];\n n = +e[r + (s << 4) + 8 >> 3];\n f = f + 2 | 0;\n j = +e[r + (((f | 0) == (u | 0) ? 0 : f) << 4) + 8 >> 3];\n\n if (h < k) {\n e[v >> 3] = h;\n k = h;\n }\n\n if (n < l) {\n e[a >> 3] = n;\n l = n;\n }\n\n if (h > m) { e[t >> 3] = h; }else { h = m; }\n\n if (n > i) {\n e[w >> 3] = n;\n i = n;\n }\n\n o = n > 0.0 & n < o ? n : o;\n p = n < 0.0 & n > p ? n : p;\n g = g | +q(+(n - j)) > 3.141592653589793;\n f = s + 1 | 0;\n if ((f | 0) == (u | 0)) { break; }else {\n A = s;\n s = f;\n m = h;\n f = A;\n }\n }\n\n if (g) {\n e[w >> 3] = p;\n e[a >> 3] = o;\n }\n }\n } else {\n b[t >> 2] = 0;\n b[t + 4 >> 2] = 0;\n b[t + 8 >> 2] = 0;\n b[t + 12 >> 2] = 0;\n b[t + 16 >> 2] = 0;\n b[t + 20 >> 2] = 0;\n b[t + 24 >> 2] = 0;\n b[t + 28 >> 2] = 0;\n d = b[z >> 2] | 0;\n }\n } while ((x | 0) < (d | 0));\n\n return;\n }\n\n function wc(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0,\n g = 0;\n\n if (!(tc(a, c, d) | 0)) {\n f = 0;\n return f | 0;\n }\n\n f = a + 8 | 0;\n\n if ((b[f >> 2] | 0) <= 0) {\n f = 1;\n return f | 0;\n }\n\n e = a + 12 | 0;\n a = 0;\n\n while (1) {\n g = a;\n a = a + 1 | 0;\n\n if (tc((b[e >> 2] | 0) + (g << 3) | 0, c + (a << 5) | 0, d) | 0) {\n a = 0;\n e = 6;\n break;\n }\n\n if ((a | 0) >= (b[f >> 2] | 0)) {\n a = 1;\n e = 6;\n break;\n }\n }\n\n if ((e | 0) == 6) { return a | 0; }\n return 0;\n }\n\n function xc() {\n return 8;\n }\n\n function yc() {\n return 16;\n }\n\n function zc() {\n return 168;\n }\n\n function Ac() {\n return 8;\n }\n\n function Bc() {\n return 16;\n }\n\n function Cc() {\n return 12;\n }\n\n function Dc() {\n return 8;\n }\n\n function Ec(a) {\n a = a | 0;\n var b = 0.0,\n c = 0.0;\n c = +e[a >> 3];\n b = +e[a + 8 >> 3];\n return + +r(+(c * c + b * b));\n }\n\n function Fc(a, b, c, d, f) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n d = d | 0;\n f = f | 0;\n var g = 0.0,\n h = 0.0,\n i = 0.0,\n j = 0.0,\n k = 0.0,\n l = 0.0,\n m = 0.0,\n n = 0.0;\n k = +e[a >> 3];\n j = +e[b >> 3] - k;\n i = +e[a + 8 >> 3];\n h = +e[b + 8 >> 3] - i;\n m = +e[c >> 3];\n g = +e[d >> 3] - m;\n n = +e[c + 8 >> 3];\n l = +e[d + 8 >> 3] - n;\n g = (g * (i - n) - (k - m) * l) / (j * l - h * g);\n e[f >> 3] = k + j * g;\n e[f + 8 >> 3] = i + h * g;\n return;\n }\n\n function Gc(a, b) {\n a = a | 0;\n b = b | 0;\n\n if (!(+e[a >> 3] == +e[b >> 3])) {\n b = 0;\n return b | 0;\n }\n\n b = +e[a + 8 >> 3] == +e[b + 8 >> 3];\n return b | 0;\n }\n\n function Hc(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0.0,\n d = 0.0,\n f = 0.0;\n f = +e[a >> 3] - +e[b >> 3];\n d = +e[a + 8 >> 3] - +e[b + 8 >> 3];\n c = +e[a + 16 >> 3] - +e[b + 16 >> 3];\n return +(f * f + d * d + c * c);\n }\n\n function Ic(a, b) {\n a = a | 0;\n b = b | 0;\n var c = 0.0,\n d = 0.0,\n f = 0.0;\n c = +e[a >> 3];\n d = +t(+c);\n c = +u(+c);\n e[b + 16 >> 3] = c;\n c = +e[a + 8 >> 3];\n f = d * +t(+c);\n e[b >> 3] = f;\n c = d * +u(+c);\n e[b + 8 >> 3] = c;\n return;\n }\n\n function Jc(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0;\n k = S;\n S = S + 32 | 0;\n f = k + 16 | 0;\n g = k;\n Tb(a, c, f);\n h = zb(a, c) | 0;\n j = Kb(a, c) | 0;\n pa(h, g);\n c = qa(h, b[f >> 2] | 0) | 0;\n\n if (!(la(h) | 0)) {\n j = c;\n S = k;\n return j | 0;\n }\n\n do { switch (h | 0) {\n case 4:\n {\n a = 0;\n d = 14;\n break;\n }\n\n case 14:\n {\n a = 1;\n d = 14;\n break;\n }\n\n case 24:\n {\n a = 2;\n d = 14;\n break;\n }\n\n case 38:\n {\n a = 3;\n d = 14;\n break;\n }\n\n case 49:\n {\n a = 4;\n d = 14;\n break;\n }\n\n case 58:\n {\n a = 5;\n d = 14;\n break;\n }\n\n case 63:\n {\n a = 6;\n d = 14;\n break;\n }\n\n case 72:\n {\n a = 7;\n d = 14;\n break;\n }\n\n case 83:\n {\n a = 8;\n d = 14;\n break;\n }\n\n case 97:\n {\n a = 9;\n d = 14;\n break;\n }\n\n case 107:\n {\n a = 10;\n d = 14;\n break;\n }\n\n case 117:\n {\n a = 11;\n d = 14;\n break;\n }\n\n default:\n {\n i = 0;\n e = 0;\n }\n } } while (0);\n\n if ((d | 0) == 14) {\n i = b[22096 + (a * 24 | 0) + 8 >> 2] | 0;\n e = b[22096 + (a * 24 | 0) + 16 >> 2] | 0;\n }\n\n a = b[f >> 2] | 0;\n\n if ((a | 0) != (b[g >> 2] | 0)) {\n h = ma(h) | 0;\n a = b[f >> 2] | 0;\n if (h | (a | 0) == (e | 0)) { c = (c + 1 | 0) % 6 | 0; }\n }\n\n if ((j | 0) == 3 & (a | 0) == (e | 0)) {\n j = (c + 5 | 0) % 6 | 0;\n S = k;\n return j | 0;\n }\n\n if (!((j | 0) == 5 & (a | 0) == (i | 0))) {\n j = c;\n S = k;\n return j | 0;\n }\n\n j = (c + 1 | 0) % 6 | 0;\n S = k;\n return j | 0;\n }\n\n function Kc(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0,\n f = 0;\n e = Eb(a, c) | 0;\n\n if ((d + -1 | 0) >>> 0 > 5) {\n d = -1;\n return d | 0;\n }\n\n f = (e | 0) != 0;\n\n if ((d | 0) == 1 & f) {\n d = -1;\n return d | 0;\n }\n\n e = Jc(a, c) | 0;\n\n if (f) {\n d = (5 - e + (b[22384 + (d << 2) >> 2] | 0) | 0) % 5 | 0;\n return d | 0;\n } else {\n d = (6 - e + (b[22416 + (d << 2) >> 2] | 0) | 0) % 6 | 0;\n return d | 0;\n }\n\n return 0;\n }\n\n function Lc(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var e = 0;\n\n if ((c | 0) > 0) {\n e = Xc(c, 4) | 0;\n b[a >> 2] = e;\n if (!e) { H(23230, 23253, 40, 23267); }\n } else { b[a >> 2] = 0; }\n\n b[a + 4 >> 2] = c;\n b[a + 8 >> 2] = 0;\n b[a + 12 >> 2] = d;\n return;\n }\n\n function Mc(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0;\n g = a + 4 | 0;\n h = a + 12 | 0;\n i = a + 8 | 0;\n\n a: while (1) {\n d = b[g >> 2] | 0;\n c = 0;\n\n while (1) {\n if ((c | 0) >= (d | 0)) { break a; }\n f = b[a >> 2] | 0;\n j = b[f + (c << 2) >> 2] | 0;\n if (!j) { c = c + 1 | 0; }else { break; }\n }\n\n c = f + (~~(+q(+(+s(10.0, + +(15 - (b[h >> 2] | 0) | 0)) * (+e[j >> 3] + +e[j + 8 >> 3]))) % +(d | 0)) >>> 0 << 2) | 0;\n d = b[c >> 2] | 0;\n\n b: do { if (d | 0) {\n f = j + 32 | 0;\n if ((d | 0) == (j | 0)) { b[c >> 2] = b[f >> 2]; }else {\n d = d + 32 | 0;\n c = b[d >> 2] | 0;\n if (!c) { break; }\n\n while (1) {\n if ((c | 0) == (j | 0)) { break; }\n d = c + 32 | 0;\n c = b[d >> 2] | 0;\n if (!c) { break b; }\n }\n\n b[d >> 2] = b[f >> 2];\n }\n Wc(j);\n b[i >> 2] = (b[i >> 2] | 0) + -1;\n } } while (0);\n }\n\n Wc(b[a >> 2] | 0);\n return;\n }\n\n function Nc(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0;\n e = b[a + 4 >> 2] | 0;\n d = 0;\n\n while (1) {\n if ((d | 0) >= (e | 0)) {\n c = 0;\n d = 4;\n break;\n }\n\n c = b[(b[a >> 2] | 0) + (d << 2) >> 2] | 0;\n if (!c) { d = d + 1 | 0; }else {\n d = 4;\n break;\n }\n }\n\n if ((d | 0) == 4) { return c | 0; }\n return 0;\n }\n\n function Oc(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0,\n f = 0,\n g = 0,\n h = 0;\n d = ~~(+q(+(+s(10.0, + +(15 - (b[a + 12 >> 2] | 0) | 0)) * (+e[c >> 3] + +e[c + 8 >> 3]))) % +(b[a + 4 >> 2] | 0)) >>> 0;\n d = (b[a >> 2] | 0) + (d << 2) | 0;\n f = b[d >> 2] | 0;\n\n if (!f) {\n h = 1;\n return h | 0;\n }\n\n h = c + 32 | 0;\n\n do { if ((f | 0) != (c | 0)) {\n d = b[f + 32 >> 2] | 0;\n\n if (!d) {\n h = 1;\n return h | 0;\n }\n\n g = d;\n\n while (1) {\n if ((g | 0) == (c | 0)) {\n g = 8;\n break;\n }\n\n d = b[g + 32 >> 2] | 0;\n\n if (!d) {\n d = 1;\n g = 10;\n break;\n } else {\n f = g;\n g = d;\n }\n }\n\n if ((g | 0) == 8) {\n b[f + 32 >> 2] = b[h >> 2];\n break;\n } else if ((g | 0) == 10) { return d | 0; }\n } else { b[d >> 2] = b[h >> 2]; } } while (0);\n\n Wc(c);\n h = a + 8 | 0;\n b[h >> 2] = (b[h >> 2] | 0) + -1;\n h = 0;\n return h | 0;\n }\n\n function Pc(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var f = 0,\n g = 0,\n h = 0,\n i = 0;\n h = Vc(40) | 0;\n if (!h) { H(23283, 23253, 98, 23296); }\n b[h >> 2] = b[c >> 2];\n b[h + 4 >> 2] = b[c + 4 >> 2];\n b[h + 8 >> 2] = b[c + 8 >> 2];\n b[h + 12 >> 2] = b[c + 12 >> 2];\n g = h + 16 | 0;\n b[g >> 2] = b[d >> 2];\n b[g + 4 >> 2] = b[d + 4 >> 2];\n b[g + 8 >> 2] = b[d + 8 >> 2];\n b[g + 12 >> 2] = b[d + 12 >> 2];\n b[h + 32 >> 2] = 0;\n g = ~~(+q(+(+s(10.0, + +(15 - (b[a + 12 >> 2] | 0) | 0)) * (+e[c >> 3] + +e[c + 8 >> 3]))) % +(b[a + 4 >> 2] | 0)) >>> 0;\n g = (b[a >> 2] | 0) + (g << 2) | 0;\n f = b[g >> 2] | 0;\n\n do { if (!f) { b[g >> 2] = h; }else {\n while (1) {\n if (hb(f, c) | 0 ? hb(f + 16 | 0, d) | 0 : 0) { break; }\n g = b[f + 32 >> 2] | 0;\n f = (g | 0) == 0 ? f : g;\n\n if (!(b[f + 32 >> 2] | 0)) {\n i = 10;\n break;\n }\n }\n\n if ((i | 0) == 10) {\n b[f + 32 >> 2] = h;\n break;\n }\n\n Wc(h);\n i = f;\n return i | 0;\n } } while (0);\n\n i = a + 8 | 0;\n b[i >> 2] = (b[i >> 2] | 0) + 1;\n i = h;\n return i | 0;\n }\n\n function Qc(a, c, d) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n var f = 0,\n g = 0;\n g = ~~(+q(+(+s(10.0, + +(15 - (b[a + 12 >> 2] | 0) | 0)) * (+e[c >> 3] + +e[c + 8 >> 3]))) % +(b[a + 4 >> 2] | 0)) >>> 0;\n g = b[(b[a >> 2] | 0) + (g << 2) >> 2] | 0;\n\n if (!g) {\n d = 0;\n return d | 0;\n }\n\n if (!d) {\n a = g;\n\n while (1) {\n if (hb(a, c) | 0) {\n f = 10;\n break;\n }\n\n a = b[a + 32 >> 2] | 0;\n\n if (!a) {\n a = 0;\n f = 10;\n break;\n }\n }\n\n if ((f | 0) == 10) { return a | 0; }\n }\n\n a = g;\n\n while (1) {\n if (hb(a, c) | 0 ? hb(a + 16 | 0, d) | 0 : 0) {\n f = 10;\n break;\n }\n\n a = b[a + 32 >> 2] | 0;\n\n if (!a) {\n a = 0;\n f = 10;\n break;\n }\n }\n\n if ((f | 0) == 10) { return a | 0; }\n return 0;\n }\n\n function Rc(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0;\n d = ~~(+q(+(+s(10.0, + +(15 - (b[a + 12 >> 2] | 0) | 0)) * (+e[c >> 3] + +e[c + 8 >> 3]))) % +(b[a + 4 >> 2] | 0)) >>> 0;\n a = b[(b[a >> 2] | 0) + (d << 2) >> 2] | 0;\n\n if (!a) {\n d = 0;\n return d | 0;\n }\n\n while (1) {\n if (hb(a, c) | 0) {\n c = 5;\n break;\n }\n\n a = b[a + 32 >> 2] | 0;\n\n if (!a) {\n a = 0;\n c = 5;\n break;\n }\n }\n\n if ((c | 0) == 5) { return a | 0; }\n return 0;\n }\n\n function Sc() {\n return 23312;\n }\n\n function Tc(a) {\n a = +a;\n return + +hd(+a);\n }\n\n function Uc(a) {\n a = +a;\n return ~~+Tc(a) | 0;\n }\n\n function Vc(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0,\n p = 0,\n q = 0,\n r = 0,\n s = 0,\n t = 0,\n u = 0,\n v = 0,\n w = 0;\n w = S;\n S = S + 16 | 0;\n n = w;\n\n do { if (a >>> 0 < 245) {\n k = a >>> 0 < 11 ? 16 : a + 11 & -8;\n a = k >>> 3;\n m = b[5829] | 0;\n d = m >>> a;\n\n if (d & 3 | 0) {\n c = (d & 1 ^ 1) + a | 0;\n a = 23356 + (c << 1 << 2) | 0;\n d = a + 8 | 0;\n e = b[d >> 2] | 0;\n f = e + 8 | 0;\n g = b[f >> 2] | 0;\n if ((g | 0) == (a | 0)) { b[5829] = m & ~(1 << c); }else {\n b[g + 12 >> 2] = a;\n b[d >> 2] = g;\n }\n v = c << 3;\n b[e + 4 >> 2] = v | 3;\n v = e + v + 4 | 0;\n b[v >> 2] = b[v >> 2] | 1;\n v = f;\n S = w;\n return v | 0;\n }\n\n l = b[5831] | 0;\n\n if (k >>> 0 > l >>> 0) {\n if (d | 0) {\n c = 2 << a;\n c = d << a & (c | 0 - c);\n c = (c & 0 - c) + -1 | 0;\n i = c >>> 12 & 16;\n c = c >>> i;\n d = c >>> 5 & 8;\n c = c >>> d;\n g = c >>> 2 & 4;\n c = c >>> g;\n a = c >>> 1 & 2;\n c = c >>> a;\n e = c >>> 1 & 1;\n e = (d | i | g | a | e) + (c >>> e) | 0;\n c = 23356 + (e << 1 << 2) | 0;\n a = c + 8 | 0;\n g = b[a >> 2] | 0;\n i = g + 8 | 0;\n d = b[i >> 2] | 0;\n\n if ((d | 0) == (c | 0)) {\n a = m & ~(1 << e);\n b[5829] = a;\n } else {\n b[d + 12 >> 2] = c;\n b[a >> 2] = d;\n a = m;\n }\n\n v = e << 3;\n h = v - k | 0;\n b[g + 4 >> 2] = k | 3;\n f = g + k | 0;\n b[f + 4 >> 2] = h | 1;\n b[g + v >> 2] = h;\n\n if (l | 0) {\n e = b[5834] | 0;\n c = l >>> 3;\n d = 23356 + (c << 1 << 2) | 0;\n c = 1 << c;\n\n if (!(a & c)) {\n b[5829] = a | c;\n c = d;\n a = d + 8 | 0;\n } else {\n a = d + 8 | 0;\n c = b[a >> 2] | 0;\n }\n\n b[a >> 2] = e;\n b[c + 12 >> 2] = e;\n b[e + 8 >> 2] = c;\n b[e + 12 >> 2] = d;\n }\n\n b[5831] = h;\n b[5834] = f;\n v = i;\n S = w;\n return v | 0;\n }\n\n g = b[5830] | 0;\n\n if (g) {\n d = (g & 0 - g) + -1 | 0;\n f = d >>> 12 & 16;\n d = d >>> f;\n e = d >>> 5 & 8;\n d = d >>> e;\n h = d >>> 2 & 4;\n d = d >>> h;\n i = d >>> 1 & 2;\n d = d >>> i;\n j = d >>> 1 & 1;\n j = b[23620 + ((e | f | h | i | j) + (d >>> j) << 2) >> 2] | 0;\n d = j;\n i = j;\n j = (b[j + 4 >> 2] & -8) - k | 0;\n\n while (1) {\n a = b[d + 16 >> 2] | 0;\n\n if (!a) {\n a = b[d + 20 >> 2] | 0;\n if (!a) { break; }\n }\n\n h = (b[a + 4 >> 2] & -8) - k | 0;\n f = h >>> 0 < j >>> 0;\n d = a;\n i = f ? a : i;\n j = f ? h : j;\n }\n\n h = i + k | 0;\n\n if (h >>> 0 > i >>> 0) {\n f = b[i + 24 >> 2] | 0;\n c = b[i + 12 >> 2] | 0;\n\n do { if ((c | 0) == (i | 0)) {\n a = i + 20 | 0;\n c = b[a >> 2] | 0;\n\n if (!c) {\n a = i + 16 | 0;\n c = b[a >> 2] | 0;\n\n if (!c) {\n d = 0;\n break;\n }\n }\n\n while (1) {\n e = c + 20 | 0;\n d = b[e >> 2] | 0;\n\n if (!d) {\n e = c + 16 | 0;\n d = b[e >> 2] | 0;\n if (!d) { break; }else {\n c = d;\n a = e;\n }\n } else {\n c = d;\n a = e;\n }\n }\n\n b[a >> 2] = 0;\n d = c;\n } else {\n d = b[i + 8 >> 2] | 0;\n b[d + 12 >> 2] = c;\n b[c + 8 >> 2] = d;\n d = c;\n } } while (0);\n\n do { if (f | 0) {\n c = b[i + 28 >> 2] | 0;\n a = 23620 + (c << 2) | 0;\n\n if ((i | 0) == (b[a >> 2] | 0)) {\n b[a >> 2] = d;\n\n if (!d) {\n b[5830] = g & ~(1 << c);\n break;\n }\n } else {\n v = f + 16 | 0;\n b[((b[v >> 2] | 0) == (i | 0) ? v : f + 20 | 0) >> 2] = d;\n if (!d) { break; }\n }\n\n b[d + 24 >> 2] = f;\n c = b[i + 16 >> 2] | 0;\n\n if (c | 0) {\n b[d + 16 >> 2] = c;\n b[c + 24 >> 2] = d;\n }\n\n c = b[i + 20 >> 2] | 0;\n\n if (c | 0) {\n b[d + 20 >> 2] = c;\n b[c + 24 >> 2] = d;\n }\n } } while (0);\n\n if (j >>> 0 < 16) {\n v = j + k | 0;\n b[i + 4 >> 2] = v | 3;\n v = i + v + 4 | 0;\n b[v >> 2] = b[v >> 2] | 1;\n } else {\n b[i + 4 >> 2] = k | 3;\n b[h + 4 >> 2] = j | 1;\n b[h + j >> 2] = j;\n\n if (l | 0) {\n e = b[5834] | 0;\n c = l >>> 3;\n d = 23356 + (c << 1 << 2) | 0;\n c = 1 << c;\n\n if (!(c & m)) {\n b[5829] = c | m;\n c = d;\n a = d + 8 | 0;\n } else {\n a = d + 8 | 0;\n c = b[a >> 2] | 0;\n }\n\n b[a >> 2] = e;\n b[c + 12 >> 2] = e;\n b[e + 8 >> 2] = c;\n b[e + 12 >> 2] = d;\n }\n\n b[5831] = j;\n b[5834] = h;\n }\n\n v = i + 8 | 0;\n S = w;\n return v | 0;\n } else { m = k; }\n } else { m = k; }\n } else { m = k; }\n } else if (a >>> 0 <= 4294967231) {\n a = a + 11 | 0;\n k = a & -8;\n e = b[5830] | 0;\n\n if (e) {\n f = 0 - k | 0;\n a = a >>> 8;\n if (a) {\n if (k >>> 0 > 16777215) { j = 31; }else {\n m = (a + 1048320 | 0) >>> 16 & 8;\n q = a << m;\n i = (q + 520192 | 0) >>> 16 & 4;\n q = q << i;\n j = (q + 245760 | 0) >>> 16 & 2;\n j = 14 - (i | m | j) + (q << j >>> 15) | 0;\n j = k >>> (j + 7 | 0) & 1 | j << 1;\n }\n } else { j = 0; }\n d = b[23620 + (j << 2) >> 2] | 0;\n\n a: do { if (!d) {\n d = 0;\n a = 0;\n q = 61;\n } else {\n a = 0;\n i = k << ((j | 0) == 31 ? 0 : 25 - (j >>> 1) | 0);\n g = 0;\n\n while (1) {\n h = (b[d + 4 >> 2] & -8) - k | 0;\n if (h >>> 0 < f >>> 0) { if (!h) {\n a = d;\n f = 0;\n q = 65;\n break a;\n } else {\n a = d;\n f = h;\n } }\n q = b[d + 20 >> 2] | 0;\n d = b[d + 16 + (i >>> 31 << 2) >> 2] | 0;\n g = (q | 0) == 0 | (q | 0) == (d | 0) ? g : q;\n\n if (!d) {\n d = g;\n q = 61;\n break;\n } else { i = i << 1; }\n }\n } } while (0);\n\n if ((q | 0) == 61) {\n if ((d | 0) == 0 & (a | 0) == 0) {\n a = 2 << j;\n a = (a | 0 - a) & e;\n\n if (!a) {\n m = k;\n break;\n }\n\n m = (a & 0 - a) + -1 | 0;\n h = m >>> 12 & 16;\n m = m >>> h;\n g = m >>> 5 & 8;\n m = m >>> g;\n i = m >>> 2 & 4;\n m = m >>> i;\n j = m >>> 1 & 2;\n m = m >>> j;\n d = m >>> 1 & 1;\n a = 0;\n d = b[23620 + ((g | h | i | j | d) + (m >>> d) << 2) >> 2] | 0;\n }\n\n if (!d) {\n i = a;\n h = f;\n } else { q = 65; }\n }\n\n if ((q | 0) == 65) {\n g = d;\n\n while (1) {\n m = (b[g + 4 >> 2] & -8) - k | 0;\n d = m >>> 0 < f >>> 0;\n f = d ? m : f;\n a = d ? g : a;\n d = b[g + 16 >> 2] | 0;\n if (!d) { d = b[g + 20 >> 2] | 0; }\n\n if (!d) {\n i = a;\n h = f;\n break;\n } else { g = d; }\n }\n }\n\n if (((i | 0) != 0 ? h >>> 0 < ((b[5831] | 0) - k | 0) >>> 0 : 0) ? (l = i + k | 0, l >>> 0 > i >>> 0) : 0) {\n g = b[i + 24 >> 2] | 0;\n c = b[i + 12 >> 2] | 0;\n\n do { if ((c | 0) == (i | 0)) {\n a = i + 20 | 0;\n c = b[a >> 2] | 0;\n\n if (!c) {\n a = i + 16 | 0;\n c = b[a >> 2] | 0;\n\n if (!c) {\n c = 0;\n break;\n }\n }\n\n while (1) {\n f = c + 20 | 0;\n d = b[f >> 2] | 0;\n\n if (!d) {\n f = c + 16 | 0;\n d = b[f >> 2] | 0;\n if (!d) { break; }else {\n c = d;\n a = f;\n }\n } else {\n c = d;\n a = f;\n }\n }\n\n b[a >> 2] = 0;\n } else {\n v = b[i + 8 >> 2] | 0;\n b[v + 12 >> 2] = c;\n b[c + 8 >> 2] = v;\n } } while (0);\n\n do { if (g) {\n a = b[i + 28 >> 2] | 0;\n d = 23620 + (a << 2) | 0;\n\n if ((i | 0) == (b[d >> 2] | 0)) {\n b[d >> 2] = c;\n\n if (!c) {\n e = e & ~(1 << a);\n b[5830] = e;\n break;\n }\n } else {\n v = g + 16 | 0;\n b[((b[v >> 2] | 0) == (i | 0) ? v : g + 20 | 0) >> 2] = c;\n if (!c) { break; }\n }\n\n b[c + 24 >> 2] = g;\n a = b[i + 16 >> 2] | 0;\n\n if (a | 0) {\n b[c + 16 >> 2] = a;\n b[a + 24 >> 2] = c;\n }\n\n a = b[i + 20 >> 2] | 0;\n\n if (a) {\n b[c + 20 >> 2] = a;\n b[a + 24 >> 2] = c;\n }\n } } while (0);\n\n b: do { if (h >>> 0 < 16) {\n v = h + k | 0;\n b[i + 4 >> 2] = v | 3;\n v = i + v + 4 | 0;\n b[v >> 2] = b[v >> 2] | 1;\n } else {\n b[i + 4 >> 2] = k | 3;\n b[l + 4 >> 2] = h | 1;\n b[l + h >> 2] = h;\n c = h >>> 3;\n\n if (h >>> 0 < 256) {\n d = 23356 + (c << 1 << 2) | 0;\n a = b[5829] | 0;\n c = 1 << c;\n\n if (!(a & c)) {\n b[5829] = a | c;\n c = d;\n a = d + 8 | 0;\n } else {\n a = d + 8 | 0;\n c = b[a >> 2] | 0;\n }\n\n b[a >> 2] = l;\n b[c + 12 >> 2] = l;\n b[l + 8 >> 2] = c;\n b[l + 12 >> 2] = d;\n break;\n }\n\n c = h >>> 8;\n if (c) {\n if (h >>> 0 > 16777215) { d = 31; }else {\n u = (c + 1048320 | 0) >>> 16 & 8;\n v = c << u;\n t = (v + 520192 | 0) >>> 16 & 4;\n v = v << t;\n d = (v + 245760 | 0) >>> 16 & 2;\n d = 14 - (t | u | d) + (v << d >>> 15) | 0;\n d = h >>> (d + 7 | 0) & 1 | d << 1;\n }\n } else { d = 0; }\n c = 23620 + (d << 2) | 0;\n b[l + 28 >> 2] = d;\n a = l + 16 | 0;\n b[a + 4 >> 2] = 0;\n b[a >> 2] = 0;\n a = 1 << d;\n\n if (!(e & a)) {\n b[5830] = e | a;\n b[c >> 2] = l;\n b[l + 24 >> 2] = c;\n b[l + 12 >> 2] = l;\n b[l + 8 >> 2] = l;\n break;\n }\n\n c = b[c >> 2] | 0;\n\n c: do { if ((b[c + 4 >> 2] & -8 | 0) != (h | 0)) {\n e = h << ((d | 0) == 31 ? 0 : 25 - (d >>> 1) | 0);\n\n while (1) {\n d = c + 16 + (e >>> 31 << 2) | 0;\n a = b[d >> 2] | 0;\n if (!a) { break; }\n\n if ((b[a + 4 >> 2] & -8 | 0) == (h | 0)) {\n c = a;\n break c;\n } else {\n e = e << 1;\n c = a;\n }\n }\n\n b[d >> 2] = l;\n b[l + 24 >> 2] = c;\n b[l + 12 >> 2] = l;\n b[l + 8 >> 2] = l;\n break b;\n } } while (0);\n\n u = c + 8 | 0;\n v = b[u >> 2] | 0;\n b[v + 12 >> 2] = l;\n b[u >> 2] = l;\n b[l + 8 >> 2] = v;\n b[l + 12 >> 2] = c;\n b[l + 24 >> 2] = 0;\n } } while (0);\n\n v = i + 8 | 0;\n S = w;\n return v | 0;\n } else { m = k; }\n } else { m = k; }\n } else { m = -1; } } while (0);\n\n d = b[5831] | 0;\n\n if (d >>> 0 >= m >>> 0) {\n c = d - m | 0;\n a = b[5834] | 0;\n\n if (c >>> 0 > 15) {\n v = a + m | 0;\n b[5834] = v;\n b[5831] = c;\n b[v + 4 >> 2] = c | 1;\n b[a + d >> 2] = c;\n b[a + 4 >> 2] = m | 3;\n } else {\n b[5831] = 0;\n b[5834] = 0;\n b[a + 4 >> 2] = d | 3;\n v = a + d + 4 | 0;\n b[v >> 2] = b[v >> 2] | 1;\n }\n\n v = a + 8 | 0;\n S = w;\n return v | 0;\n }\n\n h = b[5832] | 0;\n\n if (h >>> 0 > m >>> 0) {\n t = h - m | 0;\n b[5832] = t;\n v = b[5835] | 0;\n u = v + m | 0;\n b[5835] = u;\n b[u + 4 >> 2] = t | 1;\n b[v + 4 >> 2] = m | 3;\n v = v + 8 | 0;\n S = w;\n return v | 0;\n }\n\n if (!(b[5947] | 0)) {\n b[5949] = 4096;\n b[5948] = 4096;\n b[5950] = -1;\n b[5951] = -1;\n b[5952] = 0;\n b[5940] = 0;\n b[5947] = n & -16 ^ 1431655768;\n a = 4096;\n } else { a = b[5949] | 0; }\n\n i = m + 48 | 0;\n j = m + 47 | 0;\n g = a + j | 0;\n f = 0 - a | 0;\n k = g & f;\n\n if (k >>> 0 <= m >>> 0) {\n v = 0;\n S = w;\n return v | 0;\n }\n\n a = b[5939] | 0;\n\n if (a | 0 ? (l = b[5937] | 0, n = l + k | 0, n >>> 0 <= l >>> 0 | n >>> 0 > a >>> 0) : 0) {\n v = 0;\n S = w;\n return v | 0;\n }\n\n d: do { if (!(b[5940] & 4)) {\n d = b[5835] | 0;\n\n e: do { if (d) {\n e = 23764;\n\n while (1) {\n n = b[e >> 2] | 0;\n if (n >>> 0 <= d >>> 0 ? (n + (b[e + 4 >> 2] | 0) | 0) >>> 0 > d >>> 0 : 0) { break; }\n a = b[e + 8 >> 2] | 0;\n\n if (!a) {\n q = 128;\n break e;\n } else { e = a; }\n }\n\n c = g - h & f;\n\n if (c >>> 0 < 2147483647) {\n a = id(c | 0) | 0;\n\n if ((a | 0) == ((b[e >> 2] | 0) + (b[e + 4 >> 2] | 0) | 0)) {\n if ((a | 0) != (-1 | 0)) {\n h = c;\n g = a;\n q = 145;\n break d;\n }\n } else {\n e = a;\n q = 136;\n }\n } else { c = 0; }\n } else { q = 128; } } while (0);\n\n do { if ((q | 0) == 128) {\n d = id(0) | 0;\n\n if ((d | 0) != (-1 | 0) ? (c = d, o = b[5948] | 0, p = o + -1 | 0, c = ((p & c | 0) == 0 ? 0 : (p + c & 0 - o) - c | 0) + k | 0, o = b[5937] | 0, p = c + o | 0, c >>> 0 > m >>> 0 & c >>> 0 < 2147483647) : 0) {\n n = b[5939] | 0;\n\n if (n | 0 ? p >>> 0 <= o >>> 0 | p >>> 0 > n >>> 0 : 0) {\n c = 0;\n break;\n }\n\n a = id(c | 0) | 0;\n\n if ((a | 0) == (d | 0)) {\n h = c;\n g = d;\n q = 145;\n break d;\n } else {\n e = a;\n q = 136;\n }\n } else { c = 0; }\n } } while (0);\n\n do { if ((q | 0) == 136) {\n d = 0 - c | 0;\n if (!(i >>> 0 > c >>> 0 & (c >>> 0 < 2147483647 & (e | 0) != (-1 | 0)))) { if ((e | 0) == (-1 | 0)) {\n c = 0;\n break;\n } else {\n h = c;\n g = e;\n q = 145;\n break d;\n } }\n a = b[5949] | 0;\n a = j - c + a & 0 - a;\n\n if (a >>> 0 >= 2147483647) {\n h = c;\n g = e;\n q = 145;\n break d;\n }\n\n if ((id(a | 0) | 0) == (-1 | 0)) {\n id(d | 0) | 0;\n c = 0;\n break;\n } else {\n h = a + c | 0;\n g = e;\n q = 145;\n break d;\n }\n } } while (0);\n\n b[5940] = b[5940] | 4;\n q = 143;\n } else {\n c = 0;\n q = 143;\n } } while (0);\n\n if (((q | 0) == 143 ? k >>> 0 < 2147483647 : 0) ? (t = id(k | 0) | 0, p = id(0) | 0, r = p - t | 0, s = r >>> 0 > (m + 40 | 0) >>> 0, !((t | 0) == (-1 | 0) | s ^ 1 | t >>> 0 < p >>> 0 & ((t | 0) != (-1 | 0) & (p | 0) != (-1 | 0)) ^ 1)) : 0) {\n h = s ? r : c;\n g = t;\n q = 145;\n }\n\n if ((q | 0) == 145) {\n c = (b[5937] | 0) + h | 0;\n b[5937] = c;\n if (c >>> 0 > (b[5938] | 0) >>> 0) { b[5938] = c; }\n j = b[5835] | 0;\n\n f: do { if (j) {\n c = 23764;\n\n while (1) {\n a = b[c >> 2] | 0;\n d = b[c + 4 >> 2] | 0;\n\n if ((g | 0) == (a + d | 0)) {\n q = 154;\n break;\n }\n\n e = b[c + 8 >> 2] | 0;\n if (!e) { break; }else { c = e; }\n }\n\n if (((q | 0) == 154 ? (u = c + 4 | 0, (b[c + 12 >> 2] & 8 | 0) == 0) : 0) ? g >>> 0 > j >>> 0 & a >>> 0 <= j >>> 0 : 0) {\n b[u >> 2] = d + h;\n v = (b[5832] | 0) + h | 0;\n t = j + 8 | 0;\n t = (t & 7 | 0) == 0 ? 0 : 0 - t & 7;\n u = j + t | 0;\n t = v - t | 0;\n b[5835] = u;\n b[5832] = t;\n b[u + 4 >> 2] = t | 1;\n b[j + v + 4 >> 2] = 40;\n b[5836] = b[5951];\n break;\n }\n\n if (g >>> 0 < (b[5833] | 0) >>> 0) { b[5833] = g; }\n d = g + h | 0;\n c = 23764;\n\n while (1) {\n if ((b[c >> 2] | 0) == (d | 0)) {\n q = 162;\n break;\n }\n\n a = b[c + 8 >> 2] | 0;\n if (!a) { break; }else { c = a; }\n }\n\n if ((q | 0) == 162 ? (b[c + 12 >> 2] & 8 | 0) == 0 : 0) {\n b[c >> 2] = g;\n l = c + 4 | 0;\n b[l >> 2] = (b[l >> 2] | 0) + h;\n l = g + 8 | 0;\n l = g + ((l & 7 | 0) == 0 ? 0 : 0 - l & 7) | 0;\n c = d + 8 | 0;\n c = d + ((c & 7 | 0) == 0 ? 0 : 0 - c & 7) | 0;\n k = l + m | 0;\n i = c - l - m | 0;\n b[l + 4 >> 2] = m | 3;\n\n g: do { if ((j | 0) == (c | 0)) {\n v = (b[5832] | 0) + i | 0;\n b[5832] = v;\n b[5835] = k;\n b[k + 4 >> 2] = v | 1;\n } else {\n if ((b[5834] | 0) == (c | 0)) {\n v = (b[5831] | 0) + i | 0;\n b[5831] = v;\n b[5834] = k;\n b[k + 4 >> 2] = v | 1;\n b[k + v >> 2] = v;\n break;\n }\n\n a = b[c + 4 >> 2] | 0;\n\n if ((a & 3 | 0) == 1) {\n h = a & -8;\n e = a >>> 3;\n\n h: do { if (a >>> 0 < 256) {\n a = b[c + 8 >> 2] | 0;\n d = b[c + 12 >> 2] | 0;\n\n if ((d | 0) == (a | 0)) {\n b[5829] = b[5829] & ~(1 << e);\n break;\n } else {\n b[a + 12 >> 2] = d;\n b[d + 8 >> 2] = a;\n break;\n }\n } else {\n g = b[c + 24 >> 2] | 0;\n a = b[c + 12 >> 2] | 0;\n\n do { if ((a | 0) == (c | 0)) {\n d = c + 16 | 0;\n e = d + 4 | 0;\n a = b[e >> 2] | 0;\n\n if (!a) {\n a = b[d >> 2] | 0;\n\n if (!a) {\n a = 0;\n break;\n }\n } else { d = e; }\n\n while (1) {\n f = a + 20 | 0;\n e = b[f >> 2] | 0;\n\n if (!e) {\n f = a + 16 | 0;\n e = b[f >> 2] | 0;\n if (!e) { break; }else {\n a = e;\n d = f;\n }\n } else {\n a = e;\n d = f;\n }\n }\n\n b[d >> 2] = 0;\n } else {\n v = b[c + 8 >> 2] | 0;\n b[v + 12 >> 2] = a;\n b[a + 8 >> 2] = v;\n } } while (0);\n\n if (!g) { break; }\n d = b[c + 28 >> 2] | 0;\n e = 23620 + (d << 2) | 0;\n\n do { if ((b[e >> 2] | 0) != (c | 0)) {\n v = g + 16 | 0;\n b[((b[v >> 2] | 0) == (c | 0) ? v : g + 20 | 0) >> 2] = a;\n if (!a) { break h; }\n } else {\n b[e >> 2] = a;\n if (a | 0) { break; }\n b[5830] = b[5830] & ~(1 << d);\n break h;\n } } while (0);\n\n b[a + 24 >> 2] = g;\n d = c + 16 | 0;\n e = b[d >> 2] | 0;\n\n if (e | 0) {\n b[a + 16 >> 2] = e;\n b[e + 24 >> 2] = a;\n }\n\n d = b[d + 4 >> 2] | 0;\n if (!d) { break; }\n b[a + 20 >> 2] = d;\n b[d + 24 >> 2] = a;\n } } while (0);\n\n c = c + h | 0;\n f = h + i | 0;\n } else { f = i; }\n\n c = c + 4 | 0;\n b[c >> 2] = b[c >> 2] & -2;\n b[k + 4 >> 2] = f | 1;\n b[k + f >> 2] = f;\n c = f >>> 3;\n\n if (f >>> 0 < 256) {\n d = 23356 + (c << 1 << 2) | 0;\n a = b[5829] | 0;\n c = 1 << c;\n\n if (!(a & c)) {\n b[5829] = a | c;\n c = d;\n a = d + 8 | 0;\n } else {\n a = d + 8 | 0;\n c = b[a >> 2] | 0;\n }\n\n b[a >> 2] = k;\n b[c + 12 >> 2] = k;\n b[k + 8 >> 2] = c;\n b[k + 12 >> 2] = d;\n break;\n }\n\n c = f >>> 8;\n\n do { if (!c) { e = 0; }else {\n if (f >>> 0 > 16777215) {\n e = 31;\n break;\n }\n\n u = (c + 1048320 | 0) >>> 16 & 8;\n v = c << u;\n t = (v + 520192 | 0) >>> 16 & 4;\n v = v << t;\n e = (v + 245760 | 0) >>> 16 & 2;\n e = 14 - (t | u | e) + (v << e >>> 15) | 0;\n e = f >>> (e + 7 | 0) & 1 | e << 1;\n } } while (0);\n\n c = 23620 + (e << 2) | 0;\n b[k + 28 >> 2] = e;\n a = k + 16 | 0;\n b[a + 4 >> 2] = 0;\n b[a >> 2] = 0;\n a = b[5830] | 0;\n d = 1 << e;\n\n if (!(a & d)) {\n b[5830] = a | d;\n b[c >> 2] = k;\n b[k + 24 >> 2] = c;\n b[k + 12 >> 2] = k;\n b[k + 8 >> 2] = k;\n break;\n }\n\n c = b[c >> 2] | 0;\n\n i: do { if ((b[c + 4 >> 2] & -8 | 0) != (f | 0)) {\n e = f << ((e | 0) == 31 ? 0 : 25 - (e >>> 1) | 0);\n\n while (1) {\n d = c + 16 + (e >>> 31 << 2) | 0;\n a = b[d >> 2] | 0;\n if (!a) { break; }\n\n if ((b[a + 4 >> 2] & -8 | 0) == (f | 0)) {\n c = a;\n break i;\n } else {\n e = e << 1;\n c = a;\n }\n }\n\n b[d >> 2] = k;\n b[k + 24 >> 2] = c;\n b[k + 12 >> 2] = k;\n b[k + 8 >> 2] = k;\n break g;\n } } while (0);\n\n u = c + 8 | 0;\n v = b[u >> 2] | 0;\n b[v + 12 >> 2] = k;\n b[u >> 2] = k;\n b[k + 8 >> 2] = v;\n b[k + 12 >> 2] = c;\n b[k + 24 >> 2] = 0;\n } } while (0);\n\n v = l + 8 | 0;\n S = w;\n return v | 0;\n }\n\n c = 23764;\n\n while (1) {\n a = b[c >> 2] | 0;\n if (a >>> 0 <= j >>> 0 ? (v = a + (b[c + 4 >> 2] | 0) | 0, v >>> 0 > j >>> 0) : 0) { break; }\n c = b[c + 8 >> 2] | 0;\n }\n\n f = v + -47 | 0;\n a = f + 8 | 0;\n a = f + ((a & 7 | 0) == 0 ? 0 : 0 - a & 7) | 0;\n f = j + 16 | 0;\n a = a >>> 0 < f >>> 0 ? j : a;\n c = a + 8 | 0;\n d = h + -40 | 0;\n t = g + 8 | 0;\n t = (t & 7 | 0) == 0 ? 0 : 0 - t & 7;\n u = g + t | 0;\n t = d - t | 0;\n b[5835] = u;\n b[5832] = t;\n b[u + 4 >> 2] = t | 1;\n b[g + d + 4 >> 2] = 40;\n b[5836] = b[5951];\n d = a + 4 | 0;\n b[d >> 2] = 27;\n b[c >> 2] = b[5941];\n b[c + 4 >> 2] = b[5942];\n b[c + 8 >> 2] = b[5943];\n b[c + 12 >> 2] = b[5944];\n b[5941] = g;\n b[5942] = h;\n b[5944] = 0;\n b[5943] = c;\n c = a + 24 | 0;\n\n do {\n u = c;\n c = c + 4 | 0;\n b[c >> 2] = 7;\n } while ((u + 8 | 0) >>> 0 < v >>> 0);\n\n if ((a | 0) != (j | 0)) {\n g = a - j | 0;\n b[d >> 2] = b[d >> 2] & -2;\n b[j + 4 >> 2] = g | 1;\n b[a >> 2] = g;\n c = g >>> 3;\n\n if (g >>> 0 < 256) {\n d = 23356 + (c << 1 << 2) | 0;\n a = b[5829] | 0;\n c = 1 << c;\n\n if (!(a & c)) {\n b[5829] = a | c;\n c = d;\n a = d + 8 | 0;\n } else {\n a = d + 8 | 0;\n c = b[a >> 2] | 0;\n }\n\n b[a >> 2] = j;\n b[c + 12 >> 2] = j;\n b[j + 8 >> 2] = c;\n b[j + 12 >> 2] = d;\n break;\n }\n\n c = g >>> 8;\n if (c) {\n if (g >>> 0 > 16777215) { e = 31; }else {\n u = (c + 1048320 | 0) >>> 16 & 8;\n v = c << u;\n t = (v + 520192 | 0) >>> 16 & 4;\n v = v << t;\n e = (v + 245760 | 0) >>> 16 & 2;\n e = 14 - (t | u | e) + (v << e >>> 15) | 0;\n e = g >>> (e + 7 | 0) & 1 | e << 1;\n }\n } else { e = 0; }\n d = 23620 + (e << 2) | 0;\n b[j + 28 >> 2] = e;\n b[j + 20 >> 2] = 0;\n b[f >> 2] = 0;\n c = b[5830] | 0;\n a = 1 << e;\n\n if (!(c & a)) {\n b[5830] = c | a;\n b[d >> 2] = j;\n b[j + 24 >> 2] = d;\n b[j + 12 >> 2] = j;\n b[j + 8 >> 2] = j;\n break;\n }\n\n c = b[d >> 2] | 0;\n\n j: do { if ((b[c + 4 >> 2] & -8 | 0) != (g | 0)) {\n e = g << ((e | 0) == 31 ? 0 : 25 - (e >>> 1) | 0);\n\n while (1) {\n d = c + 16 + (e >>> 31 << 2) | 0;\n a = b[d >> 2] | 0;\n if (!a) { break; }\n\n if ((b[a + 4 >> 2] & -8 | 0) == (g | 0)) {\n c = a;\n break j;\n } else {\n e = e << 1;\n c = a;\n }\n }\n\n b[d >> 2] = j;\n b[j + 24 >> 2] = c;\n b[j + 12 >> 2] = j;\n b[j + 8 >> 2] = j;\n break f;\n } } while (0);\n\n u = c + 8 | 0;\n v = b[u >> 2] | 0;\n b[v + 12 >> 2] = j;\n b[u >> 2] = j;\n b[j + 8 >> 2] = v;\n b[j + 12 >> 2] = c;\n b[j + 24 >> 2] = 0;\n }\n } else {\n v = b[5833] | 0;\n if ((v | 0) == 0 | g >>> 0 < v >>> 0) { b[5833] = g; }\n b[5941] = g;\n b[5942] = h;\n b[5944] = 0;\n b[5838] = b[5947];\n b[5837] = -1;\n b[5842] = 23356;\n b[5841] = 23356;\n b[5844] = 23364;\n b[5843] = 23364;\n b[5846] = 23372;\n b[5845] = 23372;\n b[5848] = 23380;\n b[5847] = 23380;\n b[5850] = 23388;\n b[5849] = 23388;\n b[5852] = 23396;\n b[5851] = 23396;\n b[5854] = 23404;\n b[5853] = 23404;\n b[5856] = 23412;\n b[5855] = 23412;\n b[5858] = 23420;\n b[5857] = 23420;\n b[5860] = 23428;\n b[5859] = 23428;\n b[5862] = 23436;\n b[5861] = 23436;\n b[5864] = 23444;\n b[5863] = 23444;\n b[5866] = 23452;\n b[5865] = 23452;\n b[5868] = 23460;\n b[5867] = 23460;\n b[5870] = 23468;\n b[5869] = 23468;\n b[5872] = 23476;\n b[5871] = 23476;\n b[5874] = 23484;\n b[5873] = 23484;\n b[5876] = 23492;\n b[5875] = 23492;\n b[5878] = 23500;\n b[5877] = 23500;\n b[5880] = 23508;\n b[5879] = 23508;\n b[5882] = 23516;\n b[5881] = 23516;\n b[5884] = 23524;\n b[5883] = 23524;\n b[5886] = 23532;\n b[5885] = 23532;\n b[5888] = 23540;\n b[5887] = 23540;\n b[5890] = 23548;\n b[5889] = 23548;\n b[5892] = 23556;\n b[5891] = 23556;\n b[5894] = 23564;\n b[5893] = 23564;\n b[5896] = 23572;\n b[5895] = 23572;\n b[5898] = 23580;\n b[5897] = 23580;\n b[5900] = 23588;\n b[5899] = 23588;\n b[5902] = 23596;\n b[5901] = 23596;\n b[5904] = 23604;\n b[5903] = 23604;\n v = h + -40 | 0;\n t = g + 8 | 0;\n t = (t & 7 | 0) == 0 ? 0 : 0 - t & 7;\n u = g + t | 0;\n t = v - t | 0;\n b[5835] = u;\n b[5832] = t;\n b[u + 4 >> 2] = t | 1;\n b[g + v + 4 >> 2] = 40;\n b[5836] = b[5951];\n } } while (0);\n\n c = b[5832] | 0;\n\n if (c >>> 0 > m >>> 0) {\n t = c - m | 0;\n b[5832] = t;\n v = b[5835] | 0;\n u = v + m | 0;\n b[5835] = u;\n b[u + 4 >> 2] = t | 1;\n b[v + 4 >> 2] = m | 3;\n v = v + 8 | 0;\n S = w;\n return v | 0;\n }\n }\n\n v = Sc() | 0;\n b[v >> 2] = 12;\n v = 0;\n S = w;\n return v | 0;\n }\n\n function Wc(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0,\n f = 0,\n g = 0,\n h = 0,\n i = 0,\n j = 0;\n if (!a) { return; }\n d = a + -8 | 0;\n f = b[5833] | 0;\n a = b[a + -4 >> 2] | 0;\n c = a & -8;\n j = d + c | 0;\n\n do { if (!(a & 1)) {\n e = b[d >> 2] | 0;\n if (!(a & 3)) { return; }\n h = d + (0 - e) | 0;\n g = e + c | 0;\n if (h >>> 0 < f >>> 0) { return; }\n\n if ((b[5834] | 0) == (h | 0)) {\n a = j + 4 | 0;\n c = b[a >> 2] | 0;\n\n if ((c & 3 | 0) != 3) {\n i = h;\n c = g;\n break;\n }\n\n b[5831] = g;\n b[a >> 2] = c & -2;\n b[h + 4 >> 2] = g | 1;\n b[h + g >> 2] = g;\n return;\n }\n\n d = e >>> 3;\n\n if (e >>> 0 < 256) {\n a = b[h + 8 >> 2] | 0;\n c = b[h + 12 >> 2] | 0;\n\n if ((c | 0) == (a | 0)) {\n b[5829] = b[5829] & ~(1 << d);\n i = h;\n c = g;\n break;\n } else {\n b[a + 12 >> 2] = c;\n b[c + 8 >> 2] = a;\n i = h;\n c = g;\n break;\n }\n }\n\n f = b[h + 24 >> 2] | 0;\n a = b[h + 12 >> 2] | 0;\n\n do { if ((a | 0) == (h | 0)) {\n c = h + 16 | 0;\n d = c + 4 | 0;\n a = b[d >> 2] | 0;\n\n if (!a) {\n a = b[c >> 2] | 0;\n\n if (!a) {\n a = 0;\n break;\n }\n } else { c = d; }\n\n while (1) {\n e = a + 20 | 0;\n d = b[e >> 2] | 0;\n\n if (!d) {\n e = a + 16 | 0;\n d = b[e >> 2] | 0;\n if (!d) { break; }else {\n a = d;\n c = e;\n }\n } else {\n a = d;\n c = e;\n }\n }\n\n b[c >> 2] = 0;\n } else {\n i = b[h + 8 >> 2] | 0;\n b[i + 12 >> 2] = a;\n b[a + 8 >> 2] = i;\n } } while (0);\n\n if (f) {\n c = b[h + 28 >> 2] | 0;\n d = 23620 + (c << 2) | 0;\n\n if ((b[d >> 2] | 0) == (h | 0)) {\n b[d >> 2] = a;\n\n if (!a) {\n b[5830] = b[5830] & ~(1 << c);\n i = h;\n c = g;\n break;\n }\n } else {\n i = f + 16 | 0;\n b[((b[i >> 2] | 0) == (h | 0) ? i : f + 20 | 0) >> 2] = a;\n\n if (!a) {\n i = h;\n c = g;\n break;\n }\n }\n\n b[a + 24 >> 2] = f;\n c = h + 16 | 0;\n d = b[c >> 2] | 0;\n\n if (d | 0) {\n b[a + 16 >> 2] = d;\n b[d + 24 >> 2] = a;\n }\n\n c = b[c + 4 >> 2] | 0;\n\n if (c) {\n b[a + 20 >> 2] = c;\n b[c + 24 >> 2] = a;\n i = h;\n c = g;\n } else {\n i = h;\n c = g;\n }\n } else {\n i = h;\n c = g;\n }\n } else {\n i = d;\n h = d;\n } } while (0);\n\n if (h >>> 0 >= j >>> 0) { return; }\n a = j + 4 | 0;\n e = b[a >> 2] | 0;\n if (!(e & 1)) { return; }\n\n if (!(e & 2)) {\n if ((b[5835] | 0) == (j | 0)) {\n j = (b[5832] | 0) + c | 0;\n b[5832] = j;\n b[5835] = i;\n b[i + 4 >> 2] = j | 1;\n if ((i | 0) != (b[5834] | 0)) { return; }\n b[5834] = 0;\n b[5831] = 0;\n return;\n }\n\n if ((b[5834] | 0) == (j | 0)) {\n j = (b[5831] | 0) + c | 0;\n b[5831] = j;\n b[5834] = h;\n b[i + 4 >> 2] = j | 1;\n b[h + j >> 2] = j;\n return;\n }\n\n f = (e & -8) + c | 0;\n d = e >>> 3;\n\n do { if (e >>> 0 < 256) {\n c = b[j + 8 >> 2] | 0;\n a = b[j + 12 >> 2] | 0;\n\n if ((a | 0) == (c | 0)) {\n b[5829] = b[5829] & ~(1 << d);\n break;\n } else {\n b[c + 12 >> 2] = a;\n b[a + 8 >> 2] = c;\n break;\n }\n } else {\n g = b[j + 24 >> 2] | 0;\n a = b[j + 12 >> 2] | 0;\n\n do { if ((a | 0) == (j | 0)) {\n c = j + 16 | 0;\n d = c + 4 | 0;\n a = b[d >> 2] | 0;\n\n if (!a) {\n a = b[c >> 2] | 0;\n\n if (!a) {\n d = 0;\n break;\n }\n } else { c = d; }\n\n while (1) {\n e = a + 20 | 0;\n d = b[e >> 2] | 0;\n\n if (!d) {\n e = a + 16 | 0;\n d = b[e >> 2] | 0;\n if (!d) { break; }else {\n a = d;\n c = e;\n }\n } else {\n a = d;\n c = e;\n }\n }\n\n b[c >> 2] = 0;\n d = a;\n } else {\n d = b[j + 8 >> 2] | 0;\n b[d + 12 >> 2] = a;\n b[a + 8 >> 2] = d;\n d = a;\n } } while (0);\n\n if (g | 0) {\n a = b[j + 28 >> 2] | 0;\n c = 23620 + (a << 2) | 0;\n\n if ((b[c >> 2] | 0) == (j | 0)) {\n b[c >> 2] = d;\n\n if (!d) {\n b[5830] = b[5830] & ~(1 << a);\n break;\n }\n } else {\n e = g + 16 | 0;\n b[((b[e >> 2] | 0) == (j | 0) ? e : g + 20 | 0) >> 2] = d;\n if (!d) { break; }\n }\n\n b[d + 24 >> 2] = g;\n a = j + 16 | 0;\n c = b[a >> 2] | 0;\n\n if (c | 0) {\n b[d + 16 >> 2] = c;\n b[c + 24 >> 2] = d;\n }\n\n a = b[a + 4 >> 2] | 0;\n\n if (a | 0) {\n b[d + 20 >> 2] = a;\n b[a + 24 >> 2] = d;\n }\n }\n } } while (0);\n\n b[i + 4 >> 2] = f | 1;\n b[h + f >> 2] = f;\n\n if ((i | 0) == (b[5834] | 0)) {\n b[5831] = f;\n return;\n }\n } else {\n b[a >> 2] = e & -2;\n b[i + 4 >> 2] = c | 1;\n b[h + c >> 2] = c;\n f = c;\n }\n\n a = f >>> 3;\n\n if (f >>> 0 < 256) {\n d = 23356 + (a << 1 << 2) | 0;\n c = b[5829] | 0;\n a = 1 << a;\n\n if (!(c & a)) {\n b[5829] = c | a;\n a = d;\n c = d + 8 | 0;\n } else {\n c = d + 8 | 0;\n a = b[c >> 2] | 0;\n }\n\n b[c >> 2] = i;\n b[a + 12 >> 2] = i;\n b[i + 8 >> 2] = a;\n b[i + 12 >> 2] = d;\n return;\n }\n\n a = f >>> 8;\n if (a) {\n if (f >>> 0 > 16777215) { e = 31; }else {\n h = (a + 1048320 | 0) >>> 16 & 8;\n j = a << h;\n g = (j + 520192 | 0) >>> 16 & 4;\n j = j << g;\n e = (j + 245760 | 0) >>> 16 & 2;\n e = 14 - (g | h | e) + (j << e >>> 15) | 0;\n e = f >>> (e + 7 | 0) & 1 | e << 1;\n }\n } else { e = 0; }\n a = 23620 + (e << 2) | 0;\n b[i + 28 >> 2] = e;\n b[i + 20 >> 2] = 0;\n b[i + 16 >> 2] = 0;\n c = b[5830] | 0;\n d = 1 << e;\n\n a: do { if (!(c & d)) {\n b[5830] = c | d;\n b[a >> 2] = i;\n b[i + 24 >> 2] = a;\n b[i + 12 >> 2] = i;\n b[i + 8 >> 2] = i;\n } else {\n a = b[a >> 2] | 0;\n\n b: do { if ((b[a + 4 >> 2] & -8 | 0) != (f | 0)) {\n e = f << ((e | 0) == 31 ? 0 : 25 - (e >>> 1) | 0);\n\n while (1) {\n d = a + 16 + (e >>> 31 << 2) | 0;\n c = b[d >> 2] | 0;\n if (!c) { break; }\n\n if ((b[c + 4 >> 2] & -8 | 0) == (f | 0)) {\n a = c;\n break b;\n } else {\n e = e << 1;\n a = c;\n }\n }\n\n b[d >> 2] = i;\n b[i + 24 >> 2] = a;\n b[i + 12 >> 2] = i;\n b[i + 8 >> 2] = i;\n break a;\n } } while (0);\n\n h = a + 8 | 0;\n j = b[h >> 2] | 0;\n b[j + 12 >> 2] = i;\n b[h >> 2] = i;\n b[i + 8 >> 2] = j;\n b[i + 12 >> 2] = a;\n b[i + 24 >> 2] = 0;\n } } while (0);\n\n j = (b[5837] | 0) + -1 | 0;\n b[5837] = j;\n if (j | 0) { return; }\n a = 23772;\n\n while (1) {\n a = b[a >> 2] | 0;\n if (!a) { break; }else { a = a + 8 | 0; }\n }\n\n b[5837] = -1;\n return;\n }\n\n function Xc(a, c) {\n a = a | 0;\n c = c | 0;\n var d = 0;\n\n if (a) {\n d = B(c, a) | 0;\n if ((c | a) >>> 0 > 65535) { d = ((d >>> 0) / (a >>> 0) | 0 | 0) == (c | 0) ? d : -1; }\n } else { d = 0; }\n\n a = Vc(d) | 0;\n if (!a) { return a | 0; }\n if (!(b[a + -4 >> 2] & 3)) { return a | 0; }\n gd(a | 0, 0, d | 0) | 0;\n return a | 0;\n }\n\n function Yc(a, b, c, d) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n d = d | 0;\n c = a + c >>> 0;\n return (F(b + d + (c >>> 0 < a >>> 0 | 0) >>> 0 | 0), c | 0) | 0;\n }\n\n function Zc(a, b, c, d) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n d = d | 0;\n d = b - d - (c >>> 0 > a >>> 0 | 0) >>> 0;\n return (F(d | 0), a - c >>> 0 | 0) | 0;\n }\n\n function _c(a) {\n a = a | 0;\n return (a ? 31 - (D(a ^ a - 1) | 0) | 0 : 32) | 0;\n }\n\n function $c(a, c, d, e, f) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n f = f | 0;\n var g = 0,\n h = 0,\n i = 0,\n j = 0,\n k = 0,\n l = 0,\n m = 0,\n n = 0,\n o = 0,\n p = 0;\n l = a;\n j = c;\n k = j;\n h = d;\n n = e;\n i = n;\n\n if (!k) {\n g = (f | 0) != 0;\n\n if (!i) {\n if (g) {\n b[f >> 2] = (l >>> 0) % (h >>> 0);\n b[f + 4 >> 2] = 0;\n }\n\n n = 0;\n f = (l >>> 0) / (h >>> 0) >>> 0;\n return (F(n | 0), f) | 0;\n } else {\n if (!g) {\n n = 0;\n f = 0;\n return (F(n | 0), f) | 0;\n }\n\n b[f >> 2] = a | 0;\n b[f + 4 >> 2] = c & 0;\n n = 0;\n f = 0;\n return (F(n | 0), f) | 0;\n }\n }\n\n g = (i | 0) == 0;\n\n do { if (h) {\n if (!g) {\n g = (D(i | 0) | 0) - (D(k | 0) | 0) | 0;\n\n if (g >>> 0 <= 31) {\n m = g + 1 | 0;\n i = 31 - g | 0;\n c = g - 31 >> 31;\n h = m;\n a = l >>> (m >>> 0) & c | k << i;\n c = k >>> (m >>> 0) & c;\n g = 0;\n i = l << i;\n break;\n }\n\n if (!f) {\n n = 0;\n f = 0;\n return (F(n | 0), f) | 0;\n }\n\n b[f >> 2] = a | 0;\n b[f + 4 >> 2] = j | c & 0;\n n = 0;\n f = 0;\n return (F(n | 0), f) | 0;\n }\n\n g = h - 1 | 0;\n\n if (g & h | 0) {\n i = (D(h | 0) | 0) + 33 - (D(k | 0) | 0) | 0;\n p = 64 - i | 0;\n m = 32 - i | 0;\n j = m >> 31;\n o = i - 32 | 0;\n c = o >> 31;\n h = i;\n a = m - 1 >> 31 & k >>> (o >>> 0) | (k << m | l >>> (i >>> 0)) & c;\n c = c & k >>> (i >>> 0);\n g = l << p & j;\n i = (k << p | l >>> (o >>> 0)) & j | l << m & i - 33 >> 31;\n break;\n }\n\n if (f | 0) {\n b[f >> 2] = g & l;\n b[f + 4 >> 2] = 0;\n }\n\n if ((h | 0) == 1) {\n o = j | c & 0;\n p = a | 0 | 0;\n return (F(o | 0), p) | 0;\n } else {\n p = _c(h | 0) | 0;\n o = k >>> (p >>> 0) | 0;\n p = k << 32 - p | l >>> (p >>> 0) | 0;\n return (F(o | 0), p) | 0;\n }\n } else {\n if (g) {\n if (f | 0) {\n b[f >> 2] = (k >>> 0) % (h >>> 0);\n b[f + 4 >> 2] = 0;\n }\n\n o = 0;\n p = (k >>> 0) / (h >>> 0) >>> 0;\n return (F(o | 0), p) | 0;\n }\n\n if (!l) {\n if (f | 0) {\n b[f >> 2] = 0;\n b[f + 4 >> 2] = (k >>> 0) % (i >>> 0);\n }\n\n o = 0;\n p = (k >>> 0) / (i >>> 0) >>> 0;\n return (F(o | 0), p) | 0;\n }\n\n g = i - 1 | 0;\n\n if (!(g & i)) {\n if (f | 0) {\n b[f >> 2] = a | 0;\n b[f + 4 >> 2] = g & k | c & 0;\n }\n\n o = 0;\n p = k >>> ((_c(i | 0) | 0) >>> 0);\n return (F(o | 0), p) | 0;\n }\n\n g = (D(i | 0) | 0) - (D(k | 0) | 0) | 0;\n\n if (g >>> 0 <= 30) {\n c = g + 1 | 0;\n i = 31 - g | 0;\n h = c;\n a = k << i | l >>> (c >>> 0);\n c = k >>> (c >>> 0);\n g = 0;\n i = l << i;\n break;\n }\n\n if (!f) {\n o = 0;\n p = 0;\n return (F(o | 0), p) | 0;\n }\n\n b[f >> 2] = a | 0;\n b[f + 4 >> 2] = j | c & 0;\n o = 0;\n p = 0;\n return (F(o | 0), p) | 0;\n } } while (0);\n\n if (!h) {\n k = i;\n j = 0;\n i = 0;\n } else {\n m = d | 0 | 0;\n l = n | e & 0;\n k = Yc(m | 0, l | 0, -1, -1) | 0;\n d = G() | 0;\n j = i;\n i = 0;\n\n do {\n e = j;\n j = g >>> 31 | j << 1;\n g = i | g << 1;\n e = a << 1 | e >>> 31 | 0;\n n = a >>> 31 | c << 1 | 0;\n Zc(k | 0, d | 0, e | 0, n | 0) | 0;\n p = G() | 0;\n o = p >> 31 | ((p | 0) < 0 ? -1 : 0) << 1;\n i = o & 1;\n a = Zc(e | 0, n | 0, o & m | 0, (((p | 0) < 0 ? -1 : 0) >> 31 | ((p | 0) < 0 ? -1 : 0) << 1) & l | 0) | 0;\n c = G() | 0;\n h = h - 1 | 0;\n } while ((h | 0) != 0);\n\n k = j;\n j = 0;\n }\n\n h = 0;\n\n if (f | 0) {\n b[f >> 2] = a;\n b[f + 4 >> 2] = c;\n }\n\n o = (g | 0) >>> 31 | (k | h) << 1 | (h << 1 | g >>> 31) & 0 | j;\n p = (g << 1 | 0 >>> 31) & -2 | i;\n return (F(o | 0), p) | 0;\n }\n\n function ad(a, c, d, e) {\n a = a | 0;\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0,\n g = 0;\n g = S;\n S = S + 16 | 0;\n f = g | 0;\n $c(a, c, d, e, f) | 0;\n S = g;\n return (F(b[f + 4 >> 2] | 0), b[f >> 2] | 0) | 0;\n }\n\n function bd(a, b, c) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n\n if ((c | 0) < 32) {\n F(b >>> c | 0);\n return a >>> c | (b & (1 << c) - 1) << 32 - c;\n }\n\n F(0);\n return b >>> c - 32 | 0;\n }\n\n function cd(a, b, c) {\n a = a | 0;\n b = b | 0;\n c = c | 0;\n\n if ((c | 0) < 32) {\n F(b << c | (a & (1 << c) - 1 << 32 - c) >>> 32 - c | 0);\n return a << c;\n }\n\n F(a << c - 32 | 0);\n return 0;\n }\n\n function dd(a, b) {\n a = +a;\n b = +b;\n if (a != a) { return +b; }\n if (b != b) { return +a; }\n return +C(+a, +b);\n }\n\n function ed(a) {\n a = +a;\n return a >= 0.0 ? +p(a + .5) : +A(a - .5);\n }\n\n function fd(c, d, e) {\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0,\n g = 0,\n h = 0;\n\n if ((e | 0) >= 8192) {\n K(c | 0, d | 0, e | 0) | 0;\n return c | 0;\n }\n\n h = c | 0;\n g = c + e | 0;\n\n if ((c & 3) == (d & 3)) {\n while (c & 3) {\n if (!e) { return h | 0; }\n a[c >> 0] = a[d >> 0] | 0;\n c = c + 1 | 0;\n d = d + 1 | 0;\n e = e - 1 | 0;\n }\n\n e = g & -4 | 0;\n f = e - 64 | 0;\n\n while ((c | 0) <= (f | 0)) {\n b[c >> 2] = b[d >> 2];\n b[c + 4 >> 2] = b[d + 4 >> 2];\n b[c + 8 >> 2] = b[d + 8 >> 2];\n b[c + 12 >> 2] = b[d + 12 >> 2];\n b[c + 16 >> 2] = b[d + 16 >> 2];\n b[c + 20 >> 2] = b[d + 20 >> 2];\n b[c + 24 >> 2] = b[d + 24 >> 2];\n b[c + 28 >> 2] = b[d + 28 >> 2];\n b[c + 32 >> 2] = b[d + 32 >> 2];\n b[c + 36 >> 2] = b[d + 36 >> 2];\n b[c + 40 >> 2] = b[d + 40 >> 2];\n b[c + 44 >> 2] = b[d + 44 >> 2];\n b[c + 48 >> 2] = b[d + 48 >> 2];\n b[c + 52 >> 2] = b[d + 52 >> 2];\n b[c + 56 >> 2] = b[d + 56 >> 2];\n b[c + 60 >> 2] = b[d + 60 >> 2];\n c = c + 64 | 0;\n d = d + 64 | 0;\n }\n\n while ((c | 0) < (e | 0)) {\n b[c >> 2] = b[d >> 2];\n c = c + 4 | 0;\n d = d + 4 | 0;\n }\n } else {\n e = g - 4 | 0;\n\n while ((c | 0) < (e | 0)) {\n a[c >> 0] = a[d >> 0] | 0;\n a[c + 1 >> 0] = a[d + 1 >> 0] | 0;\n a[c + 2 >> 0] = a[d + 2 >> 0] | 0;\n a[c + 3 >> 0] = a[d + 3 >> 0] | 0;\n c = c + 4 | 0;\n d = d + 4 | 0;\n }\n }\n\n while ((c | 0) < (g | 0)) {\n a[c >> 0] = a[d >> 0] | 0;\n c = c + 1 | 0;\n d = d + 1 | 0;\n }\n\n return h | 0;\n }\n\n function gd(c, d, e) {\n c = c | 0;\n d = d | 0;\n e = e | 0;\n var f = 0,\n g = 0,\n h = 0,\n i = 0;\n h = c + e | 0;\n d = d & 255;\n\n if ((e | 0) >= 67) {\n while (c & 3) {\n a[c >> 0] = d;\n c = c + 1 | 0;\n }\n\n f = h & -4 | 0;\n i = d | d << 8 | d << 16 | d << 24;\n g = f - 64 | 0;\n\n while ((c | 0) <= (g | 0)) {\n b[c >> 2] = i;\n b[c + 4 >> 2] = i;\n b[c + 8 >> 2] = i;\n b[c + 12 >> 2] = i;\n b[c + 16 >> 2] = i;\n b[c + 20 >> 2] = i;\n b[c + 24 >> 2] = i;\n b[c + 28 >> 2] = i;\n b[c + 32 >> 2] = i;\n b[c + 36 >> 2] = i;\n b[c + 40 >> 2] = i;\n b[c + 44 >> 2] = i;\n b[c + 48 >> 2] = i;\n b[c + 52 >> 2] = i;\n b[c + 56 >> 2] = i;\n b[c + 60 >> 2] = i;\n c = c + 64 | 0;\n }\n\n while ((c | 0) < (f | 0)) {\n b[c >> 2] = i;\n c = c + 4 | 0;\n }\n }\n\n while ((c | 0) < (h | 0)) {\n a[c >> 0] = d;\n c = c + 1 | 0;\n }\n\n return h - e | 0;\n }\n\n function hd(a) {\n a = +a;\n return a >= 0.0 ? +p(a + .5) : +A(a - .5);\n }\n\n function id(a) {\n a = a | 0;\n var c = 0,\n d = 0,\n e = 0;\n e = J() | 0;\n d = b[g >> 2] | 0;\n c = d + a | 0;\n\n if ((a | 0) > 0 & (c | 0) < (d | 0) | (c | 0) < 0) {\n M(c | 0) | 0;\n I(12);\n return -1;\n }\n\n if ((c | 0) > (e | 0)) { if (!(L(c | 0) | 0)) {\n I(12);\n return -1;\n } }\n b[g >> 2] = c;\n return d | 0;\n } // EMSCRIPTEN_END_FUNCS\n\n\n return {\n ___uremdi3: ad,\n _bitshift64Lshr: bd,\n _bitshift64Shl: cd,\n _calloc: Xc,\n _cellAreaKm2: ub,\n _cellAreaM2: vb,\n _cellAreaRads2: tb,\n _compact: Gb,\n _destroyLinkedPolygon: ic,\n _edgeLengthKm: pb,\n _edgeLengthM: qb,\n _emscripten_replace_memory: V,\n _exactEdgeLengthKm: xb,\n _exactEdgeLengthM: yb,\n _exactEdgeLengthRads: wb,\n _experimentalH3ToLocalIj: nc,\n _experimentalLocalIjToH3: oc,\n _free: Wc,\n _geoToH3: Rb,\n _getDestinationH3IndexFromUnidirectionalEdge: bc,\n _getH3IndexesFromUnidirectionalEdge: dc,\n _getH3UnidirectionalEdge: $b,\n _getH3UnidirectionalEdgeBoundary: fc,\n _getH3UnidirectionalEdgesFromHexagon: ec,\n _getOriginH3IndexFromUnidirectionalEdge: ac,\n _getPentagonIndexes: Zb,\n _getRes0Indexes: va,\n _h3Distance: pc,\n _h3GetBaseCell: zb,\n _h3GetFaces: Xb,\n _h3IndexesAreNeighbors: _b,\n _h3IsPentagon: Eb,\n _h3IsResClassIII: Jb,\n _h3IsValid: Ab,\n _h3Line: rc,\n _h3LineSize: qc,\n _h3SetToLinkedGeo: ka,\n _h3ToCenterChild: Fb,\n _h3ToChildren: Db,\n _h3ToGeo: Ub,\n _h3ToGeoBoundary: Vb,\n _h3ToParent: Bb,\n _h3UnidirectionalEdgeIsValid: cc,\n _hexAreaKm2: nb,\n _hexAreaM2: ob,\n _hexRing: ea,\n _i64Subtract: Zc,\n _kRing: $,\n _kRingDistances: aa,\n _llvm_minnum_f64: dd,\n _llvm_round_f64: ed,\n _malloc: Vc,\n _maxFaceCount: Wb,\n _maxH3ToChildrenSize: Cb,\n _maxKringSize: _,\n _maxPolyfillSize: fa,\n _maxUncompactSize: Ib,\n _memcpy: fd,\n _memset: gd,\n _numHexagons: rb,\n _pentagonIndexCount: Yb,\n _pointDistKm: jb,\n _pointDistM: kb,\n _pointDistRads: ib,\n _polyfill: ga,\n _res0IndexCount: ua,\n _round: hd,\n _sbrk: id,\n _sizeOfCoordIJ: Dc,\n _sizeOfGeoBoundary: zc,\n _sizeOfGeoCoord: yc,\n _sizeOfGeoPolygon: Bc,\n _sizeOfGeofence: Ac,\n _sizeOfH3Index: xc,\n _sizeOfLinkedGeoPolygon: Cc,\n _uncompact: Hb,\n establishStackSpace: Z,\n stackAlloc: W,\n stackRestore: Y,\n stackSave: X\n };\n }( // EMSCRIPTEN_END_ASM\n asmGlobalArg, asmLibraryArg, buffer);\n\n var ___uremdi3 = Module[\"___uremdi3\"] = asm[\"___uremdi3\"];\n\n var _bitshift64Lshr = Module[\"_bitshift64Lshr\"] = asm[\"_bitshift64Lshr\"];\n\n var _bitshift64Shl = Module[\"_bitshift64Shl\"] = asm[\"_bitshift64Shl\"];\n\n var _calloc = Module[\"_calloc\"] = asm[\"_calloc\"];\n\n var _cellAreaKm2 = Module[\"_cellAreaKm2\"] = asm[\"_cellAreaKm2\"];\n\n var _cellAreaM2 = Module[\"_cellAreaM2\"] = asm[\"_cellAreaM2\"];\n\n var _cellAreaRads2 = Module[\"_cellAreaRads2\"] = asm[\"_cellAreaRads2\"];\n\n var _compact = Module[\"_compact\"] = asm[\"_compact\"];\n\n var _destroyLinkedPolygon = Module[\"_destroyLinkedPolygon\"] = asm[\"_destroyLinkedPolygon\"];\n\n var _edgeLengthKm = Module[\"_edgeLengthKm\"] = asm[\"_edgeLengthKm\"];\n\n var _edgeLengthM = Module[\"_edgeLengthM\"] = asm[\"_edgeLengthM\"];\n\n var _emscripten_replace_memory = Module[\"_emscripten_replace_memory\"] = asm[\"_emscripten_replace_memory\"];\n\n var _exactEdgeLengthKm = Module[\"_exactEdgeLengthKm\"] = asm[\"_exactEdgeLengthKm\"];\n\n var _exactEdgeLengthM = Module[\"_exactEdgeLengthM\"] = asm[\"_exactEdgeLengthM\"];\n\n var _exactEdgeLengthRads = Module[\"_exactEdgeLengthRads\"] = asm[\"_exactEdgeLengthRads\"];\n\n var _experimentalH3ToLocalIj = Module[\"_experimentalH3ToLocalIj\"] = asm[\"_experimentalH3ToLocalIj\"];\n\n var _experimentalLocalIjToH3 = Module[\"_experimentalLocalIjToH3\"] = asm[\"_experimentalLocalIjToH3\"];\n\n var _free = Module[\"_free\"] = asm[\"_free\"];\n\n var _geoToH3 = Module[\"_geoToH3\"] = asm[\"_geoToH3\"];\n\n var _getDestinationH3IndexFromUnidirectionalEdge = Module[\"_getDestinationH3IndexFromUnidirectionalEdge\"] = asm[\"_getDestinationH3IndexFromUnidirectionalEdge\"];\n\n var _getH3IndexesFromUnidirectionalEdge = Module[\"_getH3IndexesFromUnidirectionalEdge\"] = asm[\"_getH3IndexesFromUnidirectionalEdge\"];\n\n var _getH3UnidirectionalEdge = Module[\"_getH3UnidirectionalEdge\"] = asm[\"_getH3UnidirectionalEdge\"];\n\n var _getH3UnidirectionalEdgeBoundary = Module[\"_getH3UnidirectionalEdgeBoundary\"] = asm[\"_getH3UnidirectionalEdgeBoundary\"];\n\n var _getH3UnidirectionalEdgesFromHexagon = Module[\"_getH3UnidirectionalEdgesFromHexagon\"] = asm[\"_getH3UnidirectionalEdgesFromHexagon\"];\n\n var _getOriginH3IndexFromUnidirectionalEdge = Module[\"_getOriginH3IndexFromUnidirectionalEdge\"] = asm[\"_getOriginH3IndexFromUnidirectionalEdge\"];\n\n var _getPentagonIndexes = Module[\"_getPentagonIndexes\"] = asm[\"_getPentagonIndexes\"];\n\n var _getRes0Indexes = Module[\"_getRes0Indexes\"] = asm[\"_getRes0Indexes\"];\n\n var _h3Distance = Module[\"_h3Distance\"] = asm[\"_h3Distance\"];\n\n var _h3GetBaseCell = Module[\"_h3GetBaseCell\"] = asm[\"_h3GetBaseCell\"];\n\n var _h3GetFaces = Module[\"_h3GetFaces\"] = asm[\"_h3GetFaces\"];\n\n var _h3IndexesAreNeighbors = Module[\"_h3IndexesAreNeighbors\"] = asm[\"_h3IndexesAreNeighbors\"];\n\n var _h3IsPentagon = Module[\"_h3IsPentagon\"] = asm[\"_h3IsPentagon\"];\n\n var _h3IsResClassIII = Module[\"_h3IsResClassIII\"] = asm[\"_h3IsResClassIII\"];\n\n var _h3IsValid = Module[\"_h3IsValid\"] = asm[\"_h3IsValid\"];\n\n var _h3Line = Module[\"_h3Line\"] = asm[\"_h3Line\"];\n\n var _h3LineSize = Module[\"_h3LineSize\"] = asm[\"_h3LineSize\"];\n\n var _h3SetToLinkedGeo = Module[\"_h3SetToLinkedGeo\"] = asm[\"_h3SetToLinkedGeo\"];\n\n var _h3ToCenterChild = Module[\"_h3ToCenterChild\"] = asm[\"_h3ToCenterChild\"];\n\n var _h3ToChildren = Module[\"_h3ToChildren\"] = asm[\"_h3ToChildren\"];\n\n var _h3ToGeo = Module[\"_h3ToGeo\"] = asm[\"_h3ToGeo\"];\n\n var _h3ToGeoBoundary = Module[\"_h3ToGeoBoundary\"] = asm[\"_h3ToGeoBoundary\"];\n\n var _h3ToParent = Module[\"_h3ToParent\"] = asm[\"_h3ToParent\"];\n\n var _h3UnidirectionalEdgeIsValid = Module[\"_h3UnidirectionalEdgeIsValid\"] = asm[\"_h3UnidirectionalEdgeIsValid\"];\n\n var _hexAreaKm2 = Module[\"_hexAreaKm2\"] = asm[\"_hexAreaKm2\"];\n\n var _hexAreaM2 = Module[\"_hexAreaM2\"] = asm[\"_hexAreaM2\"];\n\n var _hexRing = Module[\"_hexRing\"] = asm[\"_hexRing\"];\n\n var _i64Subtract = Module[\"_i64Subtract\"] = asm[\"_i64Subtract\"];\n\n var _kRing = Module[\"_kRing\"] = asm[\"_kRing\"];\n\n var _kRingDistances = Module[\"_kRingDistances\"] = asm[\"_kRingDistances\"];\n\n var _llvm_minnum_f64 = Module[\"_llvm_minnum_f64\"] = asm[\"_llvm_minnum_f64\"];\n\n var _llvm_round_f64 = Module[\"_llvm_round_f64\"] = asm[\"_llvm_round_f64\"];\n\n var _malloc = Module[\"_malloc\"] = asm[\"_malloc\"];\n\n var _maxFaceCount = Module[\"_maxFaceCount\"] = asm[\"_maxFaceCount\"];\n\n var _maxH3ToChildrenSize = Module[\"_maxH3ToChildrenSize\"] = asm[\"_maxH3ToChildrenSize\"];\n\n var _maxKringSize = Module[\"_maxKringSize\"] = asm[\"_maxKringSize\"];\n\n var _maxPolyfillSize = Module[\"_maxPolyfillSize\"] = asm[\"_maxPolyfillSize\"];\n\n var _maxUncompactSize = Module[\"_maxUncompactSize\"] = asm[\"_maxUncompactSize\"];\n\n var _memcpy = Module[\"_memcpy\"] = asm[\"_memcpy\"];\n\n var _memset = Module[\"_memset\"] = asm[\"_memset\"];\n\n var _numHexagons = Module[\"_numHexagons\"] = asm[\"_numHexagons\"];\n\n var _pentagonIndexCount = Module[\"_pentagonIndexCount\"] = asm[\"_pentagonIndexCount\"];\n\n var _pointDistKm = Module[\"_pointDistKm\"] = asm[\"_pointDistKm\"];\n\n var _pointDistM = Module[\"_pointDistM\"] = asm[\"_pointDistM\"];\n\n var _pointDistRads = Module[\"_pointDistRads\"] = asm[\"_pointDistRads\"];\n\n var _polyfill = Module[\"_polyfill\"] = asm[\"_polyfill\"];\n\n var _res0IndexCount = Module[\"_res0IndexCount\"] = asm[\"_res0IndexCount\"];\n\n var _round = Module[\"_round\"] = asm[\"_round\"];\n\n var _sbrk = Module[\"_sbrk\"] = asm[\"_sbrk\"];\n\n var _sizeOfCoordIJ = Module[\"_sizeOfCoordIJ\"] = asm[\"_sizeOfCoordIJ\"];\n\n var _sizeOfGeoBoundary = Module[\"_sizeOfGeoBoundary\"] = asm[\"_sizeOfGeoBoundary\"];\n\n var _sizeOfGeoCoord = Module[\"_sizeOfGeoCoord\"] = asm[\"_sizeOfGeoCoord\"];\n\n var _sizeOfGeoPolygon = Module[\"_sizeOfGeoPolygon\"] = asm[\"_sizeOfGeoPolygon\"];\n\n var _sizeOfGeofence = Module[\"_sizeOfGeofence\"] = asm[\"_sizeOfGeofence\"];\n\n var _sizeOfH3Index = Module[\"_sizeOfH3Index\"] = asm[\"_sizeOfH3Index\"];\n\n var _sizeOfLinkedGeoPolygon = Module[\"_sizeOfLinkedGeoPolygon\"] = asm[\"_sizeOfLinkedGeoPolygon\"];\n\n var _uncompact = Module[\"_uncompact\"] = asm[\"_uncompact\"];\n\n var establishStackSpace = Module[\"establishStackSpace\"] = asm[\"establishStackSpace\"];\n var stackAlloc = Module[\"stackAlloc\"] = asm[\"stackAlloc\"];\n var stackRestore = Module[\"stackRestore\"] = asm[\"stackRestore\"];\n var stackSave = Module[\"stackSave\"] = asm[\"stackSave\"];\n Module[\"asm\"] = asm;\n Module[\"cwrap\"] = cwrap;\n Module[\"setValue\"] = setValue;\n Module[\"getValue\"] = getValue;\n Module[\"getTempRet0\"] = getTempRet0;\n\n if (memoryInitializer) {\n if (!isDataURI(memoryInitializer)) {\n memoryInitializer = locateFile(memoryInitializer);\n }\n\n {\n addRunDependency(\"memory initializer\");\n\n var applyMemoryInitializer = function (data) {\n if (data.byteLength) { data = new Uint8Array(data); }\n HEAPU8.set(data, GLOBAL_BASE);\n if (Module[\"memoryInitializerRequest\"]) { delete Module[\"memoryInitializerRequest\"].response; }\n removeRunDependency(\"memory initializer\");\n };\n\n var doBrowserLoad = function () {\n readAsync(memoryInitializer, applyMemoryInitializer, function () {\n throw \"could not load memory initializer \" + memoryInitializer;\n });\n };\n\n var memoryInitializerBytes = tryParseAsDataURI(memoryInitializer);\n\n if (memoryInitializerBytes) {\n applyMemoryInitializer(memoryInitializerBytes.buffer);\n } else if (Module[\"memoryInitializerRequest\"]) {\n var useRequest = function () {\n var request = Module[\"memoryInitializerRequest\"];\n var response = request.response;\n\n if (request.status !== 200 && request.status !== 0) {\n var data = tryParseAsDataURI(Module[\"memoryInitializerRequestURL\"]);\n\n if (data) {\n response = data.buffer;\n } else {\n console.warn(\"a problem seems to have happened with Module.memoryInitializerRequest, status: \" + request.status + \", retrying \" + memoryInitializer);\n doBrowserLoad();\n return;\n }\n }\n\n applyMemoryInitializer(response);\n };\n\n if (Module[\"memoryInitializerRequest\"].response) {\n setTimeout(useRequest, 0);\n } else {\n Module[\"memoryInitializerRequest\"].addEventListener(\"load\", useRequest);\n }\n } else {\n doBrowserLoad();\n }\n }\n }\n\n var calledRun;\n\n dependenciesFulfilled = function runCaller() {\n if (!calledRun) { run(); }\n if (!calledRun) { dependenciesFulfilled = runCaller; }\n };\n\n function run(args) {\n args = args || arguments_;\n\n if (runDependencies > 0) {\n return;\n }\n\n preRun();\n if (runDependencies > 0) { return; }\n\n function doRun() {\n if (calledRun) { return; }\n calledRun = true;\n if (ABORT) { return; }\n initRuntime();\n preMain();\n if (Module[\"onRuntimeInitialized\"]) { Module[\"onRuntimeInitialized\"](); }\n postRun();\n }\n\n if (Module[\"setStatus\"]) {\n Module[\"setStatus\"](\"Running...\");\n setTimeout(function () {\n setTimeout(function () {\n Module[\"setStatus\"](\"\");\n }, 1);\n doRun();\n }, 1);\n } else {\n doRun();\n }\n }\n\n Module[\"run\"] = run;\n\n function abort(what) {\n if (Module[\"onAbort\"]) {\n Module[\"onAbort\"](what);\n }\n\n what += \"\";\n out(what);\n err(what);\n ABORT = true;\n throw \"abort(\" + what + \"). Build with -s ASSERTIONS=1 for more info.\";\n }\n\n Module[\"abort\"] = abort;\n\n if (Module[\"preInit\"]) {\n if (typeof Module[\"preInit\"] == \"function\") { Module[\"preInit\"] = [Module[\"preInit\"]]; }\n\n while (Module[\"preInit\"].length > 0) {\n Module[\"preInit\"].pop()();\n }\n }\n run();\n return libh3;\n}(typeof libh3 === 'object' ? libh3 : {});\n\n/*\n * Copyright 2018-2019 Uber Technologies, Inc.\n *\n * Licensed under the Apache License, Version 2.0 (the \"License\");\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an \"AS IS\" BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\n// Define the C bindings for the h3 library\n// Add some aliases to make the function definitions more intelligible\nvar NUMBER = 'number';\nvar BOOLEAN = NUMBER;\nvar H3_LOWER = NUMBER;\nvar H3_UPPER = NUMBER;\nvar RESOLUTION = NUMBER;\nvar POINTER = NUMBER; // Define the bindings to functions in the C lib. Functions are defined as\n// [name, return type, [arg types]]. You must run `npm run build-emscripten`\n// before new functions added here will be available.\n\nvar BINDINGS = [// The size functions are inserted via build/sizes.h\n['sizeOfH3Index', NUMBER], ['sizeOfGeoCoord', NUMBER], ['sizeOfGeoBoundary', NUMBER], ['sizeOfGeoPolygon', NUMBER], ['sizeOfGeofence', NUMBER], ['sizeOfLinkedGeoPolygon', NUMBER], ['sizeOfCoordIJ', NUMBER], // The remaining functions are defined in the core lib in h3Api.h\n['h3IsValid', BOOLEAN, [H3_LOWER, H3_UPPER]], ['geoToH3', H3_LOWER, [NUMBER, NUMBER, RESOLUTION]], ['h3ToGeo', null, [H3_LOWER, H3_UPPER, POINTER]], ['h3ToGeoBoundary', null, [H3_LOWER, H3_UPPER, POINTER]], ['maxKringSize', NUMBER, [NUMBER]], ['kRing', null, [H3_LOWER, H3_UPPER, NUMBER, POINTER]], ['kRingDistances', null, [H3_LOWER, H3_UPPER, NUMBER, POINTER, POINTER]], ['hexRing', null, [H3_LOWER, H3_UPPER, NUMBER, POINTER]], ['maxPolyfillSize', NUMBER, [POINTER, RESOLUTION]], ['polyfill', null, [POINTER, RESOLUTION, POINTER]], ['h3SetToLinkedGeo', null, [POINTER, NUMBER, POINTER]], ['destroyLinkedPolygon', null, [POINTER]], ['compact', NUMBER, [POINTER, POINTER, NUMBER]], ['uncompact', NUMBER, [POINTER, NUMBER, POINTER, NUMBER, RESOLUTION]], ['maxUncompactSize', NUMBER, [POINTER, NUMBER, RESOLUTION]], ['h3IsPentagon', BOOLEAN, [H3_LOWER, H3_UPPER]], ['h3IsResClassIII', BOOLEAN, [H3_LOWER, H3_UPPER]], ['h3GetBaseCell', NUMBER, [H3_LOWER, H3_UPPER]], ['maxFaceCount', NUMBER, [H3_LOWER, H3_UPPER]], ['h3GetFaces', null, [H3_LOWER, H3_UPPER, POINTER]], ['h3ToParent', H3_LOWER, [H3_LOWER, H3_UPPER, RESOLUTION]], ['h3ToChildren', null, [H3_LOWER, H3_UPPER, RESOLUTION, POINTER]], ['h3ToCenterChild', H3_LOWER, [H3_LOWER, H3_UPPER, RESOLUTION]], ['maxH3ToChildrenSize', NUMBER, [H3_LOWER, H3_UPPER, RESOLUTION]], ['h3IndexesAreNeighbors', BOOLEAN, [H3_LOWER, H3_UPPER, H3_LOWER, H3_UPPER]], ['getH3UnidirectionalEdge', H3_LOWER, [H3_LOWER, H3_UPPER, H3_LOWER, H3_UPPER]], ['getOriginH3IndexFromUnidirectionalEdge', H3_LOWER, [H3_LOWER, H3_UPPER]], ['getDestinationH3IndexFromUnidirectionalEdge', H3_LOWER, [H3_LOWER, H3_UPPER]], ['h3UnidirectionalEdgeIsValid', BOOLEAN, [H3_LOWER, H3_UPPER]], ['getH3IndexesFromUnidirectionalEdge', null, [H3_LOWER, H3_UPPER, POINTER]], ['getH3UnidirectionalEdgesFromHexagon', null, [H3_LOWER, H3_UPPER, POINTER]], ['getH3UnidirectionalEdgeBoundary', null, [H3_LOWER, H3_UPPER, POINTER]], ['h3Distance', NUMBER, [H3_LOWER, H3_UPPER, H3_LOWER, H3_UPPER]], ['h3Line', NUMBER, [H3_LOWER, H3_UPPER, H3_LOWER, H3_UPPER, POINTER]], ['h3LineSize', NUMBER, [H3_LOWER, H3_UPPER, H3_LOWER, H3_UPPER]], ['experimentalH3ToLocalIj', NUMBER, [H3_LOWER, H3_UPPER, H3_LOWER, H3_UPPER, POINTER]], ['experimentalLocalIjToH3', NUMBER, [H3_LOWER, H3_UPPER, POINTER, POINTER]], ['hexAreaM2', NUMBER, [RESOLUTION]], ['hexAreaKm2', NUMBER, [RESOLUTION]], ['edgeLengthM', NUMBER, [RESOLUTION]], ['edgeLengthKm', NUMBER, [RESOLUTION]], ['pointDistM', NUMBER, [POINTER, POINTER]], ['pointDistKm', NUMBER, [POINTER, POINTER]], ['pointDistRads', NUMBER, [POINTER, POINTER]], ['cellAreaM2', NUMBER, [H3_LOWER, H3_UPPER]], ['cellAreaKm2', NUMBER, [H3_LOWER, H3_UPPER]], ['cellAreaRads2', NUMBER, [H3_LOWER, H3_UPPER]], ['exactEdgeLengthM', NUMBER, [H3_LOWER, H3_UPPER]], ['exactEdgeLengthKm', NUMBER, [H3_LOWER, H3_UPPER]], ['exactEdgeLengthRads', NUMBER, [H3_LOWER, H3_UPPER]], ['numHexagons', NUMBER, [RESOLUTION]], ['getRes0Indexes', null, [POINTER]], ['res0IndexCount', NUMBER], ['getPentagonIndexes', null, [NUMBER, POINTER]], ['pentagonIndexCount', NUMBER]];\n\n/*\n * Copyright 2018-2019 Uber Technologies, Inc.\n *\n * Licensed under the Apache License, Version 2.0 (the \"License\");\n * you may not use this file except in compliance with the License.\n * You may obtain a copy of the License at\n *\n * http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an \"AS IS\" BASIS,\n * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n * See the License for the specific language governing permissions and\n * limitations under the License.\n */\nvar H3 = {}; // Create the bound functions themselves\n\nBINDINGS.forEach(function bind(def) {\n H3[def[0]] = libh3.cwrap.apply(libh3, def);\n}); // Alias the hexidecimal base for legibility\n\nvar BASE_16 = 16; // ----------------------------------------------------------------------------\n// Byte size imports\n\nvar SZ_INT = 4;\nvar SZ_PTR = 4;\nvar SZ_DBL = 8;\nvar SZ_H3INDEX = H3.sizeOfH3Index();\nvar SZ_GEOCOORD = H3.sizeOfGeoCoord();\nvar SZ_GEOBOUNDARY = H3.sizeOfGeoBoundary();\nvar SZ_GEOPOLYGON = H3.sizeOfGeoPolygon();\nvar SZ_GEOFENCE = H3.sizeOfGeofence();\nvar SZ_LINKED_GEOPOLYGON = H3.sizeOfLinkedGeoPolygon();\nvar SZ_COORDIJ = H3.sizeOfCoordIJ(); // ----------------------------------------------------------------------------\n// Custom types\n\n/**\n * 64-bit hexidecimal string representation of an H3 index\n * @static\n * @typedef {string} H3Index\n */\n\n/**\n * 64-bit hexidecimal string representation of an H3 index,\n * or two 32-bit integers in little endian order in an array.\n * @static\n * @typedef {string | number[]} H3IndexInput\n */\n\n/**\n * Coordinates as an `{i, j}` pair\n * @static\n * @typedef CoordIJ\n * @type {Object}\n * @property {number} i\n * @property {number} j\n */\n// ----------------------------------------------------------------------------\n// Unit constants\n\n/**\n * Length/Area units\n * @static\n * @typedef UNITS\n * @type {Object}\n * @property {string} m\n * @property {string} m2\n * @property {string} km\n * @property {string} km2\n * @property {string} rads\n * @property {string} rads2\n */\n\nvar UNITS = {\n m: 'm',\n m2: 'm2',\n km: 'km',\n km2: 'km2',\n rads: 'rads',\n rads2: 'rads2'\n}; // ----------------------------------------------------------------------------\n// Utilities and helpers\n\n/**\n * Validate a resolution, throwing an error if invalid\n * @private\n * @param {mixed} res Value to validate\n * @throws {Error} Error if invalid\n */\n\nfunction validateRes(res) {\n if (typeof res !== 'number' || res < 0 || res > 15 || Math.floor(res) !== res) {\n throw new Error((\"Invalid resolution: \" + res));\n }\n}\n\nvar INVALID_HEXIDECIMAL_CHAR = /[^0-9a-fA-F]/;\n/**\n * Convert an H3 index (64-bit hexidecimal string) into a \"split long\" - a pair of 32-bit ints\n * @private\n * @param {H3IndexInput} h3Index H3 index to check\n * @return {number[]} A two-element array with 32 lower bits and 32 upper bits\n */\n\nfunction h3IndexToSplitLong(h3Index) {\n if (Array.isArray(h3Index) && h3Index.length === 2 && Number.isInteger(h3Index[0]) && Number.isInteger(h3Index[1])) {\n return h3Index;\n }\n\n if (typeof h3Index !== 'string' || INVALID_HEXIDECIMAL_CHAR.test(h3Index)) {\n return [0, 0];\n }\n\n var upper = parseInt(h3Index.substring(0, h3Index.length - 8), BASE_16);\n var lower = parseInt(h3Index.substring(h3Index.length - 8), BASE_16);\n return [lower, upper];\n}\n/**\n * Convert a 32-bit int to a hexdecimal string\n * @private\n * @param {number} num Integer to convert\n * @return {H3Index} Hexidecimal string\n */\n\n\nfunction hexFrom32Bit(num) {\n if (num >= 0) {\n return num.toString(BASE_16);\n } // Handle negative numbers\n\n\n num = num & 0x7fffffff;\n var tempStr = zeroPad(8, num.toString(BASE_16));\n var topNum = (parseInt(tempStr[0], BASE_16) + 8).toString(BASE_16);\n tempStr = topNum + tempStr.substring(1);\n return tempStr;\n}\n/**\n * Get a H3 index from a split long (pair of 32-bit ints)\n * @private\n * @param {number} lower Lower 32 bits\n * @param {number} upper Upper 32 bits\n * @return {H3Index} H3 index\n */\n\n\nfunction splitLongToh3Index(lower, upper) {\n return hexFrom32Bit(upper) + zeroPad(8, hexFrom32Bit(lower));\n}\n/**\n * Zero-pad a string to a given length\n * @private\n * @param {number} fullLen Target length\n * @param {string} numStr String to zero-pad\n * @return {string} Zero-padded string\n */\n\n\nfunction zeroPad(fullLen, numStr) {\n var numZeroes = fullLen - numStr.length;\n var outStr = '';\n\n for (var i = 0; i < numZeroes; i++) {\n outStr += '0';\n }\n\n outStr = outStr + numStr;\n return outStr;\n}\n/**\n * Populate a C-appropriate Geofence struct from a polygon array\n * @private\n * @param {Array[]} polygonArray Polygon, as an array of coordinate pairs\n * @param {number} geofence C pointer to a Geofence struct\n * @param {boolean} isGeoJson Whether coordinates are in [lng, lat] order per GeoJSON spec\n * @return {number} C pointer to populated Geofence struct\n */\n\n\nfunction polygonArrayToGeofence(polygonArray, geofence, isGeoJson) {\n var numVerts = polygonArray.length;\n\n var geoCoordArray = libh3._calloc(numVerts, SZ_GEOCOORD); // Support [lng, lat] pairs if GeoJSON is specified\n\n\n var latIndex = isGeoJson ? 1 : 0;\n var lngIndex = isGeoJson ? 0 : 1;\n\n for (var i = 0; i < numVerts * 2; i += 2) {\n libh3.HEAPF64.set([polygonArray[i / 2][latIndex], polygonArray[i / 2][lngIndex]].map(degsToRads), geoCoordArray / SZ_DBL + i);\n }\n\n libh3.HEAPU32.set([numVerts, geoCoordArray], geofence / SZ_INT);\n return geofence;\n}\n/**\n * Create a C-appropriate GeoPolygon struct from an array of polygons\n * @private\n * @param {Array[]} coordinates Array of polygons, each an array of coordinate pairs\n * @param {boolean} isGeoJson Whether coordinates are in [lng, lat] order per GeoJSON spec\n * @return {number} C pointer to populated GeoPolygon struct\n */\n\n\nfunction coordinatesToGeoPolygon(coordinates, isGeoJson) {\n // Any loops beyond the first loop are holes\n var numHoles = coordinates.length - 1;\n\n var geoPolygon = libh3._calloc(SZ_GEOPOLYGON); // Byte positions within the struct\n\n\n var geofenceOffset = 0;\n var numHolesOffset = geofenceOffset + SZ_GEOFENCE;\n var holesOffset = numHolesOffset + SZ_INT; // geofence is first part of struct\n\n polygonArrayToGeofence(coordinates[0], geoPolygon + geofenceOffset, isGeoJson);\n var holes;\n\n if (numHoles > 0) {\n holes = libh3._calloc(numHoles, SZ_GEOFENCE);\n\n for (var i = 0; i < numHoles; i++) {\n polygonArrayToGeofence(coordinates[i + 1], holes + SZ_GEOFENCE * i, isGeoJson);\n }\n }\n\n libh3.setValue(geoPolygon + numHolesOffset, numHoles, 'i32');\n libh3.setValue(geoPolygon + holesOffset, holes, 'i32');\n return geoPolygon;\n}\n/**\n * Free memory allocated for a GeoPolygon struct. It is an error to access the struct\n * after passing it to this method.\n * @private\n * @return {number} geoPolygon C pointer to populated GeoPolygon struct\n */\n\n\nfunction destroyGeoPolygon(geoPolygon) {\n // Byte positions within the struct\n var geofenceOffset = 0;\n var numHolesOffset = geofenceOffset + SZ_GEOFENCE;\n var holesOffset = numHolesOffset + SZ_INT; // Free the outer loop\n\n libh3._free(libh3.getValue(geoPolygon + geofenceOffset, 'i8*')); // Free the holes, if any\n\n\n var numHoles = libh3.getValue(geoPolygon + numHolesOffset, 'i32');\n\n for (var i = 0; i < numHoles; i++) {\n libh3._free(libh3.getValue(geoPolygon + holesOffset + SZ_GEOFENCE * i, 'i8*'));\n }\n\n libh3._free(geoPolygon);\n}\n/**\n * Read a long value, returning the lower and upper portions as separate 32-bit integers.\n * Because the upper bits are returned via side effect, the argument to this function is\n * intended to be the invocation that caused the side effect, e.g. readLong(H3.getSomeLong())\n * @private\n * @param {number} invocation Invoked function returning a long value. The actual return\n * value of these functions is a 32-bit integer.\n * @return {number} Long value as a [lower, upper] pair\n */\n\n\nfunction readLong(invocation) {\n // Upper 32-bits of the long set via side-effect\n var upper = libh3.getTempRet0();\n return [invocation, upper];\n}\n/**\n * Read an H3 index from a C return value. As with readLong, the argument to this function\n * is intended to be an invocation, e.g. readH3Index(H3.getSomeAddress()), to help ensure that\n * the temp value storing the upper bits of the long is still set.\n * @private\n * @param {number} invocation Invoked function returning a single H3 index\n * @return {H3Index} H3 index, or null if index was invalid\n */\n\n\nfunction readH3Index(invocation) {\n var ref = readLong(invocation);\n var lower = ref[0];\n var upper = ref[1]; // The lower bits are allowed to be 0s, but if the upper bits are 0\n // this represents an invalid H3 index\n\n return upper ? splitLongToh3Index(lower, upper) : null;\n}\n/**\n * Read an H3 index from a pointer to C memory.\n * @private\n * @param {number} cAddress Pointer to allocated C memory\n * @param {number} offset Offset, in number of H3 indexes, in case we're\n * reading an array\n * @return {H3Index} H3 index, or null if index was invalid\n */\n\n\nfunction readH3IndexFromPointer(cAddress, offset) {\n if ( offset === void 0 ) offset = 0;\n\n var lower = libh3.getValue(cAddress + SZ_INT * offset * 2, 'i32');\n var upper = libh3.getValue(cAddress + SZ_INT * (offset * 2 + 1), 'i32'); // The lower bits are allowed to be 0s, but if the upper bits are 0\n // this represents an invalid H3 index\n\n return upper ? splitLongToh3Index(lower, upper) : null;\n}\n/**\n * Store an H3 index in C memory. Primarily used as an efficient way to\n * write sets of hexagons.\n * @private\n * @param {H3IndexInput} h3Index H3 index to store\n * @param {number} cAddress Pointer to allocated C memory\n * @param {number} offset Offset, in number of H3 indexes from beginning\n * of the current array\n */\n\n\nfunction storeH3Index(h3Index, cAddress, offset) {\n // HEAPU32 is a typed array projection on the index space\n // as unsigned 32-bit integers. This means the index needs\n // to be divided by SZ_INT (4) to access correctly. Also,\n // the H3 index is 64 bits, so we skip by twos as we're writing\n // to 32-bit integers in the proper order.\n libh3.HEAPU32.set(h3IndexToSplitLong(h3Index), cAddress / SZ_INT + 2 * offset);\n}\n/**\n * Read an array of 64-bit H3 indexes from C and convert to a JS array of\n * H3 index strings\n * @private\n * @param {number} cAddress Pointer to C ouput array\n * @param {number} maxCount Max number of hexagons in array. Hexagons with\n * the value 0 will be skipped, so this isn't\n * necessarily the length of the output array.\n * @return {H3Index[]} Array of H3 indexes\n */\n\n\nfunction readArrayOfHexagons(cAddress, maxCount) {\n var out = [];\n\n for (var i = 0; i < maxCount; i++) {\n var h3Index = readH3IndexFromPointer(cAddress, i);\n\n if (h3Index !== null) {\n out.push(h3Index);\n }\n }\n\n return out;\n}\n/**\n * Store an array of H3 index strings as a C array of 64-bit integers.\n * @private\n * @param {number} cAddress Pointer to C input array\n * @param {H3IndexInput[]} hexagons H3 indexes to pass to the C lib\n */\n\n\nfunction storeArrayOfHexagons(cAddress, hexagons) {\n // Assuming the cAddress points to an already appropriately\n // allocated space\n var count = hexagons.length;\n\n for (var i = 0; i < count; i++) {\n storeH3Index(hexagons[i], cAddress, i);\n }\n}\n/**\n * Populate a C-appropriate GeoCoord struct from a [lat, lng] array\n * @private\n * @param {number} lat Coordinate latitude\n * @param {number} lng Coordinate longitude\n * @return {number} C pointer to populated GeoCoord struct\n */\n\n\nfunction storeGeoCoord(lat, lng) {\n var geoCoord = libh3._calloc(1, SZ_GEOCOORD);\n\n libh3.HEAPF64.set([lat, lng].map(degsToRads), geoCoord / SZ_DBL);\n return geoCoord;\n}\n\nfunction readSingleCoord(cAddress) {\n return radsToDegs(libh3.getValue(cAddress, 'double'));\n}\n/**\n * Read a GeoCoord from C and return a [lat, lng] pair.\n * @private\n * @param {number} cAddress Pointer to C struct\n * @return {number[]} [lat, lng] pair\n */\n\n\nfunction readGeoCoord(cAddress) {\n return [readSingleCoord(cAddress), readSingleCoord(cAddress + SZ_DBL)];\n}\n/**\n * Read a GeoCoord from C and return a GeoJSON-style [lng, lat] pair.\n * @private\n * @param {number} cAddress Pointer to C struct\n * @return {number[]} [lng, lat] pair\n */\n\n\nfunction readGeoCoordGeoJson(cAddress) {\n return [readSingleCoord(cAddress + SZ_DBL), readSingleCoord(cAddress)];\n}\n/**\n * Read the GeoBoundary structure into a list of geo coordinate pairs\n * @private\n * @param {number} geoBoundary C pointer to GeoBoundary struct\n * @param {boolean} geoJsonCoords Whether to provide GeoJSON coordinate order: [lng, lat]\n * @param {boolean} closedLoop Whether to close the loop\n * @return {Array[]} Array of geo coordinate pairs\n */\n\n\nfunction readGeoBoundary(geoBoundary, geoJsonCoords, closedLoop) {\n var numVerts = libh3.getValue(geoBoundary, 'i32'); // Note that though numVerts is an int, the coordinate doubles have to be\n // aligned to 8 bytes, hence the 8-byte offset here\n\n var vertsPos = geoBoundary + SZ_DBL;\n var out = []; // Support [lng, lat] pairs if GeoJSON is specified\n\n var readCoord = geoJsonCoords ? readGeoCoordGeoJson : readGeoCoord;\n\n for (var i = 0; i < numVerts * 2; i += 2) {\n out.push(readCoord(vertsPos + SZ_DBL * i));\n }\n\n if (closedLoop) {\n // Close loop if GeoJSON is specified\n out.push(out[0]);\n }\n\n return out;\n}\n/**\n * Read the LinkedGeoPolygon structure into a nested array of MultiPolygon coordinates\n * @private\n * @param {number} polygon C pointer to LinkedGeoPolygon struct\n * @param {boolean} formatAsGeoJson Whether to provide GeoJSON output: [lng, lat], closed loops\n * @return {number[][][][]} MultiPolygon-style output.\n */\n\n\nfunction readMultiPolygon(polygon, formatAsGeoJson) {\n var output = [];\n var readCoord = formatAsGeoJson ? readGeoCoordGeoJson : readGeoCoord;\n var loops;\n var loop;\n var coords;\n var coord; // Loop through the linked structure, building the output\n\n while (polygon) {\n output.push(loops = []); // Follow ->first pointer\n\n loop = libh3.getValue(polygon, 'i8*');\n\n while (loop) {\n loops.push(coords = []); // Follow ->first pointer\n\n coord = libh3.getValue(loop, 'i8*');\n\n while (coord) {\n coords.push(readCoord(coord)); // Follow ->next pointer\n\n coord = libh3.getValue(coord + SZ_DBL * 2, 'i8*');\n }\n\n if (formatAsGeoJson) {\n // Close loop if GeoJSON is requested\n coords.push(coords[0]);\n } // Follow ->next pointer\n\n\n loop = libh3.getValue(loop + SZ_PTR * 2, 'i8*');\n } // Follow ->next pointer\n\n\n polygon = libh3.getValue(polygon + SZ_PTR * 2, 'i8*');\n }\n\n return output;\n}\n/**\n * Read a CoordIJ from C and return an {i, j} pair.\n * @private\n * @param {number} cAddress Pointer to C struct\n * @return {CoordIJ} {i, j} pair\n */\n\n\nfunction readCoordIJ(cAddress) {\n return {\n i: libh3.getValue(cAddress, 'i32'),\n j: libh3.getValue(cAddress + SZ_INT, 'i32')\n };\n}\n/**\n * Store an {i, j} pair to a C CoordIJ struct.\n * @private\n * @param {number} cAddress Pointer to C struct\n * @return {CoordIJ} {i, j} pair\n */\n\n\nfunction storeCoordIJ(cAddress, ref) {\n var i = ref.i;\n var j = ref.j;\n\n libh3.setValue(cAddress, i, 'i32');\n libh3.setValue(cAddress + SZ_INT, j, 'i32');\n}\n/**\n * Read an array of positive integers array from C. Negative\n * values are considered invalid and ignored in output.\n * @private\n * @param {number} cAddress Pointer to C array\n * @param {number} count Length of C array\n * @return {number[]} Javascript integer array\n */\n\n\nfunction readArrayOfPositiveIntegers(cAddress, count) {\n var out = [];\n\n for (var i = 0; i < count; i++) {\n var int = libh3.getValue(cAddress + SZ_INT * i, 'i32');\n\n if (int >= 0) {\n out.push(int);\n }\n }\n\n return out;\n} // ----------------------------------------------------------------------------\n// Public API functions: Core\n\n/**\n * Whether a given string represents a valid H3 index\n * @static\n * @param {H3IndexInput} h3Index H3 index to check\n * @return {boolean} Whether the index is valid\n */\n\n\nfunction h3IsValid(h3Index) {\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n return Boolean(H3.h3IsValid(lower, upper));\n}\n/**\n * Whether the given H3 index is a pentagon\n * @static\n * @param {H3IndexInput} h3Index H3 index to check\n * @return {boolean} isPentagon\n */\n\nfunction h3IsPentagon(h3Index) {\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n return Boolean(H3.h3IsPentagon(lower, upper));\n}\n/**\n * Whether the given H3 index is in a Class III resolution (rotated versus\n * the icosahedron and subject to shape distortion adding extra points on\n * icosahedron edges, making them not true hexagons).\n * @static\n * @param {H3IndexInput} h3Index H3 index to check\n * @return {boolean} isResClassIII\n */\n\nfunction h3IsResClassIII(h3Index) {\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n return Boolean(H3.h3IsResClassIII(lower, upper));\n}\n/**\n * Get the number of the base cell for a given H3 index\n * @static\n * @param {H3IndexInput} h3Index H3 index to get the base cell for\n * @return {number} Index of the base cell (0-121)\n */\n\nfunction h3GetBaseCell(h3Index) {\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n return H3.h3GetBaseCell(lower, upper);\n}\n/**\n * Get the indices of all icosahedron faces intersected by a given H3 index\n * @static\n * @param {H3IndexInput} h3Index H3 index to get faces for\n * @return {number[]} Indices (0-19) of all intersected faces\n */\n\nfunction h3GetFaces(h3Index) {\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n var count = H3.maxFaceCount(lower, upper);\n\n var faces = libh3._malloc(SZ_INT * count);\n\n H3.h3GetFaces(lower, upper, faces);\n var out = readArrayOfPositiveIntegers(faces, count);\n\n libh3._free(faces);\n\n return out;\n}\n/**\n * Returns the resolution of an H3 index\n * @static\n * @param {H3IndexInput} h3Index H3 index to get resolution\n * @return {number} The number (0-15) resolution, or -1 if invalid\n */\n\nfunction h3GetResolution(h3Index) {\n if (typeof h3Index !== 'string') {\n return -1;\n }\n\n return parseInt(h3Index.charAt(1), BASE_16);\n}\n/**\n * Get the hexagon containing a lat,lon point\n * @static\n * @param {number} lat Latitude of point\n * @param {number} lng Longtitude of point\n * @param {number} res Resolution of hexagons to return\n * @return {H3Index} H3 index\n */\n\nfunction geoToH3(lat, lng, res) {\n var latlng = libh3._malloc(SZ_GEOCOORD); // Slightly more efficient way to set the memory\n\n\n libh3.HEAPF64.set([lat, lng].map(degsToRads), latlng / SZ_DBL); // Read value as a split long\n\n var h3Index = readH3Index(H3.geoToH3(latlng, res));\n\n libh3._free(latlng);\n\n return h3Index;\n}\n/**\n * Get the lat,lon center of a given hexagon\n * @static\n * @param {H3IndexInput} h3Index H3 index\n * @return {number[]} Point as a [lat, lng] pair\n */\n\nfunction h3ToGeo(h3Index) {\n var latlng = libh3._malloc(SZ_GEOCOORD);\n\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n H3.h3ToGeo(lower, upper, latlng);\n var out = readGeoCoord(latlng);\n\n libh3._free(latlng);\n\n return out;\n}\n/**\n * Get the vertices of a given hexagon (or pentagon), as an array of [lat, lng]\n * points. For pentagons and hexagons on the edge of an icosahedron face, this\n * function may return up to 10 vertices.\n * @static\n * @param {H3Index} h3Index H3 index\n * @param {boolean} [formatAsGeoJson] Whether to provide GeoJSON output: [lng, lat], closed loops\n * @return {number[][]} Array of [lat, lng] pairs\n */\n\nfunction h3ToGeoBoundary(h3Index, formatAsGeoJson) {\n var geoBoundary = libh3._malloc(SZ_GEOBOUNDARY);\n\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n H3.h3ToGeoBoundary(lower, upper, geoBoundary);\n var out = readGeoBoundary(geoBoundary, formatAsGeoJson, formatAsGeoJson);\n\n libh3._free(geoBoundary);\n\n return out;\n} // ----------------------------------------------------------------------------\n// Public API functions: Algorithms\n\n/**\n * Get the parent of the given hexagon at a particular resolution\n * @static\n * @param {H3IndexInput} h3Index H3 index to get parent for\n * @param {number} res Resolution of hexagon to return\n * @return {H3Index} H3 index of parent, or null for invalid input\n */\n\nfunction h3ToParent(h3Index, res) {\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n return readH3Index(H3.h3ToParent(lower, upper, res));\n}\n/**\n * Get the children/descendents of the given hexagon at a particular resolution\n * @static\n * @param {H3IndexInput} h3Index H3 index to get children for\n * @param {number} res Resolution of hexagons to return\n * @return {H3Index[]} H3 indexes of children, or empty array for invalid input\n */\n\nfunction h3ToChildren(h3Index, res) {\n // Bad input in this case can potentially result in high computation volume\n // using the current C algorithm. Validate and return an empty array on failure.\n if (!h3IsValid(h3Index)) {\n return [];\n }\n\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n var maxCount = H3.maxH3ToChildrenSize(lower, upper, res);\n\n var hexagons = libh3._calloc(maxCount, SZ_H3INDEX);\n\n H3.h3ToChildren(lower, upper, res, hexagons);\n var out = readArrayOfHexagons(hexagons, maxCount);\n\n libh3._free(hexagons);\n\n return out;\n}\n/**\n * Get the center child of the given hexagon at a particular resolution\n * @static\n * @param {H3IndexInput} h3Index H3 index to get center child for\n * @param {number} res Resolution of hexagon to return\n * @return {H3Index} H3 index of child, or null for invalid input\n */\n\nfunction h3ToCenterChild(h3Index, res) {\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n return readH3Index(H3.h3ToCenterChild(lower, upper, res));\n}\n/**\n * Get all hexagons in a k-ring around a given center. The order of the hexagons is undefined.\n * @static\n * @param {H3IndexInput} h3Index H3 index of center hexagon\n * @param {number} ringSize Radius of k-ring\n * @return {H3Index[]} H3 indexes for all hexagons in ring\n */\n\nfunction kRing(h3Index, ringSize) {\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n var maxCount = H3.maxKringSize(ringSize);\n\n var hexagons = libh3._calloc(maxCount, SZ_H3INDEX);\n\n H3.kRing(lower, upper, ringSize, hexagons);\n var out = readArrayOfHexagons(hexagons, maxCount);\n\n libh3._free(hexagons);\n\n return out;\n}\n/**\n * Get all hexagons in a k-ring around a given center, in an array of arrays\n * ordered by distance from the origin. The order of the hexagons within each ring is undefined.\n * @static\n * @param {H3IndexInput} h3Index H3 index of center hexagon\n * @param {number} ringSize Radius of k-ring\n * @return {H3Index[][]} Array of arrays with H3 indexes for all hexagons each ring\n */\n\nfunction kRingDistances(h3Index, ringSize) {\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n var maxCount = H3.maxKringSize(ringSize);\n\n var kRings = libh3._calloc(maxCount, SZ_H3INDEX);\n\n var distances = libh3._calloc(maxCount, SZ_INT);\n\n H3.kRingDistances(lower, upper, ringSize, kRings, distances); // Create an array of empty arrays to hold the output\n\n var out = [];\n\n for (var i = 0; i < ringSize + 1; i++) {\n out.push([]);\n } // Read the array of hexagons, putting them into the appropriate rings\n\n\n for (var i$1 = 0; i$1 < maxCount * 2; i$1 += 2) {\n var hexLower = libh3.getValue(kRings + SZ_INT * i$1, 'i32');\n var hexUpper = libh3.getValue(kRings + SZ_INT * (i$1 + 1), 'i32');\n var index = libh3.getValue(distances + SZ_INT * (i$1 / 2), 'i32');\n\n if (hexLower !== 0 || hexUpper !== 0) {\n out[index].push(splitLongToh3Index(hexLower, hexUpper));\n }\n }\n\n libh3._free(kRings);\n\n libh3._free(distances);\n\n return out;\n}\n/**\n * Get all hexagons in a hollow hexagonal ring centered at origin with sides of a given length.\n * Unlike kRing, this function will throw an error if there is a pentagon anywhere in the ring.\n * @static\n * @param {H3IndexInput} h3Index H3 index of center hexagon\n * @param {number} ringSize Radius of ring\n * @return {H3Index[]} H3 indexes for all hexagons in ring\n * @throws {Error} If the algorithm could not calculate the ring\n */\n\nfunction hexRing(h3Index, ringSize) {\n var maxCount = ringSize === 0 ? 1 : 6 * ringSize;\n\n var hexagons = libh3._calloc(maxCount, SZ_H3INDEX);\n\n var retVal = H3.hexRing.apply(H3, h3IndexToSplitLong(h3Index).concat( [ringSize], [hexagons] ));\n\n if (retVal !== 0) {\n libh3._free(hexagons);\n\n throw new Error('Failed to get hexRing (encountered a pentagon?)');\n }\n\n var out = readArrayOfHexagons(hexagons, maxCount);\n\n libh3._free(hexagons);\n\n return out;\n}\n/**\n * Get all hexagons with centers contained in a given polygon. The polygon\n * is specified with GeoJson semantics as an array of loops. Each loop is\n * an array of [lat, lng] pairs (or [lng, lat] if isGeoJson is specified).\n * The first loop is the perimeter of the polygon, and subsequent loops are\n * expected to be holes.\n * @static\n * @param {number[][] | number[][][]} coordinates\n * Array of loops, or a single loop\n * @param {number} res Resolution of hexagons to return\n * @param {boolean} [isGeoJson] Whether to expect GeoJson-style [lng, lat]\n * pairs instead of [lat, lng]\n * @return {H3Index[]} H3 indexes for all hexagons in polygon\n */\n\nfunction polyfill(coordinates, res, isGeoJson) {\n validateRes(res);\n isGeoJson = Boolean(isGeoJson); // Guard against empty input\n\n if (coordinates.length === 0 || coordinates[0].length === 0) {\n return [];\n } // Wrap to expected format if a single loop is provided\n\n\n if (typeof coordinates[0][0] === 'number') {\n coordinates = [coordinates];\n }\n\n var geoPolygon = coordinatesToGeoPolygon(coordinates, isGeoJson);\n var arrayLen = H3.maxPolyfillSize(geoPolygon, res);\n\n var hexagons = libh3._calloc(arrayLen, SZ_H3INDEX);\n\n H3.polyfill(geoPolygon, res, hexagons);\n var out = readArrayOfHexagons(hexagons, arrayLen);\n\n libh3._free(hexagons);\n\n destroyGeoPolygon(geoPolygon);\n return out;\n}\n/**\n * Get the outlines of a set of H3 hexagons, returned in GeoJSON MultiPolygon\n * format (an array of polygons, each with an array of loops, each an array of\n * coordinates). Coordinates are returned as [lat, lng] pairs unless GeoJSON\n * is requested.\n *\n * It is the responsibility of the caller to ensure that all hexagons in the\n * set have the same resolution and that the set contains no duplicates. Behavior\n * is undefined if duplicates or multiple resolutions are present, and the\n * algorithm may produce unexpected or invalid polygons.\n *\n * @static\n * @param {H3IndexInput[]} h3Indexes H3 indexes to get outlines for\n * @param {boolean} [formatAsGeoJson] Whether to provide GeoJSON output:\n * [lng, lat], closed loops\n * @return {number[][][][]} MultiPolygon-style output.\n */\n\nfunction h3SetToMultiPolygon(h3Indexes, formatAsGeoJson) {\n // Early exit on empty input\n if (!h3Indexes || !h3Indexes.length) {\n return [];\n } // Set up input set\n\n\n var indexCount = h3Indexes.length;\n\n var set = libh3._calloc(indexCount, SZ_H3INDEX);\n\n storeArrayOfHexagons(set, h3Indexes); // Allocate memory for output linked polygon\n\n var polygon = libh3._calloc(SZ_LINKED_GEOPOLYGON); // Store a reference to the first polygon - that's the one we need for\n // memory deallocation\n\n\n var originalPolygon = polygon;\n H3.h3SetToLinkedGeo(set, indexCount, polygon);\n var multiPolygon = readMultiPolygon(polygon, formatAsGeoJson); // Clean up\n\n H3.destroyLinkedPolygon(originalPolygon);\n\n libh3._free(originalPolygon);\n\n libh3._free(set);\n\n return multiPolygon;\n}\n/**\n * Compact a set of hexagons of the same resolution into a set of hexagons across\n * multiple levels that represents the same area.\n * @static\n * @param {H3IndexInput[]} h3Set H3 indexes to compact\n * @return {H3Index[]} Compacted H3 indexes\n * @throws {Error} If the input is invalid (e.g. duplicate hexagons)\n */\n\nfunction compact(h3Set) {\n if (!h3Set || !h3Set.length) {\n return [];\n } // Set up input set\n\n\n var count = h3Set.length;\n\n var set = libh3._calloc(count, SZ_H3INDEX);\n\n storeArrayOfHexagons(set, h3Set); // Allocate memory for compacted hexagons, worst-case is no compaction\n\n var compactedSet = libh3._calloc(count, SZ_H3INDEX);\n\n var retVal = H3.compact(set, compactedSet, count);\n\n if (retVal !== 0) {\n libh3._free(set);\n\n libh3._free(compactedSet);\n\n throw new Error('Failed to compact, malformed input data (duplicate hexagons?)');\n }\n\n var out = readArrayOfHexagons(compactedSet, count);\n\n libh3._free(set);\n\n libh3._free(compactedSet);\n\n return out;\n}\n/**\n * Uncompact a compacted set of hexagons to hexagons of the same resolution\n * @static\n * @param {H3IndexInput[]} compactedSet H3 indexes to uncompact\n * @param {number} res The resolution to uncompact to\n * @return {H3Index[]} The uncompacted H3 indexes\n * @throws {Error} If the input is invalid (e.g. invalid resolution)\n */\n\nfunction uncompact(compactedSet, res) {\n validateRes(res);\n\n if (!compactedSet || !compactedSet.length) {\n return [];\n } // Set up input set\n\n\n var count = compactedSet.length;\n\n var set = libh3._calloc(count, SZ_H3INDEX);\n\n storeArrayOfHexagons(set, compactedSet); // Estimate how many hexagons we need (always overestimates if in error)\n\n var maxUncompactedNum = H3.maxUncompactSize(set, count, res); // Allocate memory for uncompacted hexagons\n\n var uncompactedSet = libh3._calloc(maxUncompactedNum, SZ_H3INDEX);\n\n var retVal = H3.uncompact(set, count, uncompactedSet, maxUncompactedNum, res);\n\n if (retVal !== 0) {\n libh3._free(set);\n\n libh3._free(uncompactedSet);\n\n throw new Error('Failed to uncompact (bad resolution?)');\n }\n\n var out = readArrayOfHexagons(uncompactedSet, maxUncompactedNum);\n\n libh3._free(set);\n\n libh3._free(uncompactedSet);\n\n return out;\n} // ----------------------------------------------------------------------------\n// Public API functions: Unidirectional edges\n\n/**\n * Whether two H3 indexes are neighbors (share an edge)\n * @static\n * @param {H3IndexInput} origin Origin hexagon index\n * @param {H3IndexInput} destination Destination hexagon index\n * @return {boolean} Whether the hexagons share an edge\n */\n\nfunction h3IndexesAreNeighbors(origin, destination) {\n var ref = h3IndexToSplitLong(origin);\n var oLower = ref[0];\n var oUpper = ref[1];\n var ref$1 = h3IndexToSplitLong(destination);\n var dLower = ref$1[0];\n var dUpper = ref$1[1];\n return Boolean(H3.h3IndexesAreNeighbors(oLower, oUpper, dLower, dUpper));\n}\n/**\n * Get an H3 index representing a unidirectional edge for a given origin and destination\n * @static\n * @param {H3IndexInput} origin Origin hexagon index\n * @param {H3IndexInput} destination Destination hexagon index\n * @return {H3Index} H3 index of the edge, or null if no edge is shared\n */\n\nfunction getH3UnidirectionalEdge(origin, destination) {\n var ref = h3IndexToSplitLong(origin);\n var oLower = ref[0];\n var oUpper = ref[1];\n var ref$1 = h3IndexToSplitLong(destination);\n var dLower = ref$1[0];\n var dUpper = ref$1[1];\n return readH3Index(H3.getH3UnidirectionalEdge(oLower, oUpper, dLower, dUpper));\n}\n/**\n * Get the origin hexagon from an H3 index representing a unidirectional edge\n * @static\n * @param {H3IndexInput} edgeIndex H3 index of the edge\n * @return {H3Index} H3 index of the edge origin\n */\n\nfunction getOriginH3IndexFromUnidirectionalEdge(edgeIndex) {\n var ref = h3IndexToSplitLong(edgeIndex);\n var lower = ref[0];\n var upper = ref[1];\n return readH3Index(H3.getOriginH3IndexFromUnidirectionalEdge(lower, upper));\n}\n/**\n * Get the destination hexagon from an H3 index representing a unidirectional edge\n * @static\n * @param {H3IndexInput} edgeIndex H3 index of the edge\n * @return {H3Index} H3 index of the edge destination\n */\n\nfunction getDestinationH3IndexFromUnidirectionalEdge(edgeIndex) {\n var ref = h3IndexToSplitLong(edgeIndex);\n var lower = ref[0];\n var upper = ref[1];\n return readH3Index(H3.getDestinationH3IndexFromUnidirectionalEdge(lower, upper));\n}\n/**\n * Whether the input is a valid unidirectional edge\n * @static\n * @param {H3IndexInput} edgeIndex H3 index of the edge\n * @return {boolean} Whether the index is valid\n */\n\nfunction h3UnidirectionalEdgeIsValid(edgeIndex) {\n var ref = h3IndexToSplitLong(edgeIndex);\n var lower = ref[0];\n var upper = ref[1];\n return Boolean(H3.h3UnidirectionalEdgeIsValid(lower, upper));\n}\n/**\n * Get the [origin, destination] pair represented by a unidirectional edge\n * @static\n * @param {H3IndexInput} edgeIndex H3 index of the edge\n * @return {H3Index[]} [origin, destination] pair as H3 indexes\n */\n\nfunction getH3IndexesFromUnidirectionalEdge(edgeIndex) {\n var ref = h3IndexToSplitLong(edgeIndex);\n var lower = ref[0];\n var upper = ref[1];\n var count = 2;\n\n var hexagons = libh3._calloc(count, SZ_H3INDEX);\n\n H3.getH3IndexesFromUnidirectionalEdge(lower, upper, hexagons);\n var out = readArrayOfHexagons(hexagons, count);\n\n libh3._free(hexagons);\n\n return out;\n}\n/**\n * Get all of the unidirectional edges with the given H3 index as the origin (i.e. an edge to\n * every neighbor)\n * @static\n * @param {H3IndexInput} h3Index H3 index of the origin hexagon\n * @return {H3Index[]} List of unidirectional edges\n */\n\nfunction getH3UnidirectionalEdgesFromHexagon(h3Index) {\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n var count = 6;\n\n var edges = libh3._calloc(count, SZ_H3INDEX);\n\n H3.getH3UnidirectionalEdgesFromHexagon(lower, upper, edges);\n var out = readArrayOfHexagons(edges, count);\n\n libh3._free(edges);\n\n return out;\n}\n/**\n * Get the vertices of a given edge as an array of [lat, lng] points. Note that for edges that\n * cross the edge of an icosahedron face, this may return 3 coordinates.\n * @static\n * @param {H3IndexInput} edgeIndex H3 index of the edge\n * @param {boolean} [formatAsGeoJson] Whether to provide GeoJSON output: [lng, lat]\n * @return {number[][]} Array of geo coordinate pairs\n */\n\nfunction getH3UnidirectionalEdgeBoundary(edgeIndex, formatAsGeoJson) {\n var geoBoundary = libh3._malloc(SZ_GEOBOUNDARY);\n\n var ref = h3IndexToSplitLong(edgeIndex);\n var lower = ref[0];\n var upper = ref[1];\n H3.getH3UnidirectionalEdgeBoundary(lower, upper, geoBoundary);\n var out = readGeoBoundary(geoBoundary, formatAsGeoJson);\n\n libh3._free(geoBoundary);\n\n return out;\n}\n/**\n * Get the grid distance between two hex indexes. This function may fail\n * to find the distance between two indexes if they are very far apart or\n * on opposite sides of a pentagon.\n * @static\n * @param {H3IndexInput} origin Origin hexagon index\n * @param {H3IndexInput} destination Destination hexagon index\n * @return {number} Distance between hexagons, or a negative\n * number if the distance could not be computed\n */\n\nfunction h3Distance(origin, destination) {\n var ref = h3IndexToSplitLong(origin);\n var oLower = ref[0];\n var oUpper = ref[1];\n var ref$1 = h3IndexToSplitLong(destination);\n var dLower = ref$1[0];\n var dUpper = ref$1[1];\n return H3.h3Distance(oLower, oUpper, dLower, dUpper);\n}\n/**\n * Given two H3 indexes, return the line of indexes between them (inclusive).\n *\n * This function may fail to find the line between two indexes, for\n * example if they are very far apart. It may also fail when finding\n * distances for indexes on opposite sides of a pentagon.\n *\n * Notes:\n *\n * - The specific output of this function should not be considered stable\n * across library versions. The only guarantees the library provides are\n * that the line length will be `h3Distance(start, end) + 1` and that\n * every index in the line will be a neighbor of the preceding index.\n * - Lines are drawn in grid space, and may not correspond exactly to either\n * Cartesian lines or great arcs.\n *\n * @static\n * @param {H3IndexInput} origin Origin hexagon index\n * @param {H3IndexInput} destination Destination hexagon index\n * @return {H3Index[]} H3 indexes connecting origin and destination\n * @throws {Error} If the line cannot be calculated\n */\n\nfunction h3Line(origin, destination) {\n var ref = h3IndexToSplitLong(origin);\n var oLower = ref[0];\n var oUpper = ref[1];\n var ref$1 = h3IndexToSplitLong(destination);\n var dLower = ref$1[0];\n var dUpper = ref$1[1];\n var count = H3.h3LineSize(oLower, oUpper, dLower, dUpper);\n\n if (count < 0) {\n // We can't get the specific error code here - may be any of\n // the errors possible in experimentalH3ToLocalIj\n throw new Error('Line cannot be calculated');\n }\n\n var hexagons = libh3._calloc(count, SZ_H3INDEX);\n\n H3.h3Line(oLower, oUpper, dLower, dUpper, hexagons);\n var out = readArrayOfHexagons(hexagons, count);\n\n libh3._free(hexagons);\n\n return out;\n}\n/**\n * Produces IJ coordinates for an H3 index anchored by an origin.\n *\n * - The coordinate space used by this function may have deleted\n * regions or warping due to pentagonal distortion.\n * - Coordinates are only comparable if they come from the same\n * origin index.\n * - Failure may occur if the index is too far away from the origin\n * or if the index is on the other side of a pentagon.\n * - This function is experimental, and its output is not guaranteed\n * to be compatible across different versions of H3.\n * @static\n * @param {H3IndexInput} origin Origin H3 index\n * @param {H3IndexInput} destination H3 index for which to find relative coordinates\n * @return {CoordIJ} Coordinates as an `{i, j}` pair\n * @throws {Error} If the IJ coordinates cannot be calculated\n */\n\nfunction experimentalH3ToLocalIj(origin, destination) {\n var ij = libh3._malloc(SZ_COORDIJ);\n\n var retVal = H3.experimentalH3ToLocalIj.apply(H3, h3IndexToSplitLong(origin).concat( h3IndexToSplitLong(destination), [ij] ));\n var coords = readCoordIJ(ij);\n\n libh3._free(ij); // Return the pair, or throw if an error code was returned.\n // Switch statement and error codes cribbed from h3-java's implementation.\n\n\n switch (retVal) {\n case 0:\n return coords;\n\n case 1:\n throw new Error('Incompatible origin and index.');\n\n case 2:\n default:\n throw new Error('Local IJ coordinates undefined for this origin and index pair. ' + 'The index may be too far from the origin.');\n\n case 3:\n case 4:\n case 5:\n throw new Error('Encountered possible pentagon distortion');\n }\n}\n/**\n * Produces an H3 index for IJ coordinates anchored by an origin.\n *\n * - The coordinate space used by this function may have deleted\n * regions or warping due to pentagonal distortion.\n * - Coordinates are only comparable if they come from the same\n * origin index.\n * - Failure may occur if the index is too far away from the origin\n * or if the index is on the other side of a pentagon.\n * - This function is experimental, and its output is not guaranteed\n * to be compatible across different versions of H3.\n * @static\n * @param {H3IndexInput} origin Origin H3 index\n * @param {CoordIJ} coords Coordinates as an `{i, j}` pair\n * @return {H3Index} H3 index at the relative coordinates\n * @throws {Error} If the H3 index cannot be calculated\n */\n\nfunction experimentalLocalIjToH3(origin, coords) {\n // Validate input coords\n if (!coords || typeof coords.i !== 'number' || typeof coords.j !== 'number') {\n throw new Error('Coordinates must be provided as an {i, j} object');\n } // Allocate memory for the CoordIJ struct and an H3 index to hold the return value\n\n\n var ij = libh3._malloc(SZ_COORDIJ);\n\n var out = libh3._malloc(SZ_H3INDEX);\n\n storeCoordIJ(ij, coords);\n var retVal = H3.experimentalLocalIjToH3.apply(H3, h3IndexToSplitLong(origin).concat( [ij], [out] ));\n var h3Index = readH3IndexFromPointer(out);\n\n libh3._free(ij);\n\n libh3._free(out);\n\n if (retVal !== 0) {\n throw new Error('Index not defined for this origin and IJ coordinates pair. ' + 'IJ coordinates may be too far from origin, or ' + 'a pentagon distortion was encountered.');\n }\n\n return h3Index;\n} // ----------------------------------------------------------------------------\n// Public API functions: Distance/area utilities\n\n/**\n * Great circle distance between two geo points. This is not specific to H3,\n * but is implemented in the library and provided here as a convenience.\n * @static\n * @param {number[]} latlng1 Origin coordinate as [lat, lng]\n * @param {number[]} latlng2 Destination coordinate as [lat, lng]\n * @param {string} unit Distance unit (either UNITS.m or UNITS.km)\n * @return {number} Great circle distance\n * @throws {Error} If the unit is invalid\n */\n\nfunction pointDist(latlng1, latlng2, unit) {\n var coord1 = storeGeoCoord(latlng1[0], latlng1[1]);\n var coord2 = storeGeoCoord(latlng2[0], latlng2[1]);\n var result;\n\n switch (unit) {\n case UNITS.m:\n result = H3.pointDistM(coord1, coord2);\n break;\n\n case UNITS.km:\n result = H3.pointDistKm(coord1, coord2);\n break;\n\n case UNITS.rads:\n result = H3.pointDistRads(coord1, coord2);\n break;\n\n default:\n result = null;\n }\n\n libh3._free(coord1);\n\n libh3._free(coord2);\n\n if (result === null) {\n throw new Error((\"Unknown unit: \" + unit));\n }\n\n return result;\n}\n/**\n * Exact area of a given cell\n * @static\n * @param {H3Index} h3Index H3 index of the hexagon to measure\n * @param {string} unit Distance unit (either UNITS.m2 or UNITS.km2)\n * @return {number} Cell area\n * @throws {Error} If the unit is invalid\n */\n\nfunction cellArea(h3Index, unit) {\n var ref = h3IndexToSplitLong(h3Index);\n var lower = ref[0];\n var upper = ref[1];\n\n switch (unit) {\n case UNITS.m2:\n return H3.cellAreaM2(lower, upper);\n\n case UNITS.km2:\n return H3.cellAreaKm2(lower, upper);\n\n case UNITS.rads2:\n return H3.cellAreaRads2(lower, upper);\n\n default:\n throw new Error((\"Unknown unit: \" + unit));\n }\n}\n/**\n * Exact length of a given unidirectional edge\n * @static\n * @param {H3Index} edge H3 index of the edge to measure\n * @param {string} unit Distance unit (either UNITS.m, UNITS.km, or UNITS.rads)\n * @return {number} Cell area\n * @throws {Error} If the unit is invalid\n */\n\nfunction exactEdgeLength(edge, unit) {\n var ref = h3IndexToSplitLong(edge);\n var lower = ref[0];\n var upper = ref[1];\n\n switch (unit) {\n case UNITS.m:\n return H3.exactEdgeLengthM(lower, upper);\n\n case UNITS.km:\n return H3.exactEdgeLengthKm(lower, upper);\n\n case UNITS.rads:\n return H3.exactEdgeLengthRads(lower, upper);\n\n default:\n throw new Error((\"Unknown unit: \" + unit));\n }\n}\n/**\n * Average hexagon area at a given resolution\n * @static\n * @param {number} res Hexagon resolution\n * @param {string} unit Area unit (either UNITS.m2, UNITS.km2, or UNITS.rads2)\n * @return {number} Average area\n * @throws {Error} If the unit is invalid\n */\n\nfunction hexArea(res, unit) {\n validateRes(res);\n\n switch (unit) {\n case UNITS.m2:\n return H3.hexAreaM2(res);\n\n case UNITS.km2:\n return H3.hexAreaKm2(res);\n\n default:\n throw new Error((\"Unknown unit: \" + unit));\n }\n}\n/**\n * Average hexagon edge length at a given resolution\n * @static\n * @param {number} res Hexagon resolution\n * @param {string} unit Distance unit (either UNITS.m, UNITS.km, or UNITS.rads)\n * @return {number} Average edge length\n * @throws {Error} If the unit is invalid\n */\n\nfunction edgeLength(res, unit) {\n validateRes(res);\n\n switch (unit) {\n case UNITS.m:\n return H3.edgeLengthM(res);\n\n case UNITS.km:\n return H3.edgeLengthKm(res);\n\n default:\n throw new Error((\"Unknown unit: \" + unit));\n }\n} // ----------------------------------------------------------------------------\n// Public informational utilities\n\n/**\n * The total count of hexagons in the world at a given resolution. Note that above\n * resolution 8 the exact count cannot be represented in a JavaScript 32-bit number,\n * so consumers should use caution when applying further operations to the output.\n * @static\n * @param {number} res Hexagon resolution\n * @return {number} Count\n */\n\nfunction numHexagons(res) {\n validateRes(res); // Get number as a long value\n\n var ref = readLong(H3.numHexagons(res));\n var lower = ref[0];\n var upper = ref[1]; // If we're using <= 32 bits we can use normal JS numbers\n\n if (!upper) {\n return lower;\n } // Above 32 bit, make a JS number that's correct in order of magnitude\n\n\n return upper * Math.pow(2, 32) + lower;\n}\n/**\n * Get all H3 indexes at resolution 0. As every index at every resolution > 0 is\n * the descendant of a res 0 index, this can be used with h3ToChildren to iterate\n * over H3 indexes at any resolution.\n * @static\n * @return {H3Index[]} All H3 indexes at res 0\n */\n\nfunction getRes0Indexes() {\n var count = H3.res0IndexCount();\n\n var hexagons = libh3._malloc(SZ_H3INDEX * count);\n\n H3.getRes0Indexes(hexagons);\n var out = readArrayOfHexagons(hexagons, count);\n\n libh3._free(hexagons);\n\n return out;\n}\n/**\n * Get the twelve pentagon indexes at a given resolution.\n * @static\n * @param {number} res Hexagon resolution\n * @return {H3Index[]} All H3 pentagon indexes at res\n */\n\nfunction getPentagonIndexes(res) {\n validateRes(res);\n var count = H3.pentagonIndexCount();\n\n var hexagons = libh3._malloc(SZ_H3INDEX * count);\n\n H3.getPentagonIndexes(res, hexagons);\n var out = readArrayOfHexagons(hexagons, count);\n\n libh3._free(hexagons);\n\n return out;\n}\n/**\n * Convert degrees to radians\n * @static\n * @param {number} deg Value in degrees\n * @return {number} Value in radians\n */\n\nfunction degsToRads(deg) {\n return deg * Math.PI / 180;\n}\n/**\n * Convert radians to degrees\n * @static\n * @param {number} rad Value in radians\n * @return {number} Value in degrees\n */\n\nfunction radsToDegs(rad) {\n return rad * 180 / Math.PI;\n}\n\n\n//# sourceMappingURL=h3-js.es.js.map\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/h3-js/dist/browser/h3-js.es.js?"); /***/ }), @@ -1847,14 +1208,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*******************************************************************!*\ !*** ./node_modules/index-array-by/dist/index-array-by.module.js ***! \*******************************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_exports__, __webpack_require__.r, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\nfunction _objectWithoutPropertiesLoose(source, excluded) {\n if (source == null) return {};\n var target = {};\n var sourceKeys = Object.keys(source);\n var key, i;\n\n for (i = 0; i < sourceKeys.length; i++) {\n key = sourceKeys[i];\n if (excluded.indexOf(key) >= 0) continue;\n target[key] = source[key];\n }\n\n return target;\n}\n\nfunction _objectWithoutProperties(source, excluded) {\n if (source == null) return {};\n\n var target = _objectWithoutPropertiesLoose(source, excluded);\n\n var key, i;\n\n if (Object.getOwnPropertySymbols) {\n var sourceSymbolKeys = Object.getOwnPropertySymbols(source);\n\n for (i = 0; i < sourceSymbolKeys.length; i++) {\n key = sourceSymbolKeys[i];\n if (excluded.indexOf(key) >= 0) continue;\n if (!Object.prototype.propertyIsEnumerable.call(source, key)) continue;\n target[key] = source[key];\n }\n }\n\n return target;\n}\n\nfunction _slicedToArray(arr, i) {\n return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _nonIterableRest();\n}\n\nfunction _toConsumableArray(arr) {\n return _arrayWithoutHoles(arr) || _iterableToArray(arr) || _nonIterableSpread();\n}\n\nfunction _arrayWithoutHoles(arr) {\n if (Array.isArray(arr)) {\n for (var i = 0, arr2 = new Array(arr.length); i < arr.length; i++) arr2[i] = arr[i];\n\n return arr2;\n }\n}\n\nfunction _arrayWithHoles(arr) {\n if (Array.isArray(arr)) return arr;\n}\n\nfunction _iterableToArray(iter) {\n if (Symbol.iterator in Object(iter) || Object.prototype.toString.call(iter) === \"[object Arguments]\") return Array.from(iter);\n}\n\nfunction _iterableToArrayLimit(arr, i) {\n if (!(Symbol.iterator in Object(arr) || Object.prototype.toString.call(arr) === \"[object Arguments]\")) {\n return;\n }\n\n var _arr = [];\n var _n = true;\n var _d = false;\n var _e = undefined;\n\n try {\n for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n _arr.push(_s.value);\n\n if (i && _arr.length === i) break;\n }\n } catch (err) {\n _d = true;\n _e = err;\n } finally {\n try {\n if (!_n && _i[\"return\"] != null) _i[\"return\"]();\n } finally {\n if (_d) throw _e;\n }\n }\n\n return _arr;\n}\n\nfunction _nonIterableSpread() {\n throw new TypeError(\"Invalid attempt to spread non-iterable instance\");\n}\n\nfunction _nonIterableRest() {\n throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n}\n\nfunction _toPrimitive(input, hint) {\n if (typeof input !== \"object\" || input === null) return input;\n var prim = input[Symbol.toPrimitive];\n\n if (prim !== undefined) {\n var res = prim.call(input, hint || \"default\");\n if (typeof res !== \"object\") return res;\n throw new TypeError(\"@@toPrimitive must return a primitive value.\");\n }\n\n return (hint === \"string\" ? String : Number)(input);\n}\n\nfunction _toPropertyKey(arg) {\n var key = _toPrimitive(arg, \"string\");\n\n return typeof key === \"symbol\" ? key : String(key);\n}\n\nvar index = (function () {\n var list = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];\n var keyAccessors = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : [];\n var multiItem = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : true;\n var flattenKeys = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : false;\n var keys = (keyAccessors instanceof Array ? keyAccessors.length ? keyAccessors : [undefined] : [keyAccessors]).map(function (key) {\n return {\n keyAccessor: key,\n isProp: !(key instanceof Function)\n };\n });\n var indexedResult = list.reduce(function (res, item) {\n var iterObj = res;\n var itemVal = item;\n keys.forEach(function (_ref, idx) {\n var keyAccessor = _ref.keyAccessor,\n isProp = _ref.isProp;\n var key;\n\n if (isProp) {\n var _itemVal = itemVal,\n propVal = _itemVal[keyAccessor],\n rest = _objectWithoutProperties(_itemVal, [keyAccessor].map(_toPropertyKey));\n\n key = propVal;\n itemVal = rest;\n } else {\n key = keyAccessor(itemVal, idx);\n }\n\n if (idx + 1 < keys.length) {\n if (!iterObj.hasOwnProperty(key)) {\n iterObj[key] = {};\n }\n\n iterObj = iterObj[key];\n } else {\n // Leaf key\n if (multiItem) {\n if (!iterObj.hasOwnProperty(key)) {\n iterObj[key] = [];\n }\n\n iterObj[key].push(itemVal);\n } else {\n iterObj[key] = itemVal;\n }\n }\n });\n return res;\n }, {});\n\n if (multiItem instanceof Function) {\n // Reduce leaf multiple values\n (function reduce(node) {\n var level = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;\n\n if (level === keys.length) {\n Object.keys(node).forEach(function (k) {\n return node[k] = multiItem(node[k]);\n });\n } else {\n Object.values(node).forEach(function (child) {\n return reduce(child, level + 1);\n });\n }\n })(indexedResult); // IIFE\n\n }\n\n var result = indexedResult;\n\n if (flattenKeys) {\n // flatten into array\n result = [];\n\n (function flatten(node) {\n var accKeys = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : [];\n\n if (accKeys.length === keys.length) {\n result.push({\n keys: accKeys,\n vals: node\n });\n } else {\n Object.entries(node).forEach(function (_ref2) {\n var _ref3 = _slicedToArray(_ref2, 2),\n key = _ref3[0],\n val = _ref3[1];\n\n return flatten(val, [].concat(_toConsumableArray(accKeys), [key]));\n });\n }\n })(indexedResult); //IIFE\n\n\n if (keyAccessors instanceof Array && keyAccessors.length === 0 && result.length === 1) {\n // clear keys if there's no key accessors (single result)\n result[0].keys = [];\n }\n }\n\n return result;\n});\n\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (index);\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/index-array-by/dist/index-array-by.module.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\nfunction _objectWithoutPropertiesLoose(source, excluded) {\n if (source == null) return {};\n var target = {};\n var sourceKeys = Object.keys(source);\n var key, i;\n\n for (i = 0; i < sourceKeys.length; i++) {\n key = sourceKeys[i];\n if (excluded.indexOf(key) >= 0) continue;\n target[key] = source[key];\n }\n\n return target;\n}\n\nfunction _objectWithoutProperties(source, excluded) {\n if (source == null) return {};\n\n var target = _objectWithoutPropertiesLoose(source, excluded);\n\n var key, i;\n\n if (Object.getOwnPropertySymbols) {\n var sourceSymbolKeys = Object.getOwnPropertySymbols(source);\n\n for (i = 0; i < sourceSymbolKeys.length; i++) {\n key = sourceSymbolKeys[i];\n if (excluded.indexOf(key) >= 0) continue;\n if (!Object.prototype.propertyIsEnumerable.call(source, key)) continue;\n target[key] = source[key];\n }\n }\n\n return target;\n}\n\nfunction _slicedToArray(arr, i) {\n return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _nonIterableRest();\n}\n\nfunction _toConsumableArray(arr) {\n return _arrayWithoutHoles(arr) || _iterableToArray(arr) || _nonIterableSpread();\n}\n\nfunction _arrayWithoutHoles(arr) {\n if (Array.isArray(arr)) {\n for (var i = 0, arr2 = new Array(arr.length); i < arr.length; i++) arr2[i] = arr[i];\n\n return arr2;\n }\n}\n\nfunction _arrayWithHoles(arr) {\n if (Array.isArray(arr)) return arr;\n}\n\nfunction _iterableToArray(iter) {\n if (Symbol.iterator in Object(iter) || Object.prototype.toString.call(iter) === \"[object Arguments]\") return Array.from(iter);\n}\n\nfunction _iterableToArrayLimit(arr, i) {\n if (!(Symbol.iterator in Object(arr) || Object.prototype.toString.call(arr) === \"[object Arguments]\")) {\n return;\n }\n\n var _arr = [];\n var _n = true;\n var _d = false;\n var _e = undefined;\n\n try {\n for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n _arr.push(_s.value);\n\n if (i && _arr.length === i) break;\n }\n } catch (err) {\n _d = true;\n _e = err;\n } finally {\n try {\n if (!_n && _i[\"return\"] != null) _i[\"return\"]();\n } finally {\n if (_d) throw _e;\n }\n }\n\n return _arr;\n}\n\nfunction _nonIterableSpread() {\n throw new TypeError(\"Invalid attempt to spread non-iterable instance\");\n}\n\nfunction _nonIterableRest() {\n throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n}\n\nfunction _toPrimitive(input, hint) {\n if (typeof input !== \"object\" || input === null) return input;\n var prim = input[Symbol.toPrimitive];\n\n if (prim !== undefined) {\n var res = prim.call(input, hint || \"default\");\n if (typeof res !== \"object\") return res;\n throw new TypeError(\"@@toPrimitive must return a primitive value.\");\n }\n\n return (hint === \"string\" ? String : Number)(input);\n}\n\nfunction _toPropertyKey(arg) {\n var key = _toPrimitive(arg, \"string\");\n\n return typeof key === \"symbol\" ? key : String(key);\n}\n\nvar index = (function () {\n var list = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];\n var keyAccessors = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : [];\n var multiItem = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : true;\n var flattenKeys = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : false;\n var keys = (keyAccessors instanceof Array ? keyAccessors.length ? keyAccessors : [undefined] : [keyAccessors]).map(function (key) {\n return {\n keyAccessor: key,\n isProp: !(key instanceof Function)\n };\n });\n var indexedResult = list.reduce(function (res, item) {\n var iterObj = res;\n var itemVal = item;\n keys.forEach(function (_ref, idx) {\n var keyAccessor = _ref.keyAccessor,\n isProp = _ref.isProp;\n var key;\n\n if (isProp) {\n var _itemVal = itemVal,\n propVal = _itemVal[keyAccessor],\n rest = _objectWithoutProperties(_itemVal, [keyAccessor].map(_toPropertyKey));\n\n key = propVal;\n itemVal = rest;\n } else {\n key = keyAccessor(itemVal, idx);\n }\n\n if (idx + 1 < keys.length) {\n if (!iterObj.hasOwnProperty(key)) {\n iterObj[key] = {};\n }\n\n iterObj = iterObj[key];\n } else {\n // Leaf key\n if (multiItem) {\n if (!iterObj.hasOwnProperty(key)) {\n iterObj[key] = [];\n }\n\n iterObj[key].push(itemVal);\n } else {\n iterObj[key] = itemVal;\n }\n }\n });\n return res;\n }, {});\n\n if (multiItem instanceof Function) {\n // Reduce leaf multiple values\n (function reduce(node) {\n var level = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;\n\n if (level === keys.length) {\n Object.keys(node).forEach(function (k) {\n return node[k] = multiItem(node[k]);\n });\n } else {\n Object.values(node).forEach(function (child) {\n return reduce(child, level + 1);\n });\n }\n })(indexedResult); // IIFE\n\n }\n\n var result = indexedResult;\n\n if (flattenKeys) {\n // flatten into array\n result = [];\n\n (function flatten(node) {\n var accKeys = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : [];\n\n if (accKeys.length === keys.length) {\n result.push({\n keys: accKeys,\n vals: node\n });\n } else {\n Object.entries(node).forEach(function (_ref2) {\n var _ref3 = _slicedToArray(_ref2, 2),\n key = _ref3[0],\n val = _ref3[1];\n\n return flatten(val, [].concat(_toConsumableArray(accKeys), [key]));\n });\n }\n })(indexedResult); //IIFE\n\n\n if (keyAccessors instanceof Array && keyAccessors.length === 0 && result.length === 1) {\n // clear keys if there's no key accessors (single result)\n result[0].keys = [];\n }\n }\n\n return result;\n});\n\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (index);\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/index-array-by/dist/index-array-by.module.js?"); /***/ }), @@ -1862,14 +1219,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*****************************************************!*\ !*** ./node_modules/kapsule/dist/kapsule.module.js ***! \*****************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.n, __webpack_exports__, __webpack_require__.r, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => __WEBPACK_DEFAULT_EXPORT__\n/* harmony export */ });\n/* harmony import */ var debounce__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! debounce */ \"./node_modules/debounce/index.js\");\n/* harmony import */ var debounce__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(debounce__WEBPACK_IMPORTED_MODULE_0__);\n\n\nfunction _classCallCheck(instance, Constructor) {\n if (!(instance instanceof Constructor)) {\n throw new TypeError(\"Cannot call a class as a function\");\n }\n}\n\nfunction _slicedToArray(arr, i) {\n return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _nonIterableRest();\n}\n\nfunction _arrayWithHoles(arr) {\n if (Array.isArray(arr)) return arr;\n}\n\nfunction _iterableToArrayLimit(arr, i) {\n if (!(Symbol.iterator in Object(arr) || Object.prototype.toString.call(arr) === \"[object Arguments]\")) {\n return;\n }\n\n var _arr = [];\n var _n = true;\n var _d = false;\n var _e = undefined;\n\n try {\n for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n _arr.push(_s.value);\n\n if (i && _arr.length === i) break;\n }\n } catch (err) {\n _d = true;\n _e = err;\n } finally {\n try {\n if (!_n && _i[\"return\"] != null) _i[\"return\"]();\n } finally {\n if (_d) throw _e;\n }\n }\n\n return _arr;\n}\n\nfunction _nonIterableRest() {\n throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n}\n\nvar Prop = function Prop(name, _ref) {\n var _ref$default = _ref[\"default\"],\n defaultVal = _ref$default === void 0 ? null : _ref$default,\n _ref$triggerUpdate = _ref.triggerUpdate,\n triggerUpdate = _ref$triggerUpdate === void 0 ? true : _ref$triggerUpdate,\n _ref$onChange = _ref.onChange,\n onChange = _ref$onChange === void 0 ? function (newVal, state) {} : _ref$onChange;\n\n _classCallCheck(this, Prop);\n\n this.name = name;\n this.defaultVal = defaultVal;\n this.triggerUpdate = triggerUpdate;\n this.onChange = onChange;\n};\n\nfunction index (_ref2) {\n var _ref2$stateInit = _ref2.stateInit,\n stateInit = _ref2$stateInit === void 0 ? function () {\n return {};\n } : _ref2$stateInit,\n _ref2$props = _ref2.props,\n rawProps = _ref2$props === void 0 ? {} : _ref2$props,\n _ref2$methods = _ref2.methods,\n methods = _ref2$methods === void 0 ? {} : _ref2$methods,\n _ref2$aliases = _ref2.aliases,\n aliases = _ref2$aliases === void 0 ? {} : _ref2$aliases,\n _ref2$init = _ref2.init,\n initFn = _ref2$init === void 0 ? function () {} : _ref2$init,\n _ref2$update = _ref2.update,\n updateFn = _ref2$update === void 0 ? function () {} : _ref2$update;\n // Parse props into Prop instances\n var props = Object.keys(rawProps).map(function (propName) {\n return new Prop(propName, rawProps[propName]);\n });\n return function () {\n var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n // Holds component state\n var state = Object.assign({}, stateInit instanceof Function ? stateInit(options) : stateInit, // Support plain objects for backwards compatibility\n {\n initialised: false\n }); // keeps track of which props triggered an update\n\n var changedProps = {}; // Component constructor\n\n function comp(nodeElement) {\n initStatic(nodeElement, options);\n digest();\n return comp;\n }\n\n var initStatic = function initStatic(nodeElement, options) {\n initFn.call(comp, nodeElement, state, options);\n state.initialised = true;\n };\n\n var digest = debounce__WEBPACK_IMPORTED_MODULE_0___default()(function () {\n if (!state.initialised) {\n return;\n }\n\n updateFn.call(comp, state, changedProps);\n changedProps = {};\n }, 1); // Getter/setter methods\n\n props.forEach(function (prop) {\n comp[prop.name] = getSetProp(prop);\n\n function getSetProp(_ref3) {\n var prop = _ref3.name,\n _ref3$triggerUpdate = _ref3.triggerUpdate,\n redigest = _ref3$triggerUpdate === void 0 ? false : _ref3$triggerUpdate,\n _ref3$onChange = _ref3.onChange,\n onChange = _ref3$onChange === void 0 ? function (newVal, state) {} : _ref3$onChange,\n _ref3$defaultVal = _ref3.defaultVal,\n defaultVal = _ref3$defaultVal === void 0 ? null : _ref3$defaultVal;\n return function (_) {\n var curVal = state[prop];\n\n if (!arguments.length) {\n return curVal;\n } // Getter mode\n\n\n var val = _ === undefined ? defaultVal : _; // pick default if value passed is undefined\n\n state[prop] = val;\n onChange.call(comp, val, state, curVal); // track changed props\n\n !changedProps.hasOwnProperty(prop) && (changedProps[prop] = curVal);\n\n if (redigest) {\n digest();\n }\n\n return comp;\n };\n }\n }); // Other methods\n\n Object.keys(methods).forEach(function (methodName) {\n comp[methodName] = function () {\n var _methods$methodName;\n\n for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {\n args[_key] = arguments[_key];\n }\n\n return (_methods$methodName = methods[methodName]).call.apply(_methods$methodName, [comp, state].concat(args));\n };\n }); // Link aliases\n\n Object.entries(aliases).forEach(function (_ref4) {\n var _ref5 = _slicedToArray(_ref4, 2),\n alias = _ref5[0],\n target = _ref5[1];\n\n return comp[alias] = comp[target];\n }); // Reset all component props to their default value\n\n comp.resetProps = function () {\n props.forEach(function (prop) {\n comp[prop.name](prop.defaultVal);\n });\n return comp;\n }; //\n\n\n comp.resetProps(); // Apply all prop defaults\n\n state._rerender = digest; // Expose digest method\n\n return comp;\n };\n}\n\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (index);\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/kapsule/dist/kapsule.module.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var debounce__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! debounce */ \"./node_modules/debounce/index.js\");\n/* harmony import */ var debounce__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(debounce__WEBPACK_IMPORTED_MODULE_0__);\n\n\nfunction _classCallCheck(instance, Constructor) {\n if (!(instance instanceof Constructor)) {\n throw new TypeError(\"Cannot call a class as a function\");\n }\n}\n\nfunction _slicedToArray(arr, i) {\n return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _nonIterableRest();\n}\n\nfunction _arrayWithHoles(arr) {\n if (Array.isArray(arr)) return arr;\n}\n\nfunction _iterableToArrayLimit(arr, i) {\n if (!(Symbol.iterator in Object(arr) || Object.prototype.toString.call(arr) === \"[object Arguments]\")) {\n return;\n }\n\n var _arr = [];\n var _n = true;\n var _d = false;\n var _e = undefined;\n\n try {\n for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n _arr.push(_s.value);\n\n if (i && _arr.length === i) break;\n }\n } catch (err) {\n _d = true;\n _e = err;\n } finally {\n try {\n if (!_n && _i[\"return\"] != null) _i[\"return\"]();\n } finally {\n if (_d) throw _e;\n }\n }\n\n return _arr;\n}\n\nfunction _nonIterableRest() {\n throw new TypeError(\"Invalid attempt to destructure non-iterable instance\");\n}\n\nvar Prop = function Prop(name, _ref) {\n var _ref$default = _ref[\"default\"],\n defaultVal = _ref$default === void 0 ? null : _ref$default,\n _ref$triggerUpdate = _ref.triggerUpdate,\n triggerUpdate = _ref$triggerUpdate === void 0 ? true : _ref$triggerUpdate,\n _ref$onChange = _ref.onChange,\n onChange = _ref$onChange === void 0 ? function (newVal, state) {} : _ref$onChange;\n\n _classCallCheck(this, Prop);\n\n this.name = name;\n this.defaultVal = defaultVal;\n this.triggerUpdate = triggerUpdate;\n this.onChange = onChange;\n};\n\nfunction index (_ref2) {\n var _ref2$stateInit = _ref2.stateInit,\n stateInit = _ref2$stateInit === void 0 ? function () {\n return {};\n } : _ref2$stateInit,\n _ref2$props = _ref2.props,\n rawProps = _ref2$props === void 0 ? {} : _ref2$props,\n _ref2$methods = _ref2.methods,\n methods = _ref2$methods === void 0 ? {} : _ref2$methods,\n _ref2$aliases = _ref2.aliases,\n aliases = _ref2$aliases === void 0 ? {} : _ref2$aliases,\n _ref2$init = _ref2.init,\n initFn = _ref2$init === void 0 ? function () {} : _ref2$init,\n _ref2$update = _ref2.update,\n updateFn = _ref2$update === void 0 ? function () {} : _ref2$update;\n // Parse props into Prop instances\n var props = Object.keys(rawProps).map(function (propName) {\n return new Prop(propName, rawProps[propName]);\n });\n return function () {\n var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n // Holds component state\n var state = Object.assign({}, stateInit instanceof Function ? stateInit(options) : stateInit, // Support plain objects for backwards compatibility\n {\n initialised: false\n }); // keeps track of which props triggered an update\n\n var changedProps = {}; // Component constructor\n\n function comp(nodeElement) {\n initStatic(nodeElement, options);\n digest();\n return comp;\n }\n\n var initStatic = function initStatic(nodeElement, options) {\n initFn.call(comp, nodeElement, state, options);\n state.initialised = true;\n };\n\n var digest = debounce__WEBPACK_IMPORTED_MODULE_0___default()(function () {\n if (!state.initialised) {\n return;\n }\n\n updateFn.call(comp, state, changedProps);\n changedProps = {};\n }, 1); // Getter/setter methods\n\n props.forEach(function (prop) {\n comp[prop.name] = getSetProp(prop);\n\n function getSetProp(_ref3) {\n var prop = _ref3.name,\n _ref3$triggerUpdate = _ref3.triggerUpdate,\n redigest = _ref3$triggerUpdate === void 0 ? false : _ref3$triggerUpdate,\n _ref3$onChange = _ref3.onChange,\n onChange = _ref3$onChange === void 0 ? function (newVal, state) {} : _ref3$onChange,\n _ref3$defaultVal = _ref3.defaultVal,\n defaultVal = _ref3$defaultVal === void 0 ? null : _ref3$defaultVal;\n return function (_) {\n var curVal = state[prop];\n\n if (!arguments.length) {\n return curVal;\n } // Getter mode\n\n\n var val = _ === undefined ? defaultVal : _; // pick default if value passed is undefined\n\n state[prop] = val;\n onChange.call(comp, val, state, curVal); // track changed props\n\n !changedProps.hasOwnProperty(prop) && (changedProps[prop] = curVal);\n\n if (redigest) {\n digest();\n }\n\n return comp;\n };\n }\n }); // Other methods\n\n Object.keys(methods).forEach(function (methodName) {\n comp[methodName] = function () {\n var _methods$methodName;\n\n for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {\n args[_key] = arguments[_key];\n }\n\n return (_methods$methodName = methods[methodName]).call.apply(_methods$methodName, [comp, state].concat(args));\n };\n }); // Link aliases\n\n Object.entries(aliases).forEach(function (_ref4) {\n var _ref5 = _slicedToArray(_ref4, 2),\n alias = _ref5[0],\n target = _ref5[1];\n\n return comp[alias] = comp[target];\n }); // Reset all component props to their default value\n\n comp.resetProps = function () {\n props.forEach(function (prop) {\n comp[prop.name](prop.defaultVal);\n });\n return comp;\n }; //\n\n\n comp.resetProps(); // Apply all prop defaults\n\n state._rerender = digest; // Expose digest method\n\n return comp;\n };\n}\n\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (index);\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/kapsule/dist/kapsule.module.js?"); /***/ }), @@ -1877,15 +1230,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!***********************************************************************************************!*\ !*** ./node_modules/three-conic-polygon-geometry/dist/three-conic-polygon-geometry.module.js ***! \***********************************************************************************************/ -/*! namespace exports */ -/*! export ConicPolygonBufferGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ConicPolygonGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.n, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"ConicPolygonBufferGeometry\": () => /* binding */ ConicPolygonBufferGeometry,\n/* harmony export */ \"ConicPolygonGeometry\": () => /* binding */ ConicPolygonGeometry\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/merge.js\");\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_7__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/mean.js\");\n/* harmony import */ var earcut__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! earcut */ \"./node_modules/earcut/src/earcut.js\");\n/* harmony import */ var earcut__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(earcut__WEBPACK_IMPORTED_MODULE_1__);\n/* harmony import */ var delaunator__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! delaunator */ \"./node_modules/delaunator/index.js\");\n/* harmony import */ var _turf_boolean_point_in_polygon__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! @turf/boolean-point-in-polygon */ \"./node_modules/@turf/boolean-point-in-polygon/index.js\");\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/bounds.js\");\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_8__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/distance.js\");\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_9__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/interpolate.js\");\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_10__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/contains.js\");\n/* harmony import */ var d3_geo_voronoi__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! d3-geo-voronoi */ \"./node_modules/d3-geo-voronoi/index.js\");\n\n\n\n\n\n\n\n\nfunction _slicedToArray(arr, i) {\n return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _unsupportedIterableToArray(arr, i) || _nonIterableRest();\n}\n\nfunction _toConsumableArray(arr) {\n return _arrayWithoutHoles(arr) || _iterableToArray(arr) || _unsupportedIterableToArray(arr) || _nonIterableSpread();\n}\n\nfunction _arrayWithoutHoles(arr) {\n if (Array.isArray(arr)) return _arrayLikeToArray(arr);\n}\n\nfunction _arrayWithHoles(arr) {\n if (Array.isArray(arr)) return arr;\n}\n\nfunction _iterableToArray(iter) {\n if (typeof Symbol !== \"undefined\" && Symbol.iterator in Object(iter)) return Array.from(iter);\n}\n\nfunction _iterableToArrayLimit(arr, i) {\n if (typeof Symbol === \"undefined\" || !(Symbol.iterator in Object(arr))) return;\n var _arr = [];\n var _n = true;\n var _d = false;\n var _e = undefined;\n\n try {\n for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n _arr.push(_s.value);\n\n if (i && _arr.length === i) break;\n }\n } catch (err) {\n _d = true;\n _e = err;\n } finally {\n try {\n if (!_n && _i[\"return\"] != null) _i[\"return\"]();\n } finally {\n if (_d) throw _e;\n }\n }\n\n return _arr;\n}\n\nfunction _unsupportedIterableToArray(o, minLen) {\n if (!o) return;\n if (typeof o === \"string\") return _arrayLikeToArray(o, minLen);\n var n = Object.prototype.toString.call(o).slice(8, -1);\n if (n === \"Object\" && o.constructor) n = o.constructor.name;\n if (n === \"Map\" || n === \"Set\") return Array.from(o);\n if (n === \"Arguments\" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen);\n}\n\nfunction _arrayLikeToArray(arr, len) {\n if (len == null || len > arr.length) len = arr.length;\n\n for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];\n\n return arr2;\n}\n\nfunction _nonIterableSpread() {\n throw new TypeError(\"Invalid attempt to spread non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\");\n}\n\nfunction _nonIterableRest() {\n throw new TypeError(\"Invalid attempt to destructure non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\");\n}\n\nfunction geoPolygonTriangulate(polygon) {\n var _ref = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {},\n _ref$resolution = _ref.resolution,\n resolution = _ref$resolution === void 0 ? Infinity : _ref$resolution;\n\n var contour = interpolateContourPoints(polygon, resolution);\n var edgePoints = (0,d3_array__WEBPACK_IMPORTED_MODULE_5__.default)(contour);\n var innerPoints = getInnerGeoPoints(polygon, resolution);\n var points = [].concat(_toConsumableArray(edgePoints), _toConsumableArray(innerPoints));\n var boundariesGeojson = {\n type: 'Polygon',\n coordinates: polygon\n };\n\n var _geoBounds = (0,d3_geo__WEBPACK_IMPORTED_MODULE_6__.default)(boundariesGeojson),\n _geoBounds2 = _slicedToArray(_geoBounds, 2),\n _geoBounds2$ = _slicedToArray(_geoBounds2[0], 2),\n minLng = _geoBounds2$[0],\n minLat = _geoBounds2$[1],\n _geoBounds2$2 = _slicedToArray(_geoBounds2[1], 2),\n maxLng = _geoBounds2$2[0],\n maxLat = _geoBounds2$2[1];\n\n var crossesPoleOrAntimeridian = minLng > maxLng // crosses antimeridian\n || maxLat >= 89 // crosses north pole\n || minLat <= -89; // crosses south pole\n\n var indices = [];\n\n if (crossesPoleOrAntimeridian) {\n // Use d3-geo-voronoi. Slowest, but most accurate for polygons that cross poles or anti-meridian\n var vt = (0,d3_geo_voronoi__WEBPACK_IMPORTED_MODULE_4__.geoVoronoi)(points).triangles(); // geoDelaunay generates more triangles than needed\n\n var pntMap = new Map(points.map(function (_ref2, idx) {\n var _ref3 = _slicedToArray(_ref2, 2),\n lng = _ref3[0],\n lat = _ref3[1];\n\n return [\"\".concat(lng, \"-\").concat(lat), idx];\n }));\n vt.features.forEach(function (f) {\n var _indices;\n\n var triangle = f.geometry.coordinates[0].slice(0, 3).reverse(); // reverse wound to match earcut\n\n var inds = [];\n triangle.forEach(function (_ref4) {\n var _ref5 = _slicedToArray(_ref4, 2),\n lng = _ref5[0],\n lat = _ref5[1];\n\n var k = \"\".concat(lng, \"-\").concat(lat);\n pntMap.has(k) && inds.push(pntMap.get(k));\n });\n if (inds.length !== 3) return; // triangle malfunction\n // exclude edge triangles outside polygon perimeter or through holes\n\n if (inds.some(function (ind) {\n return ind < edgePoints.length;\n })) {\n var triangleCentroid = f.properties.circumcenter;\n if (!pointInside(triangleCentroid, boundariesGeojson, crossesPoleOrAntimeridian)) return;\n }\n\n (_indices = indices).push.apply(_indices, inds);\n });\n } else if (!innerPoints.length) {\n // earcut triangulation slightly more performing if it's only using the polygon perimeter\n var _earcut$flatten = earcut__WEBPACK_IMPORTED_MODULE_1___default().flatten(contour),\n vertices = _earcut$flatten.vertices,\n _earcut$flatten$holes = _earcut$flatten.holes,\n holes = _earcut$flatten$holes === void 0 ? [] : _earcut$flatten$holes;\n\n indices = earcut__WEBPACK_IMPORTED_MODULE_1___default()(vertices, holes, 2);\n } else {\n (function () {\n // use delaunator\n var delaunay = delaunator__WEBPACK_IMPORTED_MODULE_2__.default.from(points);\n\n var _loop = function _loop(i, len) {\n var _indices2;\n\n var inds = [2, 1, 0].map(function (idx) {\n return delaunay.triangles[i + idx];\n }); // reverse wound to have same orientation as earcut\n\n var triangle = inds.map(function (indice) {\n return points[indice];\n }); // exclude edge triangles outside polygon perimeter or through holes\n\n if (inds.some(function (ind) {\n return ind < edgePoints.length;\n })) {\n var triangleCentroid = [0, 1].map(function (coordIdx) {\n return (0,d3_array__WEBPACK_IMPORTED_MODULE_7__.default)(triangle, function (p) {\n return p[coordIdx];\n });\n });\n if (!pointInside(triangleCentroid, boundariesGeojson, crossesPoleOrAntimeridian)) return \"continue\";\n }\n\n (_indices2 = indices).push.apply(_indices2, _toConsumableArray(inds));\n };\n\n for (var i = 0, len = delaunay.triangles.length; i < len; i += 3) {\n var _ret = _loop(i);\n\n if (_ret === \"continue\") continue;\n }\n })();\n }\n\n var triangles = {\n points: points,\n indices: indices\n };\n return {\n contour: contour,\n triangles: triangles\n };\n}\n\nfunction interpolateContourPoints(polygon, maxDistance) {\n // add interpolated points for segments that are further apart than the max distance\n return polygon.map(function (coords) {\n var pnts = [];\n var prevPnt;\n coords.forEach(function (pnt) {\n if (prevPnt) {\n var dist = (0,d3_geo__WEBPACK_IMPORTED_MODULE_8__.default)(pnt, prevPnt) * 180 / Math.PI;\n\n if (dist > maxDistance) {\n var interpol = (0,d3_geo__WEBPACK_IMPORTED_MODULE_9__.default)(prevPnt, pnt);\n var tStep = 1 / Math.ceil(dist / maxDistance);\n var t = tStep;\n\n while (t < 1) {\n pnts.push(interpol(t));\n t += tStep;\n }\n }\n }\n\n pnts.push(prevPnt = pnt);\n });\n return pnts;\n });\n}\n\nfunction getInnerGeoPoints(polygon, maxDistance) {\n var boundariesGeojson = {\n type: 'Polygon',\n coordinates: polygon\n };\n\n var _geoBounds3 = (0,d3_geo__WEBPACK_IMPORTED_MODULE_6__.default)(boundariesGeojson),\n _geoBounds4 = _slicedToArray(_geoBounds3, 2),\n _geoBounds4$ = _slicedToArray(_geoBounds4[0], 2),\n minLng = _geoBounds4$[0],\n minLat = _geoBounds4$[1],\n _geoBounds4$2 = _slicedToArray(_geoBounds4[1], 2),\n maxLng = _geoBounds4$2[0],\n maxLat = _geoBounds4$2[1]; // polygon smaller than maxDistance -> no inner points\n\n\n if (Math.min(Math.abs(maxLng - minLng), Math.abs(maxLat - minLat)) < maxDistance) return [];\n var crossesPoleOrAntimeridian = minLng > maxLng || maxLat >= 89 || minLat <= -89;\n return getGeoSpiralGrid(maxDistance, {\n minLng: minLng,\n maxLng: maxLng,\n minLat: minLat,\n maxLat: maxLat\n }).filter(function (pnt) {\n return pointInside(pnt, boundariesGeojson, crossesPoleOrAntimeridian);\n });\n}\n\nfunction getGeoSpiralGrid(distanceBetweenPoints) {\n var _ref6 = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {},\n minLng = _ref6.minLng,\n maxLng = _ref6.maxLng,\n minLat = _ref6.minLat,\n maxLat = _ref6.maxLat;\n\n var numPoints = Math.round(Math.pow(360 / distanceBetweenPoints, 2) / Math.PI); // https://observablehq.com/@mbostock/spherical-fibonacci-lattice\n\n var phi = (1 + Math.sqrt(5)) / 2; // golden ratio\n\n var getPntLng = function getPntLng(idx) {\n return idx / phi * 360 % 360 - 180;\n };\n\n var getPntLat = function getPntLat(idx) {\n return Math.acos(2 * idx / numPoints - 1) / Math.PI * 180 - 90;\n };\n\n var getPntIdx = function getPntIdx(lat) {\n return numPoints * (Math.cos((lat + 90) * Math.PI / 180) + 1) / 2;\n };\n\n var pntIdxRange = [maxLat !== undefined ? Math.ceil(getPntIdx(maxLat)) : 0, minLat !== undefined ? Math.floor(getPntIdx(minLat)) : numPoints - 1];\n var isLngInRange = minLng === undefined && maxLng === undefined ? function () {\n return true;\n } : minLng === undefined ? function (lng) {\n return lng <= maxLng;\n } : maxLng === undefined ? function (lng) {\n return lng >= minLng;\n } : maxLng >= minLng ? function (lng) {\n return lng >= minLng && lng <= maxLng;\n } : function (lng) {\n return lng >= minLng || lng <= maxLng;\n }; // for ranges that cross the anti-meridian\n\n var pnts = [];\n\n for (var i = pntIdxRange[0]; i <= pntIdxRange[1]; i++) {\n var lng = getPntLng(i);\n isLngInRange(lng) && pnts.push([lng, getPntLat(i)]);\n }\n\n return pnts;\n}\n\nfunction pointInside(pnt, polygon) {\n var crossesPoleOrAntimeridian = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : false;\n // turf method is more performing but malfunctions if polygon includes a pole (lat = 90 | -90) or crosses the antimeridian (lng = 180 | -180)\n return crossesPoleOrAntimeridian ? (0,d3_geo__WEBPACK_IMPORTED_MODULE_10__.default)(polygon, pnt) : (0,_turf_boolean_point_in_polygon__WEBPACK_IMPORTED_MODULE_3__.default)(pnt, polygon);\n}\n\nvar THREE = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n BufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry,\n Float32BufferAttribute: three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute,\n Geometry: three__WEBPACK_IMPORTED_MODULE_0__.Geometry\n};\n\nvar setAttributeFn = new THREE.BufferGeometry().setAttribute ? 'setAttribute' : 'addAttribute';\n\nfunction ConicPolygonGeometry(polygonGeoJson, startHeight, endHeight, closedBottom, closedTop, includeSides, curvatureResolution) {\n THREE.Geometry.call(this);\n this.type = 'ConicPolygonGeometry';\n this.parameters = {\n polygonGeoJson: polygonGeoJson,\n startHeight: startHeight,\n endHeight: endHeight,\n closedBottom: closedBottom,\n closedTop: closedTop,\n includeSides: includeSides,\n curvatureResolution: curvatureResolution\n };\n this.fromBufferGeometry(new ConicPolygonBufferGeometry(polygonGeoJson, startHeight, endHeight, closedBottom, closedTop, includeSides, curvatureResolution));\n this.mergeVertices();\n}\n\nConicPolygonGeometry.prototype = Object.create(THREE.Geometry.prototype);\nConicPolygonGeometry.prototype.constructor = ConicPolygonGeometry;\n\nfunction ConicPolygonBufferGeometry(polygonGeoJson, startHeight, endHeight, closedBottom, closedTop, includeSides, curvatureResolution) {\n var _this = this;\n\n THREE.BufferGeometry.call(this);\n this.type = 'ConicPolygonBufferGeometry';\n this.parameters = {\n polygonGeoJson: polygonGeoJson,\n startHeight: startHeight,\n endHeight: endHeight,\n closedBottom: closedBottom,\n closedTop: closedTop,\n includeSides: includeSides,\n curvatureResolution: curvatureResolution\n }; // defaults\n\n startHeight = startHeight || 0;\n endHeight = endHeight || 1;\n closedBottom = closedBottom !== undefined ? closedBottom : true;\n closedTop = closedTop !== undefined ? closedTop : true;\n includeSides = includeSides !== undefined ? includeSides : true;\n curvatureResolution = curvatureResolution || 5; // in angular degrees\n // pre-calculate contour and triangulation\n\n var _geoPolygonTriangulat = geoPolygonTriangulate(polygonGeoJson, {\n resolution: curvatureResolution\n }),\n contour = _geoPolygonTriangulat.contour,\n triangles = _geoPolygonTriangulat.triangles;\n\n var vertices = [];\n var indices = [];\n var groupCnt = 0; // add groups to apply different materials to torso / caps\n\n var addGroup = function addGroup(groupData) {\n var prevVertCnt = Math.round(vertices.length / 3);\n var prevIndCnt = indices.length;\n vertices = vertices.concat(groupData.vertices);\n indices = indices.concat(!prevVertCnt ? groupData.indices : groupData.indices.map(function (ind) {\n return ind + prevVertCnt;\n }));\n\n _this.addGroup(prevIndCnt, indices.length - prevIndCnt, groupCnt++);\n };\n\n includeSides && addGroup(generateTorso());\n closedBottom && addGroup(generateCap(startHeight, false));\n closedTop && addGroup(generateCap(endHeight, true)); // build geometry\n\n this.setIndex(indices);\n this[setAttributeFn]('position', new THREE.Float32BufferAttribute(vertices, 3)); // auto-calculate normals\n\n this.computeFaceNormals();\n this.computeVertexNormals(); //\n\n function generateVertices(polygon, altitude) {\n var coords3d = polygon.map(function (coords) {\n return coords.map(function (_ref) {\n var _ref2 = _slicedToArray(_ref, 2),\n lng = _ref2[0],\n lat = _ref2[1];\n\n return polar2Cartesian(lat, lng, altitude);\n });\n }); // returns { vertices, holes, coordinates }. Each point generates 3 vertice items (x,y,z).\n\n return earcut__WEBPACK_IMPORTED_MODULE_1___default().flatten(coords3d);\n }\n\n function generateTorso() {\n var _generateVertices = generateVertices(contour, startHeight),\n bottomVerts = _generateVertices.vertices,\n holes = _generateVertices.holes;\n\n var _generateVertices2 = generateVertices(contour, endHeight),\n topVerts = _generateVertices2.vertices;\n\n var vertices = (0,d3_array__WEBPACK_IMPORTED_MODULE_5__.default)([topVerts, bottomVerts]);\n var numPoints = Math.round(topVerts.length / 3);\n var holesIdx = new Set(holes);\n var lastHoleIdx = 0;\n var indices = [];\n\n for (var v0Idx = 0; v0Idx < numPoints; v0Idx++) {\n var v1Idx = v0Idx + 1; // next point\n\n if (v1Idx === numPoints) {\n v1Idx = lastHoleIdx; // close final loop\n } else if (holesIdx.has(v1Idx)) {\n var holeIdx = v1Idx;\n v1Idx = lastHoleIdx; // close hole loop\n\n lastHoleIdx = holeIdx;\n } // Each pair of coords generates two triangles (faces)\n\n\n indices.push(v0Idx, v0Idx + numPoints, v1Idx + numPoints);\n indices.push(v1Idx + numPoints, v1Idx, v0Idx);\n }\n\n return {\n indices: indices,\n vertices: vertices\n };\n }\n\n function generateCap(radius) {\n var isTop = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : true;\n return {\n // need to reverse-wind the bottom triangles to make them face outwards\n indices: isTop ? triangles.indices : triangles.indices.slice().reverse(),\n vertices: generateVertices([triangles.points], radius).vertices\n };\n }\n}\n\nConicPolygonBufferGeometry.prototype = Object.create(THREE.BufferGeometry.prototype);\nConicPolygonBufferGeometry.prototype.constructor = ConicPolygonBufferGeometry; //\n\nfunction polar2Cartesian(lat, lng) {\n var r = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var phi = (90 - lat) * Math.PI / 180;\n var theta = (90 - lng) * Math.PI / 180;\n return [r * Math.sin(phi) * Math.cos(theta), // x\n r * Math.cos(phi), // y\n r * Math.sin(phi) * Math.sin(theta) // z\n ];\n}\n\n\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/three-conic-polygon-geometry/dist/three-conic-polygon-geometry.module.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"ConicPolygonBufferGeometry\": () => (/* binding */ ConicPolygonBufferGeometry),\n/* harmony export */ \"ConicPolygonGeometry\": () => (/* binding */ ConicPolygonBufferGeometry)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/merge.js\");\n/* harmony import */ var d3_array__WEBPACK_IMPORTED_MODULE_7__ = __webpack_require__(/*! d3-array */ \"./node_modules/d3-array/src/mean.js\");\n/* harmony import */ var earcut__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! earcut */ \"./node_modules/earcut/src/earcut.js\");\n/* harmony import */ var earcut__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(earcut__WEBPACK_IMPORTED_MODULE_1__);\n/* harmony import */ var delaunator__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! delaunator */ \"./node_modules/delaunator/index.js\");\n/* harmony import */ var _turf_boolean_point_in_polygon__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! @turf/boolean-point-in-polygon */ \"./node_modules/@turf/boolean-point-in-polygon/dist/es/index.js\");\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/bounds.js\");\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_8__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/distance.js\");\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_9__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/interpolate.js\");\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_10__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/contains.js\");\n/* harmony import */ var d3_geo_voronoi__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! d3-geo-voronoi */ \"./node_modules/d3-geo-voronoi/index.js\");\n\n\n\n\n\n\n\n\nfunction _slicedToArray(arr, i) {\n return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _unsupportedIterableToArray(arr, i) || _nonIterableRest();\n}\n\nfunction _toConsumableArray(arr) {\n return _arrayWithoutHoles(arr) || _iterableToArray(arr) || _unsupportedIterableToArray(arr) || _nonIterableSpread();\n}\n\nfunction _arrayWithoutHoles(arr) {\n if (Array.isArray(arr)) return _arrayLikeToArray(arr);\n}\n\nfunction _arrayWithHoles(arr) {\n if (Array.isArray(arr)) return arr;\n}\n\nfunction _iterableToArray(iter) {\n if (typeof Symbol !== \"undefined\" && Symbol.iterator in Object(iter)) return Array.from(iter);\n}\n\nfunction _iterableToArrayLimit(arr, i) {\n if (typeof Symbol === \"undefined\" || !(Symbol.iterator in Object(arr))) return;\n var _arr = [];\n var _n = true;\n var _d = false;\n var _e = undefined;\n\n try {\n for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n _arr.push(_s.value);\n\n if (i && _arr.length === i) break;\n }\n } catch (err) {\n _d = true;\n _e = err;\n } finally {\n try {\n if (!_n && _i[\"return\"] != null) _i[\"return\"]();\n } finally {\n if (_d) throw _e;\n }\n }\n\n return _arr;\n}\n\nfunction _unsupportedIterableToArray(o, minLen) {\n if (!o) return;\n if (typeof o === \"string\") return _arrayLikeToArray(o, minLen);\n var n = Object.prototype.toString.call(o).slice(8, -1);\n if (n === \"Object\" && o.constructor) n = o.constructor.name;\n if (n === \"Map\" || n === \"Set\") return Array.from(o);\n if (n === \"Arguments\" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen);\n}\n\nfunction _arrayLikeToArray(arr, len) {\n if (len == null || len > arr.length) len = arr.length;\n\n for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];\n\n return arr2;\n}\n\nfunction _nonIterableSpread() {\n throw new TypeError(\"Invalid attempt to spread non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\");\n}\n\nfunction _nonIterableRest() {\n throw new TypeError(\"Invalid attempt to destructure non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\");\n}\n\nfunction geoPolygonTriangulate(polygon) {\n var _ref = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {},\n _ref$resolution = _ref.resolution,\n resolution = _ref$resolution === void 0 ? Infinity : _ref$resolution;\n\n var contour = interpolateContourPoints(polygon, resolution);\n var edgePoints = (0,d3_array__WEBPACK_IMPORTED_MODULE_5__.default)(contour);\n var innerPoints = getInnerGeoPoints(polygon, resolution);\n var points = [].concat(_toConsumableArray(edgePoints), _toConsumableArray(innerPoints));\n var boundariesGeojson = {\n type: 'Polygon',\n coordinates: polygon\n };\n\n var _geoBounds = (0,d3_geo__WEBPACK_IMPORTED_MODULE_6__.default)(boundariesGeojson),\n _geoBounds2 = _slicedToArray(_geoBounds, 2),\n _geoBounds2$ = _slicedToArray(_geoBounds2[0], 2),\n minLng = _geoBounds2$[0],\n minLat = _geoBounds2$[1],\n _geoBounds2$2 = _slicedToArray(_geoBounds2[1], 2),\n maxLng = _geoBounds2$2[0],\n maxLat = _geoBounds2$2[1];\n\n var crossesPoleOrAntimeridian = minLng > maxLng // crosses antimeridian\n || maxLat >= 89 // crosses north pole\n || minLat <= -89; // crosses south pole\n\n var indices = [];\n\n if (crossesPoleOrAntimeridian) {\n // Use d3-geo-voronoi. Slowest, but most accurate for polygons that cross poles or anti-meridian\n var vt = (0,d3_geo_voronoi__WEBPACK_IMPORTED_MODULE_4__.geoVoronoi)(points).triangles(); // geoDelaunay generates more triangles than needed\n\n var pntMap = new Map(points.map(function (_ref2, idx) {\n var _ref3 = _slicedToArray(_ref2, 2),\n lng = _ref3[0],\n lat = _ref3[1];\n\n return [\"\".concat(lng, \"-\").concat(lat), idx];\n }));\n vt.features.forEach(function (f) {\n var _indices;\n\n var triangle = f.geometry.coordinates[0].slice(0, 3).reverse(); // reverse wound to match earcut\n\n var inds = [];\n triangle.forEach(function (_ref4) {\n var _ref5 = _slicedToArray(_ref4, 2),\n lng = _ref5[0],\n lat = _ref5[1];\n\n var k = \"\".concat(lng, \"-\").concat(lat);\n pntMap.has(k) && inds.push(pntMap.get(k));\n });\n if (inds.length !== 3) return; // triangle malfunction\n // exclude edge triangles outside polygon perimeter or through holes\n\n if (inds.some(function (ind) {\n return ind < edgePoints.length;\n })) {\n var triangleCentroid = f.properties.circumcenter;\n if (!pointInside(triangleCentroid, boundariesGeojson, crossesPoleOrAntimeridian)) return;\n }\n\n (_indices = indices).push.apply(_indices, inds);\n });\n } else if (!innerPoints.length) {\n // earcut triangulation slightly more performing if it's only using the polygon perimeter\n var _earcut$flatten = earcut__WEBPACK_IMPORTED_MODULE_1___default().flatten(contour),\n vertices = _earcut$flatten.vertices,\n _earcut$flatten$holes = _earcut$flatten.holes,\n holes = _earcut$flatten$holes === void 0 ? [] : _earcut$flatten$holes;\n\n indices = earcut__WEBPACK_IMPORTED_MODULE_1___default()(vertices, holes, 2);\n } else {\n (function () {\n // use delaunator\n var delaunay = delaunator__WEBPACK_IMPORTED_MODULE_2__.default.from(points);\n\n var _loop = function _loop(i, len) {\n var _indices2;\n\n var inds = [2, 1, 0].map(function (idx) {\n return delaunay.triangles[i + idx];\n }); // reverse wound to have same orientation as earcut\n\n var triangle = inds.map(function (indice) {\n return points[indice];\n }); // exclude edge triangles outside polygon perimeter or through holes\n\n if (inds.some(function (ind) {\n return ind < edgePoints.length;\n })) {\n var triangleCentroid = [0, 1].map(function (coordIdx) {\n return (0,d3_array__WEBPACK_IMPORTED_MODULE_7__.default)(triangle, function (p) {\n return p[coordIdx];\n });\n });\n if (!pointInside(triangleCentroid, boundariesGeojson, crossesPoleOrAntimeridian)) return \"continue\";\n }\n\n (_indices2 = indices).push.apply(_indices2, _toConsumableArray(inds));\n };\n\n for (var i = 0, len = delaunay.triangles.length; i < len; i += 3) {\n var _ret = _loop(i);\n\n if (_ret === \"continue\") continue;\n }\n })();\n }\n\n var triangles = {\n points: points,\n indices: indices\n };\n return {\n contour: contour,\n triangles: triangles\n };\n}\n\nfunction interpolateContourPoints(polygon, maxDistance) {\n // add interpolated points for segments that are further apart than the max distance\n return polygon.map(function (coords) {\n var pnts = [];\n var prevPnt;\n coords.forEach(function (pnt) {\n if (prevPnt) {\n var dist = (0,d3_geo__WEBPACK_IMPORTED_MODULE_8__.default)(pnt, prevPnt) * 180 / Math.PI;\n\n if (dist > maxDistance) {\n var interpol = (0,d3_geo__WEBPACK_IMPORTED_MODULE_9__.default)(prevPnt, pnt);\n var tStep = 1 / Math.ceil(dist / maxDistance);\n var t = tStep;\n\n while (t < 1) {\n pnts.push(interpol(t));\n t += tStep;\n }\n }\n }\n\n pnts.push(prevPnt = pnt);\n });\n return pnts;\n });\n}\n\nfunction getInnerGeoPoints(polygon, maxDistance) {\n var boundariesGeojson = {\n type: 'Polygon',\n coordinates: polygon\n };\n\n var _geoBounds3 = (0,d3_geo__WEBPACK_IMPORTED_MODULE_6__.default)(boundariesGeojson),\n _geoBounds4 = _slicedToArray(_geoBounds3, 2),\n _geoBounds4$ = _slicedToArray(_geoBounds4[0], 2),\n minLng = _geoBounds4$[0],\n minLat = _geoBounds4$[1],\n _geoBounds4$2 = _slicedToArray(_geoBounds4[1], 2),\n maxLng = _geoBounds4$2[0],\n maxLat = _geoBounds4$2[1]; // polygon smaller than maxDistance -> no inner points\n\n\n if (Math.min(Math.abs(maxLng - minLng), Math.abs(maxLat - minLat)) < maxDistance) return [];\n var crossesPoleOrAntimeridian = minLng > maxLng || maxLat >= 89 || minLat <= -89;\n return getGeoSpiralGrid(maxDistance, {\n minLng: minLng,\n maxLng: maxLng,\n minLat: minLat,\n maxLat: maxLat\n }).filter(function (pnt) {\n return pointInside(pnt, boundariesGeojson, crossesPoleOrAntimeridian);\n });\n}\n\nfunction getGeoSpiralGrid(distanceBetweenPoints) {\n var _ref6 = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {},\n minLng = _ref6.minLng,\n maxLng = _ref6.maxLng,\n minLat = _ref6.minLat,\n maxLat = _ref6.maxLat;\n\n var numPoints = Math.round(Math.pow(360 / distanceBetweenPoints, 2) / Math.PI); // https://observablehq.com/@mbostock/spherical-fibonacci-lattice\n\n var phi = (1 + Math.sqrt(5)) / 2; // golden ratio\n\n var getPntLng = function getPntLng(idx) {\n return idx / phi * 360 % 360 - 180;\n };\n\n var getPntLat = function getPntLat(idx) {\n return Math.acos(2 * idx / numPoints - 1) / Math.PI * 180 - 90;\n };\n\n var getPntIdx = function getPntIdx(lat) {\n return numPoints * (Math.cos((lat + 90) * Math.PI / 180) + 1) / 2;\n };\n\n var pntIdxRange = [maxLat !== undefined ? Math.ceil(getPntIdx(maxLat)) : 0, minLat !== undefined ? Math.floor(getPntIdx(minLat)) : numPoints - 1];\n var isLngInRange = minLng === undefined && maxLng === undefined ? function () {\n return true;\n } : minLng === undefined ? function (lng) {\n return lng <= maxLng;\n } : maxLng === undefined ? function (lng) {\n return lng >= minLng;\n } : maxLng >= minLng ? function (lng) {\n return lng >= minLng && lng <= maxLng;\n } : function (lng) {\n return lng >= minLng || lng <= maxLng;\n }; // for ranges that cross the anti-meridian\n\n var pnts = [];\n\n for (var i = pntIdxRange[0]; i <= pntIdxRange[1]; i++) {\n var lng = getPntLng(i);\n isLngInRange(lng) && pnts.push([lng, getPntLat(i)]);\n }\n\n return pnts;\n}\n\nfunction pointInside(pnt, polygon) {\n var crossesPoleOrAntimeridian = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : false;\n // turf method is more performing but malfunctions if polygon includes a pole (lat = 90 | -90) or crosses the antimeridian (lng = 180 | -180)\n return crossesPoleOrAntimeridian ? (0,d3_geo__WEBPACK_IMPORTED_MODULE_10__.default)(polygon, pnt) : (0,_turf_boolean_point_in_polygon__WEBPACK_IMPORTED_MODULE_3__.default)(pnt, polygon);\n}\n\nvar THREE = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n BufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry,\n Float32BufferAttribute: three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute\n};\n\nvar setAttributeFn = new THREE.BufferGeometry().setAttribute ? 'setAttribute' : 'addAttribute';\n\nfunction ConicPolygonBufferGeometry(polygonGeoJson, startHeight, endHeight, closedBottom, closedTop, includeSides, curvatureResolution) {\n var _this = this;\n\n THREE.BufferGeometry.call(this);\n this.type = 'ConicPolygonBufferGeometry';\n this.parameters = {\n polygonGeoJson: polygonGeoJson,\n startHeight: startHeight,\n endHeight: endHeight,\n closedBottom: closedBottom,\n closedTop: closedTop,\n includeSides: includeSides,\n curvatureResolution: curvatureResolution\n }; // defaults\n\n startHeight = startHeight || 0;\n endHeight = endHeight || 1;\n closedBottom = closedBottom !== undefined ? closedBottom : true;\n closedTop = closedTop !== undefined ? closedTop : true;\n includeSides = includeSides !== undefined ? includeSides : true;\n curvatureResolution = curvatureResolution || 5; // in angular degrees\n // pre-calculate contour and triangulation\n\n var _geoPolygonTriangulat = geoPolygonTriangulate(polygonGeoJson, {\n resolution: curvatureResolution\n }),\n contour = _geoPolygonTriangulat.contour,\n triangles = _geoPolygonTriangulat.triangles;\n\n var vertices = [];\n var indices = [];\n var groupCnt = 0; // add groups to apply different materials to torso / caps\n\n var addGroup = function addGroup(groupData) {\n var prevVertCnt = Math.round(vertices.length / 3);\n var prevIndCnt = indices.length;\n vertices = vertices.concat(groupData.vertices);\n indices = indices.concat(!prevVertCnt ? groupData.indices : groupData.indices.map(function (ind) {\n return ind + prevVertCnt;\n }));\n\n _this.addGroup(prevIndCnt, indices.length - prevIndCnt, groupCnt++);\n };\n\n includeSides && addGroup(generateTorso());\n closedBottom && addGroup(generateCap(startHeight, false));\n closedTop && addGroup(generateCap(endHeight, true)); // build geometry\n\n this.setIndex(indices);\n this[setAttributeFn]('position', new THREE.Float32BufferAttribute(vertices, 3)); // auto-calculate normals\n\n this.computeFaceNormals();\n this.computeVertexNormals(); //\n\n function generateVertices(polygon, altitude) {\n var coords3d = polygon.map(function (coords) {\n return coords.map(function (_ref) {\n var _ref2 = _slicedToArray(_ref, 2),\n lng = _ref2[0],\n lat = _ref2[1];\n\n return polar2Cartesian(lat, lng, altitude);\n });\n }); // returns { vertices, holes, coordinates }. Each point generates 3 vertice items (x,y,z).\n\n return earcut__WEBPACK_IMPORTED_MODULE_1___default().flatten(coords3d);\n }\n\n function generateTorso() {\n var _generateVertices = generateVertices(contour, startHeight),\n bottomVerts = _generateVertices.vertices,\n holes = _generateVertices.holes;\n\n var _generateVertices2 = generateVertices(contour, endHeight),\n topVerts = _generateVertices2.vertices;\n\n var vertices = (0,d3_array__WEBPACK_IMPORTED_MODULE_5__.default)([topVerts, bottomVerts]);\n var numPoints = Math.round(topVerts.length / 3);\n var holesIdx = new Set(holes);\n var lastHoleIdx = 0;\n var indices = [];\n\n for (var v0Idx = 0; v0Idx < numPoints; v0Idx++) {\n var v1Idx = v0Idx + 1; // next point\n\n if (v1Idx === numPoints) {\n v1Idx = lastHoleIdx; // close final loop\n } else if (holesIdx.has(v1Idx)) {\n var holeIdx = v1Idx;\n v1Idx = lastHoleIdx; // close hole loop\n\n lastHoleIdx = holeIdx;\n } // Each pair of coords generates two triangles (faces)\n\n\n indices.push(v0Idx, v0Idx + numPoints, v1Idx + numPoints);\n indices.push(v1Idx + numPoints, v1Idx, v0Idx);\n }\n\n return {\n indices: indices,\n vertices: vertices\n };\n }\n\n function generateCap(radius) {\n var isTop = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : true;\n return {\n // need to reverse-wind the bottom triangles to make them face outwards\n indices: isTop ? triangles.indices : triangles.indices.slice().reverse(),\n vertices: generateVertices([triangles.points], radius).vertices\n };\n }\n}\n\nConicPolygonBufferGeometry.prototype = Object.create(THREE.BufferGeometry.prototype);\nConicPolygonBufferGeometry.prototype.constructor = ConicPolygonBufferGeometry; //\n\nfunction polar2Cartesian(lat, lng) {\n var r = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var phi = (90 - lat) * Math.PI / 180;\n var theta = (90 - lng) * Math.PI / 180;\n return [r * Math.sin(phi) * Math.cos(theta), // x\n r * Math.cos(phi), // y\n r * Math.sin(phi) * Math.sin(theta) // z\n ];\n}\n\n\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/three-conic-polygon-geometry/dist/three-conic-polygon-geometry.module.js?"); /***/ }), @@ -1893,18 +1241,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*****************************************************************!*\ !*** ./node_modules/three-fatline/dist/three-fatline.module.js ***! \*****************************************************************/ -/*! namespace exports */ -/*! export Line2 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LineGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LineMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LineSegments2 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LineSegmentsGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"Line2\": () => /* binding */ Line2,\n/* harmony export */ \"LineGeometry\": () => /* binding */ LineGeometry,\n/* harmony export */ \"LineMaterial\": () => /* binding */ LineMaterial,\n/* harmony export */ \"LineSegments2\": () => /* binding */ LineSegments2,\n/* harmony export */ \"LineSegmentsGeometry\": () => /* binding */ LineSegmentsGeometry\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n */\nconst THREE = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n Box3: three__WEBPACK_IMPORTED_MODULE_0__.Box3,\n BufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry,\n Float32BufferAttribute: three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute,\n InstancedBufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.InstancedBufferGeometry,\n InstancedInterleavedBuffer: three__WEBPACK_IMPORTED_MODULE_0__.InstancedInterleavedBuffer,\n InterleavedBufferAttribute: three__WEBPACK_IMPORTED_MODULE_0__.InterleavedBufferAttribute,\n Sphere: three__WEBPACK_IMPORTED_MODULE_0__.Sphere,\n Vector3: three__WEBPACK_IMPORTED_MODULE_0__.Vector3,\n WireframeGeometry: three__WEBPACK_IMPORTED_MODULE_0__.WireframeGeometry\n}; // support multiple method names for backwards threejs compatibility\n\nvar setAttributeFn = new THREE.BufferGeometry().setAttribute ? 'setAttribute' : 'addAttribute';\n\nvar LineSegmentsGeometry = function () {\n THREE.InstancedBufferGeometry.call(this);\n this.type = 'LineSegmentsGeometry';\n var positions = [-1, 2, 0, 1, 2, 0, -1, 1, 0, 1, 1, 0, -1, 0, 0, 1, 0, 0, -1, -1, 0, 1, -1, 0];\n var uvs = [-1, 2, 1, 2, -1, 1, 1, 1, -1, -1, 1, -1, -1, -2, 1, -2];\n var index = [0, 2, 1, 2, 3, 1, 2, 4, 3, 4, 5, 3, 4, 6, 5, 6, 7, 5];\n this.setIndex(index);\n this[setAttributeFn]('position', new THREE.Float32BufferAttribute(positions, 3));\n this[setAttributeFn]('uv', new THREE.Float32BufferAttribute(uvs, 2));\n};\n\nLineSegmentsGeometry.prototype = Object.assign(Object.create(THREE.InstancedBufferGeometry.prototype), {\n constructor: LineSegmentsGeometry,\n isLineSegmentsGeometry: true,\n applyMatrix: function (matrix) {\n console.warn('THREE.LineSegmentsGeometry: applyMatrix() has been renamed to applyMatrix4().');\n return this.applyMatrix4(matrix);\n },\n applyMatrix4: function (matrix) {\n var start = this.attributes.instanceStart;\n var end = this.attributes.instanceEnd;\n\n if (start !== undefined) {\n matrix.applyToBufferAttribute(start);\n matrix.applyToBufferAttribute(end);\n start.data.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 setPositions: function (array) {\n var lineSegments;\n\n if (array instanceof Float32Array) {\n lineSegments = array;\n } else if (Array.isArray(array)) {\n lineSegments = new Float32Array(array);\n }\n\n var instanceBuffer = new THREE.InstancedInterleavedBuffer(lineSegments, 6, 1); // xyz, xyz\n\n this[setAttributeFn]('instanceStart', new THREE.InterleavedBufferAttribute(instanceBuffer, 3, 0)); // xyz\n\n this[setAttributeFn]('instanceEnd', new THREE.InterleavedBufferAttribute(instanceBuffer, 3, 3)); // xyz\n //\n\n this.computeBoundingBox();\n this.computeBoundingSphere();\n return this;\n },\n setColors: function (array) {\n var colors;\n\n if (array instanceof Float32Array) {\n colors = array;\n } else if (Array.isArray(array)) {\n colors = new Float32Array(array);\n }\n\n var instanceColorBuffer = new THREE.InstancedInterleavedBuffer(colors, 6, 1); // rgb, rgb\n\n this[setAttributeFn]('instanceColorStart', new THREE.InterleavedBufferAttribute(instanceColorBuffer, 3, 0)); // rgb\n\n this[setAttributeFn]('instanceColorEnd', new THREE.InterleavedBufferAttribute(instanceColorBuffer, 3, 3)); // rgb\n\n return this;\n },\n fromWireframeGeometry: function (geometry) {\n this.setPositions(geometry.attributes.position.array);\n return this;\n },\n fromEdgesGeometry: function (geometry) {\n this.setPositions(geometry.attributes.position.array);\n return this;\n },\n fromMesh: function (mesh) {\n this.fromWireframeGeometry(new THREE.WireframeGeometry(mesh.geometry)); // set colors, maybe\n\n return this;\n },\n fromLineSegements: function (lineSegments) {\n var geometry = lineSegments.geometry;\n\n if (geometry.isGeometry) {\n this.setPositions(geometry.vertices);\n } else if (geometry.isBufferGeometry) {\n this.setPositions(geometry.position.array); // assumes non-indexed\n } // set colors, maybe\n\n\n return this;\n },\n computeBoundingBox: function () {\n var box = new THREE.Box3();\n return function computeBoundingBox() {\n if (this.boundingBox === null) {\n this.boundingBox = new THREE.Box3();\n }\n\n var start = this.attributes.instanceStart;\n var end = this.attributes.instanceEnd;\n\n if (start !== undefined && end !== undefined) {\n this.boundingBox.setFromBufferAttribute(start);\n box.setFromBufferAttribute(end);\n this.boundingBox.union(box);\n }\n };\n }(),\n computeBoundingSphere: function () {\n var vector = new THREE.Vector3();\n return function computeBoundingSphere() {\n if (this.boundingSphere === null) {\n this.boundingSphere = new THREE.Sphere();\n }\n\n if (this.boundingBox === null) {\n this.computeBoundingBox();\n }\n\n var start = this.attributes.instanceStart;\n var end = this.attributes.instanceEnd;\n\n if (start !== undefined && end !== undefined) {\n var center = this.boundingSphere.center;\n this.boundingBox.getCenter(center);\n var maxRadiusSq = 0;\n\n for (var i = 0, il = start.count; i < il; i++) {\n vector.fromBufferAttribute(start, i);\n maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(vector));\n vector.fromBufferAttribute(end, i);\n maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(vector));\n }\n\n this.boundingSphere.radius = Math.sqrt(maxRadiusSq);\n\n if (isNaN(this.boundingSphere.radius)) {\n console.error('THREE.LineSegmentsGeometry.computeBoundingSphere(): Computed radius is NaN. The instanced position data is likely to have NaN values.', this);\n }\n }\n };\n }(),\n toJSON: function () {// todo\n },\n clone: function () {// todo\n },\n copy: function ()\n /* source */\n {\n // todo\n return this;\n }\n});\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n * color: ,\n * linewidth: ,\n * dashed: ,\n * dashScale: ,\n * dashSize: ,\n * dashOffset: ,\n * gapSize: ,\n * resolution: , // to be set by renderer\n * }\n */\nconst THREE$1 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n ShaderLib: three__WEBPACK_IMPORTED_MODULE_0__.ShaderLib,\n ShaderMaterial: three__WEBPACK_IMPORTED_MODULE_0__.ShaderMaterial,\n UniformsLib: three__WEBPACK_IMPORTED_MODULE_0__.UniformsLib,\n UniformsUtils: three__WEBPACK_IMPORTED_MODULE_0__.UniformsUtils,\n Vector2: three__WEBPACK_IMPORTED_MODULE_0__.Vector2\n};\nTHREE$1.UniformsLib.line = {\n linewidth: {\n value: 1\n },\n resolution: {\n value: new three__WEBPACK_IMPORTED_MODULE_0__.Vector2(1, 1)\n },\n dashScale: {\n value: 1\n },\n dashSize: {\n value: 1\n },\n dashOffset: {\n value: 0\n },\n gapSize: {\n value: 1\n },\n // todo FIX - maybe change to totalSize\n opacity: {\n value: 1\n }\n};\nTHREE$1.ShaderLib['line'] = {\n uniforms: THREE$1.UniformsUtils.merge([THREE$1.UniformsLib.common, THREE$1.UniformsLib.fog, THREE$1.UniformsLib.line]),\n vertexShader: `\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\n\t\tuniform float linewidth;\n\t\tuniform vec2 resolution;\n\n\t\tattribute vec3 instanceStart;\n\t\tattribute vec3 instanceEnd;\n\n\t\tattribute vec3 instanceColorStart;\n\t\tattribute vec3 instanceColorEnd;\n\n\t\tvarying vec2 vUv;\n\n\t\t#ifdef USE_DASH\n\n\t\t\tuniform float dashScale;\n\t\t\tattribute float instanceDistanceStart;\n\t\t\tattribute float instanceDistanceEnd;\n\t\t\tvarying float vLineDistance;\n\n\t\t#endif\n\n\t\tvoid trimSegment( const in vec4 start, inout vec4 end ) {\n\n\t\t\t// trim end segment so it terminates between the camera plane and the near plane\n\n\t\t\t// conservative estimate of the near plane\n\t\t\tfloat a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column\n\t\t\tfloat b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column\n\t\t\tfloat nearEstimate = - 0.5 * b / a;\n\n\t\t\tfloat alpha = ( nearEstimate - start.z ) / ( end.z - start.z );\n\n\t\t\tend.xyz = mix( start.xyz, end.xyz, alpha );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\t#ifdef USE_COLOR\n\n\t\t\t\tvColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;\n\n\t\t\t#endif\n\n\t\t\t#ifdef USE_DASH\n\n\t\t\t\tvLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;\n\n\t\t\t#endif\n\n\t\t\tfloat aspect = resolution.x / resolution.y;\n\n\t\t\tvUv = uv;\n\n\t\t\t// camera space\n\t\t\tvec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );\n\t\t\tvec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );\n\n\t\t\t// special case for perspective projection, and segments that terminate either in, or behind, the camera plane\n\t\t\t// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space\n\t\t\t// but we need to perform ndc-space calculations in the shader, so we must address this issue directly\n\t\t\t// perhaps there is a more elegant solution -- WestLangley\n\n\t\t\tbool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column\n\n\t\t\tif ( perspective ) {\n\n\t\t\t\tif ( start.z < 0.0 && end.z >= 0.0 ) {\n\n\t\t\t\t\ttrimSegment( start, end );\n\n\t\t\t\t} else if ( end.z < 0.0 && start.z >= 0.0 ) {\n\n\t\t\t\t\ttrimSegment( end, start );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// clip space\n\t\t\tvec4 clipStart = projectionMatrix * start;\n\t\t\tvec4 clipEnd = projectionMatrix * end;\n\n\t\t\t// ndc space\n\t\t\tvec2 ndcStart = clipStart.xy / clipStart.w;\n\t\t\tvec2 ndcEnd = clipEnd.xy / clipEnd.w;\n\n\t\t\t// direction\n\t\t\tvec2 dir = ndcEnd - ndcStart;\n\n\t\t\t// account for clip-space aspect ratio\n\t\t\tdir.x *= aspect;\n\t\t\tdir = normalize( dir );\n\n\t\t\t// perpendicular to dir\n\t\t\tvec2 offset = vec2( dir.y, - dir.x );\n\n\t\t\t// undo aspect ratio adjustment\n\t\t\tdir.x /= aspect;\n\t\t\toffset.x /= aspect;\n\n\t\t\t// sign flip\n\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t// endcaps\n\t\t\tif ( position.y < 0.0 ) {\n\n\t\t\t\toffset += - dir;\n\n\t\t\t} else if ( position.y > 1.0 ) {\n\n\t\t\t\toffset += dir;\n\n\t\t\t}\n\n\t\t\t// adjust for linewidth\n\t\t\toffset *= linewidth;\n\n\t\t\t// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...\n\t\t\toffset /= resolution.y;\n\n\t\t\t// select end\n\t\t\tvec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;\n\n\t\t\t// back to clip space\n\t\t\toffset *= clip.w;\n\n\t\t\tclip.xy += offset;\n\n\t\t\tgl_Position = clip;\n\n\t\t\tvec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation\n\n\t\t\t#include \n\t\t\t#include \n\t\t\t#include \n\n\t\t}\n\t\t`,\n fragmentShader: `\n\t\tuniform vec3 diffuse;\n\t\tuniform float opacity;\n\n\t\t#ifdef USE_DASH\n\n\t\t\tuniform float dashSize;\n\t\t\tuniform float dashOffset;\n\t\t\tuniform float gapSize;\n\n\t\t#endif\n\n\t\tvarying float vLineDistance;\n\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\t#include \n\n\t\t\t#ifdef USE_DASH\n\n\t\t\t\tif ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps\n\n\t\t\t\tif ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX\n\n\t\t\t#endif\n\n\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\tfloat a = vUv.x;\n\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\tfloat len2 = a * a + b * b;\n\n\t\t\t\tif ( len2 > 1.0 ) discard;\n\n\t\t\t}\n\n\t\t\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\t\t\t#include \n\t\t\t#include \n\n\t\t\tgl_FragColor = vec4( diffuseColor.rgb, diffuseColor.a );\n\n\t\t\t#include \n\t\t\t#include \n\t\t\t#include \n\t\t\t#include \n\n\t\t}\n\t\t`\n};\n\nvar LineMaterial = function (parameters) {\n THREE$1.ShaderMaterial.call(this, {\n type: 'LineMaterial',\n uniforms: THREE$1.UniformsUtils.clone(THREE$1.ShaderLib['line'].uniforms),\n vertexShader: THREE$1.ShaderLib['line'].vertexShader,\n fragmentShader: THREE$1.ShaderLib['line'].fragmentShader,\n clipping: true // required for clipping support\n\n });\n this.dashed = false;\n Object.defineProperties(this, {\n color: {\n enumerable: true,\n get: function () {\n return this.uniforms.diffuse.value;\n },\n set: function (value) {\n this.uniforms.diffuse.value = value;\n }\n },\n linewidth: {\n enumerable: true,\n get: function () {\n return this.uniforms.linewidth.value;\n },\n set: function (value) {\n this.uniforms.linewidth.value = value;\n }\n },\n dashScale: {\n enumerable: true,\n get: function () {\n return this.uniforms.dashScale.value;\n },\n set: function (value) {\n this.uniforms.dashScale.value = value;\n }\n },\n dashSize: {\n enumerable: true,\n get: function () {\n return this.uniforms.dashSize.value;\n },\n set: function (value) {\n this.uniforms.dashSize.value = value;\n }\n },\n dashOffset: {\n enumerable: true,\n get: function () {\n return this.uniforms.dashOffset.value;\n },\n set: function (value) {\n this.uniforms.dashOffset.value = value;\n }\n },\n gapSize: {\n enumerable: true,\n get: function () {\n return this.uniforms.gapSize.value;\n },\n set: function (value) {\n this.uniforms.gapSize.value = value;\n }\n },\n opacity: {\n enumerable: true,\n get: function () {\n return this.uniforms.opacity.value;\n },\n set: function (value) {\n this.uniforms.opacity.value = value;\n }\n },\n resolution: {\n enumerable: true,\n get: function () {\n return this.uniforms.resolution.value;\n },\n set: function (value) {\n this.uniforms.resolution.value.copy(value);\n }\n }\n });\n this.setValues(parameters);\n};\n\nLineMaterial.prototype = Object.create(THREE$1.ShaderMaterial.prototype);\nLineMaterial.prototype.constructor = LineMaterial;\nLineMaterial.prototype.isLineMaterial = true;\n\nLineMaterial.prototype.copy = function (source) {\n THREE$1.ShaderMaterial.prototype.copy.call(this, source);\n this.color.copy(source.color);\n this.linewidth = source.linewidth;\n this.resolution = source.resolution; // todo\n\n return this;\n};\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n */\nconst THREE$2 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n BufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry,\n InstancedInterleavedBuffer: three__WEBPACK_IMPORTED_MODULE_0__.InstancedInterleavedBuffer,\n InterleavedBufferAttribute: three__WEBPACK_IMPORTED_MODULE_0__.InterleavedBufferAttribute,\n Line3: three__WEBPACK_IMPORTED_MODULE_0__.Line3,\n MathUtils: three__WEBPACK_IMPORTED_MODULE_0__.MathUtils,\n Matrix4: three__WEBPACK_IMPORTED_MODULE_0__.Matrix4,\n Mesh: three__WEBPACK_IMPORTED_MODULE_0__.Mesh,\n Vector3: three__WEBPACK_IMPORTED_MODULE_0__.Vector3,\n Vector4: three__WEBPACK_IMPORTED_MODULE_0__.Vector4\n};\n\nvar setAttributeFn$1 = new THREE$2.BufferGeometry().setAttribute ? 'setAttribute' : 'addAttribute';\n\nvar LineSegments2 = function (geometry, material) {\n if (geometry === undefined) geometry = new LineSegmentsGeometry();\n if (material === undefined) material = new LineMaterial({\n color: Math.random() * 0xffffff\n });\n THREE$2.Mesh.call(this, geometry, material);\n this.type = 'LineSegments2';\n};\n\nLineSegments2.prototype = Object.assign(Object.create(THREE$2.Mesh.prototype), {\n constructor: LineSegments2,\n isLineSegments2: true,\n computeLineDistances: function () {\n // for backwards-compatability, but could be a method of LineSegmentsGeometry...\n var start = new THREE$2.Vector3();\n var end = new THREE$2.Vector3();\n return function computeLineDistances() {\n var geometry = this.geometry;\n var instanceStart = geometry.attributes.instanceStart;\n var instanceEnd = geometry.attributes.instanceEnd;\n var lineDistances = new Float32Array(2 * instanceStart.data.count);\n\n for (var i = 0, j = 0, l = instanceStart.data.count; i < l; i++, j += 2) {\n start.fromBufferAttribute(instanceStart, i);\n end.fromBufferAttribute(instanceEnd, i);\n lineDistances[j] = j === 0 ? 0 : lineDistances[j - 1];\n lineDistances[j + 1] = lineDistances[j] + start.distanceTo(end);\n }\n\n var instanceDistanceBuffer = new THREE$2.InstancedInterleavedBuffer(lineDistances, 2, 1); // d0, d1\n\n geometry[setAttributeFn$1]('instanceDistanceStart', new THREE$2.InterleavedBufferAttribute(instanceDistanceBuffer, 1, 0)); // d0\n\n geometry[setAttributeFn$1]('instanceDistanceEnd', new THREE$2.InterleavedBufferAttribute(instanceDistanceBuffer, 1, 1)); // d1\n\n return this;\n };\n }(),\n raycast: function () {\n var start = new THREE$2.Vector4();\n var end = new THREE$2.Vector4();\n var ssOrigin = new THREE$2.Vector4();\n var ssOrigin3 = new THREE$2.Vector3();\n var mvMatrix = new THREE$2.Matrix4();\n var line = new THREE$2.Line3();\n var closestPoint = new THREE$2.Vector3();\n return function raycast(raycaster, intersects) {\n if (raycaster.camera === null) {\n console.error('LineSegments2: \"Raycaster.camera\" needs to be set in order to raycast against LineSegments2.');\n }\n\n var threshold = raycaster.params.Line2 !== undefined ? raycaster.params.Line2.threshold || 0 : 0;\n var ray = raycaster.ray;\n var camera = raycaster.camera;\n var projectionMatrix = camera.projectionMatrix;\n var geometry = this.geometry;\n var material = this.material;\n var resolution = material.resolution;\n var lineWidth = material.linewidth + threshold;\n var instanceStart = geometry.attributes.instanceStart;\n var instanceEnd = geometry.attributes.instanceEnd; // pick a point 1 unit out along the ray to avoid the ray origin\n // sitting at the camera origin which will cause \"w\" to be 0 when\n // applying the projection matrix.\n\n ray.at(1, ssOrigin); // ndc space [ - 1.0, 1.0 ]\n\n ssOrigin.w = 1;\n ssOrigin.applyMatrix4(camera.matrixWorldInverse);\n ssOrigin.applyMatrix4(projectionMatrix);\n ssOrigin.multiplyScalar(1 / ssOrigin.w); // screen space\n\n ssOrigin.x *= resolution.x / 2;\n ssOrigin.y *= resolution.y / 2;\n ssOrigin.z = 0;\n ssOrigin3.copy(ssOrigin);\n var matrixWorld = this.matrixWorld;\n mvMatrix.multiplyMatrices(camera.matrixWorldInverse, matrixWorld);\n\n for (var i = 0, l = instanceStart.count; i < l; i++) {\n start.fromBufferAttribute(instanceStart, i);\n end.fromBufferAttribute(instanceEnd, i);\n start.w = 1;\n end.w = 1; // camera space\n\n start.applyMatrix4(mvMatrix);\n end.applyMatrix4(mvMatrix); // clip space\n\n start.applyMatrix4(projectionMatrix);\n end.applyMatrix4(projectionMatrix); // ndc space [ - 1.0, 1.0 ]\n\n start.multiplyScalar(1 / start.w);\n end.multiplyScalar(1 / end.w); // skip the segment if it's outside the camera near and far planes\n\n var isBehindCameraNear = start.z < -1 && end.z < -1;\n var isPastCameraFar = start.z > 1 && end.z > 1;\n\n if (isBehindCameraNear || isPastCameraFar) {\n continue;\n } // screen space\n\n\n start.x *= resolution.x / 2;\n start.y *= resolution.y / 2;\n end.x *= resolution.x / 2;\n end.y *= resolution.y / 2; // create 2d segment\n\n line.start.copy(start);\n line.start.z = 0;\n line.end.copy(end);\n line.end.z = 0; // get closest point on ray to segment\n\n var param = line.closestPointToPointParameter(ssOrigin3, true);\n line.at(param, closestPoint); // check if the intersection point is within clip space\n\n var zPos = THREE$2.MathUtils.lerp(start.z, end.z, param);\n var isInClipSpace = zPos >= -1 && zPos <= 1;\n var isInside = ssOrigin3.distanceTo(closestPoint) < lineWidth * 0.5;\n\n if (isInClipSpace && isInside) {\n line.start.fromBufferAttribute(instanceStart, i);\n line.end.fromBufferAttribute(instanceEnd, i);\n line.start.applyMatrix4(matrixWorld);\n line.end.applyMatrix4(matrixWorld);\n var pointOnLine = new THREE$2.Vector3();\n var point = new THREE$2.Vector3();\n ray.distanceSqToSegment(line.start, line.end, point, pointOnLine);\n intersects.push({\n point: point,\n pointOnLine: pointOnLine,\n distance: ray.origin.distanceTo(point),\n object: this,\n face: null,\n faceIndex: i,\n uv: null,\n uv2: null\n });\n }\n }\n };\n }()\n});\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n */\n\nvar LineGeometry = function () {\n LineSegmentsGeometry.call(this);\n this.type = 'LineGeometry';\n};\n\nLineGeometry.prototype = Object.assign(Object.create(LineSegmentsGeometry.prototype), {\n constructor: LineGeometry,\n isLineGeometry: true,\n setPositions: function (array) {\n // converts [ x1, y1, z1, x2, y2, z2, ... ] to pairs format\n var length = array.length - 3;\n var points = new Float32Array(2 * length);\n\n for (var i = 0; i < length; i += 3) {\n points[2 * i] = array[i];\n points[2 * i + 1] = array[i + 1];\n points[2 * i + 2] = array[i + 2];\n points[2 * i + 3] = array[i + 3];\n points[2 * i + 4] = array[i + 4];\n points[2 * i + 5] = array[i + 5];\n }\n\n LineSegmentsGeometry.prototype.setPositions.call(this, points);\n return this;\n },\n setColors: function (array) {\n // converts [ r1, g1, b1, r2, g2, b2, ... ] to pairs format\n var length = array.length - 3;\n var colors = new Float32Array(2 * length);\n\n for (var i = 0; i < length; i += 3) {\n colors[2 * i] = array[i];\n colors[2 * i + 1] = array[i + 1];\n colors[2 * i + 2] = array[i + 2];\n colors[2 * i + 3] = array[i + 3];\n colors[2 * i + 4] = array[i + 4];\n colors[2 * i + 5] = array[i + 5];\n }\n\n LineSegmentsGeometry.prototype.setColors.call(this, colors);\n return this;\n },\n fromLine: function (line) {\n var geometry = line.geometry;\n\n if (geometry.isGeometry) {\n this.setPositions(geometry.vertices);\n } else if (geometry.isBufferGeometry) {\n this.setPositions(geometry.position.array); // assumes non-indexed\n } // set colors, maybe\n\n\n return this;\n },\n copy: function ()\n /* source */\n {\n // todo\n return this;\n }\n});\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n */\n\nvar Line2 = function (geometry, material) {\n LineSegments2.call(this);\n this.type = 'Line2';\n this.geometry = geometry !== undefined ? geometry : new LineGeometry();\n this.material = material !== undefined ? material : new LineMaterial({\n color: Math.random() * 0xffffff\n });\n};\n\nLine2.prototype = Object.assign(Object.create(LineSegments2.prototype), {\n constructor: Line2,\n isLine2: true,\n copy: function ()\n /* source */\n {\n // todo\n return this;\n }\n});\n\n\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/three-fatline/dist/three-fatline.module.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"Line2\": () => (/* binding */ Line2),\n/* harmony export */ \"LineGeometry\": () => (/* binding */ LineGeometry),\n/* harmony export */ \"LineMaterial\": () => (/* binding */ LineMaterial),\n/* harmony export */ \"LineSegments2\": () => (/* binding */ LineSegments2),\n/* harmony export */ \"LineSegmentsGeometry\": () => (/* binding */ LineSegmentsGeometry)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n */\nconst THREE = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n Box3: three__WEBPACK_IMPORTED_MODULE_0__.Box3,\n BufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry,\n Float32BufferAttribute: three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute,\n InstancedBufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.InstancedBufferGeometry,\n InstancedInterleavedBuffer: three__WEBPACK_IMPORTED_MODULE_0__.InstancedInterleavedBuffer,\n InterleavedBufferAttribute: three__WEBPACK_IMPORTED_MODULE_0__.InterleavedBufferAttribute,\n Sphere: three__WEBPACK_IMPORTED_MODULE_0__.Sphere,\n Vector3: three__WEBPACK_IMPORTED_MODULE_0__.Vector3,\n WireframeGeometry: three__WEBPACK_IMPORTED_MODULE_0__.WireframeGeometry\n}; // support multiple method names for backwards threejs compatibility\n\nvar setAttributeFn = new THREE.BufferGeometry().setAttribute ? 'setAttribute' : 'addAttribute';\n\nvar LineSegmentsGeometry = function () {\n THREE.InstancedBufferGeometry.call(this);\n this.type = 'LineSegmentsGeometry';\n var positions = [-1, 2, 0, 1, 2, 0, -1, 1, 0, 1, 1, 0, -1, 0, 0, 1, 0, 0, -1, -1, 0, 1, -1, 0];\n var uvs = [-1, 2, 1, 2, -1, 1, 1, 1, -1, -1, 1, -1, -1, -2, 1, -2];\n var index = [0, 2, 1, 2, 3, 1, 2, 4, 3, 4, 5, 3, 4, 6, 5, 6, 7, 5];\n this.setIndex(index);\n this[setAttributeFn]('position', new THREE.Float32BufferAttribute(positions, 3));\n this[setAttributeFn]('uv', new THREE.Float32BufferAttribute(uvs, 2));\n};\n\nLineSegmentsGeometry.prototype = Object.assign(Object.create(THREE.InstancedBufferGeometry.prototype), {\n constructor: LineSegmentsGeometry,\n isLineSegmentsGeometry: true,\n applyMatrix: function (matrix) {\n console.warn('THREE.LineSegmentsGeometry: applyMatrix() has been renamed to applyMatrix4().');\n return this.applyMatrix4(matrix);\n },\n applyMatrix4: function (matrix) {\n var start = this.attributes.instanceStart;\n var end = this.attributes.instanceEnd;\n\n if (start !== undefined) {\n matrix.applyToBufferAttribute(start);\n matrix.applyToBufferAttribute(end);\n start.data.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 setPositions: function (array) {\n var lineSegments;\n\n if (array instanceof Float32Array) {\n lineSegments = array;\n } else if (Array.isArray(array)) {\n lineSegments = new Float32Array(array);\n }\n\n var instanceBuffer = new THREE.InstancedInterleavedBuffer(lineSegments, 6, 1); // xyz, xyz\n\n this[setAttributeFn]('instanceStart', new THREE.InterleavedBufferAttribute(instanceBuffer, 3, 0)); // xyz\n\n this[setAttributeFn]('instanceEnd', new THREE.InterleavedBufferAttribute(instanceBuffer, 3, 3)); // xyz\n //\n\n this.computeBoundingBox();\n this.computeBoundingSphere();\n return this;\n },\n setColors: function (array) {\n var colors;\n\n if (array instanceof Float32Array) {\n colors = array;\n } else if (Array.isArray(array)) {\n colors = new Float32Array(array);\n }\n\n var instanceColorBuffer = new THREE.InstancedInterleavedBuffer(colors, 6, 1); // rgb, rgb\n\n this[setAttributeFn]('instanceColorStart', new THREE.InterleavedBufferAttribute(instanceColorBuffer, 3, 0)); // rgb\n\n this[setAttributeFn]('instanceColorEnd', new THREE.InterleavedBufferAttribute(instanceColorBuffer, 3, 3)); // rgb\n\n return this;\n },\n fromWireframeGeometry: function (geometry) {\n this.setPositions(geometry.attributes.position.array);\n return this;\n },\n fromEdgesGeometry: function (geometry) {\n this.setPositions(geometry.attributes.position.array);\n return this;\n },\n fromMesh: function (mesh) {\n this.fromWireframeGeometry(new THREE.WireframeGeometry(mesh.geometry)); // set colors, maybe\n\n return this;\n },\n fromLineSegements: function (lineSegments) {\n var geometry = lineSegments.geometry;\n\n if (geometry.isGeometry) {\n this.setPositions(geometry.vertices);\n } else if (geometry.isBufferGeometry) {\n this.setPositions(geometry.position.array); // assumes non-indexed\n } // set colors, maybe\n\n\n return this;\n },\n computeBoundingBox: function () {\n var box = new THREE.Box3();\n return function computeBoundingBox() {\n if (this.boundingBox === null) {\n this.boundingBox = new THREE.Box3();\n }\n\n var start = this.attributes.instanceStart;\n var end = this.attributes.instanceEnd;\n\n if (start !== undefined && end !== undefined) {\n this.boundingBox.setFromBufferAttribute(start);\n box.setFromBufferAttribute(end);\n this.boundingBox.union(box);\n }\n };\n }(),\n computeBoundingSphere: function () {\n var vector = new THREE.Vector3();\n return function computeBoundingSphere() {\n if (this.boundingSphere === null) {\n this.boundingSphere = new THREE.Sphere();\n }\n\n if (this.boundingBox === null) {\n this.computeBoundingBox();\n }\n\n var start = this.attributes.instanceStart;\n var end = this.attributes.instanceEnd;\n\n if (start !== undefined && end !== undefined) {\n var center = this.boundingSphere.center;\n this.boundingBox.getCenter(center);\n var maxRadiusSq = 0;\n\n for (var i = 0, il = start.count; i < il; i++) {\n vector.fromBufferAttribute(start, i);\n maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(vector));\n vector.fromBufferAttribute(end, i);\n maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(vector));\n }\n\n this.boundingSphere.radius = Math.sqrt(maxRadiusSq);\n\n if (isNaN(this.boundingSphere.radius)) {\n console.error('THREE.LineSegmentsGeometry.computeBoundingSphere(): Computed radius is NaN. The instanced position data is likely to have NaN values.', this);\n }\n }\n };\n }(),\n toJSON: function () {// todo\n },\n clone: function () {// todo\n },\n copy: function ()\n /* source */\n {\n // todo\n return this;\n }\n});\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n * color: ,\n * linewidth: ,\n * dashed: ,\n * dashScale: ,\n * dashSize: ,\n * dashOffset: ,\n * gapSize: ,\n * resolution: , // to be set by renderer\n * }\n */\nconst THREE$1 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n ShaderLib: three__WEBPACK_IMPORTED_MODULE_0__.ShaderLib,\n ShaderMaterial: three__WEBPACK_IMPORTED_MODULE_0__.ShaderMaterial,\n UniformsLib: three__WEBPACK_IMPORTED_MODULE_0__.UniformsLib,\n UniformsUtils: three__WEBPACK_IMPORTED_MODULE_0__.UniformsUtils,\n Vector2: three__WEBPACK_IMPORTED_MODULE_0__.Vector2\n};\nTHREE$1.UniformsLib.line = {\n linewidth: {\n value: 1\n },\n resolution: {\n value: new three__WEBPACK_IMPORTED_MODULE_0__.Vector2(1, 1)\n },\n dashScale: {\n value: 1\n },\n dashSize: {\n value: 1\n },\n dashOffset: {\n value: 0\n },\n gapSize: {\n value: 1\n },\n // todo FIX - maybe change to totalSize\n opacity: {\n value: 1\n }\n};\nTHREE$1.ShaderLib['line'] = {\n uniforms: THREE$1.UniformsUtils.merge([THREE$1.UniformsLib.common, THREE$1.UniformsLib.fog, THREE$1.UniformsLib.line]),\n vertexShader: `\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\n\t\tuniform float linewidth;\n\t\tuniform vec2 resolution;\n\n\t\tattribute vec3 instanceStart;\n\t\tattribute vec3 instanceEnd;\n\n\t\tattribute vec3 instanceColorStart;\n\t\tattribute vec3 instanceColorEnd;\n\n\t\tvarying vec2 vUv;\n\n\t\t#ifdef USE_DASH\n\n\t\t\tuniform float dashScale;\n\t\t\tattribute float instanceDistanceStart;\n\t\t\tattribute float instanceDistanceEnd;\n\t\t\tvarying float vLineDistance;\n\n\t\t#endif\n\n\t\tvoid trimSegment( const in vec4 start, inout vec4 end ) {\n\n\t\t\t// trim end segment so it terminates between the camera plane and the near plane\n\n\t\t\t// conservative estimate of the near plane\n\t\t\tfloat a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column\n\t\t\tfloat b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column\n\t\t\tfloat nearEstimate = - 0.5 * b / a;\n\n\t\t\tfloat alpha = ( nearEstimate - start.z ) / ( end.z - start.z );\n\n\t\t\tend.xyz = mix( start.xyz, end.xyz, alpha );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\t#ifdef USE_COLOR\n\n\t\t\t\tvColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;\n\n\t\t\t#endif\n\n\t\t\t#ifdef USE_DASH\n\n\t\t\t\tvLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;\n\n\t\t\t#endif\n\n\t\t\tfloat aspect = resolution.x / resolution.y;\n\n\t\t\tvUv = uv;\n\n\t\t\t// camera space\n\t\t\tvec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );\n\t\t\tvec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );\n\n\t\t\t// special case for perspective projection, and segments that terminate either in, or behind, the camera plane\n\t\t\t// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space\n\t\t\t// but we need to perform ndc-space calculations in the shader, so we must address this issue directly\n\t\t\t// perhaps there is a more elegant solution -- WestLangley\n\n\t\t\tbool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column\n\n\t\t\tif ( perspective ) {\n\n\t\t\t\tif ( start.z < 0.0 && end.z >= 0.0 ) {\n\n\t\t\t\t\ttrimSegment( start, end );\n\n\t\t\t\t} else if ( end.z < 0.0 && start.z >= 0.0 ) {\n\n\t\t\t\t\ttrimSegment( end, start );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// clip space\n\t\t\tvec4 clipStart = projectionMatrix * start;\n\t\t\tvec4 clipEnd = projectionMatrix * end;\n\n\t\t\t// ndc space\n\t\t\tvec2 ndcStart = clipStart.xy / clipStart.w;\n\t\t\tvec2 ndcEnd = clipEnd.xy / clipEnd.w;\n\n\t\t\t// direction\n\t\t\tvec2 dir = ndcEnd - ndcStart;\n\n\t\t\t// account for clip-space aspect ratio\n\t\t\tdir.x *= aspect;\n\t\t\tdir = normalize( dir );\n\n\t\t\t// perpendicular to dir\n\t\t\tvec2 offset = vec2( dir.y, - dir.x );\n\n\t\t\t// undo aspect ratio adjustment\n\t\t\tdir.x /= aspect;\n\t\t\toffset.x /= aspect;\n\n\t\t\t// sign flip\n\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t// endcaps\n\t\t\tif ( position.y < 0.0 ) {\n\n\t\t\t\toffset += - dir;\n\n\t\t\t} else if ( position.y > 1.0 ) {\n\n\t\t\t\toffset += dir;\n\n\t\t\t}\n\n\t\t\t// adjust for linewidth\n\t\t\toffset *= linewidth;\n\n\t\t\t// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...\n\t\t\toffset /= resolution.y;\n\n\t\t\t// select end\n\t\t\tvec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;\n\n\t\t\t// back to clip space\n\t\t\toffset *= clip.w;\n\n\t\t\tclip.xy += offset;\n\n\t\t\tgl_Position = clip;\n\n\t\t\tvec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation\n\n\t\t\t#include \n\t\t\t#include \n\t\t\t#include \n\n\t\t}\n\t\t`,\n fragmentShader: `\n\t\tuniform vec3 diffuse;\n\t\tuniform float opacity;\n\n\t\t#ifdef USE_DASH\n\n\t\t\tuniform float dashSize;\n\t\t\tuniform float dashOffset;\n\t\t\tuniform float gapSize;\n\n\t\t#endif\n\n\t\tvarying float vLineDistance;\n\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\t#include \n\n\t\t\t#ifdef USE_DASH\n\n\t\t\t\tif ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps\n\n\t\t\t\tif ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX\n\n\t\t\t#endif\n\n\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\tfloat a = vUv.x;\n\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\tfloat len2 = a * a + b * b;\n\n\t\t\t\tif ( len2 > 1.0 ) discard;\n\n\t\t\t}\n\n\t\t\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\t\t\t#include \n\t\t\t#include \n\n\t\t\tgl_FragColor = vec4( diffuseColor.rgb, diffuseColor.a );\n\n\t\t\t#include \n\t\t\t#include \n\t\t\t#include \n\t\t\t#include \n\n\t\t}\n\t\t`\n};\n\nvar LineMaterial = function (parameters) {\n THREE$1.ShaderMaterial.call(this, {\n type: 'LineMaterial',\n uniforms: THREE$1.UniformsUtils.clone(THREE$1.ShaderLib['line'].uniforms),\n vertexShader: THREE$1.ShaderLib['line'].vertexShader,\n fragmentShader: THREE$1.ShaderLib['line'].fragmentShader,\n clipping: true // required for clipping support\n\n });\n this.dashed = false;\n Object.defineProperties(this, {\n color: {\n enumerable: true,\n get: function () {\n return this.uniforms.diffuse.value;\n },\n set: function (value) {\n this.uniforms.diffuse.value = value;\n }\n },\n linewidth: {\n enumerable: true,\n get: function () {\n return this.uniforms.linewidth.value;\n },\n set: function (value) {\n this.uniforms.linewidth.value = value;\n }\n },\n dashScale: {\n enumerable: true,\n get: function () {\n return this.uniforms.dashScale.value;\n },\n set: function (value) {\n this.uniforms.dashScale.value = value;\n }\n },\n dashSize: {\n enumerable: true,\n get: function () {\n return this.uniforms.dashSize.value;\n },\n set: function (value) {\n this.uniforms.dashSize.value = value;\n }\n },\n dashOffset: {\n enumerable: true,\n get: function () {\n return this.uniforms.dashOffset.value;\n },\n set: function (value) {\n this.uniforms.dashOffset.value = value;\n }\n },\n gapSize: {\n enumerable: true,\n get: function () {\n return this.uniforms.gapSize.value;\n },\n set: function (value) {\n this.uniforms.gapSize.value = value;\n }\n },\n opacity: {\n enumerable: true,\n get: function () {\n return this.uniforms.opacity.value;\n },\n set: function (value) {\n this.uniforms.opacity.value = value;\n }\n },\n resolution: {\n enumerable: true,\n get: function () {\n return this.uniforms.resolution.value;\n },\n set: function (value) {\n this.uniforms.resolution.value.copy(value);\n }\n }\n });\n this.setValues(parameters);\n};\n\nLineMaterial.prototype = Object.create(THREE$1.ShaderMaterial.prototype);\nLineMaterial.prototype.constructor = LineMaterial;\nLineMaterial.prototype.isLineMaterial = true;\n\nLineMaterial.prototype.copy = function (source) {\n THREE$1.ShaderMaterial.prototype.copy.call(this, source);\n this.color.copy(source.color);\n this.linewidth = source.linewidth;\n this.resolution = source.resolution; // todo\n\n return this;\n};\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n */\nconst THREE$2 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n BufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry,\n InstancedInterleavedBuffer: three__WEBPACK_IMPORTED_MODULE_0__.InstancedInterleavedBuffer,\n InterleavedBufferAttribute: three__WEBPACK_IMPORTED_MODULE_0__.InterleavedBufferAttribute,\n Line3: three__WEBPACK_IMPORTED_MODULE_0__.Line3,\n MathUtils: three__WEBPACK_IMPORTED_MODULE_0__.MathUtils,\n Matrix4: three__WEBPACK_IMPORTED_MODULE_0__.Matrix4,\n Mesh: three__WEBPACK_IMPORTED_MODULE_0__.Mesh,\n Vector3: three__WEBPACK_IMPORTED_MODULE_0__.Vector3,\n Vector4: three__WEBPACK_IMPORTED_MODULE_0__.Vector4\n};\n\nvar setAttributeFn$1 = new THREE$2.BufferGeometry().setAttribute ? 'setAttribute' : 'addAttribute';\n\nvar LineSegments2 = function (geometry, material) {\n if (geometry === undefined) geometry = new LineSegmentsGeometry();\n if (material === undefined) material = new LineMaterial({\n color: Math.random() * 0xffffff\n });\n THREE$2.Mesh.call(this, geometry, material);\n this.type = 'LineSegments2';\n};\n\nLineSegments2.prototype = Object.assign(Object.create(THREE$2.Mesh.prototype), {\n constructor: LineSegments2,\n isLineSegments2: true,\n computeLineDistances: function () {\n // for backwards-compatability, but could be a method of LineSegmentsGeometry...\n var start = new THREE$2.Vector3();\n var end = new THREE$2.Vector3();\n return function computeLineDistances() {\n var geometry = this.geometry;\n var instanceStart = geometry.attributes.instanceStart;\n var instanceEnd = geometry.attributes.instanceEnd;\n var lineDistances = new Float32Array(2 * instanceStart.data.count);\n\n for (var i = 0, j = 0, l = instanceStart.data.count; i < l; i++, j += 2) {\n start.fromBufferAttribute(instanceStart, i);\n end.fromBufferAttribute(instanceEnd, i);\n lineDistances[j] = j === 0 ? 0 : lineDistances[j - 1];\n lineDistances[j + 1] = lineDistances[j] + start.distanceTo(end);\n }\n\n var instanceDistanceBuffer = new THREE$2.InstancedInterleavedBuffer(lineDistances, 2, 1); // d0, d1\n\n geometry[setAttributeFn$1]('instanceDistanceStart', new THREE$2.InterleavedBufferAttribute(instanceDistanceBuffer, 1, 0)); // d0\n\n geometry[setAttributeFn$1]('instanceDistanceEnd', new THREE$2.InterleavedBufferAttribute(instanceDistanceBuffer, 1, 1)); // d1\n\n return this;\n };\n }(),\n raycast: function () {\n var start = new THREE$2.Vector4();\n var end = new THREE$2.Vector4();\n var ssOrigin = new THREE$2.Vector4();\n var ssOrigin3 = new THREE$2.Vector3();\n var mvMatrix = new THREE$2.Matrix4();\n var line = new THREE$2.Line3();\n var closestPoint = new THREE$2.Vector3();\n return function raycast(raycaster, intersects) {\n if (raycaster.camera === null) {\n console.error('LineSegments2: \"Raycaster.camera\" needs to be set in order to raycast against LineSegments2.');\n }\n\n var threshold = raycaster.params.Line2 !== undefined ? raycaster.params.Line2.threshold || 0 : 0;\n var ray = raycaster.ray;\n var camera = raycaster.camera;\n var projectionMatrix = camera.projectionMatrix;\n var geometry = this.geometry;\n var material = this.material;\n var resolution = material.resolution;\n var lineWidth = material.linewidth + threshold;\n var instanceStart = geometry.attributes.instanceStart;\n var instanceEnd = geometry.attributes.instanceEnd; // pick a point 1 unit out along the ray to avoid the ray origin\n // sitting at the camera origin which will cause \"w\" to be 0 when\n // applying the projection matrix.\n\n ray.at(1, ssOrigin); // ndc space [ - 1.0, 1.0 ]\n\n ssOrigin.w = 1;\n ssOrigin.applyMatrix4(camera.matrixWorldInverse);\n ssOrigin.applyMatrix4(projectionMatrix);\n ssOrigin.multiplyScalar(1 / ssOrigin.w); // screen space\n\n ssOrigin.x *= resolution.x / 2;\n ssOrigin.y *= resolution.y / 2;\n ssOrigin.z = 0;\n ssOrigin3.copy(ssOrigin);\n var matrixWorld = this.matrixWorld;\n mvMatrix.multiplyMatrices(camera.matrixWorldInverse, matrixWorld);\n\n for (var i = 0, l = instanceStart.count; i < l; i++) {\n start.fromBufferAttribute(instanceStart, i);\n end.fromBufferAttribute(instanceEnd, i);\n start.w = 1;\n end.w = 1; // camera space\n\n start.applyMatrix4(mvMatrix);\n end.applyMatrix4(mvMatrix); // clip space\n\n start.applyMatrix4(projectionMatrix);\n end.applyMatrix4(projectionMatrix); // ndc space [ - 1.0, 1.0 ]\n\n start.multiplyScalar(1 / start.w);\n end.multiplyScalar(1 / end.w); // skip the segment if it's outside the camera near and far planes\n\n var isBehindCameraNear = start.z < -1 && end.z < -1;\n var isPastCameraFar = start.z > 1 && end.z > 1;\n\n if (isBehindCameraNear || isPastCameraFar) {\n continue;\n } // screen space\n\n\n start.x *= resolution.x / 2;\n start.y *= resolution.y / 2;\n end.x *= resolution.x / 2;\n end.y *= resolution.y / 2; // create 2d segment\n\n line.start.copy(start);\n line.start.z = 0;\n line.end.copy(end);\n line.end.z = 0; // get closest point on ray to segment\n\n var param = line.closestPointToPointParameter(ssOrigin3, true);\n line.at(param, closestPoint); // check if the intersection point is within clip space\n\n var zPos = THREE$2.MathUtils.lerp(start.z, end.z, param);\n var isInClipSpace = zPos >= -1 && zPos <= 1;\n var isInside = ssOrigin3.distanceTo(closestPoint) < lineWidth * 0.5;\n\n if (isInClipSpace && isInside) {\n line.start.fromBufferAttribute(instanceStart, i);\n line.end.fromBufferAttribute(instanceEnd, i);\n line.start.applyMatrix4(matrixWorld);\n line.end.applyMatrix4(matrixWorld);\n var pointOnLine = new THREE$2.Vector3();\n var point = new THREE$2.Vector3();\n ray.distanceSqToSegment(line.start, line.end, point, pointOnLine);\n intersects.push({\n point: point,\n pointOnLine: pointOnLine,\n distance: ray.origin.distanceTo(point),\n object: this,\n face: null,\n faceIndex: i,\n uv: null,\n uv2: null\n });\n }\n }\n };\n }()\n});\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n */\n\nvar LineGeometry = function () {\n LineSegmentsGeometry.call(this);\n this.type = 'LineGeometry';\n};\n\nLineGeometry.prototype = Object.assign(Object.create(LineSegmentsGeometry.prototype), {\n constructor: LineGeometry,\n isLineGeometry: true,\n setPositions: function (array) {\n // converts [ x1, y1, z1, x2, y2, z2, ... ] to pairs format\n var length = array.length - 3;\n var points = new Float32Array(2 * length);\n\n for (var i = 0; i < length; i += 3) {\n points[2 * i] = array[i];\n points[2 * i + 1] = array[i + 1];\n points[2 * i + 2] = array[i + 2];\n points[2 * i + 3] = array[i + 3];\n points[2 * i + 4] = array[i + 4];\n points[2 * i + 5] = array[i + 5];\n }\n\n LineSegmentsGeometry.prototype.setPositions.call(this, points);\n return this;\n },\n setColors: function (array) {\n // converts [ r1, g1, b1, r2, g2, b2, ... ] to pairs format\n var length = array.length - 3;\n var colors = new Float32Array(2 * length);\n\n for (var i = 0; i < length; i += 3) {\n colors[2 * i] = array[i];\n colors[2 * i + 1] = array[i + 1];\n colors[2 * i + 2] = array[i + 2];\n colors[2 * i + 3] = array[i + 3];\n colors[2 * i + 4] = array[i + 4];\n colors[2 * i + 5] = array[i + 5];\n }\n\n LineSegmentsGeometry.prototype.setColors.call(this, colors);\n return this;\n },\n fromLine: function (line) {\n var geometry = line.geometry;\n\n if (geometry.isGeometry) {\n this.setPositions(geometry.vertices);\n } else if (geometry.isBufferGeometry) {\n this.setPositions(geometry.position.array); // assumes non-indexed\n } // set colors, maybe\n\n\n return this;\n },\n copy: function ()\n /* source */\n {\n // todo\n return this;\n }\n});\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n */\n\nvar Line2 = function (geometry, material) {\n LineSegments2.call(this);\n this.type = 'Line2';\n this.geometry = geometry !== undefined ? geometry : new LineGeometry();\n this.material = material !== undefined ? material : new LineMaterial({\n color: Math.random() * 0xffffff\n });\n};\n\nLine2.prototype = Object.assign(Object.create(LineSegments2.prototype), {\n constructor: Line2,\n isLine2: true,\n copy: function ()\n /* source */\n {\n // todo\n return this;\n }\n});\n\n\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/three-fatline/dist/three-fatline.module.js?"); /***/ }), @@ -1912,14 +1252,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!***********************************************************************************!*\ !*** ./node_modules/three-geojson-geometry/dist/three-geojson-geometry.module.js ***! \***********************************************************************************/ -/*! namespace exports */ -/*! export GeoJsonGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.n, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"GeoJsonGeometry\": () => /* binding */ GeoJsonGeometry\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var earcut__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! earcut */ \"./node_modules/earcut/src/earcut.js\");\n/* harmony import */ var earcut__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(earcut__WEBPACK_IMPORTED_MODULE_1__);\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/distance.js\");\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/interpolate.js\");\n\n\n\n\nfunction _slicedToArray(arr, i) {\n return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _unsupportedIterableToArray(arr, i) || _nonIterableRest();\n}\n\nfunction _arrayWithHoles(arr) {\n if (Array.isArray(arr)) return arr;\n}\n\nfunction _iterableToArrayLimit(arr, i) {\n if (typeof Symbol === \"undefined\" || !(Symbol.iterator in Object(arr))) return;\n var _arr = [];\n var _n = true;\n var _d = false;\n var _e = undefined;\n\n try {\n for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n _arr.push(_s.value);\n\n if (i && _arr.length === i) break;\n }\n } catch (err) {\n _d = true;\n _e = err;\n } finally {\n try {\n if (!_n && _i[\"return\"] != null) _i[\"return\"]();\n } finally {\n if (_d) throw _e;\n }\n }\n\n return _arr;\n}\n\nfunction _unsupportedIterableToArray(o, minLen) {\n if (!o) return;\n if (typeof o === \"string\") return _arrayLikeToArray(o, minLen);\n var n = Object.prototype.toString.call(o).slice(8, -1);\n if (n === \"Object\" && o.constructor) n = o.constructor.name;\n if (n === \"Map\" || n === \"Set\") return Array.from(o);\n if (n === \"Arguments\" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen);\n}\n\nfunction _arrayLikeToArray(arr, len) {\n if (len == null || len > arr.length) len = arr.length;\n\n for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];\n\n return arr2;\n}\n\nfunction _nonIterableRest() {\n throw new TypeError(\"Invalid attempt to destructure non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\");\n}\n\nfunction _createForOfIteratorHelper(o, allowArrayLike) {\n var it;\n\n if (typeof Symbol === \"undefined\" || o[Symbol.iterator] == null) {\n if (Array.isArray(o) || (it = _unsupportedIterableToArray(o)) || allowArrayLike && o && typeof o.length === \"number\") {\n if (it) o = it;\n var i = 0;\n\n var F = function () {};\n\n return {\n s: F,\n n: function () {\n if (i >= o.length) return {\n done: true\n };\n return {\n done: false,\n value: o[i++]\n };\n },\n e: function (e) {\n throw e;\n },\n f: F\n };\n }\n\n throw new TypeError(\"Invalid attempt to iterate non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\");\n }\n\n var normalCompletion = true,\n didErr = false,\n err;\n return {\n s: function () {\n it = o[Symbol.iterator]();\n },\n n: function () {\n var step = it.next();\n normalCompletion = step.done;\n return step;\n },\n e: function (e) {\n didErr = true;\n err = e;\n },\n f: function () {\n try {\n if (!normalCompletion && it.return != null) it.return();\n } finally {\n if (didErr) throw err;\n }\n }\n };\n}\n\nvar interpolateLine = function interpolateLine() {\n var lineCoords = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];\n var maxDegDistance = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;\n var result = [];\n var prevPnt = null;\n lineCoords.forEach(function (pnt) {\n if (prevPnt) {\n var dist = (0,d3_geo__WEBPACK_IMPORTED_MODULE_2__.default)(pnt, prevPnt) * 180 / Math.PI;\n\n if (dist > maxDegDistance) {\n var interpol = (0,d3_geo__WEBPACK_IMPORTED_MODULE_3__.default)(prevPnt, pnt);\n var tStep = 1 / Math.ceil(dist / maxDegDistance);\n var t = tStep;\n\n while (t < 1) {\n result.push(interpol(t));\n t += tStep;\n }\n }\n }\n\n result.push(prevPnt = pnt);\n });\n return result;\n};\n\nvar THREE = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n BufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry,\n Float32BufferAttribute: three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute,\n Geometry: three__WEBPACK_IMPORTED_MODULE_0__.Geometry\n};\n\nvar setAttributeFn = new THREE.BufferGeometry().setAttribute ? 'setAttribute' : 'addAttribute';\n\nfunction GeoJsonGeometry(geoJson) {\n var _this = this;\n\n var radius = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;\n var resolution = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 5;\n THREE.BufferGeometry.call(this);\n this.type = 'GeoJsonGeometry';\n this.parameters = {\n geoJson: geoJson,\n radius: radius,\n resolution: resolution\n }; // process various geometry types\n\n var groups = ({\n Point: genPoint,\n MultiPoint: genMultiPoint,\n LineString: genLineString,\n MultiLineString: genMultiLineString,\n Polygon: genPolygon,\n MultiPolygon: genMultiPolygon\n }[geoJson.type] || function () {\n return [];\n })(geoJson.coordinates, radius); // concat groups\n\n\n var indices = [],\n vertices = [];\n var groupCnt = 0;\n groups.forEach(function (newG) {\n var prevIndCnt = indices.length;\n concatGroup({\n indices: indices,\n vertices: vertices\n }, newG);\n\n _this.addGroup(prevIndCnt, indices.length - prevIndCnt, groupCnt++);\n }); // build geometry\n\n indices.length && this.setIndex(indices);\n vertices.length && this[setAttributeFn]('position', new THREE.Float32BufferAttribute(vertices, 3)); //\n\n function genPoint(coords, r) {\n var vertices = polar2Cartesian(coords[1], coords[0], r);\n var indices = [];\n return [{\n vertices: vertices,\n indices: indices\n }];\n }\n\n function genMultiPoint(coords, r) {\n var result = {\n vertices: [],\n indices: []\n };\n coords.map(function (c) {\n return genPoint(c, r);\n }).forEach(function (_ref) {\n var _ref2 = _slicedToArray(_ref, 1),\n newPnt = _ref2[0];\n\n concatGroup(result, newPnt);\n });\n return [result];\n }\n\n function genLineString(coords, r) {\n var coords3d = interpolateLine(coords, resolution).map(function (_ref3) {\n var _ref4 = _slicedToArray(_ref3, 2),\n lng = _ref4[0],\n lat = _ref4[1];\n\n return polar2Cartesian(lat, lng, r);\n });\n\n var _earcut$flatten = earcut__WEBPACK_IMPORTED_MODULE_1___default().flatten([coords3d]),\n vertices = _earcut$flatten.vertices;\n\n var numPoints = Math.round(vertices.length / 3);\n var indices = [];\n\n for (var vIdx = 1; vIdx < numPoints; vIdx++) {\n indices.push(vIdx - 1, vIdx);\n }\n\n return [{\n vertices: vertices,\n indices: indices\n }];\n }\n\n function genMultiLineString(coords, r) {\n var result = {\n vertices: [],\n indices: []\n };\n coords.map(function (c) {\n return genLineString(c, r);\n }).forEach(function (_ref5) {\n var _ref6 = _slicedToArray(_ref5, 1),\n newLine = _ref6[0];\n\n concatGroup(result, newLine);\n });\n return [result];\n }\n\n function genPolygon(coords, r) {\n var coords3d = coords.map(function (coordsSegment) {\n return interpolateLine(coordsSegment, resolution).map(function (_ref7) {\n var _ref8 = _slicedToArray(_ref7, 2),\n lng = _ref8[0],\n lat = _ref8[1];\n\n return polar2Cartesian(lat, lng, r);\n });\n }); // Each point generates 3 vertice items (x,y,z).\n\n var _earcut$flatten2 = earcut__WEBPACK_IMPORTED_MODULE_1___default().flatten(coords3d),\n vertices = _earcut$flatten2.vertices,\n holes = _earcut$flatten2.holes;\n\n var firstHoleIdx = holes[0] || Infinity;\n var outerVertices = vertices.slice(0, firstHoleIdx);\n var holeVertices = vertices.slice(firstHoleIdx);\n var holesIdx = new Set(holes);\n var numPoints = Math.round(vertices.length / 3);\n var outerIndices = [],\n holeIndices = [];\n\n for (var vIdx = 1; vIdx < numPoints; vIdx++) {\n if (!holesIdx.has(vIdx)) {\n if (vIdx < firstHoleIdx) {\n outerIndices.push(vIdx - 1, vIdx);\n } else {\n holeIndices.push(vIdx - 1 - firstHoleIdx, vIdx - firstHoleIdx);\n }\n }\n }\n\n var groups = [{\n indices: outerIndices,\n vertices: outerVertices\n }];\n\n if (holes.length) {\n groups.push({\n indices: holeIndices,\n vertices: holeVertices\n });\n }\n\n return groups;\n }\n\n function genMultiPolygon(coords, r) {\n var outer = {\n vertices: [],\n indices: []\n };\n var holes = {\n vertices: [],\n indices: []\n };\n coords.map(function (c) {\n return genPolygon(c, r);\n }).forEach(function (_ref9) {\n var _ref10 = _slicedToArray(_ref9, 2),\n newOuter = _ref10[0],\n newHoles = _ref10[1];\n\n concatGroup(outer, newOuter);\n newHoles && concatGroup(holes, newHoles);\n });\n var groups = [outer];\n holes.vertices.length && groups.push(holes);\n return groups;\n }\n}\n\nGeoJsonGeometry.prototype = Object.create(THREE.BufferGeometry.prototype);\nGeoJsonGeometry.prototype.constructor = GeoJsonGeometry; //\n\nfunction concatGroup(main, extra) {\n var prevVertCnt = Math.round(main.vertices.length / 3);\n concatArr(main.vertices, extra.vertices);\n concatArr(main.indices, extra.indices.map(function (ind) {\n return ind + prevVertCnt;\n }));\n}\n\nfunction concatArr(target, src) {\n var _iterator = _createForOfIteratorHelper(src),\n _step;\n\n try {\n for (_iterator.s(); !(_step = _iterator.n()).done;) {\n var e = _step.value;\n target.push(e);\n }\n } catch (err) {\n _iterator.e(err);\n } finally {\n _iterator.f();\n }\n}\n\nfunction polar2Cartesian(lat, lng) {\n var r = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var phi = (90 - lat) * Math.PI / 180;\n var theta = (90 - lng) * Math.PI / 180;\n return [r * Math.sin(phi) * Math.cos(theta), // x\n r * Math.cos(phi), // y\n r * Math.sin(phi) * Math.sin(theta) // z\n ];\n}\n\n\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/three-geojson-geometry/dist/three-geojson-geometry.module.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"GeoJsonGeometry\": () => (/* binding */ GeoJsonGeometry)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var earcut__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! earcut */ \"./node_modules/earcut/src/earcut.js\");\n/* harmony import */ var earcut__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(earcut__WEBPACK_IMPORTED_MODULE_1__);\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/distance.js\");\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/interpolate.js\");\n\n\n\n\nfunction _slicedToArray(arr, i) {\n return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _unsupportedIterableToArray(arr, i) || _nonIterableRest();\n}\n\nfunction _arrayWithHoles(arr) {\n if (Array.isArray(arr)) return arr;\n}\n\nfunction _iterableToArrayLimit(arr, i) {\n if (typeof Symbol === \"undefined\" || !(Symbol.iterator in Object(arr))) return;\n var _arr = [];\n var _n = true;\n var _d = false;\n var _e = undefined;\n\n try {\n for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n _arr.push(_s.value);\n\n if (i && _arr.length === i) break;\n }\n } catch (err) {\n _d = true;\n _e = err;\n } finally {\n try {\n if (!_n && _i[\"return\"] != null) _i[\"return\"]();\n } finally {\n if (_d) throw _e;\n }\n }\n\n return _arr;\n}\n\nfunction _unsupportedIterableToArray(o, minLen) {\n if (!o) return;\n if (typeof o === \"string\") return _arrayLikeToArray(o, minLen);\n var n = Object.prototype.toString.call(o).slice(8, -1);\n if (n === \"Object\" && o.constructor) n = o.constructor.name;\n if (n === \"Map\" || n === \"Set\") return Array.from(o);\n if (n === \"Arguments\" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen);\n}\n\nfunction _arrayLikeToArray(arr, len) {\n if (len == null || len > arr.length) len = arr.length;\n\n for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];\n\n return arr2;\n}\n\nfunction _nonIterableRest() {\n throw new TypeError(\"Invalid attempt to destructure non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\");\n}\n\nfunction _createForOfIteratorHelper(o, allowArrayLike) {\n var it;\n\n if (typeof Symbol === \"undefined\" || o[Symbol.iterator] == null) {\n if (Array.isArray(o) || (it = _unsupportedIterableToArray(o)) || allowArrayLike && o && typeof o.length === \"number\") {\n if (it) o = it;\n var i = 0;\n\n var F = function () {};\n\n return {\n s: F,\n n: function () {\n if (i >= o.length) return {\n done: true\n };\n return {\n done: false,\n value: o[i++]\n };\n },\n e: function (e) {\n throw e;\n },\n f: F\n };\n }\n\n throw new TypeError(\"Invalid attempt to iterate non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\");\n }\n\n var normalCompletion = true,\n didErr = false,\n err;\n return {\n s: function () {\n it = o[Symbol.iterator]();\n },\n n: function () {\n var step = it.next();\n normalCompletion = step.done;\n return step;\n },\n e: function (e) {\n didErr = true;\n err = e;\n },\n f: function () {\n try {\n if (!normalCompletion && it.return != null) it.return();\n } finally {\n if (didErr) throw err;\n }\n }\n };\n}\n\nvar interpolateLine = function interpolateLine() {\n var lineCoords = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];\n var maxDegDistance = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;\n var result = [];\n var prevPnt = null;\n lineCoords.forEach(function (pnt) {\n if (prevPnt) {\n var dist = (0,d3_geo__WEBPACK_IMPORTED_MODULE_2__.default)(pnt, prevPnt) * 180 / Math.PI;\n\n if (dist > maxDegDistance) {\n var interpol = (0,d3_geo__WEBPACK_IMPORTED_MODULE_3__.default)(prevPnt, pnt);\n var tStep = 1 / Math.ceil(dist / maxDegDistance);\n var t = tStep;\n\n while (t < 1) {\n result.push(interpol(t));\n t += tStep;\n }\n }\n }\n\n result.push(prevPnt = pnt);\n });\n return result;\n};\n\nvar THREE = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n BufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry,\n Float32BufferAttribute: three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute\n};\n\nvar setAttributeFn = new THREE.BufferGeometry().setAttribute ? 'setAttribute' : 'addAttribute';\n\nfunction GeoJsonGeometry(geoJson) {\n var _this = this;\n\n var radius = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;\n var resolution = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 5;\n THREE.BufferGeometry.call(this);\n this.type = 'GeoJsonGeometry';\n this.parameters = {\n geoJson: geoJson,\n radius: radius,\n resolution: resolution\n }; // process various geometry types\n\n var groups = ({\n Point: genPoint,\n MultiPoint: genMultiPoint,\n LineString: genLineString,\n MultiLineString: genMultiLineString,\n Polygon: genPolygon,\n MultiPolygon: genMultiPolygon\n }[geoJson.type] || function () {\n return [];\n })(geoJson.coordinates, radius); // concat groups\n\n\n var indices = [],\n vertices = [];\n var groupCnt = 0;\n groups.forEach(function (newG) {\n var prevIndCnt = indices.length;\n concatGroup({\n indices: indices,\n vertices: vertices\n }, newG);\n\n _this.addGroup(prevIndCnt, indices.length - prevIndCnt, groupCnt++);\n }); // build geometry\n\n indices.length && this.setIndex(indices);\n vertices.length && this[setAttributeFn]('position', new THREE.Float32BufferAttribute(vertices, 3)); //\n\n function genPoint(coords, r) {\n var vertices = polar2Cartesian(coords[1], coords[0], r);\n var indices = [];\n return [{\n vertices: vertices,\n indices: indices\n }];\n }\n\n function genMultiPoint(coords, r) {\n var result = {\n vertices: [],\n indices: []\n };\n coords.map(function (c) {\n return genPoint(c, r);\n }).forEach(function (_ref) {\n var _ref2 = _slicedToArray(_ref, 1),\n newPnt = _ref2[0];\n\n concatGroup(result, newPnt);\n });\n return [result];\n }\n\n function genLineString(coords, r) {\n var coords3d = interpolateLine(coords, resolution).map(function (_ref3) {\n var _ref4 = _slicedToArray(_ref3, 2),\n lng = _ref4[0],\n lat = _ref4[1];\n\n return polar2Cartesian(lat, lng, r);\n });\n\n var _earcut$flatten = earcut__WEBPACK_IMPORTED_MODULE_1___default().flatten([coords3d]),\n vertices = _earcut$flatten.vertices;\n\n var numPoints = Math.round(vertices.length / 3);\n var indices = [];\n\n for (var vIdx = 1; 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vIdx < numPoints; vIdx++) {\n if (!holesIdx.has(vIdx)) {\n if (vIdx < firstHoleIdx) {\n outerIndices.push(vIdx - 1, vIdx);\n } else {\n holeIndices.push(vIdx - 1 - firstHoleIdx, vIdx - firstHoleIdx);\n }\n }\n }\n\n var groups = [{\n indices: outerIndices,\n vertices: outerVertices\n }];\n\n if (holes.length) {\n groups.push({\n indices: holeIndices,\n vertices: holeVertices\n });\n }\n\n return groups;\n }\n\n function genMultiPolygon(coords, r) {\n var outer = {\n vertices: [],\n indices: []\n };\n var holes = {\n vertices: [],\n indices: []\n };\n coords.map(function (c) {\n return genPolygon(c, r);\n }).forEach(function (_ref9) {\n var _ref10 = _slicedToArray(_ref9, 2),\n newOuter = _ref10[0],\n newHoles = _ref10[1];\n\n concatGroup(outer, newOuter);\n newHoles && concatGroup(holes, newHoles);\n });\n var groups = [outer];\n holes.vertices.length && groups.push(holes);\n return groups;\n }\n}\n\nGeoJsonGeometry.prototype = Object.create(THREE.BufferGeometry.prototype);\nGeoJsonGeometry.prototype.constructor = GeoJsonGeometry; //\n\nfunction concatGroup(main, extra) {\n var prevVertCnt = Math.round(main.vertices.length / 3);\n concatArr(main.vertices, extra.vertices);\n concatArr(main.indices, extra.indices.map(function (ind) {\n return ind + prevVertCnt;\n }));\n}\n\nfunction concatArr(target, src) {\n var _iterator = _createForOfIteratorHelper(src),\n _step;\n\n try {\n for (_iterator.s(); !(_step = _iterator.n()).done;) {\n var e = _step.value;\n target.push(e);\n }\n } catch (err) {\n _iterator.e(err);\n } finally {\n _iterator.f();\n }\n}\n\nfunction polar2Cartesian(lat, lng) {\n var r = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var phi = (90 - lat) * Math.PI / 180;\n var theta = (90 - lng) * Math.PI / 180;\n return [r * Math.sin(phi) * Math.cos(theta), // x\n r * Math.cos(phi), // y\n r * Math.sin(phi) * Math.sin(theta) // z\n ];\n}\n\n\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/three-geojson-geometry/dist/three-geojson-geometry.module.js?"); /***/ }), @@ -1927,14 +1263,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!*************************************************************!*\ !*** ./node_modules/three-globe/dist/three-globe.module.js ***! \*************************************************************/ -/*! namespace exports */ -/*! export default [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.n, __webpack_exports__, __webpack_require__.r, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; 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Object.getPrototypeOf : function _getPrototypeOf(o) {\n return o.__proto__ || Object.getPrototypeOf(o);\n };\n return _getPrototypeOf(o);\n}\n\nfunction _setPrototypeOf(o, p) {\n _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) {\n o.__proto__ = p;\n return o;\n };\n\n return _setPrototypeOf(o, p);\n}\n\nfunction _isNativeReflectConstruct() {\n if (typeof Reflect === \"undefined\" || !Reflect.construct) return false;\n if (Reflect.construct.sham) return false;\n if (typeof Proxy === \"function\") return true;\n\n try {\n Date.prototype.toString.call(Reflect.construct(Date, [], function () {}));\n return true;\n } catch (e) {\n return false;\n }\n}\n\nfunction _construct(Parent, args, Class) {\n if (_isNativeReflectConstruct()) {\n _construct = Reflect.construct;\n } else {\n _construct = function _construct(Parent, args, Class) {\n var a = [null];\n a.push.apply(a, args);\n var Constructor = Function.bind.apply(Parent, a);\n var instance = new Constructor();\n if (Class) _setPrototypeOf(instance, Class.prototype);\n return instance;\n };\n }\n\n return _construct.apply(null, arguments);\n}\n\nfunction _objectWithoutPropertiesLoose(source, excluded) {\n if (source == null) return {};\n var target = {};\n var sourceKeys = Object.keys(source);\n var key, i;\n\n for (i = 0; i < sourceKeys.length; i++) {\n key = sourceKeys[i];\n if (excluded.indexOf(key) >= 0) continue;\n target[key] = source[key];\n }\n\n return target;\n}\n\nfunction _objectWithoutProperties(source, excluded) {\n if (source == null) return {};\n\n var target = _objectWithoutPropertiesLoose(source, excluded);\n\n var key, i;\n\n if (Object.getOwnPropertySymbols) {\n var sourceSymbolKeys = Object.getOwnPropertySymbols(source);\n\n for (i = 0; i < sourceSymbolKeys.length; i++) {\n key = sourceSymbolKeys[i];\n if (excluded.indexOf(key) >= 0) continue;\n if (!Object.prototype.propertyIsEnumerable.call(source, key)) continue;\n target[key] = source[key];\n }\n }\n\n return target;\n}\n\nfunction _assertThisInitialized(self) {\n if (self === void 0) {\n throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n }\n\n return self;\n}\n\nfunction _possibleConstructorReturn(self, call) {\n if (call && (typeof call === \"object\" || typeof call === \"function\")) {\n return call;\n }\n\n return _assertThisInitialized(self);\n}\n\nfunction _createSuper(Derived) {\n var hasNativeReflectConstruct = _isNativeReflectConstruct();\n\n return function _createSuperInternal() {\n var Super = _getPrototypeOf(Derived),\n result;\n\n if (hasNativeReflectConstruct) {\n var NewTarget = _getPrototypeOf(this).constructor;\n\n result = Reflect.construct(Super, arguments, NewTarget);\n } else {\n result = Super.apply(this, arguments);\n }\n\n return _possibleConstructorReturn(this, result);\n };\n}\n\nfunction _slicedToArray(arr, i) {\n return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _unsupportedIterableToArray(arr, i) || _nonIterableRest();\n}\n\nfunction _toConsumableArray(arr) {\n return _arrayWithoutHoles(arr) || _iterableToArray(arr) || _unsupportedIterableToArray(arr) || _nonIterableSpread();\n}\n\nfunction _arrayWithoutHoles(arr) {\n if (Array.isArray(arr)) return _arrayLikeToArray(arr);\n}\n\nfunction _arrayWithHoles(arr) {\n if (Array.isArray(arr)) return arr;\n}\n\nfunction _iterableToArray(iter) {\n if (typeof Symbol !== \"undefined\" && Symbol.iterator in Object(iter)) return Array.from(iter);\n}\n\nfunction _iterableToArrayLimit(arr, i) {\n if (typeof Symbol === \"undefined\" || !(Symbol.iterator in Object(arr))) return;\n var _arr = [];\n var _n = true;\n var _d = false;\n var _e = undefined;\n\n try {\n for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {\n _arr.push(_s.value);\n\n if (i && _arr.length === i) break;\n }\n } catch (err) {\n _d = true;\n _e = err;\n } finally {\n try {\n if (!_n && _i[\"return\"] != null) _i[\"return\"]();\n } finally {\n if (_d) throw _e;\n }\n }\n\n return _arr;\n}\n\nfunction _unsupportedIterableToArray(o, minLen) {\n if (!o) return;\n if (typeof o === \"string\") return _arrayLikeToArray(o, minLen);\n var n = Object.prototype.toString.call(o).slice(8, -1);\n if (n === \"Object\" && o.constructor) n = o.constructor.name;\n if (n === \"Map\" || n === \"Set\") return Array.from(o);\n if (n === \"Arguments\" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen);\n}\n\nfunction _arrayLikeToArray(arr, len) {\n if (len == null || len > arr.length) len = arr.length;\n\n for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];\n\n return arr2;\n}\n\nfunction _nonIterableSpread() {\n throw new TypeError(\"Invalid attempt to spread non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\");\n}\n\nfunction _nonIterableRest() {\n throw new TypeError(\"Invalid attempt to destructure non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\");\n}\n\nvar materialDispose = function materialDispose(material) {\n if (material instanceof Array) {\n material.forEach(materialDispose);\n } else {\n if (material.map) {\n material.map.dispose();\n }\n\n material.dispose();\n }\n};\n\nvar deallocate = function deallocate(obj) {\n if (obj.geometry) {\n obj.geometry.dispose();\n }\n\n if (obj.material) {\n materialDispose(obj.material);\n }\n\n if (obj.texture) {\n obj.texture.dispose();\n }\n\n if (obj.children) {\n obj.children.forEach(deallocate);\n }\n};\n\nvar emptyObject = function emptyObject(obj) {\n while (obj.children.length) {\n var childObj = obj.children[0];\n obj.remove(childObj);\n deallocate(childObj);\n }\n};\n\nfunction linkKapsule (kapsulePropName, kapsuleType) {\n var dummyK = new kapsuleType(); // To extract defaults\n\n return {\n linkProp: function linkProp(prop) {\n // link property config\n return {\n \"default\": dummyK[prop](),\n onChange: function onChange(v, state) {\n state[kapsulePropName][prop](v);\n },\n triggerUpdate: false\n };\n },\n linkMethod: function linkMethod(method) {\n // link method pass-through\n return function (state) {\n var kapsuleInstance = state[kapsulePropName];\n\n for (var _len = arguments.length, args = new Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {\n args[_key - 1] = arguments[_key];\n }\n\n var returnVal = kapsuleInstance[method].apply(kapsuleInstance, args);\n return returnVal === kapsuleInstance ? this // chain based on the parent object, not the inner kapsule\n : returnVal;\n };\n }\n };\n}\n\nvar GLOBE_RADIUS = 100;\n\nfunction polar2Cartesian(lat, lng) {\n var relAltitude = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var phi = (90 - lat) * Math.PI / 180;\n var theta = (90 - lng) * Math.PI / 180;\n var r = GLOBE_RADIUS * (1 + relAltitude);\n return {\n x: r * Math.sin(phi) * Math.cos(theta),\n y: r * Math.cos(phi),\n z: r * Math.sin(phi) * Math.sin(theta)\n };\n}\n\nfunction cartesian2Polar(_ref) {\n var x = _ref.x,\n y = _ref.y,\n z = _ref.z;\n var r = Math.sqrt(x * x + y * y + z * z);\n var phi = Math.acos(y / r);\n var theta = Math.atan2(z, x);\n return {\n lat: 90 - phi * 180 / Math.PI,\n lng: 90 - theta * 180 / Math.PI - (theta < -Math.PI / 2 ? 360 : 0),\n // keep within [-180, 180] boundaries\n altitude: r / GLOBE_RADIUS - 1\n };\n}\n\nvar THREE = window.THREE ? _objectSpread2(_objectSpread2({}, window.THREE), {}, {\n SphereGeometry: three__WEBPACK_IMPORTED_MODULE_0__.SphereGeometry // keep SphereGeometry from module for instance matching with three-glow-mesh\n\n}) : {\n Color: three__WEBPACK_IMPORTED_MODULE_0__.Color,\n LineBasicMaterial: three__WEBPACK_IMPORTED_MODULE_0__.LineBasicMaterial,\n LineSegments: three__WEBPACK_IMPORTED_MODULE_0__.LineSegments,\n Mesh: three__WEBPACK_IMPORTED_MODULE_0__.Mesh,\n MeshPhongMaterial: three__WEBPACK_IMPORTED_MODULE_0__.MeshPhongMaterial,\n SphereGeometry: three__WEBPACK_IMPORTED_MODULE_0__.SphereGeometry,\n TextureLoader: three__WEBPACK_IMPORTED_MODULE_0__.TextureLoader\n};\n\nvar GlobeLayerKapsule = (0,kapsule__WEBPACK_IMPORTED_MODULE_1__.default)({\n props: {\n globeImageUrl: {},\n bumpImageUrl: {},\n showAtmosphere: {\n \"default\": true,\n onChange: function onChange(showAtmosphere, state) {\n state.atmosphereObj.visible = !!showAtmosphere;\n },\n triggerUpdate: false\n },\n showGraticules: {\n \"default\": false,\n onChange: function onChange(showGraticules, state) {\n state.graticulesObj.visible = !!showGraticules;\n },\n triggerUpdate: false\n },\n onReady: {\n \"default\": function _default() {},\n triggerUpdate: false\n }\n },\n methods: {\n globeMaterial: function globeMaterial(state) {\n return state.globeObj.material;\n }\n },\n stateInit: function stateInit() {\n // create globe\n var globeGeometry = new THREE.SphereGeometry(GLOBE_RADIUS, 75, 75);\n var globeObj = new THREE.Mesh(globeGeometry, new THREE.MeshPhongMaterial({\n color: 0x000000,\n transparent: true\n }));\n globeObj.rotation.y = -Math.PI / 2; // face prime meridian along Z axis\n\n globeObj.__globeObjType = 'globe'; // Add object type\n // create atmosphere\n\n var atmosphereObj = (0,three_glow_mesh__WEBPACK_IMPORTED_MODULE_4__.createGlowMesh)(globeObj.geometry, {\n backside: true,\n color: 'lightskyblue',\n size: GLOBE_RADIUS * 0.15,\n power: 3.5,\n // dispersion\n coefficient: 0.1\n });\n atmosphereObj.__globeObjType = 'atmosphere'; // Add object type\n // create graticules\n\n var graticulesObj = new THREE.LineSegments(new three_geojson_geometry__WEBPACK_IMPORTED_MODULE_3__.GeoJsonGeometry((0,d3_geo__WEBPACK_IMPORTED_MODULE_13__.graticule10)(), GLOBE_RADIUS, 2), new THREE.LineBasicMaterial({\n color: 'lightgrey',\n transparent: true,\n opacity: 0.1\n }));\n return {\n globeObj: globeObj,\n atmosphereObj: atmosphereObj,\n graticulesObj: graticulesObj\n };\n },\n init: function init(threeObj, state) {\n // Clear the scene\n emptyObject(threeObj); // Main three object to manipulate\n\n state.scene = threeObj;\n state.scene.add(state.globeObj); // add globe\n\n state.scene.add(state.atmosphereObj); // add atmosphere\n\n state.scene.add(state.graticulesObj); // add graticules\n\n state.ready = false;\n },\n update: function update(state, changedProps) {\n var globeMaterial = state.globeObj.material;\n\n if (changedProps.hasOwnProperty('globeImageUrl')) {\n if (!state.globeImageUrl) {\n // Black globe if no image\n !globeMaterial.color && (globeMaterial.color = new THREE.Color(0x000000));\n } else {\n new THREE.TextureLoader().load(state.globeImageUrl, function (texture) {\n globeMaterial.map = texture;\n globeMaterial.color = null;\n globeMaterial.needsUpdate = true; // ready when first globe image finishes loading (asynchronously to allow 1 frame to load texture)\n\n !state.ready && (state.ready = true) && setTimeout(state.onReady);\n });\n }\n }\n\n if (changedProps.hasOwnProperty('bumpImageUrl')) {\n if (!state.bumpImageUrl) {\n globeMaterial.bumpMap = null;\n globeMaterial.needsUpdate = true;\n } else {\n state.bumpImageUrl && new THREE.TextureLoader().load(state.bumpImageUrl, function (texture) {\n globeMaterial.bumpMap = texture;\n globeMaterial.needsUpdate = true;\n });\n }\n }\n\n if (!state.ready && !state.globeImageUrl) {\n // ready immediately if there's no globe image\n state.ready = true;\n state.onReady();\n }\n }\n});\n\nvar colorStr2Hex = function colorStr2Hex(str) {\n return isNaN(str) ? parseInt(tinycolor2__WEBPACK_IMPORTED_MODULE_6___default()(str).toHex(), 16) : str;\n};\n\nvar colorAlpha = function colorAlpha(str) {\n return isNaN(str) ? tinycolor2__WEBPACK_IMPORTED_MODULE_6___default()(str).getAlpha() : 1;\n};\n\nvar color2ShaderArr = function color2ShaderArr(str) {\n var includeAlpha = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : true;\n var rgba = tinycolor2__WEBPACK_IMPORTED_MODULE_6___default()(str).toRgb();\n var rgbArr = ['r', 'g', 'b'].map(function (d) {\n return rgba[d] / 255;\n });\n return includeAlpha ? [].concat(_toConsumableArray(rgbArr), [rgba.a]) : rgbArr;\n};\n\nfunction threeDigest(data, scene) {\n var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};\n return (0,data_joint__WEBPACK_IMPORTED_MODULE_7__.default)(data, scene.children, function (obj) {\n return scene.add(obj);\n }, function (obj) {\n scene.remove(obj);\n emptyObject(obj);\n }, _objectSpread2({\n objBindAttr: '__threeObj'\n }, options));\n}\n\nvar THREE$1 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n BufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry,\n Color: three__WEBPACK_IMPORTED_MODULE_0__.Color,\n CylinderGeometry: three__WEBPACK_IMPORTED_MODULE_0__.CylinderGeometry,\n CylinderBufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.CylinderBufferGeometry,\n FaceColors: three__WEBPACK_IMPORTED_MODULE_0__.FaceColors,\n Geometry: three__WEBPACK_IMPORTED_MODULE_0__.Geometry,\n Matrix4: three__WEBPACK_IMPORTED_MODULE_0__.Matrix4,\n Mesh: three__WEBPACK_IMPORTED_MODULE_0__.Mesh,\n MeshBasicMaterial: three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial,\n MeshLambertMaterial: three__WEBPACK_IMPORTED_MODULE_0__.MeshLambertMaterial,\n Object3D: three__WEBPACK_IMPORTED_MODULE_0__.Object3D,\n Vector3: three__WEBPACK_IMPORTED_MODULE_0__.Vector3\n};\n// support multiple method names for backwards threejs compatibility\n\nvar applyMatrix4Fn = new THREE$1.BufferGeometry().applyMatrix4 ? 'applyMatrix4' : 'applyMatrix';\nvar PointsLayerKapsule = (0,kapsule__WEBPACK_IMPORTED_MODULE_1__.default)({\n props: {\n pointsData: {\n \"default\": []\n },\n pointLat: {\n \"default\": 'lat'\n },\n pointLng: {\n \"default\": 'lng'\n },\n pointColor: {\n \"default\": function _default() {\n return '#ffffaa';\n }\n },\n pointAltitude: {\n \"default\": 0.1\n },\n // in units of globe radius\n pointRadius: {\n \"default\": 0.25\n },\n // in deg\n pointResolution: {\n \"default\": 12,\n triggerUpdate: false\n },\n // how many slice segments in the cylinder's circumference\n pointsMerge: {\n \"default\": false\n },\n // boolean. Whether to merge all points into a single mesh for rendering performance\n pointsTransitionDuration: {\n \"default\": 1000,\n triggerUpdate: false\n } // ms\n\n },\n init: function init(threeObj, state) {\n // Clear the scene\n emptyObject(threeObj); // Main three object to manipulate\n\n state.scene = threeObj;\n },\n update: function update(state) {\n // Data accessors\n var latAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pointLat);\n var lngAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pointLng);\n var altitudeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pointAltitude);\n var radiusAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pointRadius);\n var colorAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pointColor); // shared geometry\n\n var pointGeometry = new THREE$1[state.pointsMerge ? 'CylinderGeometry' : 'CylinderBufferGeometry'](1, 1, 1, state.pointResolution);\n pointGeometry[applyMatrix4Fn](new THREE$1.Matrix4().makeRotationX(Math.PI / 2));\n pointGeometry[applyMatrix4Fn](new THREE$1.Matrix4().makeTranslation(0, 0, -0.5));\n var pxPerDeg = 2 * Math.PI * GLOBE_RADIUS / 360;\n var pointMaterials = {}; // indexed by color\n\n var scene = state.pointsMerge ? new THREE$1.Object3D() : state.scene; // use fake scene if merging points\n\n threeDigest(state.pointsData, scene, {\n createObj: createObj,\n updateObj: updateObj\n });\n\n if (state.pointsMerge) {\n // merge points into a single mesh\n var pointsGeometry = new THREE$1.Geometry();\n state.pointsData.forEach(function (d) {\n var obj = d.__threeObj;\n d.__threeObj = undefined; // unbind merged points\n // color faces\n\n var color = new THREE$1.Color(colorAccessor(d));\n obj.geometry.faces.forEach(function (face) {\n return face.color = color;\n });\n obj.updateMatrix();\n pointsGeometry.merge(obj.geometry, obj.matrix);\n });\n var points = new THREE$1.Mesh(pointsGeometry, new THREE$1.MeshBasicMaterial({\n color: 0xffffff,\n vertexColors: THREE$1.FaceColors,\n morphTargets: false\n }));\n points.__globeObjType = 'points'; // Add object type\n\n points.__data = state.pointsData; // Attach obj data\n\n emptyObject(state.scene);\n state.scene.add(points);\n } //\n\n\n function createObj() {\n var obj = new THREE$1.Mesh(pointGeometry);\n obj.__globeObjType = 'point'; // Add object type\n\n return obj;\n }\n\n function updateObj(obj, d) {\n var applyUpdate = function applyUpdate(td) {\n var _obj$__currentTargetD = obj.__currentTargetD = td,\n r = _obj$__currentTargetD.r,\n alt = _obj$__currentTargetD.alt,\n lat = _obj$__currentTargetD.lat,\n lng = _obj$__currentTargetD.lng; // position cylinder ground\n\n\n Object.assign(obj.position, polar2Cartesian(lat, lng)); // orientate outwards\n\n var globeCenter = state.pointsMerge ? new THREE$1.Vector3(0, 0, 0) : state.scene.localToWorld(new THREE$1.Vector3(0, 0, 0)); // translate from local to world coords\n\n obj.lookAt(globeCenter); // scale radius and altitude\n\n obj.scale.x = obj.scale.y = Math.min(30, r) * pxPerDeg;\n obj.scale.z = Math.max(alt * GLOBE_RADIUS, 0.1); // avoid non-invertible matrix\n };\n\n var targetD = {\n alt: +altitudeAccessor(d),\n r: +radiusAccessor(d),\n lat: +latAccessor(d),\n lng: +lngAccessor(d)\n };\n var currentTargetD = obj.__currentTargetD || Object.assign({}, targetD, {\n alt: -1e-3\n });\n\n if (Object.keys(targetD).some(function (k) {\n return currentTargetD[k] !== targetD[k];\n })) {\n if (state.pointsMerge || !state.pointsTransitionDuration || state.pointsTransitionDuration < 0) {\n // set final position\n applyUpdate(targetD);\n } else {\n // animate\n new _tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Tween(currentTargetD).to(targetD, state.pointsTransitionDuration).easing(_tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Easing.Quadratic.InOut).onUpdate(applyUpdate).start();\n }\n }\n\n if (!state.pointsMerge) {\n // Update materials on individual points\n var color = colorAccessor(d);\n var opacity = colorAlpha(color);\n\n if (!pointMaterials.hasOwnProperty(color)) {\n pointMaterials[color] = new THREE$1.MeshLambertMaterial({\n color: colorStr2Hex(color),\n transparent: opacity < 1,\n opacity: opacity\n });\n }\n\n obj.material = pointMaterials[color];\n }\n }\n }\n});\n\nvar THREE$2 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n AdditiveBlending: three__WEBPACK_IMPORTED_MODULE_0__.AdditiveBlending,\n BufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry,\n CubicBezierCurve3: three__WEBPACK_IMPORTED_MODULE_0__.CubicBezierCurve3,\n Curve: three__WEBPACK_IMPORTED_MODULE_0__.Curve,\n Float32BufferAttribute: three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute,\n Group: three__WEBPACK_IMPORTED_MODULE_0__.Group,\n Line: three__WEBPACK_IMPORTED_MODULE_0__.Line,\n Mesh: three__WEBPACK_IMPORTED_MODULE_0__.Mesh,\n QuadraticBezierCurve3: three__WEBPACK_IMPORTED_MODULE_0__.QuadraticBezierCurve3,\n ShaderMaterial: three__WEBPACK_IMPORTED_MODULE_0__.ShaderMaterial,\n TubeBufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.TubeBufferGeometry,\n Vector3: three__WEBPACK_IMPORTED_MODULE_0__.Vector3\n};\n// support both modes for backwards threejs compatibility\n\nvar setAttributeFn = new THREE$2.BufferGeometry().setAttribute ? 'setAttribute' : 'addAttribute';\nvar gradientShaders = {\n uniforms: {\n // dash param defaults, all relative to full length\n dashOffset: {\n value: 0\n },\n dashSize: {\n value: 1\n },\n gapSize: {\n value: 0\n },\n dashTranslate: {\n value: 0\n } // used for animating the dash\n\n },\n vertexShader: \"\\n uniform float dashTranslate; \\n\\n attribute vec4 vertexColor;\\n varying vec4 vColor;\\n \\n attribute float vertexRelDistance;\\n varying float vRelDistance;\\n\\n void main() {\\n // pass through colors and distances\\n vColor = vertexColor;\\n vRelDistance = vertexRelDistance + dashTranslate;\\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\\n }\\n \",\n fragmentShader: \"\\n uniform float dashOffset; \\n uniform float dashSize;\\n uniform float gapSize; \\n \\n varying vec4 vColor;\\n varying float vRelDistance;\\n \\n void main() {\\n // ignore pixels in the gap\\n if (vRelDistance < dashOffset) discard;\\n if (mod(vRelDistance - dashOffset, dashSize + gapSize) > dashSize) discard;\\n \\n // set px color: [r, g, b, a], interpolated between vertices \\n gl_FragColor = vColor; \\n }\\n \"\n};\nvar ArcsLayerKapsule = (0,kapsule__WEBPACK_IMPORTED_MODULE_1__.default)({\n props: {\n arcsData: {\n \"default\": []\n },\n arcStartLat: {\n \"default\": 'startLat'\n },\n arcStartLng: {\n \"default\": 'startLng'\n },\n arcEndLat: {\n \"default\": 'endLat'\n },\n arcEndLng: {\n \"default\": 'endLng'\n },\n arcColor: {\n \"default\": function _default() {\n return '#ffffaa';\n }\n },\n arcAltitude: {},\n // in units of globe radius\n arcAltitudeAutoScale: {\n \"default\": 0.5\n },\n // scale altitude proportional to great-arc distance between the two points\n arcStroke: {},\n // in deg\n arcCurveResolution: {\n \"default\": 64,\n triggerUpdate: false\n },\n // how many straight segments in the curve\n arcCircularResolution: {\n \"default\": 6,\n triggerUpdate: false\n },\n // how many slice segments in the tube's circumference\n arcDashLength: {\n \"default\": 1\n },\n // in units of line length\n arcDashGap: {\n \"default\": 0\n },\n arcDashInitialGap: {\n \"default\": 0\n },\n arcDashAnimateTime: {\n \"default\": 0\n },\n // ms\n arcsTransitionDuration: {\n \"default\": 1000,\n triggerUpdate: false\n } // ms\n\n },\n init: function init(threeObj, state) {\n // Clear the scene\n emptyObject(threeObj); // Main three object to manipulate\n\n state.scene = threeObj; // Kick-off dash animations\n\n new (frame_ticker__WEBPACK_IMPORTED_MODULE_8___default())().onTick.add(function (_, timeDelta) {\n state.arcsData.filter(function (d) {\n return d.__threeObj && d.__threeObj.children.length && d.__threeObj.children[0].material && d.__threeObj.children[0].__dashAnimateStep;\n }).forEach(function (d) {\n var obj = d.__threeObj.children[0];\n var step = obj.__dashAnimateStep * timeDelta;\n var curTranslate = obj.material.uniforms.dashTranslate.value % 1e9; // reset after 1B loops\n\n obj.material.uniforms.dashTranslate.value = curTranslate + step;\n });\n });\n },\n update: function update(state) {\n // Data accessors\n var startLatAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcStartLat);\n var startLngAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcStartLng);\n var endLatAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcEndLat);\n var endLngAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcEndLng);\n var altitudeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcAltitude);\n var altitudeAutoScaleAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcAltitudeAutoScale);\n var strokeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcStroke);\n var colorAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcColor);\n var dashLengthAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcDashLength);\n var dashGapAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcDashGap);\n var dashInitialGapAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcDashInitialGap);\n var dashAnimateTimeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcDashAnimateTime);\n var sharedMaterial = new THREE$2.ShaderMaterial(_objectSpread2(_objectSpread2({}, gradientShaders), {}, {\n transparent: true,\n blending: THREE$2.AdditiveBlending\n }));\n threeDigest(state.arcsData, state.scene, {\n createObj: function createObj() {\n var obj = new THREE$2.Group(); // populated in updateObj\n\n obj.__globeObjType = 'arc'; // Add object type\n\n return obj;\n },\n updateObj: function updateObj(group, arc) {\n var stroke = strokeAccessor(arc);\n var useTube = stroke !== null && stroke !== undefined;\n\n if (!group.children.length || useTube !== (group.children[0].type === 'Mesh')) {\n // create or swap object types\n emptyObject(group);\n\n var _obj = useTube ? new THREE$2.Mesh() : new THREE$2.Line(new THREE$2.BufferGeometry());\n\n _obj.material = sharedMaterial.clone(); // Separate material instance per object to have dedicated uniforms (but shared shaders)\n\n group.add(_obj);\n }\n\n var obj = group.children[0]; // set dash uniforms\n\n Object.assign(obj.material.uniforms, {\n dashSize: {\n value: dashLengthAccessor(arc)\n },\n gapSize: {\n value: dashGapAccessor(arc)\n },\n dashOffset: {\n value: dashInitialGapAccessor(arc)\n }\n }); // set dash animation step\n\n var dashAnimateTime = dashAnimateTimeAccessor(arc);\n obj.__dashAnimateStep = dashAnimateTime > 0 ? 1000 / dashAnimateTime : 0; // per second\n // calculate vertex colors (to create gradient)\n\n var vertexColorArray = calcColorVertexArray(colorAccessor(arc), // single or array of colors\n state.arcCurveResolution, // numSegments\n useTube ? state.arcCircularResolution + 1 : 1 // num vertices per segment\n ); // calculate vertex relative distances (for dashed lines)\n\n var vertexRelDistanceArray = calcVertexRelDistances(state.arcCurveResolution, // numSegments\n useTube ? state.arcCircularResolution + 1 : 1, // num vertices per segment\n true // run from end to start, to animate in the correct direction\n );\n obj.geometry[setAttributeFn]('vertexColor', vertexColorArray);\n obj.geometry[setAttributeFn]('vertexRelDistance', vertexRelDistanceArray);\n\n var applyUpdate = function applyUpdate(td) {\n var _arc$__currentTargetD = arc.__currentTargetD = td,\n stroke = _arc$__currentTargetD.stroke,\n curveD = _objectWithoutProperties(_arc$__currentTargetD, [\"stroke\"]);\n\n var curve = calcCurve(curveD);\n\n if (useTube) {\n obj.geometry && obj.geometry.dispose();\n obj.geometry = new THREE$2.TubeBufferGeometry(curve, state.arcCurveResolution, stroke / 2, state.arcCircularResolution);\n obj.geometry[setAttributeFn]('vertexColor', vertexColorArray);\n obj.geometry[setAttributeFn]('vertexRelDistance', vertexRelDistanceArray);\n } else {\n obj.geometry.setFromPoints(curve.getPoints(state.arcCurveResolution));\n }\n };\n\n var targetD = {\n stroke: stroke,\n alt: altitudeAccessor(arc),\n altAutoScale: +altitudeAutoScaleAccessor(arc),\n startLat: +startLatAccessor(arc),\n startLng: +startLngAccessor(arc),\n endLat: +endLatAccessor(arc),\n endLng: +endLngAccessor(arc)\n };\n var currentTargetD = arc.__currentTargetD || Object.assign({}, targetD, {\n altAutoScale: -1e-3\n });\n\n if (Object.keys(targetD).some(function (k) {\n return currentTargetD[k] !== targetD[k];\n })) {\n if (!state.arcsTransitionDuration || state.arcsTransitionDuration < 0) {\n // set final position\n applyUpdate(targetD);\n } else {\n // animate\n new _tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Tween(currentTargetD).to(targetD, state.arcsTransitionDuration).easing(_tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Easing.Quadratic.InOut).onUpdate(applyUpdate).start();\n }\n }\n }\n }); //\n\n function calcCurve(_ref) {\n var alt = _ref.alt,\n altAutoScale = _ref.altAutoScale,\n startLat = _ref.startLat,\n startLng = _ref.startLng,\n endLat = _ref.endLat,\n endLng = _ref.endLng;\n\n var getVec = function getVec(_ref2) {\n var _ref3 = _slicedToArray(_ref2, 3),\n lng = _ref3[0],\n lat = _ref3[1],\n alt = _ref3[2];\n\n var _polar2Cartesian = polar2Cartesian(lat, lng, alt),\n x = _polar2Cartesian.x,\n y = _polar2Cartesian.y,\n z = _polar2Cartesian.z;\n\n return new THREE$2.Vector3(x, y, z);\n }; //calculate curve\n\n\n var startPnt = [startLng, startLat];\n var endPnt = [endLng, endLat];\n var altitude = alt;\n (altitude === null || altitude === undefined) && ( // by default set altitude proportional to the great-arc distance\n altitude = (0,d3_geo__WEBPACK_IMPORTED_MODULE_14__.default)(startPnt, endPnt) / 2 * altAutoScale);\n\n if (altitude) {\n var interpolate = (0,d3_geo__WEBPACK_IMPORTED_MODULE_15__.default)(startPnt, endPnt);\n\n var _map = [0.25, 0.75].map(function (t) {\n return [].concat(_toConsumableArray(interpolate(t)), [altitude * 1.5]);\n }),\n _map2 = _slicedToArray(_map, 2),\n m1Pnt = _map2[0],\n m2Pnt = _map2[1];\n\n var curve = _construct(THREE$2.CubicBezierCurve3, _toConsumableArray([startPnt, m1Pnt, m2Pnt, endPnt].map(getVec))); //const mPnt = [...interpolate(0.5), altitude * 2];\n //curve = new THREE.QuadraticBezierCurve3(...[startPnt, mPnt, endPnt].map(getVec));\n\n\n return curve;\n } else {\n // ground line\n var _alt = 0.001; // slightly above the ground to prevent occlusion\n\n return calcSphereArc.apply(void 0, _toConsumableArray([[].concat(startPnt, [_alt]), [].concat(endPnt, [_alt])].map(getVec)));\n } //\n\n\n function calcSphereArc(startVec, endVec) {\n var angle = startVec.angleTo(endVec);\n\n var getGreatCirclePoint = function getGreatCirclePoint(t) {\n return new THREE$2.Vector3().addVectors(startVec.clone().multiplyScalar(Math.sin((1 - t) * angle)), endVec.clone().multiplyScalar(Math.sin(t * angle))).divideScalar(Math.sin(angle));\n };\n\n var sphereArc = new THREE$2.Curve();\n sphereArc.getPoint = getGreatCirclePoint;\n return sphereArc;\n }\n }\n\n function calcColorVertexArray(colors, numSegments) {\n var numVerticesPerSegment = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1;\n var numVerticesGroup = numSegments + 1; // one between every two segments and two at the ends\n\n var getVertexColor;\n\n if (colors instanceof Array) {\n // array of colors, interpolate at each step\n var colorScale = (0,d3_scale__WEBPACK_IMPORTED_MODULE_16__.default)().domain(colors.map(function (_, idx) {\n return idx / (colors.length - 1);\n })) // same number of stops as colors\n .range(colors);\n\n getVertexColor = function getVertexColor(t) {\n return color2ShaderArr(colorScale(t));\n };\n } else {\n // single color, use constant\n var vertexColor = color2ShaderArr(colors);\n\n getVertexColor = function getVertexColor() {\n return vertexColor;\n };\n }\n\n var vertexColorArray = new THREE$2.Float32BufferAttribute(numVerticesGroup * 4 * numVerticesPerSegment, 4);\n\n for (var v = 0, l = numVerticesGroup; v < l; v++) {\n var _vertexColor = getVertexColor(v / (l - 1));\n\n for (var s = 0; s < numVerticesPerSegment; s++) {\n vertexColorArray.set(_vertexColor, (v * numVerticesPerSegment + s) * 4);\n }\n }\n\n return vertexColorArray;\n }\n\n function calcVertexRelDistances(numSegments) {\n var numVerticesPerSegment = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;\n var invert = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : false;\n var numVerticesGroup = numSegments + 1; // one between every two segments and two at the ends\n\n var arrLen = numVerticesGroup * numVerticesPerSegment;\n var vertexDistanceArray = new THREE$2.Float32BufferAttribute(arrLen, 1);\n\n for (var v = 0, l = numVerticesGroup; v < l; v++) {\n var relDistance = v / (l - 1);\n\n for (var s = 0; s < numVerticesPerSegment; s++) {\n var idx = v * numVerticesPerSegment + s;\n var pos = invert ? arrLen - 1 - idx : idx;\n vertexDistanceArray.setX(pos, relDistance);\n }\n }\n\n return vertexDistanceArray;\n }\n }\n});\n\nvar THREE$3 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n Color: three__WEBPACK_IMPORTED_MODULE_0__.Color,\n DoubleSide: three__WEBPACK_IMPORTED_MODULE_0__.DoubleSide,\n FaceColors: three__WEBPACK_IMPORTED_MODULE_0__.FaceColors,\n Geometry: three__WEBPACK_IMPORTED_MODULE_0__.Geometry,\n Mesh: three__WEBPACK_IMPORTED_MODULE_0__.Mesh,\n MeshBasicMaterial: three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial,\n MeshLambertMaterial: three__WEBPACK_IMPORTED_MODULE_0__.MeshLambertMaterial,\n Object3D: three__WEBPACK_IMPORTED_MODULE_0__.Object3D\n};\n\nvar HexBinLayerKapsule = (0,kapsule__WEBPACK_IMPORTED_MODULE_1__.default)({\n props: {\n hexBinPointsData: {\n \"default\": []\n },\n hexBinPointLat: {\n \"default\": 'lat'\n },\n hexBinPointLng: {\n \"default\": 'lng'\n },\n hexBinPointWeight: {\n \"default\": 1\n },\n hexBinResolution: {\n \"default\": 4\n },\n // 0-15. Level 0 partitions the earth in 122 (mostly) hexagonal cells. Each subsequent level sub-divides the previous in roughly 7 hexagons.\n hexMargin: {\n \"default\": 0.2\n },\n // in fraction of diameter\n hexTopCurvatureResolution: {\n \"default\": 5\n },\n // in angular degrees\n hexTopColor: {\n \"default\": function _default() {\n return '#ffffaa';\n }\n },\n hexSideColor: {\n \"default\": function _default() {\n return '#ffffaa';\n }\n },\n hexAltitude: {\n \"default\": function _default(_ref) {\n var sumWeight = _ref.sumWeight;\n return sumWeight * 0.01;\n }\n },\n // in units of globe radius\n hexBinMerge: {\n \"default\": false\n },\n // boolean. Whether to merge all hex geometries into a single mesh for rendering performance\n hexTransitionDuration: {\n \"default\": 1000,\n triggerUpdate: false\n } // ms\n\n },\n init: function init(threeObj, state) {\n // Clear the scene\n emptyObject(threeObj); // Main three object to manipulate\n\n state.scene = threeObj;\n },\n update: function update(state) {\n // Accessors\n var latAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexBinPointLat);\n var lngAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexBinPointLng);\n var weightAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexBinPointWeight);\n var altitudeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexAltitude);\n var topColorAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexTopColor);\n var sideColorAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexSideColor);\n var marginAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexMargin);\n var byH3Idx = (0,index_array_by__WEBPACK_IMPORTED_MODULE_10__.default)(state.hexBinPointsData.map(function (d) {\n return _objectSpread2(_objectSpread2({}, d), {}, {\n h3Idx: (0,h3_js__WEBPACK_IMPORTED_MODULE_11__.geoToH3)(latAccessor(d), lngAccessor(d), state.hexBinResolution)\n });\n }), 'h3Idx');\n var hexBins = Object.entries(byH3Idx).map(function (_ref2) {\n var _ref3 = _slicedToArray(_ref2, 2),\n h3Idx = _ref3[0],\n points = _ref3[1];\n\n return {\n h3Idx: h3Idx,\n points: points,\n sumWeight: points.reduce(function (agg, d) {\n return agg + +weightAccessor(d);\n }, 0)\n };\n });\n var hexMaterials = {}; // indexed by color\n\n var scene = state.hexBinMerge ? new THREE$3.Object3D() : state.scene; // use fake scene if merging hex points\n\n threeDigest(hexBins, scene, {\n createObj: createObj,\n updateObj: updateObj,\n idAccessor: function idAccessor(d) {\n return d.h3Idx;\n }\n });\n\n if (state.hexBinMerge) {\n // merge points into a single mesh\n var hexPointsGeometry = new THREE$3.Geometry();\n hexBins.forEach(function (d) {\n var obj = d.__threeObj;\n d.__threeObj = undefined; // unbind merged points\n // color faces\n\n var topColor = new THREE$3.Color(topColorAccessor(d));\n var sideColor = new THREE$3.Color(sideColorAccessor(d));\n var topFaceIdx = obj.geometry.faces.length - 4;\n obj.geometry.faces.forEach(function (face, idx) {\n return face.color = idx >= topFaceIdx ? topColor : sideColor;\n });\n obj.updateMatrix();\n hexPointsGeometry.merge(obj.geometry, obj.matrix);\n });\n var hexPoints = new THREE$3.Mesh(hexPointsGeometry, new THREE$3.MeshBasicMaterial({\n color: 0xffffff,\n vertexColors: THREE$3.FaceColors,\n morphTargets: false,\n side: THREE$3.DoubleSide\n }));\n hexPoints.__globeObjType = 'hexBinPoints'; // Add object type\n\n hexPoints.__data = hexBins; // Attach obj data\n\n emptyObject(state.scene);\n state.scene.add(hexPoints);\n } //\n\n\n function createObj(d) {\n var obj = new THREE$3.Mesh();\n obj.__hexCenter = (0,h3_js__WEBPACK_IMPORTED_MODULE_11__.h3ToGeo)(d.h3Idx);\n obj.__hexGeoJson = (0,h3_js__WEBPACK_IMPORTED_MODULE_11__.h3ToGeoBoundary)(d.h3Idx, true).reverse(); // correct polygon winding\n // stitch longitudes at the anti-meridian\n\n var centerLng = obj.__hexCenter[1];\n\n obj.__hexGeoJson.forEach(function (d) {\n var edgeLng = d[0];\n\n if (Math.abs(centerLng - edgeLng) > 170) {\n // normalize large lng distances\n d[0] += centerLng > edgeLng ? 360 : -360;\n }\n });\n\n obj.__globeObjType = 'hexbin'; // Add object type\n\n return obj;\n }\n\n function updateObj(obj, d) {\n var GeometryClass = state.hexBinMerge ? three_conic_polygon_geometry__WEBPACK_IMPORTED_MODULE_9__.ConicPolygonGeometry : three_conic_polygon_geometry__WEBPACK_IMPORTED_MODULE_9__.ConicPolygonGeometry;\n var targetD = {\n alt: +altitudeAccessor(d),\n margin: Math.max(0, Math.min(1, +marginAccessor(d))),\n hexTopCurvatureResolution: state.hexTopCurvatureResolution\n };\n\n var applyUpdate = function applyUpdate(td) {\n var _obj$__currentTargetD = obj.__currentTargetD = td,\n alt = _obj$__currentTargetD.alt,\n margin = _obj$__currentTargetD.margin,\n hexTopCurvatureResolution = _obj$__currentTargetD.hexTopCurvatureResolution; // const final = Math.abs(alt - targetD.alt) < 1e-9 && Math.abs(margin - targetD.margin) < 1e-9;\n // const topRes = final ? hexTopCurvatureResolution : 180; // use lower resolution for transitory states\n\n\n var topRes = hexTopCurvatureResolution; // compute new geojson with relative margin\n\n var relNum = function relNum(st, end, rat) {\n return st - (st - end) * rat;\n };\n\n var _obj$__hexCenter = _slicedToArray(obj.__hexCenter, 2),\n clat = _obj$__hexCenter[0],\n clng = _obj$__hexCenter[1];\n\n var geoJson = margin === 0 ? obj.__hexGeoJson : obj.__hexGeoJson.map(function (_ref4) {\n var _ref5 = _slicedToArray(_ref4, 2),\n elng = _ref5[0],\n elat = _ref5[1];\n\n return [[elng, clng], [elat, clat]].map(function (_ref6) {\n var _ref7 = _slicedToArray(_ref6, 2),\n st = _ref7[0],\n end = _ref7[1];\n\n return relNum(st, end, margin);\n });\n });\n obj.geometry = new GeometryClass([geoJson], GLOBE_RADIUS, GLOBE_RADIUS * (1 + alt), false, true, true, topRes);\n };\n\n var currentTargetD = obj.__currentTargetD || Object.assign({}, targetD, {\n alt: -1e-3\n });\n\n if (Object.keys(targetD).some(function (k) {\n return currentTargetD[k] !== targetD[k];\n })) {\n if (state.hexBinMerge || !state.hexTransitionDuration || state.hexTransitionDuration < 0) {\n // set final position\n applyUpdate(targetD);\n } else {\n // animate\n new _tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Tween(currentTargetD).to(targetD, state.hexTransitionDuration).easing(_tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Easing.Quadratic.InOut).onUpdate(applyUpdate).start();\n }\n }\n\n if (!state.hexBinMerge) {\n // Update materials on individual hex points\n var sideColor = sideColorAccessor(d);\n var topColor = topColorAccessor(d);\n [sideColor, topColor].forEach(function (color) {\n if (!hexMaterials.hasOwnProperty(color)) {\n var opacity = colorAlpha(color);\n hexMaterials[color] = new THREE$3.MeshLambertMaterial({\n color: colorStr2Hex(color),\n transparent: opacity < 1,\n opacity: opacity,\n side: THREE$3.DoubleSide\n });\n }\n });\n obj.material = [sideColor, topColor].map(function (color) {\n return hexMaterials[color];\n });\n }\n }\n }\n});\n\nvar THREE$4 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n DoubleSide: three__WEBPACK_IMPORTED_MODULE_0__.DoubleSide,\n Group: three__WEBPACK_IMPORTED_MODULE_0__.Group,\n Line: three__WEBPACK_IMPORTED_MODULE_0__.Line,\n LineBasicMaterial: three__WEBPACK_IMPORTED_MODULE_0__.LineBasicMaterial,\n Mesh: three__WEBPACK_IMPORTED_MODULE_0__.Mesh,\n MeshBasicMaterial: three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial\n};\n\nvar PolygonsLayerKapsule = (0,kapsule__WEBPACK_IMPORTED_MODULE_1__.default)({\n props: {\n polygonsData: {\n \"default\": []\n },\n polygonGeoJsonGeometry: {\n \"default\": 'geometry'\n },\n polygonSideColor: {\n \"default\": function _default() {\n return '#ffffaa';\n }\n },\n polygonCapColor: {\n \"default\": function _default() {\n return '#ffffaa';\n }\n },\n polygonStrokeColor: {},\n polygonAltitude: {\n \"default\": 0.01\n },\n // in units of globe radius\n polygonCapCurvatureResolution: {\n \"default\": 5\n },\n // in angular degrees\n polygonsTransitionDuration: {\n \"default\": 1000,\n triggerUpdate: false\n } // ms\n\n },\n init: function init(threeObj, state) {\n // Clear the scene\n emptyObject(threeObj); // Main three object to manipulate\n\n state.scene = threeObj;\n },\n update: function update(state) {\n // Data accessors\n var geoJsonAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.polygonGeoJsonGeometry);\n var altitudeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.polygonAltitude);\n var capCurvatureResolutionAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.polygonCapCurvatureResolution);\n var capColorAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.polygonCapColor);\n var sideColorAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.polygonSideColor);\n var strokeColorAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.polygonStrokeColor);\n var singlePolygons = [];\n state.polygonsData.forEach(function (polygon) {\n var objAttrs = {\n data: polygon,\n capColor: capColorAccessor(polygon),\n sideColor: sideColorAccessor(polygon),\n strokeColor: strokeColorAccessor(polygon),\n altitude: +altitudeAccessor(polygon),\n capCurvatureResolution: +capCurvatureResolutionAccessor(polygon)\n };\n var geoJson = geoJsonAccessor(polygon);\n var geoId = polygon.__id || \"\".concat(Math.round(Math.random() * 1e9)); // generate and stamp polygon ids to keep track in digest\n\n polygon.__id = geoId;\n\n if (geoJson.type === 'Polygon') {\n singlePolygons.push(_objectSpread2({\n id: \"\".concat(geoId, \"_0\"),\n coords: geoJson.coordinates\n }, objAttrs));\n } else if (geoJson.type === 'MultiPolygon') {\n singlePolygons.push.apply(singlePolygons, _toConsumableArray(geoJson.coordinates.map(function (coords, idx) {\n return _objectSpread2({\n id: \"\".concat(geoId, \"_\").concat(idx),\n coords: coords\n }, objAttrs);\n })));\n } else {\n console.warn(\"Unsupported GeoJson geometry type: \".concat(geoJson.type, \". Skipping geometry...\"));\n }\n });\n threeDigest(singlePolygons, state.scene, {\n idAccessor: function idAccessor(d) {\n return d.id;\n },\n createObj: function createObj() {\n var obj = new THREE$4.Group(); // conic geometry\n\n obj.add(new THREE$4.Mesh(undefined, [new THREE$4.MeshBasicMaterial({\n side: THREE$4.DoubleSide,\n depthWrite: true\n }), // side material\n new THREE$4.MeshBasicMaterial({\n side: THREE$4.DoubleSide,\n depthWrite: true\n }) // cap material\n ])); // polygon stroke\n\n obj.add(new THREE$4.Line(undefined, new THREE$4.LineBasicMaterial()));\n obj.__globeObjType = 'polygon'; // Add object type\n\n return obj;\n },\n updateObj: function updateObj(obj, _ref) {\n var coords = _ref.coords,\n capColor = _ref.capColor,\n sideColor = _ref.sideColor,\n strokeColor = _ref.strokeColor,\n altitude = _ref.altitude,\n capCurvatureResolution = _ref.capCurvatureResolution;\n\n var _obj$children = _slicedToArray(obj.children, 2),\n conicObj = _obj$children[0],\n strokeObj = _obj$children[1]; // hide stroke if no color set\n\n\n var addStroke = !!strokeColor;\n strokeObj.visible = addStroke; // update materials\n\n [sideColor, capColor].forEach(function (color, materialIdx) {\n // conic object\n var material = conicObj.material[materialIdx];\n var opacity = colorAlpha(color);\n material.color.set(colorStr2Hex(color));\n material.transparent = opacity < 1;\n material.opacity = opacity;\n });\n\n if (addStroke) {\n // stroke object\n var material = strokeObj.material;\n var opacity = colorAlpha(strokeColor);\n material.color.set(colorStr2Hex(strokeColor));\n material.transparent = opacity < 1;\n material.opacity = opacity;\n }\n\n var geoJsonGeometry = {\n type: 'Polygon',\n coordinates: coords\n };\n var targetD = {\n alt: altitude,\n capCurvatureResolution: capCurvatureResolution\n };\n\n var applyUpdate = function applyUpdate(td) {\n var _obj$__currentTargetD = obj.__currentTargetD = td,\n alt = _obj$__currentTargetD.alt,\n capCurvatureResolution = _obj$__currentTargetD.capCurvatureResolution; // const final = Math.abs(alt - targetD.alt) < 1e-9;\n // const res = final ? capCurvatureResolution : 180; // use lower resolution for transitory states\n\n\n var res = capCurvatureResolution;\n conicObj.geometry = new three_conic_polygon_geometry__WEBPACK_IMPORTED_MODULE_9__.ConicPolygonBufferGeometry(coords, GLOBE_RADIUS, GLOBE_RADIUS * (1 + alt), false, true, true, res);\n addStroke && (strokeObj.geometry = new three_geojson_geometry__WEBPACK_IMPORTED_MODULE_3__.GeoJsonGeometry(geoJsonGeometry, GLOBE_RADIUS * (1 + alt + 1e-4), res)); // stroke slightly above the conic mesh\n };\n\n var currentTargetD = obj.__currentTargetD || Object.assign({}, targetD, {\n alt: -1e-3\n });\n\n if (Object.keys(targetD).some(function (k) {\n return currentTargetD[k] !== targetD[k];\n })) {\n if (!state.polygonsTransitionDuration || state.polygonsTransitionDuration < 0 || currentTargetD.alt === targetD.alt) {\n // set final position\n applyUpdate(targetD);\n } else {\n // animate\n new _tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Tween(currentTargetD).to(targetD, state.polygonsTransitionDuration).easing(_tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Easing.Quadratic.InOut).onUpdate(applyUpdate).start();\n }\n }\n }\n });\n }\n});\n\nvar THREE$5 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n DoubleSide: three__WEBPACK_IMPORTED_MODULE_0__.DoubleSide,\n Geometry: three__WEBPACK_IMPORTED_MODULE_0__.Geometry,\n Mesh: three__WEBPACK_IMPORTED_MODULE_0__.Mesh,\n MeshLambertMaterial: three__WEBPACK_IMPORTED_MODULE_0__.MeshLambertMaterial\n};\n\nvar HexedPolygonsLayerKapsule = (0,kapsule__WEBPACK_IMPORTED_MODULE_1__.default)({\n props: {\n hexPolygonsData: {\n \"default\": []\n },\n hexPolygonGeoJsonGeometry: {\n \"default\": 'geometry'\n },\n hexPolygonColor: {\n \"default\": function _default() {\n return '#ffffaa';\n }\n },\n hexPolygonAltitude: {\n \"default\": 0.001\n },\n // in units of globe radius\n hexPolygonResolution: {\n \"default\": 3\n },\n // 0-15. Level 0 partitions the earth in 122 (mostly) hexagonal cells. Each subsequent level sub-divides the previous in roughly 7 hexagons.\n hexPolygonMargin: {\n \"default\": 0.2\n },\n // in fraction of hex diameter\n hexPolygonCurvatureResolution: {\n \"default\": 5\n },\n // in angular degrees\n hexPolygonsTransitionDuration: {\n \"default\": 0,\n triggerUpdate: false\n } // ms\n\n },\n init: function init(threeObj, state) {\n // Clear the scene\n emptyObject(threeObj); // Main three object to manipulate\n\n state.scene = threeObj;\n },\n update: function update(state) {\n // Accessors\n var geoJsonAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexPolygonGeoJsonGeometry);\n var colorAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexPolygonColor);\n var altitudeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexPolygonAltitude);\n var resolutionAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexPolygonResolution);\n var marginAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexPolygonMargin);\n var curvatureResolutionAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexPolygonCurvatureResolution);\n threeDigest(state.hexPolygonsData, state.scene, {\n createObj: function createObj(d) {\n var obj = new THREE$5.Mesh(undefined, new THREE$5.MeshLambertMaterial({\n side: THREE$5.DoubleSide\n }));\n obj.__globeObjType = 'hexPolygon'; // Add object type\n\n return obj;\n },\n updateObj: function updateObj(obj, d) {\n var geoJson = geoJsonAccessor(d);\n var h3Res = resolutionAccessor(d);\n var alt = altitudeAccessor(d);\n var margin = Math.max(0, Math.min(1, +marginAccessor(d)));\n var curvatureResolution = curvatureResolutionAccessor(d); // update material\n\n var color = colorAccessor(d);\n var opacity = colorAlpha(color);\n obj.material.color.set(colorStr2Hex(color));\n obj.material.transparent = opacity < 1;\n obj.material.opacity = opacity;\n var h3Idxs = [];\n\n if (geoJson.type === 'Polygon') {\n h3Idxs.push.apply(h3Idxs, _toConsumableArray((0,h3_js__WEBPACK_IMPORTED_MODULE_11__.polyfill)(geoJson.coordinates, h3Res, true)));\n } else if (geoJson.type === 'MultiPolygon') {\n geoJson.coordinates.forEach(function (coords) {\n return h3Idxs.push.apply(h3Idxs, _toConsumableArray((0,h3_js__WEBPACK_IMPORTED_MODULE_11__.polyfill)(coords, h3Res, true)));\n });\n } else {\n console.warn(\"Unsupported GeoJson geometry type: \".concat(geoJson.type, \". Skipping geometry...\"));\n }\n\n var hexBins = h3Idxs.map(function (h3Idx) {\n var hexCenter = (0,h3_js__WEBPACK_IMPORTED_MODULE_11__.h3ToGeo)(h3Idx);\n var hexGeoJson = (0,h3_js__WEBPACK_IMPORTED_MODULE_11__.h3ToGeoBoundary)(h3Idx, true).reverse(); // correct polygon winding\n // stitch longitudes at the anti-meridian\n\n var centerLng = hexCenter[1];\n hexGeoJson.forEach(function (d) {\n var edgeLng = d[0];\n\n if (Math.abs(centerLng - edgeLng) > 170) {\n // normalize large lng distances\n d[0] += centerLng > edgeLng ? 360 : -360;\n }\n });\n return {\n h3Idx: h3Idx,\n hexCenter: hexCenter,\n hexGeoJson: hexGeoJson\n };\n });\n var targetD = {\n alt: alt,\n margin: margin,\n curvatureResolution: curvatureResolution\n };\n\n var applyUpdate = function applyUpdate(td) {\n var _obj$__currentTargetD = obj.__currentTargetD = td,\n alt = _obj$__currentTargetD.alt,\n margin = _obj$__currentTargetD.margin,\n curvatureResolution = _obj$__currentTargetD.curvatureResolution;\n\n obj.geometry = new THREE$5.Geometry();\n hexBins.forEach(function (h) {\n // compute new geojson with relative margin\n var relNum = function relNum(st, end, rat) {\n return st - (st - end) * rat;\n };\n\n var _h$hexCenter = _slicedToArray(h.hexCenter, 2),\n clat = _h$hexCenter[0],\n clng = _h$hexCenter[1];\n\n var geoJson = margin === 0 ? h.hexGeoJson : h.hexGeoJson.map(function (_ref) {\n var _ref2 = _slicedToArray(_ref, 2),\n elng = _ref2[0],\n elat = _ref2[1];\n\n return [[elng, clng], [elat, clat]].map(function (_ref3) {\n var _ref4 = _slicedToArray(_ref3, 2),\n st = _ref4[0],\n end = _ref4[1];\n\n return relNum(st, end, margin);\n });\n });\n var hexGeom = new three_conic_polygon_geometry__WEBPACK_IMPORTED_MODULE_9__.ConicPolygonGeometry([geoJson], GLOBE_RADIUS, GLOBE_RADIUS * (1 + alt), false, true, false, curvatureResolution);\n obj.geometry.merge(hexGeom);\n });\n };\n\n var currentTargetD = obj.__currentTargetD || Object.assign({}, targetD, {\n alt: -1e-3\n });\n\n if (Object.keys(targetD).some(function (k) {\n return currentTargetD[k] !== targetD[k];\n })) {\n if (!state.hexPolygonsTransitionDuration || state.hexPolygonsTransitionDuration < 0) {\n // set final position\n applyUpdate(targetD);\n } else {\n // animate\n new _tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Tween(currentTargetD).to(targetD, state.hexPolygonsTransitionDuration).easing(_tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Easing.Quadratic.InOut).onUpdate(applyUpdate).start();\n }\n }\n }\n });\n }\n});\n\nvar THREE$6 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n Vector3: three__WEBPACK_IMPORTED_MODULE_0__.Vector3\n};\nfunction interpolateVectors(fromPnts, toPnts) {\n var extendArr = function extendArr(arr, length) {\n var repeatItem = arr[arr.length - 1];\n return [].concat(_toConsumableArray(arr), _toConsumableArray(_toConsumableArray(new Array(length - arr.length)).map(function () {\n return repeatItem;\n })));\n };\n\n var arrLength = Math.max(fromPnts.length, toPnts.length);\n var interpolator = d3_interpolate__WEBPACK_IMPORTED_MODULE_17__.default.apply(void 0, _toConsumableArray([fromPnts, toPnts].map(function (pnts) {\n return pnts.map(function (_ref) {\n var x = _ref.x,\n y = _ref.y,\n z = _ref.z;\n return [x, y, z];\n });\n }).map(function (arr) {\n return extendArr(arr, arrLength);\n })));\n return function (k) {\n return k === 0 ? fromPnts : k === 1 ? toPnts : interpolator(k).map(function (_ref2) {\n var _ref3 = _slicedToArray(_ref2, 3),\n x = _ref3[0],\n y = _ref3[1],\n z = _ref3[2];\n\n return new THREE$6.Vector3(x, y, z);\n });\n };\n}\n\nvar THREE$7 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n AdditiveBlending: three__WEBPACK_IMPORTED_MODULE_0__.AdditiveBlending,\n BufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry,\n Color: three__WEBPACK_IMPORTED_MODULE_0__.Color,\n Float32BufferAttribute: three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute,\n Group: three__WEBPACK_IMPORTED_MODULE_0__.Group,\n Line: three__WEBPACK_IMPORTED_MODULE_0__.Line,\n NoColors: three__WEBPACK_IMPORTED_MODULE_0__.NoColors,\n ShaderMaterial: three__WEBPACK_IMPORTED_MODULE_0__.ShaderMaterial,\n Vector3: three__WEBPACK_IMPORTED_MODULE_0__.Vector3,\n VertexColors: three__WEBPACK_IMPORTED_MODULE_0__.VertexColors\n};\n// support both modes for backwards threejs compatibility\n\nvar setAttributeFn$1 = new THREE$7.BufferGeometry().setAttribute ? 'setAttribute' : 'addAttribute';\nvar gradientShaders$1 = {\n uniforms: {\n // dash param defaults, all relative to full length\n dashOffset: {\n value: 0\n },\n dashSize: {\n value: 1\n },\n gapSize: {\n value: 0\n },\n dashTranslate: {\n value: 0\n } // used for animating the dash\n\n },\n vertexShader: \"\\n uniform float dashTranslate;\\n\\n attribute vec4 vertexColor;\\n varying vec4 vColor;\\n\\n attribute float vertexRelDistance;\\n varying float vRelDistance;\\n\\n void main() {\\n // pass through colors and distances\\n vColor = vertexColor;\\n vRelDistance = vertexRelDistance + dashTranslate;\\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\\n }\\n \",\n fragmentShader: \"\\n uniform float dashOffset;\\n uniform float dashSize;\\n uniform float gapSize;\\n\\n varying vec4 vColor;\\n varying float vRelDistance;\\n\\n void main() {\\n // ignore pixels in the gap\\n if (vRelDistance < dashOffset) discard;\\n if (mod(vRelDistance - dashOffset, dashSize + gapSize) > dashSize) discard;\\n\\n // set px color: [r, g, b, a], interpolated between vertices\\n gl_FragColor = vColor;\\n }\\n \"\n};\nvar PathsLayerKapsule = (0,kapsule__WEBPACK_IMPORTED_MODULE_1__.default)({\n props: {\n pathsData: {\n \"default\": []\n },\n pathPoints: {\n \"default\": function _default(pnts) {\n return pnts;\n }\n },\n pathPointLat: {\n \"default\": function _default(arr) {\n return arr[0];\n }\n },\n pathPointLng: {\n \"default\": function _default(arr) {\n return arr[1];\n }\n },\n pathPointAlt: {\n \"default\": 1e-3\n },\n pathResolution: {\n \"default\": 2\n },\n // in deg\n pathColor: {\n \"default\": function _default() {\n return '#ffffaa';\n }\n },\n pathStroke: {},\n // in deg\n pathDashLength: {\n \"default\": 1\n },\n // in units of line length\n pathDashGap: {\n \"default\": 0\n },\n pathDashInitialGap: {\n \"default\": 0\n },\n pathDashAnimateTime: {\n \"default\": 0\n },\n // ms\n pathTransitionDuration: {\n \"default\": 1000,\n triggerUpdate: false\n },\n // ms\n rendererSize: {} // necessary to set correct fatline proportions\n\n },\n init: function init(threeObj, state) {\n // Clear the scene\n emptyObject(threeObj); // Main three object to manipulate\n\n state.scene = threeObj; // Kick-off dash animations\n\n new (frame_ticker__WEBPACK_IMPORTED_MODULE_8___default())().onTick.add(function (_, timeDelta) {\n state.pathsData.filter(function (d) {\n return d.__threeObj && d.__threeObj.children.length && d.__threeObj.children[0].material && d.__threeObj.children[0].__dashAnimateStep;\n }).forEach(function (d) {\n var obj = d.__threeObj.children[0];\n var step = obj.__dashAnimateStep * timeDelta;\n\n if (obj.type === 'Line') {\n var curTranslate = obj.material.uniforms.dashTranslate.value % 1e9; // reset after 1B loops\n\n obj.material.uniforms.dashTranslate.value = curTranslate + step;\n } else if (obj.type === 'Line2') {\n // fatline\n var offset = obj.material.dashOffset - step;\n var dashLength = obj.material.dashSize + obj.material.gapSize;\n\n while (offset <= -dashLength) {\n offset += dashLength;\n } // cycle within dash length\n\n\n obj.material.dashOffset = offset;\n }\n });\n });\n },\n update: function update(state) {\n // Data accessors\n var pointsAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pathPoints);\n var pointLatAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pathPointLat);\n var pointLngAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pathPointLng);\n var pointAltAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pathPointAlt);\n var strokeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pathStroke);\n var colorAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pathColor);\n var dashLengthAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pathDashLength);\n var dashGapAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pathDashGap);\n var dashInitialGapAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pathDashInitialGap);\n var dashAnimateTimeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pathDashAnimateTime);\n var sharedShaderMaterial = new THREE$7.ShaderMaterial(_objectSpread2(_objectSpread2({}, gradientShaders$1), {}, {\n transparent: true,\n blending: THREE$7.AdditiveBlending\n }));\n threeDigest(state.pathsData, state.scene, {\n createObj: function createObj() {\n var obj = new THREE$7.Group(); // populated in updateObj\n\n obj.__globeObjType = 'path'; // Add object type\n\n return obj;\n },\n updateObj: function updateObj(group, path) {\n var stroke = strokeAccessor(path);\n var useFatLine = stroke !== null && stroke !== undefined;\n\n if (!group.children.length || useFatLine === (group.children[0].type === 'Line')) {\n // create or swap object types\n emptyObject(group);\n\n var _obj = useFatLine ? new three_fatline__WEBPACK_IMPORTED_MODULE_12__.Line2(new three_fatline__WEBPACK_IMPORTED_MODULE_12__.LineGeometry(), new three_fatline__WEBPACK_IMPORTED_MODULE_12__.LineMaterial()) : new THREE$7.Line(new THREE$7.BufferGeometry(), sharedShaderMaterial.clone() // Separate material instance per object to have dedicated uniforms (but shared shaders)\n );\n\n group.add(_obj);\n }\n\n var obj = group.children[0];\n var points = calcPath(pointsAccessor(path), pointLatAccessor, pointLngAccessor, pointAltAccessor, state.pathResolution); // set dash animation step\n\n var dashAnimateTime = dashAnimateTimeAccessor(path);\n obj.__dashAnimateStep = dashAnimateTime > 0 ? 1000 / dashAnimateTime : 0; // per second\n\n if (!useFatLine) {\n // set dash uniforms\n Object.assign(obj.material.uniforms, {\n dashSize: {\n value: dashLengthAccessor(path)\n },\n gapSize: {\n value: dashGapAccessor(path)\n },\n dashOffset: {\n value: dashInitialGapAccessor(path)\n }\n }); // calculate vertex colors (to create gradient)\n\n var vertexColorArray = calcColorVertexArray(colorAccessor(path), // single or array of colors\n points.length // numSegments\n ); // calculate vertex relative distances (for dashed lines)\n\n var vertexRelDistanceArray = calcVertexRelDistances(points.length, // numSegments\n 1, // num vertices per segment\n true // run from end to start, to animate in the correct direction\n );\n obj.geometry[setAttributeFn$1]('vertexColor', vertexColorArray);\n obj.geometry[setAttributeFn$1]('vertexRelDistance', vertexRelDistanceArray);\n } else {\n // fat lines\n obj.material.resolution = state.rendererSize;\n {\n // set dash styling\n var dashLength = dashLengthAccessor(path);\n var dashGap = dashGapAccessor(path);\n var dashInitialGap = dashInitialGapAccessor(path);\n obj.material.dashed = dashGap > 0; // temp hack to activate line dashes\n\n obj.material.dashed ? obj.material.defines.USE_DASH = \"\" : delete obj.material.defines.USE_DASH;\n\n if (obj.material.dashed) {\n obj.material.dashScale = 1 / calcLineDistance(points); // dash sizes relative to full line length\n\n obj.material.dashSize = dashLength;\n obj.material.gapSize = dashGap;\n obj.material.dashOffset = -dashInitialGap;\n }\n }\n {\n // set line colors\n var colors = colorAccessor(path);\n\n if (colors instanceof Array) {\n // calculate vertex colors (to create gradient)\n var _vertexColorArray = calcColorVertexArray(colorAccessor(path), // single or array of colors\n points.length - 1, // numSegments\n 1, // num vertices per segment\n false);\n\n obj.geometry.setColors(_vertexColorArray.array);\n obj.material.vertexColors = THREE$7.VertexColors;\n } else {\n // single color\n var color = colors;\n var opacity = colorAlpha(color);\n obj.material.color = new THREE$7.Color(colorStr2Hex(color));\n obj.material.transparent = opacity < 1;\n obj.material.opacity = opacity;\n obj.material.vertexColors = THREE$7.NoColors;\n }\n }\n obj.material.needsUpdate = true;\n } // animate from start to finish by default\n\n\n var pointsInterpolator = interpolateVectors(path.__currentTargetD && path.__currentTargetD.points || [points[0]], points);\n\n var applyUpdate = function applyUpdate(td) {\n var _path$__currentTarget = path.__currentTargetD = td,\n stroke = _path$__currentTarget.stroke,\n interpolK = _path$__currentTarget.interpolK;\n\n var kPoints = path.__currentTargetD.points = pointsInterpolator(interpolK);\n\n if (useFatLine) {\n var _ref;\n\n obj.geometry.setPositions((_ref = []).concat.apply(_ref, _toConsumableArray(kPoints.map(function (_ref2) {\n var x = _ref2.x,\n y = _ref2.y,\n z = _ref2.z;\n return [x, y, z];\n }))));\n obj.material.linewidth = stroke; // necessary for dashed lines\n\n obj.material.dashed && obj.computeLineDistances();\n } else {\n obj.geometry.setFromPoints(kPoints);\n obj.geometry.computeBoundingSphere();\n }\n };\n\n var targetD = {\n stroke: stroke,\n interpolK: 1\n };\n var currentTargetD = Object.assign({}, path.__currentTargetD || targetD, {\n interpolK: 0\n });\n\n if (Object.keys(targetD).some(function (k) {\n return currentTargetD[k] !== targetD[k];\n })) {\n if (!state.pathTransitionDuration || state.pathTransitionDuration < 0) {\n // set final position\n applyUpdate(targetD);\n } else {\n // animate\n new _tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Tween(currentTargetD).to(targetD, state.pathTransitionDuration).easing(_tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Easing.Quadratic.InOut).onUpdate(applyUpdate).start();\n }\n }\n }\n }); //\n\n function calcLineDistance(pnts) {\n var totalDist = 0;\n var prevPnt;\n pnts.forEach(function (pnt) {\n prevPnt && (totalDist += prevPnt.distanceTo(pnt));\n prevPnt = pnt;\n });\n return totalDist;\n }\n\n function calcPath(points, latAccessor, lngAccessor, altAccessor, angularResolution) {\n var getInterpolatedVals = function getInterpolatedVals(start, end, numPnts) {\n var result = [];\n\n for (var i = 1; i <= numPnts; i++) {\n result.push(start + (end - start) * i / (numPnts + 1));\n }\n\n return result;\n };\n\n var interpolateLine = function interpolateLine() {\n var lineCoords = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];\n var maxDegDistance = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;\n var result = [];\n var prevPnt = null;\n lineCoords.forEach(function (pnt) {\n if (prevPnt) {\n var dist = Math.sqrt(Math.pow(pnt[0] - prevPnt[0], 2) + Math.pow(pnt[1] - prevPnt[1], 2));\n\n if (dist > maxDegDistance) {\n var numAdditionalPnts = Math.floor(dist / maxDegDistance);\n var lats = getInterpolatedVals(prevPnt[0], pnt[0], numAdditionalPnts);\n var lngs = getInterpolatedVals(prevPnt[1], pnt[1], numAdditionalPnts);\n var alts = getInterpolatedVals(prevPnt[2], pnt[2], numAdditionalPnts);\n\n for (var i = 0, len = lats.length; i < len; i++) {\n result.push([lats[i], lngs[i], alts[i]]);\n }\n }\n }\n\n result.push(prevPnt = pnt);\n });\n return result;\n };\n\n var getVec = function getVec(_ref3) {\n var _ref4 = _slicedToArray(_ref3, 3),\n lat = _ref4[0],\n lng = _ref4[1],\n alt = _ref4[2];\n\n var _polar2Cartesian = polar2Cartesian(lat, lng, alt),\n x = _polar2Cartesian.x,\n y = _polar2Cartesian.y,\n z = _polar2Cartesian.z;\n\n return new THREE$7.Vector3(x, y, z);\n };\n\n return interpolateLine(points.map(function (pnt) {\n return [latAccessor(pnt), lngAccessor(pnt), altAccessor(pnt)];\n }), angularResolution).map(getVec);\n }\n\n function calcColorVertexArray(colors, numSegments) {\n var numVerticesPerSegment = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1;\n var includeAlpha = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : true;\n var numVerticesGroup = numSegments + 1; // one between every two segments and two at the ends\n\n var getVertexColor;\n\n if (colors instanceof Array) {\n // array of colors, interpolate at each step\n var colorScale = (0,d3_scale__WEBPACK_IMPORTED_MODULE_16__.default)().domain(colors.map(function (_, idx) {\n return idx / (colors.length - 1);\n })) // same number of stops as colors\n .range(colors);\n\n getVertexColor = function getVertexColor(t) {\n return color2ShaderArr(colorScale(t), includeAlpha);\n };\n } else {\n // single color, use constant\n var vertexColor = color2ShaderArr(colors, includeAlpha);\n\n getVertexColor = function getVertexColor() {\n return vertexColor;\n };\n }\n\n var numArgs = includeAlpha ? 4 : 3;\n var vertexColorArray = new THREE$7.Float32BufferAttribute(numVerticesGroup * numArgs * numVerticesPerSegment, numArgs);\n\n for (var v = 0, l = numVerticesGroup; v < l; v++) {\n var _vertexColor = getVertexColor(v / (l - 1));\n\n for (var s = 0; s < numVerticesPerSegment; s++) {\n vertexColorArray.set(_vertexColor, (v * numVerticesPerSegment + s) * numArgs);\n }\n }\n\n return vertexColorArray;\n }\n\n function calcVertexRelDistances(numSegments) {\n var numVerticesPerSegment = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;\n var invert = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : false;\n var numVerticesGroup = numSegments + 1; // one between every two segments and two at the ends\n\n var arrLen = numVerticesGroup * numVerticesPerSegment;\n var vertexDistanceArray = new THREE$7.Float32BufferAttribute(arrLen, 1);\n\n for (var v = 0, l = numVerticesGroup; v < l; v++) {\n var relDistance = v / (l - 1);\n\n for (var s = 0; s < numVerticesPerSegment; s++) {\n var idx = v * numVerticesPerSegment + s;\n var pos = invert ? arrLen - 1 - idx : idx;\n vertexDistanceArray.setX(pos, relDistance);\n }\n }\n\n return vertexDistanceArray;\n }\n }\n});\n\nvar THREE$8 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n Euler: three__WEBPACK_IMPORTED_MODULE_0__.Euler,\n Mesh: three__WEBPACK_IMPORTED_MODULE_0__.Mesh,\n MeshLambertMaterial: three__WEBPACK_IMPORTED_MODULE_0__.MeshLambertMaterial,\n SphereBufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.SphereBufferGeometry\n};\n\nvar TilesLayerKapsule = (0,kapsule__WEBPACK_IMPORTED_MODULE_1__.default)({\n props: {\n tilesData: {\n \"default\": []\n },\n tileLat: {\n \"default\": 'lat'\n },\n // tile centroid\n tileLng: {\n \"default\": 'lng'\n },\n tileAltitude: {\n \"default\": 0.01\n },\n // in units of globe radius\n tileWidth: {\n \"default\": 1\n },\n // in lng degrees\n tileHeight: {\n \"default\": 1\n },\n // in lat degrees\n tileUseGlobeProjection: {\n \"default\": true\n },\n // whether to size tiles relative to the globe coordinate system, or independently\n tileMaterial: {\n \"default\": function _default() {\n return new THREE$8.MeshLambertMaterial({\n color: '#ffbb88',\n opacity: 0.4,\n transparent: true\n });\n }\n },\n tileCurvatureResolution: {\n \"default\": 5\n },\n // in angular degrees\n tilesTransitionDuration: {\n \"default\": 1000,\n triggerUpdate: false\n } // ms\n\n },\n init: function init(threeObj, state) {\n // Clear the scene\n emptyObject(threeObj); // Main three object to manipulate\n\n state.scene = threeObj;\n },\n update: function update(state) {\n // Data accessors\n var latAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.tileLat);\n var lngAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.tileLng);\n var altitudeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.tileAltitude);\n var widthAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.tileWidth);\n var heightAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.tileHeight);\n var useGlobeProjectionAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.tileUseGlobeProjection);\n var materialAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.tileMaterial);\n var curvatureResolutionAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.tileCurvatureResolution);\n threeDigest(state.tilesData, state.scene, {\n createObj: function createObj() {\n var obj = new THREE$8.Mesh();\n obj.__globeObjType = 'tile'; // Add object type\n\n return obj;\n },\n updateObj: function updateObj(obj, d) {\n obj.material = materialAccessor(d); // set material\n\n var useGlobeProjection = useGlobeProjectionAccessor(d);\n var curvatureResolution = curvatureResolutionAccessor(d); // animations\n\n var applyPosition = function applyPosition(td) {\n var _obj$__currentTargetD = obj.__currentTargetD = td,\n lat = _obj$__currentTargetD.lat,\n lng = _obj$__currentTargetD.lng,\n alt = _obj$__currentTargetD.alt,\n width = _obj$__currentTargetD.width,\n height = _obj$__currentTargetD.height;\n\n var rotLng = deg2Rad(lng);\n var rotLat = deg2Rad(-lat);\n obj.geometry = new THREE$8.SphereBufferGeometry(GLOBE_RADIUS * (1 + alt), Math.ceil(width / curvatureResolution), Math.ceil(height / curvatureResolution), deg2Rad(90 - width / 2) + (useGlobeProjection ? rotLng : 0), deg2Rad(width), deg2Rad(90 - height / 2) + (useGlobeProjection ? rotLat : 0), deg2Rad(height));\n\n if (!useGlobeProjection) {\n // rotate obj instead. order matters, rotate longitudinally first.\n obj.setRotationFromEuler(new THREE$8.Euler(rotLat, rotLng, 0, 'YXZ'));\n }\n };\n\n var targetD = {\n lat: +latAccessor(d),\n lng: +lngAccessor(d),\n alt: +altitudeAccessor(d),\n width: +widthAccessor(d),\n height: +heightAccessor(d)\n };\n var currentTargetD = obj.__currentTargetD || Object.assign({}, targetD, {\n width: 0,\n height: 0\n });\n\n if (Object.keys(targetD).some(function (k) {\n return currentTargetD[k] !== targetD[k];\n })) {\n if (!state.tilesTransitionDuration || state.tilesTransitionDuration < 0) {\n // set final position\n applyPosition(targetD);\n } else {\n // animate\n new _tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Tween(currentTargetD).to(targetD, 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All Rights Reserved.\\r\\n\\r\\nPermission is hereby granted, free of charge, to any person obtaining a copy of the fonts accompanying this license (\\\"Fonts\\\") and associated documentation files (the \\\"Font Software\\\"), to reproduce and distribute the Font Software, including without limitation the rights to use, copy, merge, publish, distribute, and/or sell copies of the Font Software, and to permit persons to whom the Font Software is furnished to do so, subject to the following conditions: \\r\\n\\r\\nThe above copyright and this permission notice shall be included in all copies of one or more of the Font Software typefaces.\\r\\n\\r\\nThe Font Software may be modified, altered, or added to, and in particular the designs of glyphs or characters in the Fonts may be modified and additional glyphs or characters may be added to the Fonts, only if the fonts are renamed to names not containing the word \\\"MgOpen\\\", or if the modifications are accepted for inclusion in the Font Software itself by the each appointed Administrator.\\r\\n\\r\\nThis License becomes null and void to the extent applicable to Fonts or Font Software that has been modified and is distributed under the \\\"MgOpen\\\" name.\\r\\n\\r\\nThe Font Software may be sold as part of a larger software package but no copy of one or more of the Font Software typefaces may be sold by itself. \\r\\n\\r\\nTHE FONT SOFTWARE IS PROVIDED \\\"AS IS\\\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL MAGENTA OR PERSONS OR BODIES IN CHARGE OF ADMINISTRATION AND MAINTENANCE OF THE FONT SOFTWARE BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.\",manufacturer_name:\"Μagenta ltd\",font_sub_family_name:\"Regular\"};var descender=-334;var familyName=\"Helvetiker\";var lineHeight=1522;var underlineThickness=50;var defaultTypeFace = {glyphs:glyphs,cssFontWeight:cssFontWeight,ascender:ascender,underlinePosition:underlinePosition,cssFontStyle:cssFontStyle,boundingBox:boundingBox,resolution:resolution,original_font_information:original_font_information,descender:descender,familyName:familyName,lineHeight:lineHeight,underlineThickness:underlineThickness};\n\nvar THREE$9 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n CircleBufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.CircleBufferGeometry,\n Font: three__WEBPACK_IMPORTED_MODULE_0__.Font,\n Group: three__WEBPACK_IMPORTED_MODULE_0__.Group,\n Mesh: three__WEBPACK_IMPORTED_MODULE_0__.Mesh,\n MeshLambertMaterial: three__WEBPACK_IMPORTED_MODULE_0__.MeshLambertMaterial,\n TextBufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.TextBufferGeometry,\n Vector3: three__WEBPACK_IMPORTED_MODULE_0__.Vector3\n};\n\nvar LabelsLayerKapsule = (0,kapsule__WEBPACK_IMPORTED_MODULE_1__.default)({\n props: {\n labelsData: {\n \"default\": []\n },\n labelLat: {\n \"default\": 'lat'\n },\n labelLng: {\n \"default\": 'lng'\n },\n labelAltitude: {\n \"default\": 0\n },\n // in units of globe radius\n labelText: {\n \"default\": 'text'\n },\n labelSize: {\n \"default\": 0.5\n },\n // text height in deg\n labelTypeFace: {\n \"default\": defaultTypeFace,\n onChange: function onChange(tf, state) {\n state.font = new THREE$9.Font(tf);\n }\n },\n labelColor: {\n \"default\": function _default() {\n return 'lightgrey';\n }\n },\n labelRotation: {\n \"default\": 0\n },\n // clockwise degrees, relative to the latitute parallel plane\n labelResolution: {\n \"default\": 3\n },\n // how many segments in the text's curves\n labelIncludeDot: {\n \"default\": true\n },\n labelDotRadius: {\n \"default\": 0.1\n },\n // in deg\n labelDotOrientation: {\n \"default\": function _default() {\n return 'bottom';\n }\n },\n // right, top, bottom\n labelsTransitionDuration: {\n \"default\": 1000,\n triggerUpdate: false\n } // ms\n\n },\n init: function init(threeObj, state) {\n // Clear the scene\n emptyObject(threeObj); // Main three object to manipulate\n\n state.scene = threeObj;\n },\n update: function update(state) {\n // Data accessors\n var latAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.labelLat);\n var lngAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.labelLng);\n var altitudeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.labelAltitude);\n var textAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.labelText);\n var sizeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.labelSize);\n var rotationAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.labelRotation);\n var colorAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.labelColor);\n var includeDotAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.labelIncludeDot);\n var dotRadiusAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.labelDotRadius);\n var dotOrientationAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.labelDotOrientation);\n var orientations = new Set(['right', 'top', 'bottom']);\n var pxPerDeg = 2 * Math.PI * GLOBE_RADIUS / 360;\n var circleGeometry = new THREE$9.CircleBufferGeometry(1, 16);\n threeDigest(state.labelsData, state.scene, {\n createObj: function createObj() {\n var material = new THREE$9.MeshLambertMaterial();\n var obj = new THREE$9.Group(); // container\n\n obj.add(new THREE$9.Mesh(circleGeometry, material)); // dot\n\n obj.add(new THREE$9.Mesh(undefined, material)); // text\n\n obj.__globeObjType = 'label'; // Add object type\n\n return obj;\n },\n updateObj: function updateObj(obj, d) {\n var _obj$children = _slicedToArray(obj.children, 2),\n dotObj = _obj$children[0],\n textObj = _obj$children[1]; // update color\n\n\n var color = colorAccessor(d);\n var opacity = colorAlpha(color);\n textObj.material.color.set(colorStr2Hex(color));\n textObj.material.transparent = opacity < 1;\n textObj.material.opacity = opacity; // update dot\n\n var includeDot = includeDotAccessor(d);\n var dotOrient = dotOrientationAccessor(d);\n !includeDot || !orientations.has(dotOrient) && (dotOrient = 'bottom'); // size dot\n\n var dotR = includeDot ? +dotRadiusAccessor(d) * pxPerDeg : 1e-12;\n dotObj.scale.x = dotObj.scale.y = dotR; // create text geometry\n\n var textHeight = +sizeAccessor(d) * pxPerDeg;\n textObj.geometry = new THREE$9.TextBufferGeometry(textAccessor(d), {\n font: state.font,\n size: textHeight,\n height: 0,\n curveSegments: state.labelResolution\n }); // center text (otherwise anchor is on bottom-left)\n\n dotOrient !== 'right' && textObj.geometry.center();\n\n if (includeDot) {\n // translate text\n var padding = dotR + textHeight / 2;\n dotOrient === 'right' && (textObj.position.x = padding);\n textObj.position.y = {\n right: -textHeight / 2,\n // center vertically\n top: padding + textHeight / 2,\n bottom: -padding - textHeight / 2\n }[dotOrient];\n } // animations\n\n\n var applyPosition = function applyPosition(td) {\n var _obj$__currentTargetD = obj.__currentTargetD = td,\n lat = _obj$__currentTargetD.lat,\n lng = _obj$__currentTargetD.lng,\n alt = _obj$__currentTargetD.alt,\n rot = _obj$__currentTargetD.rot,\n scale = _obj$__currentTargetD.scale; // position center\n\n\n Object.assign(obj.position, polar2Cartesian(lat, lng, alt)); // rotate\n\n obj.lookAt(state.scene.localToWorld(new THREE$9.Vector3(0, 0, 0))); // face globe (local) center\n\n obj.rotateY(Math.PI); // face outwards\n // rotate clockwise relative to lat parallel\n\n obj.rotateZ(-rot * Math.PI / 180); // scale it\n\n obj.scale.x = obj.scale.y = obj.scale.z = scale;\n };\n\n var targetD = {\n lat: +latAccessor(d),\n lng: +lngAccessor(d),\n alt: +altitudeAccessor(d),\n rot: +rotationAccessor(d),\n scale: 1\n };\n var currentTargetD = obj.__currentTargetD || Object.assign({}, targetD, {\n scale: 1e-12\n });\n\n if (Object.keys(targetD).some(function (k) {\n return currentTargetD[k] !== targetD[k];\n })) {\n if (!state.labelsTransitionDuration || state.labelsTransitionDuration < 0) {\n // set final position\n applyPosition(targetD);\n } else {\n // animate\n new _tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Tween(currentTargetD).to(targetD, state.labelsTransitionDuration).easing(_tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Easing.Quadratic.InOut).onUpdate(applyPosition).start();\n }\n }\n }\n });\n }\n});\n\nvar CustomLayerKapsule = (0,kapsule__WEBPACK_IMPORTED_MODULE_1__.default)({\n props: {\n customLayerData: {\n \"default\": []\n },\n customThreeObject: {},\n customThreeObjectUpdate: {\n triggerUpdate: false\n }\n },\n init: function init(threeObj, state) {\n // Clear the scene\n emptyObject(threeObj); // Main three object to manipulate\n\n state.scene = threeObj;\n },\n update: function update(state) {\n if (!state.customThreeObjectUpdate) {\n emptyObject(state.scene);\n } // Clear the existing objects to create all new, if there's no update method (brute-force)\n\n\n var customObjectAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.customThreeObject);\n var customObjectUpdateAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.customThreeObjectUpdate);\n threeDigest(state.customLayerData, state.scene, {\n createObj: function createObj(d) {\n var obj = customObjectAccessor(d, GLOBE_RADIUS);\n\n if (obj) {\n if (state.customThreeObject === obj) {\n // clone object if it's a shared object among all points\n obj = obj.clone();\n }\n\n obj.__globeObjType = 'custom'; // Add object type\n }\n\n return obj;\n },\n updateObj: function updateObj(obj, d) {\n return customObjectUpdateAccessor(obj, d, GLOBE_RADIUS);\n }\n });\n }\n});\n\nvar THREE$a = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n Group: three__WEBPACK_IMPORTED_MODULE_0__.Group,\n Vector2: three__WEBPACK_IMPORTED_MODULE_0__.Vector2,\n Vector3: three__WEBPACK_IMPORTED_MODULE_0__.Vector3\n};\n\nvar layers = ['globeLayer', 'pointsLayer', 'arcsLayer', 'hexBinLayer', 'polygonsLayer', 'hexedPolygonsLayer', 'pathsLayer', 'tilesLayer', 'labelsLayer', 'customLayer']; // Expose config from layers\n\nvar bindGlobeLayer = linkKapsule('globeLayer', GlobeLayerKapsule);\nvar linkedGlobeLayerProps = Object.assign.apply(Object, _toConsumableArray(['globeImageUrl', 'bumpImageUrl', 'showAtmosphere', 'showGraticules'].map(function (p) {\n return _defineProperty({}, p, bindGlobeLayer.linkProp(p));\n})));\nvar linkedGlobeLayerMethods = Object.assign.apply(Object, _toConsumableArray(['globeMaterial'].map(function (p) {\n return _defineProperty({}, p, bindGlobeLayer.linkMethod(p));\n})));\nvar bindPointsLayer = linkKapsule('pointsLayer', PointsLayerKapsule);\nvar linkedPointsLayerProps = Object.assign.apply(Object, _toConsumableArray(['pointsData', 'pointLat', 'pointLng', 'pointColor', 'pointAltitude', 'pointRadius', 'pointResolution', 'pointsMerge', 'pointsTransitionDuration'].map(function (p) {\n return _defineProperty({}, p, bindPointsLayer.linkProp(p));\n})));\nvar bindArcsLayer = linkKapsule('arcsLayer', ArcsLayerKapsule);\nvar linkedArcsLayerProps = Object.assign.apply(Object, _toConsumableArray(['arcsData', 'arcStartLat', 'arcStartLng', 'arcEndLat', 'arcEndLng', 'arcColor', 'arcAltitude', 'arcAltitudeAutoScale', 'arcStroke', 'arcCurveResolution', 'arcCircularResolution', 'arcDashLength', 'arcDashGap', 'arcDashInitialGap', 'arcDashAnimateTime', 'arcsTransitionDuration'].map(function (p) {\n return _defineProperty({}, p, bindArcsLayer.linkProp(p));\n})));\nvar bindHexBinLayer = linkKapsule('hexBinLayer', HexBinLayerKapsule);\nvar linkedHexBinLayerProps = Object.assign.apply(Object, _toConsumableArray(['hexBinPointsData', 'hexBinPointLat', 'hexBinPointLng', 'hexBinPointWeight', 'hexBinResolution', 'hexMargin', 'hexTopCurvatureResolution', 'hexTopColor', 'hexSideColor', 'hexAltitude', 'hexBinMerge', 'hexTransitionDuration'].map(function (p) {\n return _defineProperty({}, p, bindHexBinLayer.linkProp(p));\n})));\nvar bindHexedPolygonsLayer = linkKapsule('hexedPolygonsLayer', HexedPolygonsLayerKapsule);\nvar linkedHexedPolygonsLayerProps = Object.assign.apply(Object, _toConsumableArray(['hexPolygonsData', 'hexPolygonGeoJsonGeometry', 'hexPolygonColor', 'hexPolygonAltitude', 'hexPolygonResolution', 'hexPolygonMargin', 'hexPolygonCurvatureResolution', 'hexPolygonsTransitionDuration'].map(function (p) {\n return _defineProperty({}, p, bindHexedPolygonsLayer.linkProp(p));\n})));\nvar bindPolygonsLayer = linkKapsule('polygonsLayer', PolygonsLayerKapsule);\nvar linkedPolygonsLayerProps = Object.assign.apply(Object, _toConsumableArray(['polygonsData', 'polygonGeoJsonGeometry', 'polygonCapColor', 'polygonSideColor', 'polygonStrokeColor', 'polygonAltitude', 'polygonCapCurvatureResolution', 'polygonsTransitionDuration'].map(function (p) {\n return _defineProperty({}, p, bindPolygonsLayer.linkProp(p));\n})));\nvar bindPathsLayer = linkKapsule('pathsLayer', PathsLayerKapsule);\nvar linkedPathsLayerProps = Object.assign.apply(Object, _toConsumableArray(['pathsData', 'pathPoints', 'pathPointLat', 'pathPointLng', 'pathPointAlt', 'pathResolution', 'pathColor', 'pathStroke', 'pathDashLength', 'pathDashGap', 'pathDashInitialGap', 'pathDashAnimateTime', 'pathTransitionDuration'].map(function (p) {\n return _defineProperty({}, p, bindPathsLayer.linkProp(p));\n})));\nvar bindTilesLayer = linkKapsule('tilesLayer', TilesLayerKapsule);\nvar linkedTilesLayerProps = Object.assign.apply(Object, _toConsumableArray(['tilesData', 'tileLat', 'tileLng', 'tileAltitude', 'tileWidth', 'tileHeight', 'tileUseGlobeProjection', 'tileMaterial', 'tileCurvatureResolution', 'tilesTransitionDuration'].map(function (p) {\n return _defineProperty({}, p, bindTilesLayer.linkProp(p));\n})));\nvar bindLabelsLayer = linkKapsule('labelsLayer', LabelsLayerKapsule);\nvar linkedLabelsLayerProps = Object.assign.apply(Object, _toConsumableArray(['labelsData', 'labelLat', 'labelLng', 'labelAltitude', 'labelRotation', 'labelText', 'labelSize', 'labelTypeFace', 'labelColor', 'labelResolution', 'labelIncludeDot', 'labelDotRadius', 'labelDotOrientation', 'labelsTransitionDuration'].map(function (p) {\n return _defineProperty({}, p, bindLabelsLayer.linkProp(p));\n})));\nvar bindCustomLayer = linkKapsule('customLayer', CustomLayerKapsule);\nvar linkedCustomLayerProps = Object.assign.apply(Object, _toConsumableArray(['customLayerData', 'customThreeObject', 'customThreeObjectUpdate'].map(function (p) {\n return _defineProperty({}, p, bindCustomLayer.linkProp(p));\n}))); //\n\nvar Globe = (0,kapsule__WEBPACK_IMPORTED_MODULE_1__.default)({\n props: _objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2({\n rendererSize: {\n \"default\": new THREE$a.Vector2(window.innerWidth, window.innerHeight),\n onChange: function onChange(rendererSize, state) {\n state.pathsLayer.rendererSize(rendererSize);\n },\n triggerUpdate: false\n }\n }, linkedGlobeLayerProps), linkedPointsLayerProps), linkedArcsLayerProps), linkedHexBinLayerProps), linkedPolygonsLayerProps), linkedHexedPolygonsLayerProps), linkedPathsLayerProps), linkedTilesLayerProps), linkedLabelsLayerProps), linkedCustomLayerProps),\n methods: _objectSpread2({\n getCoords: function getCoords(state) {\n for (var _len = arguments.length, args = new Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {\n args[_key - 1] = arguments[_key];\n }\n\n return polar2Cartesian.apply(void 0, args);\n },\n toGeoCoords: function toGeoCoords(state) {\n for (var _len2 = arguments.length, args = new Array(_len2 > 1 ? _len2 - 1 : 0), _key2 = 1; _key2 < _len2; _key2++) {\n args[_key2 - 1] = arguments[_key2];\n }\n\n return cartesian2Polar.apply(void 0, args);\n }\n }, linkedGlobeLayerMethods),\n stateInit: function stateInit() {\n return {\n globeLayer: GlobeLayerKapsule(),\n pointsLayer: PointsLayerKapsule(),\n arcsLayer: ArcsLayerKapsule(),\n hexBinLayer: HexBinLayerKapsule(),\n polygonsLayer: PolygonsLayerKapsule(),\n hexedPolygonsLayer: HexedPolygonsLayerKapsule(),\n pathsLayer: PathsLayerKapsule(),\n tilesLayer: TilesLayerKapsule(),\n labelsLayer: LabelsLayerKapsule(),\n customLayer: CustomLayerKapsule()\n };\n },\n init: function init(threeObj, state, _ref12) {\n var _ref12$animateIn = _ref12.animateIn,\n animateIn = _ref12$animateIn === void 0 ? true : _ref12$animateIn,\n _ref12$waitForGlobeRe = _ref12.waitForGlobeReady,\n waitForGlobeReady = _ref12$waitForGlobeRe === void 0 ? true : _ref12$waitForGlobeRe;\n // Clear the scene\n emptyObject(threeObj); // Main three object to manipulate\n\n threeObj.add(state.scene = new THREE$a.Group());\n state.scene.visible = false; // hide scene before globe initialization\n // Add all layers groups\n\n layers.forEach(function (layer) {\n var g = new THREE$a.Group();\n state.scene.add(g);\n state[layer](g);\n });\n\n var initGlobe = function initGlobe() {\n if (animateIn) {\n // Animate build-in just once\n state.scene.scale.set(1e-6, 1e-6, 1e-6);\n new _tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Tween({\n k: 1e-6\n }).to({\n k: 1\n }, 600).easing(_tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Easing.Quadratic.Out).onUpdate(function (_ref13) {\n var k = _ref13.k;\n return state.scene.scale.set(k, k, k);\n }).start();\n var rotAxis = new THREE$a.Vector3(0, 1, 0);\n new _tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Tween({\n rot: Math.PI * 2\n }).to({\n rot: 0\n }, 1200).easing(_tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Easing.Quintic.Out).onUpdate(function (_ref14) {\n var rot = _ref14.rot;\n return state.scene.setRotationFromAxisAngle(rotAxis, rot);\n }).start();\n }\n\n state.scene.visible = true;\n };\n\n waitForGlobeReady ? state.globeLayer.onReady(initGlobe) : initGlobe(); // run tween updates\n\n (function onFrame() {\n requestAnimationFrame(onFrame);\n _tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.update();\n })(); // IIFE\n\n },\n update: function update(state) {}\n});\n\nfunction fromKapsule (kapsule) {\n var baseClass = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : Object;\n var initKapsuleWithSelf = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : false;\n\n var FromKapsule = /*#__PURE__*/function (_baseClass) {\n _inherits(FromKapsule, _baseClass);\n\n var _super = _createSuper(FromKapsule);\n\n function FromKapsule() {\n var _this;\n\n _classCallCheck(this, FromKapsule);\n\n for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {\n args[_key] = arguments[_key];\n }\n\n _this = _super.call.apply(_super, [this].concat(args));\n _this.__kapsuleInstance = kapsule.apply(void 0, args).apply(void 0, [].concat(_toConsumableArray(initKapsuleWithSelf ? [_assertThisInitialized(_this)] : []), args));\n return _this;\n }\n\n return FromKapsule;\n }(baseClass); // attach kapsule props/methods to class prototype\n\n\n Object.keys(kapsule()).forEach(function (m) {\n return FromKapsule.prototype[m] = function () {\n var _this$__kapsuleInstan;\n\n var returnVal = (_this$__kapsuleInstan = this.__kapsuleInstance)[m].apply(_this$__kapsuleInstan, arguments);\n\n return returnVal === this.__kapsuleInstance ? this // chain based on this class, not the kapsule obj\n : returnVal;\n };\n });\n return FromKapsule;\n}\n\nvar threeGlobe = fromKapsule(Globe, three__WEBPACK_IMPORTED_MODULE_0__.Group, true);\n\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (threeGlobe);\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/three-globe/dist/three-globe.module.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"default\": () => (__WEBPACK_DEFAULT_EXPORT__)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\n/* harmony import */ var kapsule__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! kapsule */ \"./node_modules/kapsule/dist/kapsule.module.js\");\n/* harmony import */ var _tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! @tweenjs/tween.js */ \"./node_modules/@tweenjs/tween.js/dist/tween.esm.js\");\n/* harmony import */ var three_geojson_geometry__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! three-geojson-geometry */ \"./node_modules/three-geojson-geometry/dist/three-geojson-geometry.module.js\");\n/* harmony import */ var three_glow_mesh__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! three-glow-mesh */ \"./node_modules/three-glow-mesh/dist/index.module.js\");\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_13__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/graticule.js\");\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_14__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/distance.js\");\n/* harmony import */ var d3_geo__WEBPACK_IMPORTED_MODULE_15__ = __webpack_require__(/*! d3-geo */ \"./node_modules/d3-geo/src/interpolate.js\");\n/* harmony import */ var accessor_fn__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! accessor-fn */ \"./node_modules/accessor-fn/dist/accessor-fn.module.js\");\n/* harmony import */ var tinycolor2__WEBPACK_IMPORTED_MODULE_6__ = __webpack_require__(/*! tinycolor2 */ \"./node_modules/tinycolor2/tinycolor.js\");\n/* harmony import */ var tinycolor2__WEBPACK_IMPORTED_MODULE_6___default = /*#__PURE__*/__webpack_require__.n(tinycolor2__WEBPACK_IMPORTED_MODULE_6__);\n/* harmony import */ var data_joint__WEBPACK_IMPORTED_MODULE_7__ = __webpack_require__(/*! data-joint */ \"./node_modules/data-joint/dist/data-joint.module.js\");\n/* harmony import */ var frame_ticker__WEBPACK_IMPORTED_MODULE_8__ = __webpack_require__(/*! frame-ticker */ \"./node_modules/frame-ticker/dist/FrameTicker.js\");\n/* harmony import */ var frame_ticker__WEBPACK_IMPORTED_MODULE_8___default = /*#__PURE__*/__webpack_require__.n(frame_ticker__WEBPACK_IMPORTED_MODULE_8__);\n/* harmony import */ var d3_scale__WEBPACK_IMPORTED_MODULE_16__ = __webpack_require__(/*! d3-scale */ \"./node_modules/d3-scale/src/linear.js\");\n/* harmony import */ var three_conic_polygon_geometry__WEBPACK_IMPORTED_MODULE_9__ = __webpack_require__(/*! three-conic-polygon-geometry */ \"./node_modules/three-conic-polygon-geometry/dist/three-conic-polygon-geometry.module.js\");\n/* harmony import */ var index_array_by__WEBPACK_IMPORTED_MODULE_10__ = __webpack_require__(/*! index-array-by */ \"./node_modules/index-array-by/dist/index-array-by.module.js\");\n/* harmony import */ var h3_js__WEBPACK_IMPORTED_MODULE_11__ = __webpack_require__(/*! h3-js */ \"./node_modules/h3-js/dist/browser/h3-js.es.js\");\n/* harmony import */ var three_fatline__WEBPACK_IMPORTED_MODULE_12__ = __webpack_require__(/*! three-fatline */ \"./node_modules/three-fatline/dist/three-fatline.module.js\");\n/* harmony import */ var d3_interpolate__WEBPACK_IMPORTED_MODULE_17__ = __webpack_require__(/*! d3-interpolate */ \"./node_modules/d3-interpolate/src/array.js\");\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nfunction _classCallCheck(instance, Constructor) {\n if (!(instance instanceof Constructor)) {\n throw new TypeError(\"Cannot call a class as a function\");\n }\n}\n\nfunction _defineProperty(obj, key, value) {\n if (key in obj) {\n Object.defineProperty(obj, key, {\n value: value,\n enumerable: true,\n configurable: true,\n writable: true\n });\n } else {\n obj[key] = value;\n }\n\n return obj;\n}\n\nfunction ownKeys(object, enumerableOnly) {\n var keys = Object.keys(object);\n\n if (Object.getOwnPropertySymbols) {\n var symbols = Object.getOwnPropertySymbols(object);\n if (enumerableOnly) symbols = symbols.filter(function (sym) {\n return Object.getOwnPropertyDescriptor(object, sym).enumerable;\n });\n keys.push.apply(keys, symbols);\n }\n\n return keys;\n}\n\nfunction _objectSpread2(target) {\n for (var i = 1; i < arguments.length; i++) {\n var source = arguments[i] != null ? arguments[i] : {};\n\n if (i % 2) {\n ownKeys(Object(source), true).forEach(function (key) {\n _defineProperty(target, key, source[key]);\n });\n } else if (Object.getOwnPropertyDescriptors) {\n Object.defineProperties(target, Object.getOwnPropertyDescriptors(source));\n } else {\n ownKeys(Object(source)).forEach(function (key) {\n Object.defineProperty(target, key, Object.getOwnPropertyDescriptor(source, key));\n });\n }\n }\n\n return target;\n}\n\nfunction _inherits(subClass, superClass) {\n if (typeof superClass !== \"function\" && superClass !== null) {\n throw new TypeError(\"Super expression must either be null or a function\");\n }\n\n subClass.prototype = Object.create(superClass && superClass.prototype, {\n constructor: {\n value: subClass,\n writable: true,\n configurable: true\n }\n });\n if (superClass) _setPrototypeOf(subClass, superClass);\n}\n\nfunction _getPrototypeOf(o) {\n _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) {\n return o.__proto__ || Object.getPrototypeOf(o);\n };\n return _getPrototypeOf(o);\n}\n\nfunction _setPrototypeOf(o, p) {\n _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) {\n o.__proto__ = p;\n return o;\n };\n\n return _setPrototypeOf(o, p);\n}\n\nfunction _isNativeReflectConstruct() {\n if (typeof Reflect === \"undefined\" || !Reflect.construct) return false;\n if (Reflect.construct.sham) return false;\n if (typeof Proxy === \"function\") return true;\n\n try {\n Date.prototype.toString.call(Reflect.construct(Date, [], function () {}));\n return true;\n } catch (e) {\n return false;\n }\n}\n\nfunction _construct(Parent, args, Class) {\n if (_isNativeReflectConstruct()) {\n _construct = Reflect.construct;\n } else {\n _construct = function _construct(Parent, args, Class) {\n var a = [null];\n a.push.apply(a, args);\n var Constructor = Function.bind.apply(Parent, a);\n var instance = new Constructor();\n if (Class) _setPrototypeOf(instance, Class.prototype);\n return instance;\n };\n }\n\n return _construct.apply(null, arguments);\n}\n\nfunction _objectWithoutPropertiesLoose(source, excluded) {\n if (source == null) return {};\n var target = {};\n var sourceKeys = Object.keys(source);\n var key, i;\n\n for (i = 0; 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!(_n = (_s = _i.next()).done); _n = true) {\n _arr.push(_s.value);\n\n if (i && _arr.length === i) break;\n }\n } catch (err) {\n _d = true;\n _e = err;\n } finally {\n try {\n if (!_n && _i[\"return\"] != null) _i[\"return\"]();\n } finally {\n if (_d) throw _e;\n }\n }\n\n return _arr;\n}\n\nfunction _unsupportedIterableToArray(o, minLen) {\n if (!o) return;\n if (typeof o === \"string\") return _arrayLikeToArray(o, minLen);\n var n = Object.prototype.toString.call(o).slice(8, -1);\n if (n === \"Object\" && o.constructor) n = o.constructor.name;\n if (n === \"Map\" || n === \"Set\") return Array.from(o);\n if (n === \"Arguments\" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen);\n}\n\nfunction _arrayLikeToArray(arr, len) {\n if (len == null || len > arr.length) len = arr.length;\n\n for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];\n\n return arr2;\n}\n\nfunction _nonIterableSpread() {\n throw new TypeError(\"Invalid attempt to spread non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\");\n}\n\nfunction _nonIterableRest() {\n throw new TypeError(\"Invalid attempt to destructure non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\");\n}\n\nvar materialDispose = function materialDispose(material) {\n if (material instanceof Array) {\n material.forEach(materialDispose);\n } else {\n if (material.map) {\n material.map.dispose();\n }\n\n material.dispose();\n }\n};\n\nvar deallocate = function deallocate(obj) {\n if (obj.geometry) {\n obj.geometry.dispose();\n }\n\n if (obj.material) {\n materialDispose(obj.material);\n }\n\n if (obj.texture) {\n obj.texture.dispose();\n }\n\n if (obj.children) {\n obj.children.forEach(deallocate);\n }\n};\n\nvar emptyObject = function emptyObject(obj) {\n while (obj.children.length) {\n var childObj = obj.children[0];\n obj.remove(childObj);\n deallocate(childObj);\n }\n};\n\nfunction linkKapsule (kapsulePropName, kapsuleType) {\n var dummyK = new kapsuleType(); // To extract defaults\n\n return {\n linkProp: function linkProp(prop) {\n // link property config\n return {\n \"default\": dummyK[prop](),\n onChange: function onChange(v, state) {\n state[kapsulePropName][prop](v);\n },\n triggerUpdate: false\n };\n },\n linkMethod: function linkMethod(method) {\n // link method pass-through\n return function (state) {\n var kapsuleInstance = state[kapsulePropName];\n\n for (var _len = arguments.length, args = new Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {\n args[_key - 1] = arguments[_key];\n }\n\n var returnVal = kapsuleInstance[method].apply(kapsuleInstance, args);\n return returnVal === kapsuleInstance ? this // chain based on the parent object, not the inner kapsule\n : returnVal;\n };\n }\n };\n}\n\nvar GLOBE_RADIUS = 100;\n\nfunction polar2Cartesian(lat, lng) {\n var relAltitude = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var phi = (90 - lat) * Math.PI / 180;\n var theta = (90 - lng) * Math.PI / 180;\n var r = GLOBE_RADIUS * (1 + relAltitude);\n return {\n x: r * Math.sin(phi) * Math.cos(theta),\n y: r * Math.cos(phi),\n z: r * Math.sin(phi) * Math.sin(theta)\n };\n}\n\nfunction cartesian2Polar(_ref) {\n var x = _ref.x,\n y = _ref.y,\n z = _ref.z;\n var r = Math.sqrt(x * x + y * y + z * z);\n var phi = Math.acos(y / r);\n var theta = Math.atan2(z, x);\n return {\n lat: 90 - phi * 180 / Math.PI,\n lng: 90 - theta * 180 / Math.PI - (theta < -Math.PI / 2 ? 360 : 0),\n // keep within [-180, 180] boundaries\n altitude: r / GLOBE_RADIUS - 1\n };\n}\n\nvar THREE = window.THREE ? _objectSpread2(_objectSpread2({}, window.THREE), {}, {\n SphereGeometry: three__WEBPACK_IMPORTED_MODULE_0__.SphereGeometry // keep SphereGeometry from module for instance matching with three-glow-mesh\n\n}) : {\n Color: three__WEBPACK_IMPORTED_MODULE_0__.Color,\n LineBasicMaterial: three__WEBPACK_IMPORTED_MODULE_0__.LineBasicMaterial,\n LineSegments: three__WEBPACK_IMPORTED_MODULE_0__.LineSegments,\n Mesh: three__WEBPACK_IMPORTED_MODULE_0__.Mesh,\n MeshPhongMaterial: three__WEBPACK_IMPORTED_MODULE_0__.MeshPhongMaterial,\n SphereGeometry: three__WEBPACK_IMPORTED_MODULE_0__.SphereGeometry,\n TextureLoader: three__WEBPACK_IMPORTED_MODULE_0__.TextureLoader\n};\n\nvar GlobeLayerKapsule = (0,kapsule__WEBPACK_IMPORTED_MODULE_1__.default)({\n props: {\n globeImageUrl: {},\n bumpImageUrl: {},\n showAtmosphere: {\n \"default\": true,\n onChange: function onChange(showAtmosphere, state) {\n state.atmosphereObj.visible = !!showAtmosphere;\n },\n triggerUpdate: false\n },\n showGraticules: {\n \"default\": false,\n onChange: function onChange(showGraticules, state) {\n state.graticulesObj.visible = !!showGraticules;\n },\n triggerUpdate: false\n },\n onReady: {\n \"default\": function _default() {},\n triggerUpdate: false\n }\n },\n methods: {\n globeMaterial: function globeMaterial(state) {\n return state.globeObj.material;\n }\n },\n stateInit: function stateInit() {\n // create globe\n var globeGeometry = new THREE.SphereGeometry(GLOBE_RADIUS, 75, 75);\n var globeObj = new THREE.Mesh(globeGeometry, new THREE.MeshPhongMaterial({\n color: 0x000000,\n transparent: true\n }));\n globeObj.rotation.y = -Math.PI / 2; // face prime meridian along Z axis\n\n globeObj.__globeObjType = 'globe'; // Add object type\n // create atmosphere\n\n var atmosphereObj = (0,three_glow_mesh__WEBPACK_IMPORTED_MODULE_4__.createGlowMesh)(globeObj.geometry, {\n backside: true,\n color: 'lightskyblue',\n size: GLOBE_RADIUS * 0.15,\n power: 3.5,\n // dispersion\n coefficient: 0.1\n });\n atmosphereObj.__globeObjType = 'atmosphere'; // Add object type\n // create graticules\n\n var graticulesObj = new THREE.LineSegments(new three_geojson_geometry__WEBPACK_IMPORTED_MODULE_3__.GeoJsonGeometry((0,d3_geo__WEBPACK_IMPORTED_MODULE_13__.graticule10)(), GLOBE_RADIUS, 2), new THREE.LineBasicMaterial({\n color: 'lightgrey',\n transparent: true,\n opacity: 0.1\n }));\n return {\n globeObj: globeObj,\n atmosphereObj: atmosphereObj,\n graticulesObj: graticulesObj\n };\n },\n init: function init(threeObj, state) {\n // Clear the scene\n emptyObject(threeObj); // Main three object to manipulate\n\n state.scene = threeObj;\n state.scene.add(state.globeObj); // add globe\n\n state.scene.add(state.atmosphereObj); // add atmosphere\n\n state.scene.add(state.graticulesObj); // add graticules\n\n state.ready = false;\n },\n update: function update(state, changedProps) {\n var globeMaterial = state.globeObj.material;\n\n if (changedProps.hasOwnProperty('globeImageUrl')) {\n if (!state.globeImageUrl) {\n // Black globe if no image\n !globeMaterial.color && (globeMaterial.color = new THREE.Color(0x000000));\n } else {\n new THREE.TextureLoader().load(state.globeImageUrl, function (texture) {\n globeMaterial.map = texture;\n globeMaterial.color = null;\n globeMaterial.needsUpdate = true; // ready when first globe image finishes loading (asynchronously to allow 1 frame to load texture)\n\n !state.ready && (state.ready = true) && setTimeout(state.onReady);\n });\n }\n }\n\n if (changedProps.hasOwnProperty('bumpImageUrl')) {\n if (!state.bumpImageUrl) {\n globeMaterial.bumpMap = null;\n globeMaterial.needsUpdate = true;\n } else {\n state.bumpImageUrl && new THREE.TextureLoader().load(state.bumpImageUrl, function (texture) {\n globeMaterial.bumpMap = texture;\n globeMaterial.needsUpdate = true;\n });\n }\n }\n\n if (!state.ready && !state.globeImageUrl) {\n // ready immediately if there's no globe image\n state.ready = true;\n state.onReady();\n }\n }\n});\n\nvar colorStr2Hex = function colorStr2Hex(str) {\n return isNaN(str) ? parseInt(tinycolor2__WEBPACK_IMPORTED_MODULE_6___default()(str).toHex(), 16) : str;\n};\n\nvar colorAlpha = function colorAlpha(str) {\n return isNaN(str) ? tinycolor2__WEBPACK_IMPORTED_MODULE_6___default()(str).getAlpha() : 1;\n};\n\nvar color2ShaderArr = function color2ShaderArr(str) {\n var includeAlpha = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : true;\n var rgba = tinycolor2__WEBPACK_IMPORTED_MODULE_6___default()(str).toRgb();\n var rgbArr = ['r', 'g', 'b'].map(function (d) {\n return rgba[d] / 255;\n });\n return includeAlpha ? [].concat(_toConsumableArray(rgbArr), [rgba.a]) : rgbArr;\n};\n\nfunction threeDigest(data, scene) {\n var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};\n return (0,data_joint__WEBPACK_IMPORTED_MODULE_7__.default)(data, scene.children, function (obj) {\n return scene.add(obj);\n }, function (obj) {\n scene.remove(obj);\n emptyObject(obj);\n }, _objectSpread2({\n objBindAttr: '__threeObj'\n }, options));\n}\n\nvar THREE$1 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n BufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry,\n Color: three__WEBPACK_IMPORTED_MODULE_0__.Color,\n CylinderGeometry: three__WEBPACK_IMPORTED_MODULE_0__.CylinderGeometry,\n CylinderBufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.CylinderBufferGeometry,\n FaceColors: three__WEBPACK_IMPORTED_MODULE_0__.FaceColors,\n Geometry: three__WEBPACK_IMPORTED_MODULE_0__.Geometry,\n Matrix4: three__WEBPACK_IMPORTED_MODULE_0__.Matrix4,\n Mesh: three__WEBPACK_IMPORTED_MODULE_0__.Mesh,\n MeshBasicMaterial: three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial,\n MeshLambertMaterial: three__WEBPACK_IMPORTED_MODULE_0__.MeshLambertMaterial,\n Object3D: three__WEBPACK_IMPORTED_MODULE_0__.Object3D,\n Vector3: three__WEBPACK_IMPORTED_MODULE_0__.Vector3\n};\n// support multiple method names for backwards threejs compatibility\n\nvar applyMatrix4Fn = new THREE$1.BufferGeometry().applyMatrix4 ? 'applyMatrix4' : 'applyMatrix';\nvar PointsLayerKapsule = (0,kapsule__WEBPACK_IMPORTED_MODULE_1__.default)({\n props: {\n pointsData: {\n \"default\": []\n },\n pointLat: {\n \"default\": 'lat'\n },\n pointLng: {\n \"default\": 'lng'\n },\n pointColor: {\n \"default\": function _default() {\n return '#ffffaa';\n }\n },\n pointAltitude: {\n \"default\": 0.1\n },\n // in units of globe radius\n pointRadius: {\n \"default\": 0.25\n },\n // in deg\n pointResolution: {\n \"default\": 12,\n triggerUpdate: false\n },\n // how many slice segments in the cylinder's circumference\n pointsMerge: {\n \"default\": false\n },\n // boolean. Whether to merge all points into a single mesh for rendering performance\n pointsTransitionDuration: {\n \"default\": 1000,\n triggerUpdate: false\n } // ms\n\n },\n init: function init(threeObj, state) {\n // Clear the scene\n emptyObject(threeObj); // Main three object to manipulate\n\n state.scene = threeObj;\n },\n update: function update(state) {\n // Data accessors\n var latAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pointLat);\n var lngAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pointLng);\n var altitudeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pointAltitude);\n var radiusAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pointRadius);\n var colorAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pointColor); // shared geometry\n\n var pointGeometry = new THREE$1[state.pointsMerge ? 'CylinderGeometry' : 'CylinderBufferGeometry'](1, 1, 1, state.pointResolution);\n pointGeometry[applyMatrix4Fn](new THREE$1.Matrix4().makeRotationX(Math.PI / 2));\n pointGeometry[applyMatrix4Fn](new THREE$1.Matrix4().makeTranslation(0, 0, -0.5));\n var pxPerDeg = 2 * Math.PI * GLOBE_RADIUS / 360;\n var pointMaterials = {}; // indexed by color\n\n var scene = state.pointsMerge ? new THREE$1.Object3D() : state.scene; // use fake scene if merging points\n\n threeDigest(state.pointsData, scene, {\n createObj: createObj,\n updateObj: updateObj\n });\n\n if (state.pointsMerge) {\n // merge points into a single mesh\n var pointsGeometry = new THREE$1.Geometry();\n state.pointsData.forEach(function (d) {\n var obj = d.__threeObj;\n d.__threeObj = undefined; // unbind merged points\n // color faces\n\n var color = new THREE$1.Color(colorAccessor(d));\n obj.geometry.faces.forEach(function (face) {\n return face.color = color;\n });\n obj.updateMatrix();\n pointsGeometry.merge(obj.geometry, obj.matrix);\n });\n var points = new THREE$1.Mesh(pointsGeometry, new THREE$1.MeshBasicMaterial({\n color: 0xffffff,\n vertexColors: THREE$1.FaceColors,\n morphTargets: false\n }));\n points.__globeObjType = 'points'; // Add object type\n\n points.__data = state.pointsData; // Attach obj data\n\n emptyObject(state.scene);\n state.scene.add(points);\n } //\n\n\n function createObj() {\n var obj = new THREE$1.Mesh(pointGeometry);\n obj.__globeObjType = 'point'; // Add object type\n\n return obj;\n }\n\n function updateObj(obj, d) {\n var applyUpdate = function applyUpdate(td) {\n var _obj$__currentTargetD = obj.__currentTargetD = td,\n r = _obj$__currentTargetD.r,\n alt = _obj$__currentTargetD.alt,\n lat = _obj$__currentTargetD.lat,\n lng = _obj$__currentTargetD.lng; // position cylinder ground\n\n\n Object.assign(obj.position, polar2Cartesian(lat, lng)); // orientate outwards\n\n var globeCenter = state.pointsMerge ? new THREE$1.Vector3(0, 0, 0) : state.scene.localToWorld(new THREE$1.Vector3(0, 0, 0)); // translate from local to world coords\n\n obj.lookAt(globeCenter); // scale radius and altitude\n\n obj.scale.x = obj.scale.y = Math.min(30, r) * pxPerDeg;\n obj.scale.z = Math.max(alt * GLOBE_RADIUS, 0.1); // avoid non-invertible matrix\n };\n\n var targetD = {\n alt: +altitudeAccessor(d),\n r: +radiusAccessor(d),\n lat: +latAccessor(d),\n lng: +lngAccessor(d)\n };\n var currentTargetD = obj.__currentTargetD || Object.assign({}, targetD, {\n alt: -1e-3\n });\n\n if (Object.keys(targetD).some(function (k) {\n return currentTargetD[k] !== targetD[k];\n })) {\n if (state.pointsMerge || !state.pointsTransitionDuration || state.pointsTransitionDuration < 0) {\n // set final position\n applyUpdate(targetD);\n } else {\n // animate\n new _tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Tween(currentTargetD).to(targetD, state.pointsTransitionDuration).easing(_tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Easing.Quadratic.InOut).onUpdate(applyUpdate).start();\n }\n }\n\n if (!state.pointsMerge) {\n // Update materials on individual points\n var color = colorAccessor(d);\n var opacity = colorAlpha(color);\n\n if (!pointMaterials.hasOwnProperty(color)) {\n pointMaterials[color] = new THREE$1.MeshLambertMaterial({\n color: colorStr2Hex(color),\n transparent: opacity < 1,\n opacity: opacity\n });\n }\n\n obj.material = pointMaterials[color];\n }\n }\n }\n});\n\nvar THREE$2 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n AdditiveBlending: three__WEBPACK_IMPORTED_MODULE_0__.AdditiveBlending,\n BufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry,\n CubicBezierCurve3: three__WEBPACK_IMPORTED_MODULE_0__.CubicBezierCurve3,\n Curve: three__WEBPACK_IMPORTED_MODULE_0__.Curve,\n Float32BufferAttribute: three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute,\n Group: three__WEBPACK_IMPORTED_MODULE_0__.Group,\n Line: three__WEBPACK_IMPORTED_MODULE_0__.Line,\n Mesh: three__WEBPACK_IMPORTED_MODULE_0__.Mesh,\n QuadraticBezierCurve3: three__WEBPACK_IMPORTED_MODULE_0__.QuadraticBezierCurve3,\n ShaderMaterial: three__WEBPACK_IMPORTED_MODULE_0__.ShaderMaterial,\n TubeBufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.TubeBufferGeometry,\n Vector3: three__WEBPACK_IMPORTED_MODULE_0__.Vector3\n};\n// support both modes for backwards threejs compatibility\n\nvar setAttributeFn = new THREE$2.BufferGeometry().setAttribute ? 'setAttribute' : 'addAttribute';\nvar gradientShaders = {\n uniforms: {\n // dash param defaults, all relative to full length\n dashOffset: {\n value: 0\n },\n dashSize: {\n value: 1\n },\n gapSize: {\n value: 0\n },\n dashTranslate: {\n value: 0\n } // used for animating the dash\n\n },\n vertexShader: \"\\n uniform float dashTranslate; \\n\\n attribute vec4 vertexColor;\\n varying vec4 vColor;\\n \\n attribute float vertexRelDistance;\\n varying float vRelDistance;\\n\\n void main() {\\n // pass through colors and distances\\n vColor = vertexColor;\\n vRelDistance = vertexRelDistance + dashTranslate;\\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\\n }\\n \",\n fragmentShader: \"\\n uniform float dashOffset; \\n uniform float dashSize;\\n uniform float gapSize; \\n \\n varying vec4 vColor;\\n varying float vRelDistance;\\n \\n void main() {\\n // ignore pixels in the gap\\n if (vRelDistance < dashOffset) discard;\\n if (mod(vRelDistance - dashOffset, dashSize + gapSize) > dashSize) discard;\\n \\n // set px color: [r, g, b, a], interpolated between vertices \\n gl_FragColor = vColor; \\n }\\n \"\n};\nvar ArcsLayerKapsule = (0,kapsule__WEBPACK_IMPORTED_MODULE_1__.default)({\n props: {\n arcsData: {\n \"default\": []\n },\n arcStartLat: {\n \"default\": 'startLat'\n },\n arcStartLng: {\n \"default\": 'startLng'\n },\n arcEndLat: {\n \"default\": 'endLat'\n },\n arcEndLng: {\n \"default\": 'endLng'\n },\n arcColor: {\n \"default\": function _default() {\n return '#ffffaa';\n }\n },\n arcAltitude: {},\n // in units of globe radius\n arcAltitudeAutoScale: {\n \"default\": 0.5\n },\n // scale altitude proportional to great-arc distance between the two points\n arcStroke: {},\n // in deg\n arcCurveResolution: {\n \"default\": 64,\n triggerUpdate: false\n },\n // how many straight segments in the curve\n arcCircularResolution: {\n \"default\": 6,\n triggerUpdate: false\n },\n // how many slice segments in the tube's circumference\n arcDashLength: {\n \"default\": 1\n },\n // in units of line length\n arcDashGap: {\n \"default\": 0\n },\n arcDashInitialGap: {\n \"default\": 0\n },\n arcDashAnimateTime: {\n \"default\": 0\n },\n // ms\n arcsTransitionDuration: {\n \"default\": 1000,\n triggerUpdate: false\n } // ms\n\n },\n init: function init(threeObj, state) {\n // Clear the scene\n emptyObject(threeObj); // Main three object to manipulate\n\n state.scene = threeObj; // Kick-off dash animations\n\n new (frame_ticker__WEBPACK_IMPORTED_MODULE_8___default())().onTick.add(function (_, timeDelta) {\n state.arcsData.filter(function (d) {\n return d.__threeObj && d.__threeObj.children.length && d.__threeObj.children[0].material && d.__threeObj.children[0].__dashAnimateStep;\n }).forEach(function (d) {\n var obj = d.__threeObj.children[0];\n var step = obj.__dashAnimateStep * timeDelta;\n var curTranslate = obj.material.uniforms.dashTranslate.value % 1e9; // reset after 1B loops\n\n obj.material.uniforms.dashTranslate.value = curTranslate + step;\n });\n });\n },\n update: function update(state) {\n // Data accessors\n var startLatAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcStartLat);\n var startLngAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcStartLng);\n var endLatAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcEndLat);\n var endLngAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcEndLng);\n var altitudeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcAltitude);\n var altitudeAutoScaleAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcAltitudeAutoScale);\n var strokeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcStroke);\n var colorAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcColor);\n var dashLengthAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcDashLength);\n var dashGapAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcDashGap);\n var dashInitialGapAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcDashInitialGap);\n var dashAnimateTimeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.arcDashAnimateTime);\n var sharedMaterial = new THREE$2.ShaderMaterial(_objectSpread2(_objectSpread2({}, gradientShaders), {}, {\n transparent: true,\n blending: THREE$2.AdditiveBlending\n }));\n threeDigest(state.arcsData, state.scene, {\n createObj: function createObj() {\n var obj = new THREE$2.Group(); // populated in updateObj\n\n obj.__globeObjType = 'arc'; // Add object type\n\n return obj;\n },\n updateObj: function updateObj(group, arc) {\n var stroke = strokeAccessor(arc);\n var useTube = stroke !== null && stroke !== undefined;\n\n if (!group.children.length || useTube !== (group.children[0].type === 'Mesh')) {\n // create or swap object types\n emptyObject(group);\n\n var _obj = useTube ? new THREE$2.Mesh() : new THREE$2.Line(new THREE$2.BufferGeometry());\n\n _obj.material = sharedMaterial.clone(); // Separate material instance per object to have dedicated uniforms (but shared shaders)\n\n group.add(_obj);\n }\n\n var obj = group.children[0]; // set dash uniforms\n\n Object.assign(obj.material.uniforms, {\n dashSize: {\n value: dashLengthAccessor(arc)\n },\n gapSize: {\n value: dashGapAccessor(arc)\n },\n dashOffset: {\n value: dashInitialGapAccessor(arc)\n }\n }); // set dash animation step\n\n var dashAnimateTime = dashAnimateTimeAccessor(arc);\n obj.__dashAnimateStep = dashAnimateTime > 0 ? 1000 / dashAnimateTime : 0; // per second\n // calculate vertex colors (to create gradient)\n\n var vertexColorArray = calcColorVertexArray(colorAccessor(arc), // single or array of colors\n state.arcCurveResolution, // numSegments\n useTube ? state.arcCircularResolution + 1 : 1 // num vertices per segment\n ); // calculate vertex relative distances (for dashed lines)\n\n var vertexRelDistanceArray = calcVertexRelDistances(state.arcCurveResolution, // numSegments\n useTube ? state.arcCircularResolution + 1 : 1, // num vertices per segment\n true // run from end to start, to animate in the correct direction\n );\n obj.geometry[setAttributeFn]('vertexColor', vertexColorArray);\n obj.geometry[setAttributeFn]('vertexRelDistance', vertexRelDistanceArray);\n\n var applyUpdate = function applyUpdate(td) {\n var _arc$__currentTargetD = arc.__currentTargetD = td,\n stroke = _arc$__currentTargetD.stroke,\n curveD = _objectWithoutProperties(_arc$__currentTargetD, [\"stroke\"]);\n\n var curve = calcCurve(curveD);\n\n if (useTube) {\n obj.geometry && obj.geometry.dispose();\n obj.geometry = new THREE$2.TubeBufferGeometry(curve, state.arcCurveResolution, stroke / 2, state.arcCircularResolution);\n obj.geometry[setAttributeFn]('vertexColor', vertexColorArray);\n obj.geometry[setAttributeFn]('vertexRelDistance', vertexRelDistanceArray);\n } else {\n obj.geometry.setFromPoints(curve.getPoints(state.arcCurveResolution));\n }\n };\n\n var targetD = {\n stroke: stroke,\n alt: altitudeAccessor(arc),\n altAutoScale: +altitudeAutoScaleAccessor(arc),\n startLat: +startLatAccessor(arc),\n startLng: +startLngAccessor(arc),\n endLat: +endLatAccessor(arc),\n endLng: +endLngAccessor(arc)\n };\n var currentTargetD = arc.__currentTargetD || Object.assign({}, targetD, {\n altAutoScale: -1e-3\n });\n\n if (Object.keys(targetD).some(function (k) {\n return currentTargetD[k] !== targetD[k];\n })) {\n if (!state.arcsTransitionDuration || state.arcsTransitionDuration < 0) {\n // set final position\n applyUpdate(targetD);\n } else {\n // animate\n new _tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Tween(currentTargetD).to(targetD, state.arcsTransitionDuration).easing(_tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Easing.Quadratic.InOut).onUpdate(applyUpdate).start();\n }\n }\n }\n }); //\n\n function calcCurve(_ref) {\n var alt = _ref.alt,\n altAutoScale = _ref.altAutoScale,\n startLat = _ref.startLat,\n startLng = _ref.startLng,\n endLat = _ref.endLat,\n endLng = _ref.endLng;\n\n var getVec = function getVec(_ref2) {\n var _ref3 = _slicedToArray(_ref2, 3),\n lng = _ref3[0],\n lat = _ref3[1],\n alt = _ref3[2];\n\n var _polar2Cartesian = polar2Cartesian(lat, lng, alt),\n x = _polar2Cartesian.x,\n y = _polar2Cartesian.y,\n z = _polar2Cartesian.z;\n\n return new THREE$2.Vector3(x, y, z);\n }; //calculate curve\n\n\n var startPnt = [startLng, startLat];\n var endPnt = [endLng, endLat];\n var altitude = alt;\n (altitude === null || altitude === undefined) && ( // by default set altitude proportional to the great-arc distance\n altitude = (0,d3_geo__WEBPACK_IMPORTED_MODULE_14__.default)(startPnt, endPnt) / 2 * altAutoScale);\n\n if (altitude) {\n var interpolate = (0,d3_geo__WEBPACK_IMPORTED_MODULE_15__.default)(startPnt, endPnt);\n\n var _map = [0.25, 0.75].map(function (t) {\n return [].concat(_toConsumableArray(interpolate(t)), [altitude * 1.5]);\n }),\n _map2 = _slicedToArray(_map, 2),\n m1Pnt = _map2[0],\n m2Pnt = _map2[1];\n\n var curve = _construct(THREE$2.CubicBezierCurve3, _toConsumableArray([startPnt, m1Pnt, m2Pnt, endPnt].map(getVec))); //const mPnt = [...interpolate(0.5), altitude * 2];\n //curve = new THREE.QuadraticBezierCurve3(...[startPnt, mPnt, endPnt].map(getVec));\n\n\n return curve;\n } else {\n // ground line\n var _alt = 0.001; // slightly above the ground to prevent occlusion\n\n return calcSphereArc.apply(void 0, _toConsumableArray([[].concat(startPnt, [_alt]), [].concat(endPnt, [_alt])].map(getVec)));\n } //\n\n\n function calcSphereArc(startVec, endVec) {\n var angle = startVec.angleTo(endVec);\n\n var getGreatCirclePoint = function getGreatCirclePoint(t) {\n return new THREE$2.Vector3().addVectors(startVec.clone().multiplyScalar(Math.sin((1 - t) * angle)), endVec.clone().multiplyScalar(Math.sin(t * angle))).divideScalar(Math.sin(angle));\n };\n\n var sphereArc = new THREE$2.Curve();\n sphereArc.getPoint = getGreatCirclePoint;\n return sphereArc;\n }\n }\n\n function calcColorVertexArray(colors, numSegments) {\n var numVerticesPerSegment = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1;\n var numVerticesGroup = numSegments + 1; // one between every two segments and two at the ends\n\n var getVertexColor;\n\n if (colors instanceof Array) {\n // array of colors, interpolate at each step\n var colorScale = (0,d3_scale__WEBPACK_IMPORTED_MODULE_16__.default)().domain(colors.map(function (_, idx) {\n return idx / (colors.length - 1);\n })) // same number of stops as colors\n .range(colors);\n\n getVertexColor = function getVertexColor(t) {\n return color2ShaderArr(colorScale(t));\n };\n } else {\n // single color, use constant\n var vertexColor = color2ShaderArr(colors);\n\n getVertexColor = function getVertexColor() {\n return vertexColor;\n };\n }\n\n var vertexColorArray = new THREE$2.Float32BufferAttribute(numVerticesGroup * 4 * numVerticesPerSegment, 4);\n\n for (var v = 0, l = numVerticesGroup; v < l; v++) {\n var _vertexColor = getVertexColor(v / (l - 1));\n\n for (var s = 0; s < numVerticesPerSegment; s++) {\n vertexColorArray.set(_vertexColor, (v * numVerticesPerSegment + s) * 4);\n }\n }\n\n return vertexColorArray;\n }\n\n function calcVertexRelDistances(numSegments) {\n var numVerticesPerSegment = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;\n var invert = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : false;\n var numVerticesGroup = numSegments + 1; // one between every two segments and two at the ends\n\n var arrLen = numVerticesGroup * numVerticesPerSegment;\n var vertexDistanceArray = new THREE$2.Float32BufferAttribute(arrLen, 1);\n\n for (var v = 0, l = numVerticesGroup; v < l; v++) {\n var relDistance = v / (l - 1);\n\n for (var s = 0; s < numVerticesPerSegment; s++) {\n var idx = v * numVerticesPerSegment + s;\n var pos = invert ? arrLen - 1 - idx : idx;\n vertexDistanceArray.setX(pos, relDistance);\n }\n }\n\n return vertexDistanceArray;\n }\n }\n});\n\nvar THREE$3 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n Color: three__WEBPACK_IMPORTED_MODULE_0__.Color,\n DoubleSide: three__WEBPACK_IMPORTED_MODULE_0__.DoubleSide,\n FaceColors: three__WEBPACK_IMPORTED_MODULE_0__.FaceColors,\n Geometry: three__WEBPACK_IMPORTED_MODULE_0__.Geometry,\n Mesh: three__WEBPACK_IMPORTED_MODULE_0__.Mesh,\n MeshBasicMaterial: three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial,\n MeshLambertMaterial: three__WEBPACK_IMPORTED_MODULE_0__.MeshLambertMaterial,\n Object3D: three__WEBPACK_IMPORTED_MODULE_0__.Object3D\n};\n\nvar HexBinLayerKapsule = (0,kapsule__WEBPACK_IMPORTED_MODULE_1__.default)({\n props: {\n hexBinPointsData: {\n \"default\": []\n },\n hexBinPointLat: {\n \"default\": 'lat'\n },\n hexBinPointLng: {\n \"default\": 'lng'\n },\n hexBinPointWeight: {\n \"default\": 1\n },\n hexBinResolution: {\n \"default\": 4\n },\n // 0-15. Level 0 partitions the earth in 122 (mostly) hexagonal cells. Each subsequent level sub-divides the previous in roughly 7 hexagons.\n hexMargin: {\n \"default\": 0.2\n },\n // in fraction of diameter\n hexTopCurvatureResolution: {\n \"default\": 5\n },\n // in angular degrees\n hexTopColor: {\n \"default\": function _default() {\n return '#ffffaa';\n }\n },\n hexSideColor: {\n \"default\": function _default() {\n return '#ffffaa';\n }\n },\n hexAltitude: {\n \"default\": function _default(_ref) {\n var sumWeight = _ref.sumWeight;\n return sumWeight * 0.01;\n }\n },\n // in units of globe radius\n hexBinMerge: {\n \"default\": false\n },\n // boolean. Whether to merge all hex geometries into a single mesh for rendering performance\n hexTransitionDuration: {\n \"default\": 1000,\n triggerUpdate: false\n } // ms\n\n },\n init: function init(threeObj, state) {\n // Clear the scene\n emptyObject(threeObj); // Main three object to manipulate\n\n state.scene = threeObj;\n },\n update: function update(state) {\n // Accessors\n var latAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexBinPointLat);\n var lngAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexBinPointLng);\n var weightAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexBinPointWeight);\n var altitudeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexAltitude);\n var topColorAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexTopColor);\n var sideColorAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexSideColor);\n var marginAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexMargin);\n var byH3Idx = (0,index_array_by__WEBPACK_IMPORTED_MODULE_10__.default)(state.hexBinPointsData.map(function (d) {\n return _objectSpread2(_objectSpread2({}, d), {}, {\n h3Idx: (0,h3_js__WEBPACK_IMPORTED_MODULE_11__.geoToH3)(latAccessor(d), lngAccessor(d), state.hexBinResolution)\n });\n }), 'h3Idx');\n var hexBins = Object.entries(byH3Idx).map(function (_ref2) {\n var _ref3 = _slicedToArray(_ref2, 2),\n h3Idx = _ref3[0],\n points = _ref3[1];\n\n return {\n h3Idx: h3Idx,\n points: points,\n sumWeight: points.reduce(function (agg, d) {\n return agg + +weightAccessor(d);\n }, 0)\n };\n });\n var hexMaterials = {}; // indexed by color\n\n var scene = state.hexBinMerge ? new THREE$3.Object3D() : state.scene; // use fake scene if merging hex points\n\n threeDigest(hexBins, scene, {\n createObj: createObj,\n updateObj: updateObj,\n idAccessor: function idAccessor(d) {\n return d.h3Idx;\n }\n });\n\n if (state.hexBinMerge) {\n // merge points into a single mesh\n var hexPointsGeometry = new THREE$3.Geometry();\n hexBins.forEach(function (d) {\n var obj = d.__threeObj;\n d.__threeObj = undefined; // unbind merged points\n // color faces\n\n var topColor = new THREE$3.Color(topColorAccessor(d));\n var sideColor = new THREE$3.Color(sideColorAccessor(d));\n var topFaceIdx = obj.geometry.faces.length - 4;\n obj.geometry.faces.forEach(function (face, idx) {\n return face.color = idx >= topFaceIdx ? topColor : sideColor;\n });\n obj.updateMatrix();\n hexPointsGeometry.merge(obj.geometry, obj.matrix);\n });\n var hexPoints = new THREE$3.Mesh(hexPointsGeometry, new THREE$3.MeshBasicMaterial({\n color: 0xffffff,\n vertexColors: THREE$3.FaceColors,\n morphTargets: false,\n side: THREE$3.DoubleSide\n }));\n hexPoints.__globeObjType = 'hexBinPoints'; // Add object type\n\n hexPoints.__data = hexBins; // Attach obj data\n\n emptyObject(state.scene);\n state.scene.add(hexPoints);\n } //\n\n\n function createObj(d) {\n var obj = new THREE$3.Mesh();\n obj.__hexCenter = (0,h3_js__WEBPACK_IMPORTED_MODULE_11__.h3ToGeo)(d.h3Idx);\n obj.__hexGeoJson = (0,h3_js__WEBPACK_IMPORTED_MODULE_11__.h3ToGeoBoundary)(d.h3Idx, true).reverse(); // correct polygon winding\n // stitch longitudes at the anti-meridian\n\n var centerLng = obj.__hexCenter[1];\n\n obj.__hexGeoJson.forEach(function (d) {\n var edgeLng = d[0];\n\n if (Math.abs(centerLng - edgeLng) > 170) {\n // normalize large lng distances\n d[0] += centerLng > edgeLng ? 360 : -360;\n }\n });\n\n obj.__globeObjType = 'hexbin'; // Add object type\n\n return obj;\n }\n\n function updateObj(obj, d) {\n var GeometryClass = state.hexBinMerge ? three_conic_polygon_geometry__WEBPACK_IMPORTED_MODULE_9__.ConicPolygonGeometry : three_conic_polygon_geometry__WEBPACK_IMPORTED_MODULE_9__.ConicPolygonGeometry;\n var targetD = {\n alt: +altitudeAccessor(d),\n margin: Math.max(0, Math.min(1, +marginAccessor(d))),\n hexTopCurvatureResolution: state.hexTopCurvatureResolution\n };\n\n var applyUpdate = function applyUpdate(td) {\n var _obj$__currentTargetD = obj.__currentTargetD = td,\n alt = _obj$__currentTargetD.alt,\n margin = _obj$__currentTargetD.margin,\n hexTopCurvatureResolution = _obj$__currentTargetD.hexTopCurvatureResolution; // const final = Math.abs(alt - targetD.alt) < 1e-9 && Math.abs(margin - targetD.margin) < 1e-9;\n // const topRes = final ? hexTopCurvatureResolution : 180; // use lower resolution for transitory states\n\n\n var topRes = hexTopCurvatureResolution; // compute new geojson with relative margin\n\n var relNum = function relNum(st, end, rat) {\n return st - (st - end) * rat;\n };\n\n var _obj$__hexCenter = _slicedToArray(obj.__hexCenter, 2),\n clat = _obj$__hexCenter[0],\n clng = _obj$__hexCenter[1];\n\n var geoJson = margin === 0 ? obj.__hexGeoJson : obj.__hexGeoJson.map(function (_ref4) {\n var _ref5 = _slicedToArray(_ref4, 2),\n elng = _ref5[0],\n elat = _ref5[1];\n\n return [[elng, clng], [elat, clat]].map(function (_ref6) {\n var _ref7 = _slicedToArray(_ref6, 2),\n st = _ref7[0],\n end = _ref7[1];\n\n return relNum(st, end, margin);\n });\n });\n obj.geometry = new GeometryClass([geoJson], GLOBE_RADIUS, GLOBE_RADIUS * (1 + alt), false, true, true, topRes);\n };\n\n var currentTargetD = obj.__currentTargetD || Object.assign({}, targetD, {\n alt: -1e-3\n });\n\n if (Object.keys(targetD).some(function (k) {\n return currentTargetD[k] !== targetD[k];\n })) {\n if (state.hexBinMerge || !state.hexTransitionDuration || state.hexTransitionDuration < 0) {\n // set final position\n applyUpdate(targetD);\n } else {\n // animate\n new _tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Tween(currentTargetD).to(targetD, state.hexTransitionDuration).easing(_tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Easing.Quadratic.InOut).onUpdate(applyUpdate).start();\n }\n }\n\n if (!state.hexBinMerge) {\n // Update materials on individual hex points\n var sideColor = sideColorAccessor(d);\n var topColor = topColorAccessor(d);\n [sideColor, topColor].forEach(function (color) {\n if (!hexMaterials.hasOwnProperty(color)) {\n var opacity = colorAlpha(color);\n hexMaterials[color] = new THREE$3.MeshLambertMaterial({\n color: colorStr2Hex(color),\n transparent: opacity < 1,\n opacity: opacity,\n side: THREE$3.DoubleSide\n });\n }\n });\n obj.material = [sideColor, topColor].map(function (color) {\n return hexMaterials[color];\n });\n }\n }\n }\n});\n\nvar THREE$4 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n DoubleSide: three__WEBPACK_IMPORTED_MODULE_0__.DoubleSide,\n Group: three__WEBPACK_IMPORTED_MODULE_0__.Group,\n Line: three__WEBPACK_IMPORTED_MODULE_0__.Line,\n LineBasicMaterial: three__WEBPACK_IMPORTED_MODULE_0__.LineBasicMaterial,\n Mesh: three__WEBPACK_IMPORTED_MODULE_0__.Mesh,\n MeshBasicMaterial: three__WEBPACK_IMPORTED_MODULE_0__.MeshBasicMaterial\n};\n\nvar PolygonsLayerKapsule = (0,kapsule__WEBPACK_IMPORTED_MODULE_1__.default)({\n props: {\n polygonsData: {\n \"default\": []\n },\n polygonGeoJsonGeometry: {\n \"default\": 'geometry'\n },\n polygonSideColor: {\n \"default\": function _default() {\n return '#ffffaa';\n }\n },\n polygonSideMaterial: {},\n polygonCapColor: {\n \"default\": function _default() {\n return '#ffffaa';\n }\n },\n polygonCapMaterial: {},\n polygonStrokeColor: {},\n polygonAltitude: {\n \"default\": 0.01\n },\n // in units of globe radius\n polygonCapCurvatureResolution: {\n \"default\": 5\n },\n // in angular degrees\n polygonsTransitionDuration: {\n \"default\": 1000,\n triggerUpdate: false\n } // ms\n\n },\n init: function init(threeObj, state) {\n // Clear the scene\n emptyObject(threeObj); // Main three object to manipulate\n\n state.scene = threeObj;\n },\n update: function update(state) {\n // Data accessors\n var geoJsonAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.polygonGeoJsonGeometry);\n var altitudeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.polygonAltitude);\n var capCurvatureResolutionAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.polygonCapCurvatureResolution);\n var capColorAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.polygonCapColor);\n var capMaterialAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.polygonCapMaterial);\n var sideColorAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.polygonSideColor);\n var sideMaterialAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.polygonSideMaterial);\n var strokeColorAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.polygonStrokeColor);\n var singlePolygons = [];\n state.polygonsData.forEach(function (polygon) {\n var objAttrs = {\n data: polygon,\n capColor: capColorAccessor(polygon),\n capMaterial: capMaterialAccessor(polygon),\n sideColor: sideColorAccessor(polygon),\n sideMaterial: sideMaterialAccessor(polygon),\n strokeColor: strokeColorAccessor(polygon),\n altitude: +altitudeAccessor(polygon),\n capCurvatureResolution: +capCurvatureResolutionAccessor(polygon)\n };\n var geoJson = geoJsonAccessor(polygon);\n var geoId = polygon.__id || \"\".concat(Math.round(Math.random() * 1e9)); // generate and stamp polygon ids to keep track in digest\n\n polygon.__id = geoId;\n\n if (geoJson.type === 'Polygon') {\n singlePolygons.push(_objectSpread2({\n id: \"\".concat(geoId, \"_0\"),\n coords: geoJson.coordinates\n }, objAttrs));\n } else if (geoJson.type === 'MultiPolygon') {\n singlePolygons.push.apply(singlePolygons, _toConsumableArray(geoJson.coordinates.map(function (coords, idx) {\n return _objectSpread2({\n id: \"\".concat(geoId, \"_\").concat(idx),\n coords: coords\n }, objAttrs);\n })));\n } else {\n console.warn(\"Unsupported GeoJson geometry type: \".concat(geoJson.type, \". Skipping geometry...\"));\n }\n });\n threeDigest(singlePolygons, state.scene, {\n idAccessor: function idAccessor(d) {\n return d.id;\n },\n createObj: function createObj() {\n var obj = new THREE$4.Group();\n obj.__defaultSideMaterial = new THREE$4.MeshBasicMaterial({\n side: THREE$4.DoubleSide,\n depthWrite: true\n });\n obj.__defaultCapMaterial = new THREE$4.MeshBasicMaterial({\n side: THREE$4.DoubleSide,\n depthWrite: true\n }); // conic geometry\n\n obj.add(new THREE$4.Mesh(undefined, [obj.__defaultSideMaterial, // side material\n obj.__defaultCapMaterial // cap material\n ])); // polygon stroke\n\n obj.add(new THREE$4.Line(undefined, new THREE$4.LineBasicMaterial()));\n obj.__globeObjType = 'polygon'; // Add object type\n\n return obj;\n },\n updateObj: function updateObj(obj, _ref) {\n var coords = _ref.coords,\n capColor = _ref.capColor,\n capMaterial = _ref.capMaterial,\n sideColor = _ref.sideColor,\n sideMaterial = _ref.sideMaterial,\n strokeColor = _ref.strokeColor,\n altitude = _ref.altitude,\n capCurvatureResolution = _ref.capCurvatureResolution;\n\n var _obj$children = _slicedToArray(obj.children, 2),\n conicObj = _obj$children[0],\n strokeObj = _obj$children[1]; // hide stroke if no color set\n\n\n var addStroke = !!strokeColor;\n strokeObj.visible = addStroke; // replace side/cap materials if defined\n\n conicObj.material[0] = sideMaterial || obj.__defaultSideMaterial;\n conicObj.material[1] = capMaterial || obj.__defaultCapMaterial; // update default material colors\n\n [!sideMaterial && sideColor, !capMaterial && capColor].forEach(function (color, materialIdx) {\n if (!color) return; // skip custom materials\n // conic object\n\n var material = conicObj.material[materialIdx];\n var opacity = colorAlpha(color);\n material.color.set(colorStr2Hex(color));\n material.transparent = opacity < 1;\n material.opacity = opacity;\n });\n\n if (addStroke) {\n // stroke object\n var material = strokeObj.material;\n var opacity = colorAlpha(strokeColor);\n material.color.set(colorStr2Hex(strokeColor));\n material.transparent = opacity < 1;\n material.opacity = opacity;\n }\n\n var geoJsonGeometry = {\n type: 'Polygon',\n coordinates: coords\n };\n var targetD = {\n alt: altitude,\n capCurvatureResolution: capCurvatureResolution\n };\n\n var applyUpdate = function applyUpdate(td) {\n var _obj$__currentTargetD = obj.__currentTargetD = td,\n alt = _obj$__currentTargetD.alt,\n capCurvatureResolution = _obj$__currentTargetD.capCurvatureResolution; // const final = Math.abs(alt - targetD.alt) < 1e-9;\n // const res = final ? capCurvatureResolution : 180; // use lower resolution for transitory states\n\n\n var res = capCurvatureResolution;\n conicObj.geometry = new three_conic_polygon_geometry__WEBPACK_IMPORTED_MODULE_9__.ConicPolygonBufferGeometry(coords, GLOBE_RADIUS, GLOBE_RADIUS * (1 + alt), false, true, true, res);\n addStroke && (strokeObj.geometry = new three_geojson_geometry__WEBPACK_IMPORTED_MODULE_3__.GeoJsonGeometry(geoJsonGeometry, GLOBE_RADIUS * (1 + alt + 1e-4), res)); // stroke slightly above the conic mesh\n };\n\n var currentTargetD = obj.__currentTargetD || Object.assign({}, targetD, {\n alt: -1e-3\n });\n\n if (Object.keys(targetD).some(function (k) {\n return currentTargetD[k] !== targetD[k];\n })) {\n if (!state.polygonsTransitionDuration || state.polygonsTransitionDuration < 0 || currentTargetD.alt === targetD.alt) {\n // set final position\n applyUpdate(targetD);\n } else {\n // animate\n new _tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Tween(currentTargetD).to(targetD, state.polygonsTransitionDuration).easing(_tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Easing.Quadratic.InOut).onUpdate(applyUpdate).start();\n }\n }\n }\n });\n }\n});\n\nvar THREE$5 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n DoubleSide: three__WEBPACK_IMPORTED_MODULE_0__.DoubleSide,\n Geometry: three__WEBPACK_IMPORTED_MODULE_0__.Geometry,\n Mesh: three__WEBPACK_IMPORTED_MODULE_0__.Mesh,\n MeshLambertMaterial: three__WEBPACK_IMPORTED_MODULE_0__.MeshLambertMaterial\n};\n\nvar HexedPolygonsLayerKapsule = (0,kapsule__WEBPACK_IMPORTED_MODULE_1__.default)({\n props: {\n hexPolygonsData: {\n \"default\": []\n },\n hexPolygonGeoJsonGeometry: {\n \"default\": 'geometry'\n },\n hexPolygonColor: {\n \"default\": function _default() {\n return '#ffffaa';\n }\n },\n hexPolygonAltitude: {\n \"default\": 0.001\n },\n // in units of globe radius\n hexPolygonResolution: {\n \"default\": 3\n },\n // 0-15. Level 0 partitions the earth in 122 (mostly) hexagonal cells. Each subsequent level sub-divides the previous in roughly 7 hexagons.\n hexPolygonMargin: {\n \"default\": 0.2\n },\n // in fraction of hex diameter\n hexPolygonCurvatureResolution: {\n \"default\": 5\n },\n // in angular degrees\n hexPolygonsTransitionDuration: {\n \"default\": 0,\n triggerUpdate: false\n } // ms\n\n },\n init: function init(threeObj, state) {\n // Clear the scene\n emptyObject(threeObj); // Main three object to manipulate\n\n state.scene = threeObj;\n },\n update: function update(state) {\n // Accessors\n var geoJsonAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexPolygonGeoJsonGeometry);\n var colorAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexPolygonColor);\n var altitudeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexPolygonAltitude);\n var resolutionAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexPolygonResolution);\n var marginAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexPolygonMargin);\n var curvatureResolutionAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.hexPolygonCurvatureResolution);\n threeDigest(state.hexPolygonsData, state.scene, {\n createObj: function createObj(d) {\n var obj = new THREE$5.Mesh(undefined, new THREE$5.MeshLambertMaterial({\n side: THREE$5.DoubleSide\n }));\n obj.__globeObjType = 'hexPolygon'; // Add object type\n\n return obj;\n },\n updateObj: function updateObj(obj, d) {\n var geoJson = geoJsonAccessor(d);\n var h3Res = resolutionAccessor(d);\n var alt = altitudeAccessor(d);\n var margin = Math.max(0, Math.min(1, +marginAccessor(d)));\n var curvatureResolution = curvatureResolutionAccessor(d); // update material\n\n var color = colorAccessor(d);\n var opacity = colorAlpha(color);\n obj.material.color.set(colorStr2Hex(color));\n obj.material.transparent = opacity < 1;\n obj.material.opacity = opacity;\n var h3Idxs = [];\n\n if (geoJson.type === 'Polygon') {\n h3Idxs.push.apply(h3Idxs, _toConsumableArray((0,h3_js__WEBPACK_IMPORTED_MODULE_11__.polyfill)(geoJson.coordinates, h3Res, true)));\n } else if (geoJson.type === 'MultiPolygon') {\n geoJson.coordinates.forEach(function (coords) {\n return h3Idxs.push.apply(h3Idxs, _toConsumableArray((0,h3_js__WEBPACK_IMPORTED_MODULE_11__.polyfill)(coords, h3Res, true)));\n });\n } else {\n console.warn(\"Unsupported GeoJson geometry type: \".concat(geoJson.type, \". Skipping geometry...\"));\n }\n\n var hexBins = h3Idxs.map(function (h3Idx) {\n var hexCenter = (0,h3_js__WEBPACK_IMPORTED_MODULE_11__.h3ToGeo)(h3Idx);\n var hexGeoJson = (0,h3_js__WEBPACK_IMPORTED_MODULE_11__.h3ToGeoBoundary)(h3Idx, true).reverse(); // correct polygon winding\n // stitch longitudes at the anti-meridian\n\n var centerLng = hexCenter[1];\n hexGeoJson.forEach(function (d) {\n var edgeLng = d[0];\n\n if (Math.abs(centerLng - edgeLng) > 170) {\n // normalize large lng distances\n d[0] += centerLng > edgeLng ? 360 : -360;\n }\n });\n return {\n h3Idx: h3Idx,\n hexCenter: hexCenter,\n hexGeoJson: hexGeoJson\n };\n });\n var targetD = {\n alt: alt,\n margin: margin,\n curvatureResolution: curvatureResolution\n };\n\n var applyUpdate = function applyUpdate(td) {\n var _obj$__currentTargetD = obj.__currentTargetD = td,\n alt = _obj$__currentTargetD.alt,\n margin = _obj$__currentTargetD.margin,\n curvatureResolution = _obj$__currentTargetD.curvatureResolution;\n\n obj.geometry = new THREE$5.Geometry();\n hexBins.forEach(function (h) {\n // compute new geojson with relative margin\n var relNum = function relNum(st, end, rat) {\n return st - (st - end) * rat;\n };\n\n var _h$hexCenter = _slicedToArray(h.hexCenter, 2),\n clat = _h$hexCenter[0],\n clng = _h$hexCenter[1];\n\n var geoJson = margin === 0 ? h.hexGeoJson : h.hexGeoJson.map(function (_ref) {\n var _ref2 = _slicedToArray(_ref, 2),\n elng = _ref2[0],\n elat = _ref2[1];\n\n return [[elng, clng], [elat, clat]].map(function (_ref3) {\n var _ref4 = _slicedToArray(_ref3, 2),\n st = _ref4[0],\n end = _ref4[1];\n\n return relNum(st, end, margin);\n });\n });\n var hexGeom = new three_conic_polygon_geometry__WEBPACK_IMPORTED_MODULE_9__.ConicPolygonGeometry([geoJson], GLOBE_RADIUS, GLOBE_RADIUS * (1 + alt), false, true, false, curvatureResolution);\n obj.geometry.merge(hexGeom);\n });\n };\n\n var currentTargetD = obj.__currentTargetD || Object.assign({}, targetD, {\n alt: -1e-3\n });\n\n if (Object.keys(targetD).some(function (k) {\n return currentTargetD[k] !== targetD[k];\n })) {\n if (!state.hexPolygonsTransitionDuration || state.hexPolygonsTransitionDuration < 0) {\n // set final position\n applyUpdate(targetD);\n } else {\n // animate\n new _tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Tween(currentTargetD).to(targetD, state.hexPolygonsTransitionDuration).easing(_tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Easing.Quadratic.InOut).onUpdate(applyUpdate).start();\n }\n }\n }\n });\n }\n});\n\nvar THREE$6 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n Vector3: three__WEBPACK_IMPORTED_MODULE_0__.Vector3\n};\nfunction interpolateVectors(fromPnts, toPnts) {\n var extendArr = function extendArr(arr, length) {\n var repeatItem = arr[arr.length - 1];\n return [].concat(_toConsumableArray(arr), _toConsumableArray(_toConsumableArray(new Array(length - arr.length)).map(function () {\n return repeatItem;\n })));\n };\n\n var arrLength = Math.max(fromPnts.length, toPnts.length);\n var interpolator = d3_interpolate__WEBPACK_IMPORTED_MODULE_17__.default.apply(void 0, _toConsumableArray([fromPnts, toPnts].map(function (pnts) {\n return pnts.map(function (_ref) {\n var x = _ref.x,\n y = _ref.y,\n z = _ref.z;\n return [x, y, z];\n });\n }).map(function (arr) {\n return extendArr(arr, arrLength);\n })));\n return function (k) {\n return k === 0 ? fromPnts : k === 1 ? toPnts : interpolator(k).map(function (_ref2) {\n var _ref3 = _slicedToArray(_ref2, 3),\n x = _ref3[0],\n y = _ref3[1],\n z = _ref3[2];\n\n return new THREE$6.Vector3(x, y, z);\n });\n };\n}\n\nvar THREE$7 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n AdditiveBlending: three__WEBPACK_IMPORTED_MODULE_0__.AdditiveBlending,\n BufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.BufferGeometry,\n Color: three__WEBPACK_IMPORTED_MODULE_0__.Color,\n Float32BufferAttribute: three__WEBPACK_IMPORTED_MODULE_0__.Float32BufferAttribute,\n Group: three__WEBPACK_IMPORTED_MODULE_0__.Group,\n Line: three__WEBPACK_IMPORTED_MODULE_0__.Line,\n NoColors: three__WEBPACK_IMPORTED_MODULE_0__.NoColors,\n ShaderMaterial: three__WEBPACK_IMPORTED_MODULE_0__.ShaderMaterial,\n Vector3: three__WEBPACK_IMPORTED_MODULE_0__.Vector3,\n VertexColors: three__WEBPACK_IMPORTED_MODULE_0__.VertexColors\n};\n// support both modes for backwards threejs compatibility\n\nvar setAttributeFn$1 = new THREE$7.BufferGeometry().setAttribute ? 'setAttribute' : 'addAttribute';\nvar gradientShaders$1 = {\n uniforms: {\n // dash param defaults, all relative to full length\n dashOffset: {\n value: 0\n },\n dashSize: {\n value: 1\n },\n gapSize: {\n value: 0\n },\n dashTranslate: {\n value: 0\n } // used for animating the dash\n\n },\n vertexShader: \"\\n uniform float dashTranslate;\\n\\n attribute vec4 vertexColor;\\n varying vec4 vColor;\\n\\n attribute float vertexRelDistance;\\n varying float vRelDistance;\\n\\n void main() {\\n // pass through colors and distances\\n vColor = vertexColor;\\n vRelDistance = vertexRelDistance + dashTranslate;\\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\\n }\\n \",\n fragmentShader: \"\\n uniform float dashOffset;\\n uniform float dashSize;\\n uniform float gapSize;\\n\\n varying vec4 vColor;\\n varying float vRelDistance;\\n\\n void main() {\\n // ignore pixels in the gap\\n if (vRelDistance < dashOffset) discard;\\n if (mod(vRelDistance - dashOffset, dashSize + gapSize) > dashSize) discard;\\n\\n // set px color: [r, g, b, a], interpolated between vertices\\n gl_FragColor = vColor;\\n }\\n \"\n};\nvar PathsLayerKapsule = (0,kapsule__WEBPACK_IMPORTED_MODULE_1__.default)({\n props: {\n pathsData: {\n \"default\": []\n },\n pathPoints: {\n \"default\": function _default(pnts) {\n return pnts;\n }\n },\n pathPointLat: {\n \"default\": function _default(arr) {\n return arr[0];\n }\n },\n pathPointLng: {\n \"default\": function _default(arr) {\n return arr[1];\n }\n },\n pathPointAlt: {\n \"default\": 1e-3\n },\n pathResolution: {\n \"default\": 2\n },\n // in deg\n pathColor: {\n \"default\": function _default() {\n return '#ffffaa';\n }\n },\n pathStroke: {},\n // in deg\n pathDashLength: {\n \"default\": 1\n },\n // in units of line length\n pathDashGap: {\n \"default\": 0\n },\n pathDashInitialGap: {\n \"default\": 0\n },\n pathDashAnimateTime: {\n \"default\": 0\n },\n // ms\n pathTransitionDuration: {\n \"default\": 1000,\n triggerUpdate: false\n },\n // ms\n rendererSize: {} // necessary to set correct fatline proportions\n\n },\n init: function init(threeObj, state) {\n // Clear the scene\n emptyObject(threeObj); // Main three object to manipulate\n\n state.scene = threeObj; // Kick-off dash animations\n\n new (frame_ticker__WEBPACK_IMPORTED_MODULE_8___default())().onTick.add(function (_, timeDelta) {\n state.pathsData.filter(function (d) {\n return d.__threeObj && d.__threeObj.children.length && d.__threeObj.children[0].material && d.__threeObj.children[0].__dashAnimateStep;\n }).forEach(function (d) {\n var obj = d.__threeObj.children[0];\n var step = obj.__dashAnimateStep * timeDelta;\n\n if (obj.type === 'Line') {\n var curTranslate = obj.material.uniforms.dashTranslate.value % 1e9; // reset after 1B loops\n\n obj.material.uniforms.dashTranslate.value = curTranslate + step;\n } else if (obj.type === 'Line2') {\n // fatline\n var offset = obj.material.dashOffset - step;\n var dashLength = obj.material.dashSize + obj.material.gapSize;\n\n while (offset <= -dashLength) {\n offset += dashLength;\n } // cycle within dash length\n\n\n obj.material.dashOffset = offset;\n }\n });\n });\n },\n update: function update(state) {\n // Data accessors\n var pointsAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pathPoints);\n var pointLatAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pathPointLat);\n var pointLngAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pathPointLng);\n var pointAltAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pathPointAlt);\n var strokeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pathStroke);\n var colorAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pathColor);\n var dashLengthAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pathDashLength);\n var dashGapAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pathDashGap);\n var dashInitialGapAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pathDashInitialGap);\n var dashAnimateTimeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.pathDashAnimateTime);\n var sharedShaderMaterial = new THREE$7.ShaderMaterial(_objectSpread2(_objectSpread2({}, gradientShaders$1), {}, {\n transparent: true,\n blending: THREE$7.AdditiveBlending\n }));\n threeDigest(state.pathsData, state.scene, {\n createObj: function createObj() {\n var obj = new THREE$7.Group(); // populated in updateObj\n\n obj.__globeObjType = 'path'; // Add object type\n\n return obj;\n },\n updateObj: function updateObj(group, path) {\n var stroke = strokeAccessor(path);\n var useFatLine = stroke !== null && stroke !== undefined;\n\n if (!group.children.length || useFatLine === (group.children[0].type === 'Line')) {\n // create or swap object types\n emptyObject(group);\n\n var _obj = useFatLine ? new three_fatline__WEBPACK_IMPORTED_MODULE_12__.Line2(new three_fatline__WEBPACK_IMPORTED_MODULE_12__.LineGeometry(), new three_fatline__WEBPACK_IMPORTED_MODULE_12__.LineMaterial()) : new THREE$7.Line(new THREE$7.BufferGeometry(), sharedShaderMaterial.clone() // Separate material instance per object to have dedicated uniforms (but shared shaders)\n );\n\n group.add(_obj);\n }\n\n var obj = group.children[0];\n var points = calcPath(pointsAccessor(path), pointLatAccessor, pointLngAccessor, pointAltAccessor, state.pathResolution); // set dash animation step\n\n var dashAnimateTime = dashAnimateTimeAccessor(path);\n obj.__dashAnimateStep = dashAnimateTime > 0 ? 1000 / dashAnimateTime : 0; // per second\n\n if (!useFatLine) {\n // set dash uniforms\n Object.assign(obj.material.uniforms, {\n dashSize: {\n value: dashLengthAccessor(path)\n },\n gapSize: {\n value: dashGapAccessor(path)\n },\n dashOffset: {\n value: dashInitialGapAccessor(path)\n }\n }); // calculate vertex colors (to create gradient)\n\n var vertexColorArray = calcColorVertexArray(colorAccessor(path), // single or array of colors\n points.length // numSegments\n ); // calculate vertex relative distances (for dashed lines)\n\n var vertexRelDistanceArray = calcVertexRelDistances(points.length, // numSegments\n 1, // num vertices per segment\n true // run from end to start, to animate in the correct direction\n );\n obj.geometry[setAttributeFn$1]('vertexColor', vertexColorArray);\n obj.geometry[setAttributeFn$1]('vertexRelDistance', vertexRelDistanceArray);\n } else {\n // fat lines\n obj.material.resolution = state.rendererSize;\n {\n // set dash styling\n var dashLength = dashLengthAccessor(path);\n var dashGap = dashGapAccessor(path);\n var dashInitialGap = dashInitialGapAccessor(path);\n obj.material.dashed = dashGap > 0; // temp hack to activate line dashes\n\n obj.material.dashed ? obj.material.defines.USE_DASH = \"\" : delete obj.material.defines.USE_DASH;\n\n if (obj.material.dashed) {\n obj.material.dashScale = 1 / calcLineDistance(points); // dash sizes relative to full line length\n\n obj.material.dashSize = dashLength;\n obj.material.gapSize = dashGap;\n obj.material.dashOffset = -dashInitialGap;\n }\n }\n {\n // set line colors\n var colors = colorAccessor(path);\n\n if (colors instanceof Array) {\n // calculate vertex colors (to create gradient)\n var _vertexColorArray = calcColorVertexArray(colorAccessor(path), // single or array of colors\n points.length - 1, // numSegments\n 1, // num vertices per segment\n false);\n\n obj.geometry.setColors(_vertexColorArray.array);\n obj.material.vertexColors = THREE$7.VertexColors;\n } else {\n // single color\n var color = colors;\n var opacity = colorAlpha(color);\n obj.material.color = new THREE$7.Color(colorStr2Hex(color));\n obj.material.transparent = opacity < 1;\n obj.material.opacity = opacity;\n obj.material.vertexColors = THREE$7.NoColors;\n }\n }\n obj.material.needsUpdate = true;\n } // animate from start to finish by default\n\n\n var pointsInterpolator = interpolateVectors(path.__currentTargetD && path.__currentTargetD.points || [points[0]], points);\n\n var applyUpdate = function applyUpdate(td) {\n var _path$__currentTarget = path.__currentTargetD = td,\n stroke = _path$__currentTarget.stroke,\n interpolK = _path$__currentTarget.interpolK;\n\n var kPoints = path.__currentTargetD.points = pointsInterpolator(interpolK);\n\n if (useFatLine) {\n var _ref;\n\n obj.geometry.setPositions((_ref = []).concat.apply(_ref, _toConsumableArray(kPoints.map(function (_ref2) {\n var x = _ref2.x,\n y = _ref2.y,\n z = _ref2.z;\n return [x, y, z];\n }))));\n obj.material.linewidth = stroke; // necessary for dashed lines\n\n obj.material.dashed && obj.computeLineDistances();\n } else {\n obj.geometry.setFromPoints(kPoints);\n obj.geometry.computeBoundingSphere();\n }\n };\n\n var targetD = {\n stroke: stroke,\n interpolK: 1\n };\n var currentTargetD = Object.assign({}, path.__currentTargetD || targetD, {\n interpolK: 0\n });\n\n if (Object.keys(targetD).some(function (k) {\n return currentTargetD[k] !== targetD[k];\n })) {\n if (!state.pathTransitionDuration || state.pathTransitionDuration < 0) {\n // set final position\n applyUpdate(targetD);\n } else {\n // animate\n new _tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Tween(currentTargetD).to(targetD, state.pathTransitionDuration).easing(_tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Easing.Quadratic.InOut).onUpdate(applyUpdate).start();\n }\n }\n }\n }); //\n\n function calcLineDistance(pnts) {\n var totalDist = 0;\n var prevPnt;\n pnts.forEach(function (pnt) {\n prevPnt && (totalDist += prevPnt.distanceTo(pnt));\n prevPnt = pnt;\n });\n return totalDist;\n }\n\n function calcPath(points, latAccessor, lngAccessor, altAccessor, angularResolution) {\n var getInterpolatedVals = function getInterpolatedVals(start, end, numPnts) {\n var result = [];\n\n for (var i = 1; i <= numPnts; i++) {\n result.push(start + (end - start) * i / (numPnts + 1));\n }\n\n return result;\n };\n\n var interpolateLine = function interpolateLine() {\n var lineCoords = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];\n var maxDegDistance = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;\n var result = [];\n var prevPnt = null;\n lineCoords.forEach(function (pnt) {\n if (prevPnt) {\n // cross the anti-meridian if that's the closest distance between points\n while (Math.abs(prevPnt[1] - pnt[1]) > 180) {\n prevPnt[1] += 360 * (prevPnt[1] < pnt[1] ? 1 : -1);\n }\n\n var dist = Math.sqrt(Math.pow(pnt[0] - prevPnt[0], 2) + Math.pow(pnt[1] - prevPnt[1], 2));\n\n if (dist > maxDegDistance) {\n var numAdditionalPnts = Math.floor(dist / maxDegDistance);\n var lats = getInterpolatedVals(prevPnt[0], pnt[0], numAdditionalPnts);\n var lngs = getInterpolatedVals(prevPnt[1], pnt[1], numAdditionalPnts);\n var alts = getInterpolatedVals(prevPnt[2], pnt[2], numAdditionalPnts);\n\n for (var i = 0, len = lats.length; i < len; i++) {\n result.push([lats[i], lngs[i], alts[i]]);\n }\n }\n }\n\n result.push(prevPnt = pnt);\n });\n return result;\n };\n\n var getVec = function getVec(_ref3) {\n var _ref4 = _slicedToArray(_ref3, 3),\n lat = _ref4[0],\n lng = _ref4[1],\n alt = _ref4[2];\n\n var _polar2Cartesian = polar2Cartesian(lat, lng, alt),\n x = _polar2Cartesian.x,\n y = _polar2Cartesian.y,\n z = _polar2Cartesian.z;\n\n return new THREE$7.Vector3(x, y, z);\n };\n\n return interpolateLine(points.map(function (pnt) {\n return [latAccessor(pnt), lngAccessor(pnt), altAccessor(pnt)];\n }), angularResolution).map(getVec);\n }\n\n function calcColorVertexArray(colors, numSegments) {\n var numVerticesPerSegment = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1;\n var includeAlpha = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : true;\n var numVerticesGroup = numSegments + 1; // one between every two segments and two at the ends\n\n var getVertexColor;\n\n if (colors instanceof Array) {\n // array of colors, interpolate at each step\n var colorScale = (0,d3_scale__WEBPACK_IMPORTED_MODULE_16__.default)().domain(colors.map(function (_, idx) {\n return idx / (colors.length - 1);\n })) // same number of stops as colors\n .range(colors);\n\n getVertexColor = function getVertexColor(t) {\n return color2ShaderArr(colorScale(t), includeAlpha);\n };\n } else {\n // single color, use constant\n var vertexColor = color2ShaderArr(colors, includeAlpha);\n\n getVertexColor = function getVertexColor() {\n return vertexColor;\n };\n }\n\n var numArgs = includeAlpha ? 4 : 3;\n var vertexColorArray = new THREE$7.Float32BufferAttribute(numVerticesGroup * numArgs * numVerticesPerSegment, numArgs);\n\n for (var v = 0, l = numVerticesGroup; v < l; v++) {\n var _vertexColor = getVertexColor(v / (l - 1));\n\n for (var s = 0; s < numVerticesPerSegment; s++) {\n vertexColorArray.set(_vertexColor, (v * numVerticesPerSegment + s) * numArgs);\n }\n }\n\n return vertexColorArray;\n }\n\n function calcVertexRelDistances(numSegments) {\n var numVerticesPerSegment = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;\n var invert = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : false;\n var numVerticesGroup = numSegments + 1; // one between every two segments and two at the ends\n\n var arrLen = numVerticesGroup * numVerticesPerSegment;\n var vertexDistanceArray = new THREE$7.Float32BufferAttribute(arrLen, 1);\n\n for (var v = 0, l = numVerticesGroup; v < l; v++) {\n var relDistance = v / (l - 1);\n\n for (var s = 0; s < numVerticesPerSegment; s++) {\n var idx = v * numVerticesPerSegment + s;\n var pos = invert ? arrLen - 1 - idx : idx;\n vertexDistanceArray.setX(pos, relDistance);\n }\n }\n\n return vertexDistanceArray;\n }\n }\n});\n\nvar THREE$8 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n Euler: three__WEBPACK_IMPORTED_MODULE_0__.Euler,\n Mesh: three__WEBPACK_IMPORTED_MODULE_0__.Mesh,\n MeshLambertMaterial: three__WEBPACK_IMPORTED_MODULE_0__.MeshLambertMaterial,\n SphereBufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.SphereBufferGeometry\n};\n\nvar TilesLayerKapsule = (0,kapsule__WEBPACK_IMPORTED_MODULE_1__.default)({\n props: {\n tilesData: {\n \"default\": []\n },\n tileLat: {\n \"default\": 'lat'\n },\n // tile centroid\n tileLng: {\n \"default\": 'lng'\n },\n tileAltitude: {\n \"default\": 0.01\n },\n // in units of globe radius\n tileWidth: {\n \"default\": 1\n },\n // in lng degrees\n tileHeight: {\n \"default\": 1\n },\n // in lat degrees\n tileUseGlobeProjection: {\n \"default\": true\n },\n // whether to size tiles relative to the globe coordinate system, or independently\n tileMaterial: {\n \"default\": function _default() {\n return new THREE$8.MeshLambertMaterial({\n color: '#ffbb88',\n opacity: 0.4,\n transparent: true\n });\n }\n },\n tileCurvatureResolution: {\n \"default\": 5\n },\n // in angular degrees\n tilesTransitionDuration: {\n \"default\": 1000,\n triggerUpdate: false\n } // ms\n\n },\n init: function init(threeObj, state) {\n // Clear the scene\n emptyObject(threeObj); // Main three object to manipulate\n\n state.scene = threeObj;\n },\n update: function update(state) {\n // Data accessors\n var latAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.tileLat);\n var lngAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.tileLng);\n var altitudeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.tileAltitude);\n var widthAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.tileWidth);\n var heightAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.tileHeight);\n var useGlobeProjectionAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.tileUseGlobeProjection);\n var materialAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.tileMaterial);\n var curvatureResolutionAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.tileCurvatureResolution);\n threeDigest(state.tilesData, state.scene, {\n createObj: function createObj() {\n var obj = new THREE$8.Mesh();\n obj.__globeObjType = 'tile'; // Add object type\n\n return obj;\n },\n updateObj: function updateObj(obj, d) {\n obj.material = materialAccessor(d); // set material\n\n var useGlobeProjection = useGlobeProjectionAccessor(d);\n var curvatureResolution = curvatureResolutionAccessor(d); // animations\n\n var applyPosition = function applyPosition(td) {\n var _obj$__currentTargetD = obj.__currentTargetD = td,\n lat = _obj$__currentTargetD.lat,\n lng = _obj$__currentTargetD.lng,\n alt = _obj$__currentTargetD.alt,\n width = _obj$__currentTargetD.width,\n height = _obj$__currentTargetD.height;\n\n var rotLng = deg2Rad(lng);\n var rotLat = deg2Rad(-lat);\n obj.geometry = new THREE$8.SphereBufferGeometry(GLOBE_RADIUS * (1 + alt), Math.ceil(width / curvatureResolution), Math.ceil(height / curvatureResolution), deg2Rad(90 - width / 2) + (useGlobeProjection ? rotLng : 0), deg2Rad(width), deg2Rad(90 - height / 2) + (useGlobeProjection ? rotLat : 0), deg2Rad(height));\n\n if (!useGlobeProjection) {\n // rotate obj instead. order matters, rotate longitudinally first.\n obj.setRotationFromEuler(new THREE$8.Euler(rotLat, rotLng, 0, 'YXZ'));\n }\n };\n\n var targetD = {\n lat: +latAccessor(d),\n lng: +lngAccessor(d),\n alt: +altitudeAccessor(d),\n width: +widthAccessor(d),\n height: +heightAccessor(d)\n };\n var currentTargetD = obj.__currentTargetD || Object.assign({}, targetD, {\n width: 0,\n height: 0\n });\n\n if (Object.keys(targetD).some(function (k) {\n return currentTargetD[k] !== targetD[k];\n })) {\n if (!state.tilesTransitionDuration || state.tilesTransitionDuration < 0) {\n // set final position\n applyPosition(targetD);\n } else {\n // animate\n new 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original_font_information={postscript_name:\"Helvetiker-Regular\",version_string:\"Version 1.00 2004 initial release\",vendor_url:\"http://www.magenta.gr/\",full_font_name:\"Helvetiker\",font_family_name:\"Helvetiker\",copyright:\"Copyright (c) Μagenta ltd, 2004\",description:\"\",trademark:\"\",designer:\"\",designer_url:\"\",unique_font_identifier:\"Μagenta ltd:Helvetiker:22-10-104\",license_url:\"http://www.ellak.gr/fonts/MgOpen/license.html\",license_description:\"Copyright (c) 2004 by MAGENTA Ltd. All Rights Reserved.\\r\\n\\r\\nPermission is hereby granted, free of charge, to any person obtaining a copy of the fonts accompanying this license (\\\"Fonts\\\") and associated documentation files (the \\\"Font Software\\\"), to reproduce and distribute the Font Software, including without limitation the rights to use, copy, merge, publish, distribute, and/or sell copies of the Font Software, and to permit persons to whom the Font Software is furnished to do so, subject to the following conditions: \\r\\n\\r\\nThe above copyright and this permission notice shall be included in all copies of one or more of the Font Software typefaces.\\r\\n\\r\\nThe Font Software may be modified, altered, or added to, and in particular the designs of glyphs or characters in the Fonts may be modified and additional glyphs or characters may be added to the Fonts, only if the fonts are renamed to names not containing the word \\\"MgOpen\\\", or if the modifications are accepted for inclusion in the Font Software itself by the each appointed Administrator.\\r\\n\\r\\nThis License becomes null and void to the extent applicable to Fonts or Font Software that has been modified and is distributed under the \\\"MgOpen\\\" name.\\r\\n\\r\\nThe Font Software may be sold as part of a larger software package but no copy of one or more of the Font Software typefaces may be sold by itself. \\r\\n\\r\\nTHE FONT SOFTWARE IS PROVIDED \\\"AS IS\\\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL MAGENTA OR PERSONS OR BODIES IN CHARGE OF ADMINISTRATION AND MAINTENANCE OF THE FONT SOFTWARE BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.\",manufacturer_name:\"Μagenta ltd\",font_sub_family_name:\"Regular\"};var descender=-334;var familyName=\"Helvetiker\";var lineHeight=1522;var underlineThickness=50;var defaultTypeFace = {glyphs:glyphs,cssFontWeight:cssFontWeight,ascender:ascender,underlinePosition:underlinePosition,cssFontStyle:cssFontStyle,boundingBox:boundingBox,resolution:resolution,original_font_information:original_font_information,descender:descender,familyName:familyName,lineHeight:lineHeight,underlineThickness:underlineThickness};\n\nvar THREE$9 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n CircleBufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.CircleBufferGeometry,\n Font: three__WEBPACK_IMPORTED_MODULE_0__.Font,\n Group: three__WEBPACK_IMPORTED_MODULE_0__.Group,\n Mesh: three__WEBPACK_IMPORTED_MODULE_0__.Mesh,\n MeshLambertMaterial: three__WEBPACK_IMPORTED_MODULE_0__.MeshLambertMaterial,\n TextBufferGeometry: three__WEBPACK_IMPORTED_MODULE_0__.TextBufferGeometry,\n Vector3: three__WEBPACK_IMPORTED_MODULE_0__.Vector3\n};\n\nvar LabelsLayerKapsule = (0,kapsule__WEBPACK_IMPORTED_MODULE_1__.default)({\n props: {\n labelsData: {\n \"default\": []\n },\n labelLat: {\n \"default\": 'lat'\n },\n labelLng: {\n \"default\": 'lng'\n },\n labelAltitude: {\n \"default\": 0\n },\n // in units of globe radius\n labelText: {\n \"default\": 'text'\n },\n labelSize: {\n \"default\": 0.5\n },\n // text height in deg\n labelTypeFace: {\n \"default\": defaultTypeFace,\n onChange: function onChange(tf, state) {\n state.font = new THREE$9.Font(tf);\n }\n },\n labelColor: {\n \"default\": function _default() {\n return 'lightgrey';\n }\n },\n labelRotation: {\n \"default\": 0\n },\n // clockwise degrees, relative to the latitute parallel plane\n labelResolution: {\n \"default\": 3\n },\n // how many segments in the text's curves\n labelIncludeDot: {\n \"default\": true\n },\n labelDotRadius: {\n \"default\": 0.1\n },\n // in deg\n labelDotOrientation: {\n \"default\": function _default() {\n return 'bottom';\n }\n },\n // right, top, bottom\n labelsTransitionDuration: {\n \"default\": 1000,\n triggerUpdate: false\n } // ms\n\n },\n init: function init(threeObj, state) {\n // Clear the scene\n emptyObject(threeObj); // Main three object to manipulate\n\n state.scene = threeObj;\n },\n update: function update(state) {\n // Data accessors\n var latAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.labelLat);\n var lngAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.labelLng);\n var altitudeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.labelAltitude);\n var textAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.labelText);\n var sizeAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.labelSize);\n var rotationAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.labelRotation);\n var colorAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.labelColor);\n var includeDotAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.labelIncludeDot);\n var dotRadiusAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.labelDotRadius);\n var dotOrientationAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.labelDotOrientation);\n var orientations = new Set(['right', 'top', 'bottom']);\n var pxPerDeg = 2 * Math.PI * GLOBE_RADIUS / 360;\n var circleGeometry = new THREE$9.CircleBufferGeometry(1, 16);\n threeDigest(state.labelsData, state.scene, {\n createObj: function createObj() {\n var material = new THREE$9.MeshLambertMaterial();\n var obj = new THREE$9.Group(); // container\n\n obj.add(new THREE$9.Mesh(circleGeometry, material)); // dot\n\n obj.add(new THREE$9.Mesh(undefined, material)); // text\n\n obj.__globeObjType = 'label'; // Add object type\n\n return obj;\n },\n updateObj: function updateObj(obj, d) {\n var _obj$children = _slicedToArray(obj.children, 2),\n dotObj = _obj$children[0],\n textObj = _obj$children[1]; // update color\n\n\n var color = colorAccessor(d);\n var opacity = colorAlpha(color);\n textObj.material.color.set(colorStr2Hex(color));\n textObj.material.transparent = opacity < 1;\n textObj.material.opacity = opacity; // update dot\n\n var includeDot = includeDotAccessor(d);\n var dotOrient = dotOrientationAccessor(d);\n !includeDot || !orientations.has(dotOrient) && (dotOrient = 'bottom'); // size dot\n\n var dotR = includeDot ? +dotRadiusAccessor(d) * pxPerDeg : 1e-12;\n dotObj.scale.x = dotObj.scale.y = dotR; // create text geometry\n\n var textHeight = +sizeAccessor(d) * pxPerDeg;\n textObj.geometry = new THREE$9.TextBufferGeometry(textAccessor(d), {\n font: state.font,\n size: textHeight,\n height: 0,\n curveSegments: state.labelResolution\n }); // center text (otherwise anchor is on bottom-left)\n\n dotOrient !== 'right' && textObj.geometry.center();\n\n if (includeDot) {\n // translate text\n var padding = dotR + textHeight / 2;\n dotOrient === 'right' && (textObj.position.x = padding);\n textObj.position.y = {\n right: -textHeight / 2,\n // center vertically\n top: padding + textHeight / 2,\n bottom: -padding - textHeight / 2\n }[dotOrient];\n } // animations\n\n\n var applyPosition = function applyPosition(td) {\n var _obj$__currentTargetD = obj.__currentTargetD = td,\n lat = _obj$__currentTargetD.lat,\n lng = _obj$__currentTargetD.lng,\n alt = _obj$__currentTargetD.alt,\n rot = _obj$__currentTargetD.rot,\n scale = _obj$__currentTargetD.scale; // position center\n\n\n Object.assign(obj.position, polar2Cartesian(lat, lng, alt)); // rotate\n\n obj.lookAt(state.scene.localToWorld(new THREE$9.Vector3(0, 0, 0))); // face globe (local) center\n\n obj.rotateY(Math.PI); // face outwards\n // rotate clockwise relative to lat parallel\n\n obj.rotateZ(-rot * Math.PI / 180); // scale it\n\n obj.scale.x = obj.scale.y = obj.scale.z = scale;\n };\n\n var targetD = {\n lat: +latAccessor(d),\n lng: +lngAccessor(d),\n alt: +altitudeAccessor(d),\n rot: +rotationAccessor(d),\n scale: 1\n };\n var currentTargetD = obj.__currentTargetD || Object.assign({}, targetD, {\n scale: 1e-12\n });\n\n if (Object.keys(targetD).some(function (k) {\n return currentTargetD[k] !== targetD[k];\n })) {\n if (!state.labelsTransitionDuration || state.labelsTransitionDuration < 0) {\n // set final position\n applyPosition(targetD);\n } else {\n // animate\n new _tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Tween(currentTargetD).to(targetD, state.labelsTransitionDuration).easing(_tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Easing.Quadratic.InOut).onUpdate(applyPosition).start();\n }\n }\n }\n });\n }\n});\n\nvar CustomLayerKapsule = (0,kapsule__WEBPACK_IMPORTED_MODULE_1__.default)({\n props: {\n customLayerData: {\n \"default\": []\n },\n customThreeObject: {},\n customThreeObjectUpdate: {\n triggerUpdate: false\n }\n },\n init: function init(threeObj, state) {\n // Clear the scene\n emptyObject(threeObj); // Main three object to manipulate\n\n state.scene = threeObj;\n },\n update: function update(state) {\n if (!state.customThreeObjectUpdate) {\n emptyObject(state.scene);\n } // Clear the existing objects to create all new, if there's no update method (brute-force)\n\n\n var customObjectAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.customThreeObject);\n var customObjectUpdateAccessor = (0,accessor_fn__WEBPACK_IMPORTED_MODULE_5__.default)(state.customThreeObjectUpdate);\n threeDigest(state.customLayerData, state.scene, {\n createObj: function createObj(d) {\n var obj = customObjectAccessor(d, GLOBE_RADIUS);\n\n if (obj) {\n if (state.customThreeObject === obj) {\n // clone object if it's a shared object among all points\n obj = obj.clone();\n }\n\n obj.__globeObjType = 'custom'; // Add object type\n }\n\n return obj;\n },\n updateObj: function updateObj(obj, d) {\n return customObjectUpdateAccessor(obj, d, GLOBE_RADIUS);\n }\n });\n }\n});\n\nvar THREE$a = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists\n: {\n Group: three__WEBPACK_IMPORTED_MODULE_0__.Group,\n Vector2: three__WEBPACK_IMPORTED_MODULE_0__.Vector2,\n Vector3: three__WEBPACK_IMPORTED_MODULE_0__.Vector3\n};\n\nvar layers = ['globeLayer', 'pointsLayer', 'arcsLayer', 'hexBinLayer', 'polygonsLayer', 'hexedPolygonsLayer', 'pathsLayer', 'tilesLayer', 'labelsLayer', 'customLayer']; // Expose config from layers\n\nvar bindGlobeLayer = linkKapsule('globeLayer', GlobeLayerKapsule);\nvar linkedGlobeLayerProps = Object.assign.apply(Object, _toConsumableArray(['globeImageUrl', 'bumpImageUrl', 'showAtmosphere', 'showGraticules'].map(function (p) {\n return _defineProperty({}, p, bindGlobeLayer.linkProp(p));\n})));\nvar linkedGlobeLayerMethods = Object.assign.apply(Object, _toConsumableArray(['globeMaterial'].map(function (p) {\n return _defineProperty({}, p, bindGlobeLayer.linkMethod(p));\n})));\nvar bindPointsLayer = linkKapsule('pointsLayer', PointsLayerKapsule);\nvar linkedPointsLayerProps = Object.assign.apply(Object, _toConsumableArray(['pointsData', 'pointLat', 'pointLng', 'pointColor', 'pointAltitude', 'pointRadius', 'pointResolution', 'pointsMerge', 'pointsTransitionDuration'].map(function (p) {\n return _defineProperty({}, p, bindPointsLayer.linkProp(p));\n})));\nvar bindArcsLayer = linkKapsule('arcsLayer', ArcsLayerKapsule);\nvar linkedArcsLayerProps = Object.assign.apply(Object, _toConsumableArray(['arcsData', 'arcStartLat', 'arcStartLng', 'arcEndLat', 'arcEndLng', 'arcColor', 'arcAltitude', 'arcAltitudeAutoScale', 'arcStroke', 'arcCurveResolution', 'arcCircularResolution', 'arcDashLength', 'arcDashGap', 'arcDashInitialGap', 'arcDashAnimateTime', 'arcsTransitionDuration'].map(function (p) {\n return _defineProperty({}, p, bindArcsLayer.linkProp(p));\n})));\nvar bindHexBinLayer = linkKapsule('hexBinLayer', HexBinLayerKapsule);\nvar linkedHexBinLayerProps = Object.assign.apply(Object, _toConsumableArray(['hexBinPointsData', 'hexBinPointLat', 'hexBinPointLng', 'hexBinPointWeight', 'hexBinResolution', 'hexMargin', 'hexTopCurvatureResolution', 'hexTopColor', 'hexSideColor', 'hexAltitude', 'hexBinMerge', 'hexTransitionDuration'].map(function (p) {\n return _defineProperty({}, p, bindHexBinLayer.linkProp(p));\n})));\nvar bindHexedPolygonsLayer = linkKapsule('hexedPolygonsLayer', HexedPolygonsLayerKapsule);\nvar linkedHexedPolygonsLayerProps = Object.assign.apply(Object, _toConsumableArray(['hexPolygonsData', 'hexPolygonGeoJsonGeometry', 'hexPolygonColor', 'hexPolygonAltitude', 'hexPolygonResolution', 'hexPolygonMargin', 'hexPolygonCurvatureResolution', 'hexPolygonsTransitionDuration'].map(function (p) {\n return _defineProperty({}, p, bindHexedPolygonsLayer.linkProp(p));\n})));\nvar bindPolygonsLayer = linkKapsule('polygonsLayer', PolygonsLayerKapsule);\nvar linkedPolygonsLayerProps = Object.assign.apply(Object, _toConsumableArray(['polygonsData', 'polygonGeoJsonGeometry', 'polygonCapColor', 'polygonCapMaterial', 'polygonSideColor', 'polygonSideMaterial', 'polygonStrokeColor', 'polygonAltitude', 'polygonCapCurvatureResolution', 'polygonsTransitionDuration'].map(function (p) {\n return _defineProperty({}, p, bindPolygonsLayer.linkProp(p));\n})));\nvar bindPathsLayer = linkKapsule('pathsLayer', PathsLayerKapsule);\nvar linkedPathsLayerProps = Object.assign.apply(Object, _toConsumableArray(['pathsData', 'pathPoints', 'pathPointLat', 'pathPointLng', 'pathPointAlt', 'pathResolution', 'pathColor', 'pathStroke', 'pathDashLength', 'pathDashGap', 'pathDashInitialGap', 'pathDashAnimateTime', 'pathTransitionDuration'].map(function (p) {\n return _defineProperty({}, p, bindPathsLayer.linkProp(p));\n})));\nvar bindTilesLayer = linkKapsule('tilesLayer', TilesLayerKapsule);\nvar linkedTilesLayerProps = Object.assign.apply(Object, _toConsumableArray(['tilesData', 'tileLat', 'tileLng', 'tileAltitude', 'tileWidth', 'tileHeight', 'tileUseGlobeProjection', 'tileMaterial', 'tileCurvatureResolution', 'tilesTransitionDuration'].map(function (p) {\n return _defineProperty({}, p, bindTilesLayer.linkProp(p));\n})));\nvar bindLabelsLayer = linkKapsule('labelsLayer', LabelsLayerKapsule);\nvar linkedLabelsLayerProps = Object.assign.apply(Object, _toConsumableArray(['labelsData', 'labelLat', 'labelLng', 'labelAltitude', 'labelRotation', 'labelText', 'labelSize', 'labelTypeFace', 'labelColor', 'labelResolution', 'labelIncludeDot', 'labelDotRadius', 'labelDotOrientation', 'labelsTransitionDuration'].map(function (p) {\n return _defineProperty({}, p, bindLabelsLayer.linkProp(p));\n})));\nvar bindCustomLayer = linkKapsule('customLayer', CustomLayerKapsule);\nvar linkedCustomLayerProps = Object.assign.apply(Object, _toConsumableArray(['customLayerData', 'customThreeObject', 'customThreeObjectUpdate'].map(function (p) {\n return _defineProperty({}, p, bindCustomLayer.linkProp(p));\n}))); //\n\nvar Globe = (0,kapsule__WEBPACK_IMPORTED_MODULE_1__.default)({\n props: _objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2({\n rendererSize: {\n \"default\": new THREE$a.Vector2(window.innerWidth, window.innerHeight),\n onChange: function onChange(rendererSize, state) {\n state.pathsLayer.rendererSize(rendererSize);\n },\n triggerUpdate: false\n }\n }, linkedGlobeLayerProps), linkedPointsLayerProps), linkedArcsLayerProps), linkedHexBinLayerProps), linkedPolygonsLayerProps), linkedHexedPolygonsLayerProps), linkedPathsLayerProps), linkedTilesLayerProps), linkedLabelsLayerProps), linkedCustomLayerProps),\n methods: _objectSpread2({\n getCoords: function getCoords(state) {\n for (var _len = arguments.length, args = new Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {\n args[_key - 1] = arguments[_key];\n }\n\n return polar2Cartesian.apply(void 0, args);\n },\n toGeoCoords: function toGeoCoords(state) {\n for (var _len2 = arguments.length, args = new Array(_len2 > 1 ? _len2 - 1 : 0), _key2 = 1; _key2 < _len2; _key2++) {\n args[_key2 - 1] = arguments[_key2];\n }\n\n return cartesian2Polar.apply(void 0, args);\n }\n }, linkedGlobeLayerMethods),\n stateInit: function stateInit() {\n return {\n globeLayer: GlobeLayerKapsule(),\n pointsLayer: PointsLayerKapsule(),\n arcsLayer: ArcsLayerKapsule(),\n hexBinLayer: HexBinLayerKapsule(),\n polygonsLayer: PolygonsLayerKapsule(),\n hexedPolygonsLayer: HexedPolygonsLayerKapsule(),\n pathsLayer: PathsLayerKapsule(),\n tilesLayer: TilesLayerKapsule(),\n labelsLayer: LabelsLayerKapsule(),\n customLayer: CustomLayerKapsule()\n };\n },\n init: function init(threeObj, state, _ref12) {\n var _ref12$animateIn = _ref12.animateIn,\n animateIn = _ref12$animateIn === void 0 ? true : _ref12$animateIn,\n _ref12$waitForGlobeRe = _ref12.waitForGlobeReady,\n waitForGlobeReady = _ref12$waitForGlobeRe === void 0 ? true : _ref12$waitForGlobeRe;\n // Clear the scene\n emptyObject(threeObj); // Main three object to manipulate\n\n threeObj.add(state.scene = new THREE$a.Group());\n state.scene.visible = false; // hide scene before globe initialization\n // Add all layers groups\n\n layers.forEach(function (layer) {\n var g = new THREE$a.Group();\n state.scene.add(g);\n state[layer](g);\n });\n\n var initGlobe = function initGlobe() {\n if (animateIn) {\n // Animate build-in just once\n state.scene.scale.set(1e-6, 1e-6, 1e-6);\n new _tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Tween({\n k: 1e-6\n }).to({\n k: 1\n }, 600).easing(_tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Easing.Quadratic.Out).onUpdate(function (_ref13) {\n var k = _ref13.k;\n return state.scene.scale.set(k, k, k);\n }).start();\n var rotAxis = new THREE$a.Vector3(0, 1, 0);\n new _tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Tween({\n rot: Math.PI * 2\n }).to({\n rot: 0\n }, 1200).easing(_tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.Easing.Quintic.Out).onUpdate(function (_ref14) {\n var rot = _ref14.rot;\n return state.scene.setRotationFromAxisAngle(rotAxis, rot);\n }).start();\n }\n\n state.scene.visible = true;\n };\n\n waitForGlobeReady ? state.globeLayer.onReady(initGlobe) : initGlobe(); // run tween updates\n\n (function onFrame() {\n requestAnimationFrame(onFrame);\n _tweenjs_tween_js__WEBPACK_IMPORTED_MODULE_2__.default.update();\n })(); // IIFE\n\n },\n update: function update(state) {}\n});\n\nfunction fromKapsule (kapsule) {\n var baseClass = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : Object;\n var initKapsuleWithSelf = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : false;\n\n var FromKapsule = /*#__PURE__*/function (_baseClass) {\n _inherits(FromKapsule, _baseClass);\n\n var _super = _createSuper(FromKapsule);\n\n function FromKapsule() {\n var _this;\n\n _classCallCheck(this, FromKapsule);\n\n for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {\n args[_key] = arguments[_key];\n }\n\n _this = _super.call.apply(_super, [this].concat(args));\n _this.__kapsuleInstance = kapsule.apply(void 0, args).apply(void 0, [].concat(_toConsumableArray(initKapsuleWithSelf ? [_assertThisInitialized(_this)] : []), args));\n return _this;\n }\n\n return FromKapsule;\n }(baseClass); // attach kapsule props/methods to class prototype\n\n\n Object.keys(kapsule()).forEach(function (m) {\n return FromKapsule.prototype[m] = function () {\n var _this$__kapsuleInstan;\n\n var returnVal = (_this$__kapsuleInstan = this.__kapsuleInstance)[m].apply(_this$__kapsuleInstan, arguments);\n\n return returnVal === this.__kapsuleInstance ? this // chain based on this class, not the kapsule obj\n : returnVal;\n };\n });\n return FromKapsule;\n}\n\nvar threeGlobe = fromKapsule(Globe, three__WEBPACK_IMPORTED_MODULE_0__.Group, true);\n\n/* harmony default export */ const __WEBPACK_DEFAULT_EXPORT__ = (threeGlobe);\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/three-globe/dist/three-globe.module.js?"); /***/ }), @@ -1942,17 +1274,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!***********************************************************!*\ !*** ./node_modules/three-glow-mesh/dist/index.module.js ***! \***********************************************************/ -/*! namespace exports */ -/*! export createGlowGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export createGlowMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export createGlowMesh [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export defaultOptions [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__, __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ /***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { "use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"createGlowGeometry\": () => /* binding */ c,\n/* harmony export */ \"createGlowMaterial\": () => /* binding */ a,\n/* harmony export */ \"createGlowMesh\": () => /* binding */ v,\n/* harmony export */ \"defaultOptions\": () => /* binding */ t\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\nvar t={backside:!0,coefficient:.5,color:\"gold\",size:2,power:1};function a(o,n,i){return new three__WEBPACK_IMPORTED_MODULE_0__.ShaderMaterial({depthWrite:!1,fragmentShader:\"\\nuniform vec3 color;\\nuniform float coefficient;\\nuniform float power;\\nvarying vec3 vVertexNormal;\\nvarying vec3 vVertexWorldPosition;\\nvoid main() {\\n vec3 worldCameraToVertex = vVertexWorldPosition - cameraPosition;\\n vec3 viewCameraToVertex\\t= (viewMatrix * vec4(worldCameraToVertex, 0.0)).xyz;\\n viewCameraToVertex = normalize(viewCameraToVertex);\\n float intensity\\t= pow(\\n coefficient + dot(vVertexNormal, viewCameraToVertex),\\n power\\n );\\n gl_FragColor = vec4(color, intensity);\\n}\",transparent:!0,uniforms:{coefficient:{value:o},color:{value:new three__WEBPACK_IMPORTED_MODULE_0__.Color(n)},power:{value:i}},vertexShader:\"\\nvarying vec3 vVertexWorldPosition;\\nvarying vec3 vVertexNormal;\\nvoid main() {\\n vVertexNormal\\t= normalize(normalMatrix * normal);\\n vVertexWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;\\n gl_Position\\t= projectionMatrix * modelViewMatrix * vec4(position, 1.0);\\n}\\n\"})}function c(e,r){var n=e.clone(),i=new Array(n.vertices.length);return n.faces.forEach(function(e){e instanceof three__WEBPACK_IMPORTED_MODULE_0__.Face3?(i[e.a]=e.vertexNormals[0],i[e.b]=e.vertexNormals[1],i[e.c]=e.vertexNormals[2]):console.error(\"Face needs to be an instance of THREE.Face3.\")}),n.vertices.forEach(function(e,o){var n=i[o],t=n.y,a=n.z;e.x+=n.x*r,e.y+=t*r,e.z+=a*r}),n}function v(e,r){void 0===r&&(r=t);var o=r.backside,v=r.coefficient,l=r.color,f=r.power,m=c(e,r.size),x=a(v,l,f);return o&&(x.side=three__WEBPACK_IMPORTED_MODULE_0__.BackSide),new three__WEBPACK_IMPORTED_MODULE_0__.Mesh(m,x)}\n//# sourceMappingURL=index.module.js.map\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/three-glow-mesh/dist/index.module.js?"); +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"createGlowGeometry\": () => (/* binding */ c),\n/* harmony export */ \"createGlowMaterial\": () => (/* binding */ a),\n/* harmony export */ \"createGlowMesh\": () => (/* binding */ v),\n/* harmony export */ \"defaultOptions\": () => (/* binding */ t)\n/* harmony export */ });\n/* harmony import */ var three__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! three */ \"./node_modules/three/build/three.module.js\");\nvar t={backside:!0,coefficient:.5,color:\"gold\",size:2,power:1};function a(o,n,i){return new three__WEBPACK_IMPORTED_MODULE_0__.ShaderMaterial({depthWrite:!1,fragmentShader:\"\\nuniform vec3 color;\\nuniform float coefficient;\\nuniform float power;\\nvarying vec3 vVertexNormal;\\nvarying vec3 vVertexWorldPosition;\\nvoid main() {\\n vec3 worldCameraToVertex = vVertexWorldPosition - cameraPosition;\\n vec3 viewCameraToVertex\\t= (viewMatrix * vec4(worldCameraToVertex, 0.0)).xyz;\\n viewCameraToVertex = normalize(viewCameraToVertex);\\n float intensity\\t= pow(\\n coefficient + dot(vVertexNormal, viewCameraToVertex),\\n power\\n );\\n gl_FragColor = vec4(color, intensity);\\n}\",transparent:!0,uniforms:{coefficient:{value:o},color:{value:new three__WEBPACK_IMPORTED_MODULE_0__.Color(n)},power:{value:i}},vertexShader:\"\\nvarying vec3 vVertexWorldPosition;\\nvarying vec3 vVertexNormal;\\nvoid main() {\\n vVertexNormal\\t= normalize(normalMatrix * normal);\\n vVertexWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;\\n gl_Position\\t= projectionMatrix * modelViewMatrix * vec4(position, 1.0);\\n}\\n\"})}function c(e,r){var n=e.clone(),i=new Array(n.vertices.length);return n.faces.forEach(function(e){e instanceof three__WEBPACK_IMPORTED_MODULE_0__.Face3?(i[e.a]=e.vertexNormals[0],i[e.b]=e.vertexNormals[1],i[e.c]=e.vertexNormals[2]):console.error(\"Face needs to be an instance of THREE.Face3.\")}),n.vertices.forEach(function(e,o){var n=i[o],t=n.y,a=n.z;e.x+=n.x*r,e.y+=t*r,e.z+=a*r}),n}function v(e,r){void 0===r&&(r=t);var o=r.backside,v=r.coefficient,l=r.color,f=r.power,m=c(e,r.size),x=a(v,l,f);return o&&(x.side=three__WEBPACK_IMPORTED_MODULE_0__.BackSide),new three__WEBPACK_IMPORTED_MODULE_0__.Mesh(m,x)}\n//# sourceMappingURL=index.module.js.map\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/three-glow-mesh/dist/index.module.js?"); /***/ }), @@ -1960,480 +1285,10 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!**************************************************!*\ !*** ./node_modules/three/build/three.module.js ***! \**************************************************/ -/*! namespace exports */ -/*! export ACESFilmicToneMapping [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export AddEquation [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export AddOperation [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export AdditiveAnimationBlendMode [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export AdditiveBlending [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export AlphaFormat [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export AlwaysDepth [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export AlwaysStencilFunc [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export AmbientLight [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export AmbientLightProbe [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export AnimationClip [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export AnimationLoader [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export AnimationMixer [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export AnimationObjectGroup [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export AnimationUtils [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ArcCurve [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ArrayCamera [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ArrowHelper [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Audio [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export AudioAnalyser [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export AudioContext [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export AudioListener [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export AudioLoader [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export AxesHelper [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export AxisHelper [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export BackSide [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export BasicDepthPacking [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export BasicShadowMap [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export BinaryTextureLoader [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Bone [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export BooleanKeyframeTrack [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export BoundingBoxHelper [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Box2 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Box3 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Box3Helper [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export BoxBufferGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export BoxGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export BoxHelper [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export BufferAttribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export BufferGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export BufferGeometryLoader [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ByteType [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Cache [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Camera [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CameraHelper [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CanvasRenderer [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CanvasTexture [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CatmullRomCurve3 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CineonToneMapping [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CircleBufferGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CircleGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ClampToEdgeWrapping [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Clock [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ClosedSplineCurve3 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Color [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ColorKeyframeTrack [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CompressedTexture [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CompressedTextureLoader [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ConeBufferGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ConeGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CubeCamera [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CubeGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CubeReflectionMapping [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CubeRefractionMapping [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CubeTexture [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CubeTextureLoader [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CubeUVReflectionMapping [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CubeUVRefractionMapping [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CubicBezierCurve [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CubicBezierCurve3 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CubicInterpolant [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CullFaceBack [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CullFaceFront [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CullFaceFrontBack [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CullFaceNone [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Curve [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CurvePath [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CustomBlending [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CustomToneMapping [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CylinderBufferGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export CylinderGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Cylindrical [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export DataTexture [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export DataTexture2DArray [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export DataTexture3D [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export DataTextureLoader [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export DataUtils [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export DecrementStencilOp [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export DecrementWrapStencilOp [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export DefaultLoadingManager [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export DepthFormat [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export DepthStencilFormat [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export DepthTexture [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export DirectionalLight [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export DirectionalLightHelper [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export DiscreteInterpolant [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export DodecahedronBufferGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export DodecahedronGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export DoubleSide [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export DstAlphaFactor [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export DstColorFactor [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export DynamicBufferAttribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export DynamicCopyUsage [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export DynamicDrawUsage [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export DynamicReadUsage [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export EdgesGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export EdgesHelper [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export EllipseCurve [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export EqualDepth [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export EqualStencilFunc [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export EquirectangularReflectionMapping [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export EquirectangularRefractionMapping [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Euler [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export EventDispatcher [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ExtrudeBufferGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ExtrudeGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Face3 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Face4 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export FaceColors [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export FileLoader [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export FlatShading [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Float16BufferAttribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Float32Attribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Float32BufferAttribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Float64Attribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Float64BufferAttribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export FloatType [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Fog [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export FogExp2 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Font [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export FontLoader [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export FrontSide [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Frustum [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export GLBufferAttribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export GLSL1 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export GLSL3 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export GammaEncoding [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Geometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export GeometryUtils [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export GreaterDepth [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export GreaterEqualDepth [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export GreaterEqualStencilFunc [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export GreaterStencilFunc [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export GridHelper [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Group [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export HalfFloatType [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export HemisphereLight [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export HemisphereLightHelper [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export HemisphereLightProbe [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export IcosahedronBufferGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export IcosahedronGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ImageBitmapLoader [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ImageLoader [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ImageUtils [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ImmediateRenderObject [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export IncrementStencilOp [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export IncrementWrapStencilOp [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export InstancedBufferAttribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export InstancedBufferGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export InstancedInterleavedBuffer [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export InstancedMesh [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Int16Attribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Int16BufferAttribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Int32Attribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Int32BufferAttribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Int8Attribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Int8BufferAttribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export IntType [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export InterleavedBuffer [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export InterleavedBufferAttribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Interpolant [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export InterpolateDiscrete [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export InterpolateLinear [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export InterpolateSmooth [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export InvertStencilOp [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export JSONLoader [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export KeepStencilOp [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export KeyframeTrack [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LOD [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LatheBufferGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LatheGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Layers [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LensFlare [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LessDepth [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LessEqualDepth [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LessEqualStencilFunc [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LessStencilFunc [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Light [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LightProbe [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Line [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Line3 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LineBasicMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LineCurve [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LineCurve3 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LineDashedMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LineLoop [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LinePieces [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LineSegments [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LineStrip [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LinearEncoding [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LinearFilter [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LinearInterpolant [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LinearMipMapLinearFilter [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LinearMipMapNearestFilter [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LinearMipmapLinearFilter [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LinearMipmapNearestFilter [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LinearToneMapping [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Loader [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LoaderUtils [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LoadingManager [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LogLuvEncoding [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LoopOnce [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LoopPingPong [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LoopRepeat [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LuminanceAlphaFormat [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export LuminanceFormat [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export MOUSE [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Material [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export MaterialLoader [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Math [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export MathUtils [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Matrix3 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Matrix4 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export MaxEquation [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Mesh [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export MeshBasicMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export MeshDepthMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export MeshDistanceMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export MeshFaceMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export MeshLambertMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export MeshMatcapMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export MeshNormalMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export MeshPhongMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export MeshPhysicalMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export MeshStandardMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export MeshToonMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export MinEquation [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export MirroredRepeatWrapping [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export MixOperation [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export MultiMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export MultiplyBlending [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export MultiplyOperation [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export NearestFilter [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export NearestMipMapLinearFilter [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export NearestMipMapNearestFilter [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export NearestMipmapLinearFilter [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export NearestMipmapNearestFilter [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export NeverDepth [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export NeverStencilFunc [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export NoBlending [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export NoColors [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export NoToneMapping [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export NormalAnimationBlendMode [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export NormalBlending [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export NotEqualDepth [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export NotEqualStencilFunc [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export NumberKeyframeTrack [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Object3D [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ObjectLoader [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ObjectSpaceNormalMap [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export OctahedronBufferGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export OctahedronGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export OneFactor [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export OneMinusDstAlphaFactor [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export OneMinusDstColorFactor [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export OneMinusSrcAlphaFactor [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export OneMinusSrcColorFactor [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export OrthographicCamera [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export PCFShadowMap [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export PCFSoftShadowMap [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export PMREMGenerator [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ParametricBufferGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ParametricGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Particle [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ParticleBasicMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ParticleSystem [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ParticleSystemMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Path [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export PerspectiveCamera [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Plane [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export PlaneBufferGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export PlaneGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export PlaneHelper [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export PointCloud [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export PointCloudMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export PointLight [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export PointLightHelper [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Points [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export PointsMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export PolarGridHelper [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export PolyhedronBufferGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export PolyhedronGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export PositionalAudio [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export PropertyBinding [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export PropertyMixer [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export QuadraticBezierCurve [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export QuadraticBezierCurve3 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Quaternion [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export QuaternionKeyframeTrack [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export QuaternionLinearInterpolant [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export REVISION [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBADepthPacking [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBAFormat [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBAIntegerFormat [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBA_ASTC_10x10_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBA_ASTC_10x5_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBA_ASTC_10x6_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBA_ASTC_10x8_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBA_ASTC_12x10_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBA_ASTC_12x12_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBA_ASTC_4x4_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBA_ASTC_5x4_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBA_ASTC_5x5_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBA_ASTC_6x5_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBA_ASTC_6x6_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBA_ASTC_8x5_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBA_ASTC_8x6_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBA_ASTC_8x8_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBA_BPTC_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBA_ETC2_EAC_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBA_PVRTC_2BPPV1_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBA_PVRTC_4BPPV1_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBA_S3TC_DXT1_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBA_S3TC_DXT3_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBA_S3TC_DXT5_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBDEncoding [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBEEncoding [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBEFormat [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBFormat [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBIntegerFormat [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBM16Encoding [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGBM7Encoding [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGB_ETC1_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGB_ETC2_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGB_PVRTC_2BPPV1_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGB_PVRTC_4BPPV1_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGB_S3TC_DXT1_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGFormat [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RGIntegerFormat [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RawShaderMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Ray [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Raycaster [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RectAreaLight [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RedFormat [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RedIntegerFormat [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ReinhardToneMapping [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RepeatWrapping [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ReplaceStencilOp [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ReverseSubtractEquation [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RingBufferGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export RingGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SRGB8_ALPHA8_ASTC_10x10_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SRGB8_ALPHA8_ASTC_10x5_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SRGB8_ALPHA8_ASTC_10x6_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SRGB8_ALPHA8_ASTC_10x8_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SRGB8_ALPHA8_ASTC_12x10_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SRGB8_ALPHA8_ASTC_12x12_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SRGB8_ALPHA8_ASTC_4x4_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SRGB8_ALPHA8_ASTC_5x4_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SRGB8_ALPHA8_ASTC_5x5_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SRGB8_ALPHA8_ASTC_6x5_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SRGB8_ALPHA8_ASTC_6x6_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SRGB8_ALPHA8_ASTC_8x5_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SRGB8_ALPHA8_ASTC_8x6_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SRGB8_ALPHA8_ASTC_8x8_Format [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Scene [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SceneUtils [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ShaderChunk [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ShaderLib [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ShaderMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ShadowMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Shape [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ShapeBufferGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ShapeGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ShapePath [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ShapeUtils [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ShortType [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Skeleton [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SkeletonHelper [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SkinnedMesh [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SmoothShading [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Sphere [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SphereBufferGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SphereGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Spherical [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SphericalHarmonics3 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Spline [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SplineCurve [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SplineCurve3 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SpotLight [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SpotLightHelper [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Sprite [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SpriteMaterial [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SrcAlphaFactor [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SrcAlphaSaturateFactor [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SrcColorFactor [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export StaticCopyUsage [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export StaticDrawUsage [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export StaticReadUsage [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export StereoCamera [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export StreamCopyUsage [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export StreamDrawUsage [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export StreamReadUsage [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export StringKeyframeTrack [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SubtractEquation [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export SubtractiveBlending [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export TOUCH [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export TangentSpaceNormalMap [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export TetrahedronBufferGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export TetrahedronGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export TextBufferGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export TextGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Texture [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export TextureLoader [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export TorusBufferGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export TorusGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export TorusKnotBufferGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export TorusKnotGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Triangle [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export TriangleFanDrawMode [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export TriangleStripDrawMode [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export TrianglesDrawMode [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export TubeBufferGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export TubeGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export UVMapping [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Uint16Attribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Uint16BufferAttribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Uint32Attribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Uint32BufferAttribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Uint8Attribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Uint8BufferAttribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Uint8ClampedAttribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Uint8ClampedBufferAttribute [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Uniform [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export UniformsLib [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export UniformsUtils [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export UnsignedByteType [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export UnsignedInt248Type [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export UnsignedIntType [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export UnsignedShort4444Type [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export UnsignedShort5551Type [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export UnsignedShort565Type [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export UnsignedShortType [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export VSMShadowMap [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Vector2 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Vector3 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Vector4 [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export VectorKeyframeTrack [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export Vertex [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export VertexColors [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export VideoTexture [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export WebGL1Renderer [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export WebGLCubeRenderTarget [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export WebGLMultisampleRenderTarget [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export WebGLRenderTarget [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export WebGLRenderTargetCube [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export WebGLRenderer [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export WebGLUtils [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export WireframeGeometry [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export WireframeHelper [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export WrapAroundEnding [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export XHRLoader [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ZeroCurvatureEnding [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ZeroFactor [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ZeroSlopeEnding [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export ZeroStencilOp [provided] [no usage info] [missing usage info prevents renaming] */ -/*! export sRGBEncoding [provided] [no usage info] [missing usage info prevents renaming] */ -/*! other exports [not provided] [no usage info] */ -/*! runtime requirements: __webpack_require__.r, __webpack_exports__, __webpack_require__.d, __webpack_require__.* */ -/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { - -"use strict"; -eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"ACESFilmicToneMapping\": () => /* binding */ ACESFilmicToneMapping,\n/* harmony export */ \"AddEquation\": () => /* binding */ AddEquation,\n/* harmony export */ \"AddOperation\": () => /* binding */ AddOperation,\n/* harmony export */ \"AdditiveAnimationBlendMode\": () => /* binding */ AdditiveAnimationBlendMode,\n/* harmony export */ \"AdditiveBlending\": () => /* binding */ AdditiveBlending,\n/* harmony export */ \"AlphaFormat\": () => /* binding */ AlphaFormat,\n/* harmony export */ \"AlwaysDepth\": () => /* binding */ AlwaysDepth,\n/* harmony export */ \"AlwaysStencilFunc\": () => /* binding */ AlwaysStencilFunc,\n/* harmony export */ \"AmbientLight\": () => /* binding */ AmbientLight,\n/* harmony export */ \"AmbientLightProbe\": () => /* binding */ AmbientLightProbe,\n/* harmony export */ \"AnimationClip\": () => /* binding */ AnimationClip,\n/* harmony export */ \"AnimationLoader\": () => /* binding */ AnimationLoader,\n/* harmony export */ \"AnimationMixer\": () => /* binding */ AnimationMixer,\n/* harmony export */ \"AnimationObjectGroup\": () => /* binding */ AnimationObjectGroup,\n/* harmony export */ \"AnimationUtils\": () => /* binding */ AnimationUtils,\n/* harmony export */ \"ArcCurve\": () => /* binding */ ArcCurve,\n/* harmony export */ \"ArrayCamera\": () => /* binding */ ArrayCamera,\n/* harmony export */ \"ArrowHelper\": () => /* binding */ ArrowHelper,\n/* harmony export */ \"Audio\": () => /* binding */ Audio,\n/* harmony export */ \"AudioAnalyser\": () => /* binding */ AudioAnalyser,\n/* harmony export */ \"AudioContext\": () => /* binding */ AudioContext,\n/* harmony export */ \"AudioListener\": () => /* binding */ AudioListener,\n/* harmony export */ \"AudioLoader\": () => /* binding */ AudioLoader,\n/* harmony export */ \"AxesHelper\": () => /* binding */ AxesHelper,\n/* harmony export */ \"AxisHelper\": () => /* binding */ AxisHelper,\n/* harmony export */ \"BackSide\": () => /* binding */ BackSide,\n/* harmony export */ \"BasicDepthPacking\": () => /* binding */ BasicDepthPacking,\n/* harmony export */ \"BasicShadowMap\": () => /* binding */ BasicShadowMap,\n/* harmony export */ \"BinaryTextureLoader\": () => /* binding */ BinaryTextureLoader,\n/* harmony export */ \"Bone\": () => /* binding */ Bone,\n/* harmony export */ \"BooleanKeyframeTrack\": () => /* binding */ BooleanKeyframeTrack,\n/* harmony export */ \"BoundingBoxHelper\": () => /* binding */ BoundingBoxHelper,\n/* harmony export */ \"Box2\": () => /* binding */ Box2,\n/* harmony export */ \"Box3\": () => /* binding */ Box3,\n/* harmony export */ \"Box3Helper\": () => /* binding */ Box3Helper,\n/* harmony export */ \"BoxBufferGeometry\": () => /* binding */ BoxBufferGeometry,\n/* harmony export */ \"BoxGeometry\": () => /* binding */ BoxGeometry,\n/* harmony export */ \"BoxHelper\": () => /* binding */ BoxHelper,\n/* harmony export */ \"BufferAttribute\": () => /* binding */ BufferAttribute,\n/* harmony export */ \"BufferGeometry\": () => /* binding */ BufferGeometry,\n/* harmony export */ \"BufferGeometryLoader\": () => /* binding */ BufferGeometryLoader,\n/* harmony export */ \"ByteType\": () => /* binding */ ByteType,\n/* harmony export */ \"Cache\": () => /* binding */ Cache,\n/* harmony export */ \"Camera\": () => /* binding */ Camera,\n/* harmony export */ \"CameraHelper\": () => /* binding */ CameraHelper,\n/* harmony export */ \"CanvasRenderer\": () => /* binding */ CanvasRenderer,\n/* harmony export */ \"CanvasTexture\": () => /* binding */ CanvasTexture,\n/* harmony export */ \"CatmullRomCurve3\": () => /* binding */ CatmullRomCurve3,\n/* harmony export */ \"CineonToneMapping\": () => /* binding */ CineonToneMapping,\n/* harmony export */ \"CircleBufferGeometry\": () => /* binding */ CircleBufferGeometry,\n/* harmony export */ \"CircleGeometry\": () => /* binding */ CircleGeometry,\n/* harmony export */ \"ClampToEdgeWrapping\": () => /* binding */ ClampToEdgeWrapping,\n/* harmony export */ \"Clock\": () => /* binding */ Clock,\n/* harmony export */ \"ClosedSplineCurve3\": () => /* binding */ ClosedSplineCurve3,\n/* harmony export */ \"Color\": () => /* binding */ Color,\n/* harmony export */ \"ColorKeyframeTrack\": () => /* binding */ ColorKeyframeTrack,\n/* harmony export */ \"CompressedTexture\": () => /* binding */ CompressedTexture,\n/* harmony export */ \"CompressedTextureLoader\": () => /* binding */ CompressedTextureLoader,\n/* harmony export */ \"ConeBufferGeometry\": () => /* binding */ ConeBufferGeometry,\n/* harmony export */ \"ConeGeometry\": () => /* binding */ ConeGeometry,\n/* harmony export */ \"CubeCamera\": () => /* binding */ CubeCamera,\n/* harmony export */ \"CubeGeometry\": () => /* binding */ BoxGeometry,\n/* harmony export */ \"CubeReflectionMapping\": () => /* binding */ CubeReflectionMapping,\n/* harmony export */ \"CubeRefractionMapping\": () => /* binding */ CubeRefractionMapping,\n/* harmony export */ \"CubeTexture\": () => /* binding */ CubeTexture,\n/* harmony export */ \"CubeTextureLoader\": () => /* binding */ CubeTextureLoader,\n/* harmony export */ \"CubeUVReflectionMapping\": () => /* binding */ CubeUVReflectionMapping,\n/* harmony export */ \"CubeUVRefractionMapping\": () => /* binding */ CubeUVRefractionMapping,\n/* harmony export */ \"CubicBezierCurve\": () => /* binding */ CubicBezierCurve,\n/* harmony export */ \"CubicBezierCurve3\": () => /* binding */ CubicBezierCurve3,\n/* harmony export */ \"CubicInterpolant\": () => /* binding */ CubicInterpolant,\n/* harmony export */ \"CullFaceBack\": () => /* binding */ CullFaceBack,\n/* harmony export */ \"CullFaceFront\": () => /* binding */ CullFaceFront,\n/* harmony export */ \"CullFaceFrontBack\": () => /* binding */ CullFaceFrontBack,\n/* harmony export */ \"CullFaceNone\": () => /* binding */ CullFaceNone,\n/* harmony export */ \"Curve\": () => /* binding */ Curve,\n/* harmony export */ \"CurvePath\": () => /* binding */ CurvePath,\n/* harmony export */ \"CustomBlending\": () => /* binding */ CustomBlending,\n/* harmony export */ \"CustomToneMapping\": () => /* binding */ CustomToneMapping,\n/* harmony export */ \"CylinderBufferGeometry\": () => /* binding */ CylinderBufferGeometry,\n/* harmony export */ \"CylinderGeometry\": () => /* binding */ CylinderGeometry,\n/* harmony export */ \"Cylindrical\": () => /* binding */ Cylindrical,\n/* harmony export */ \"DataTexture\": () => /* binding */ DataTexture,\n/* harmony export */ \"DataTexture2DArray\": () => /* binding */ DataTexture2DArray,\n/* harmony export */ \"DataTexture3D\": () => /* binding */ DataTexture3D,\n/* harmony export */ \"DataTextureLoader\": () => /* binding */ DataTextureLoader,\n/* harmony export */ \"DataUtils\": () => /* binding */ DataUtils,\n/* harmony export */ \"DecrementStencilOp\": () => /* binding */ DecrementStencilOp,\n/* harmony export */ \"DecrementWrapStencilOp\": () => /* binding */ DecrementWrapStencilOp,\n/* harmony export */ \"DefaultLoadingManager\": () => /* binding */ DefaultLoadingManager,\n/* harmony export */ \"DepthFormat\": () => /* binding */ DepthFormat,\n/* harmony export */ \"DepthStencilFormat\": () => /* binding */ DepthStencilFormat,\n/* harmony export */ \"DepthTexture\": () => /* binding */ DepthTexture,\n/* harmony export */ \"DirectionalLight\": () => /* binding */ DirectionalLight,\n/* harmony export */ \"DirectionalLightHelper\": () => /* binding */ DirectionalLightHelper,\n/* harmony export */ \"DiscreteInterpolant\": () => /* binding */ DiscreteInterpolant,\n/* harmony export */ \"DodecahedronBufferGeometry\": () => /* binding */ DodecahedronBufferGeometry,\n/* harmony export */ \"DodecahedronGeometry\": () => /* binding */ DodecahedronGeometry,\n/* harmony export */ \"DoubleSide\": () => /* binding */ DoubleSide,\n/* harmony export */ \"DstAlphaFactor\": () => /* binding */ DstAlphaFactor,\n/* harmony export */ \"DstColorFactor\": () => /* binding */ DstColorFactor,\n/* harmony export */ \"DynamicBufferAttribute\": () => /* binding */ DynamicBufferAttribute,\n/* harmony export */ \"DynamicCopyUsage\": () => /* binding */ DynamicCopyUsage,\n/* harmony export */ \"DynamicDrawUsage\": () => /* binding */ DynamicDrawUsage,\n/* harmony export */ \"DynamicReadUsage\": () => /* binding */ DynamicReadUsage,\n/* harmony export */ \"EdgesGeometry\": () => /* binding */ EdgesGeometry,\n/* harmony export */ \"EdgesHelper\": () => /* binding */ EdgesHelper,\n/* harmony export */ \"EllipseCurve\": () => /* binding */ EllipseCurve,\n/* harmony export */ \"EqualDepth\": () => /* binding */ EqualDepth,\n/* harmony export */ \"EqualStencilFunc\": () => /* binding */ EqualStencilFunc,\n/* harmony export */ \"EquirectangularReflectionMapping\": () => /* binding */ EquirectangularReflectionMapping,\n/* harmony export */ \"EquirectangularRefractionMapping\": () => /* binding */ EquirectangularRefractionMapping,\n/* harmony export */ \"Euler\": () => /* binding */ Euler,\n/* harmony export */ \"EventDispatcher\": () => /* binding */ EventDispatcher,\n/* harmony export */ \"ExtrudeBufferGeometry\": () => /* binding */ ExtrudeBufferGeometry,\n/* harmony export */ \"ExtrudeGeometry\": () => /* binding */ ExtrudeGeometry,\n/* harmony export */ \"Face3\": () => /* binding */ Face3,\n/* harmony export */ \"Face4\": () => /* binding */ Face4,\n/* harmony export */ \"FaceColors\": () => /* binding */ FaceColors,\n/* harmony export */ \"FileLoader\": () => /* binding */ FileLoader,\n/* harmony export */ \"FlatShading\": () => /* binding */ FlatShading,\n/* harmony export */ \"Float16BufferAttribute\": () => /* binding */ Float16BufferAttribute,\n/* harmony export */ \"Float32Attribute\": () => /* binding */ Float32Attribute,\n/* harmony export */ \"Float32BufferAttribute\": () => /* binding */ Float32BufferAttribute,\n/* harmony export */ \"Float64Attribute\": () => /* binding */ Float64Attribute,\n/* harmony export */ \"Float64BufferAttribute\": () => /* binding */ Float64BufferAttribute,\n/* harmony export */ \"FloatType\": () => /* binding */ FloatType,\n/* harmony export */ \"Fog\": () => /* binding */ Fog,\n/* harmony export */ \"FogExp2\": () => /* binding */ FogExp2,\n/* harmony export */ \"Font\": () => /* binding */ Font,\n/* harmony export */ \"FontLoader\": () => /* binding */ FontLoader,\n/* harmony export */ \"FrontSide\": () => /* binding */ FrontSide,\n/* harmony export */ \"Frustum\": () => /* binding */ Frustum,\n/* harmony export */ \"GLBufferAttribute\": () => /* binding */ GLBufferAttribute,\n/* harmony export */ \"GLSL1\": () => /* binding */ GLSL1,\n/* harmony export */ \"GLSL3\": () => /* binding */ GLSL3,\n/* harmony export */ \"GammaEncoding\": () => /* binding */ GammaEncoding,\n/* harmony export */ \"Geometry\": () => /* binding */ Geometry,\n/* harmony export */ \"GeometryUtils\": () => /* binding */ GeometryUtils,\n/* harmony export */ \"GreaterDepth\": () => /* binding */ GreaterDepth,\n/* harmony export */ \"GreaterEqualDepth\": () => /* binding */ GreaterEqualDepth,\n/* harmony export */ \"GreaterEqualStencilFunc\": () => /* binding */ GreaterEqualStencilFunc,\n/* harmony export */ \"GreaterStencilFunc\": () => /* binding */ GreaterStencilFunc,\n/* harmony export */ \"GridHelper\": () => /* binding */ GridHelper,\n/* harmony export */ \"Group\": () => /* binding */ Group,\n/* harmony export */ \"HalfFloatType\": () => /* binding */ HalfFloatType,\n/* harmony export */ \"HemisphereLight\": () => /* binding */ HemisphereLight,\n/* harmony export */ \"HemisphereLightHelper\": () => /* binding */ HemisphereLightHelper,\n/* harmony export */ \"HemisphereLightProbe\": () => /* binding */ HemisphereLightProbe,\n/* harmony export */ \"IcosahedronBufferGeometry\": () => /* binding */ IcosahedronBufferGeometry,\n/* harmony export */ \"IcosahedronGeometry\": () => /* binding */ IcosahedronGeometry,\n/* harmony export */ \"ImageBitmapLoader\": () => /* binding */ ImageBitmapLoader,\n/* harmony export */ \"ImageLoader\": () => /* binding */ ImageLoader,\n/* harmony export */ \"ImageUtils\": () => /* binding */ ImageUtils,\n/* harmony export */ \"ImmediateRenderObject\": () => /* binding */ ImmediateRenderObject,\n/* harmony export */ \"IncrementStencilOp\": () => /* binding */ IncrementStencilOp,\n/* harmony export */ \"IncrementWrapStencilOp\": () => /* binding */ IncrementWrapStencilOp,\n/* harmony export */ \"InstancedBufferAttribute\": () => /* binding */ InstancedBufferAttribute,\n/* harmony export */ \"InstancedBufferGeometry\": () => /* binding */ InstancedBufferGeometry,\n/* harmony export */ \"InstancedInterleavedBuffer\": () => /* binding */ InstancedInterleavedBuffer,\n/* harmony export */ \"InstancedMesh\": () => /* binding */ InstancedMesh,\n/* harmony export */ \"Int16Attribute\": () => /* binding */ Int16Attribute,\n/* harmony export */ \"Int16BufferAttribute\": () => /* binding */ Int16BufferAttribute,\n/* harmony export */ \"Int32Attribute\": () => /* binding */ Int32Attribute,\n/* harmony export */ \"Int32BufferAttribute\": () => /* binding */ Int32BufferAttribute,\n/* harmony export */ \"Int8Attribute\": () => /* binding */ Int8Attribute,\n/* harmony export */ \"Int8BufferAttribute\": () => /* binding */ Int8BufferAttribute,\n/* harmony export */ \"IntType\": () => /* binding */ IntType,\n/* harmony export */ \"InterleavedBuffer\": () => /* binding */ InterleavedBuffer,\n/* harmony export */ \"InterleavedBufferAttribute\": () => /* binding */ InterleavedBufferAttribute,\n/* harmony export */ \"Interpolant\": () => /* binding */ Interpolant,\n/* harmony export */ \"InterpolateDiscrete\": () => /* binding */ InterpolateDiscrete,\n/* harmony export */ \"InterpolateLinear\": () => /* binding */ InterpolateLinear,\n/* harmony export */ \"InterpolateSmooth\": () => /* binding */ InterpolateSmooth,\n/* harmony export */ \"InvertStencilOp\": () => /* binding */ InvertStencilOp,\n/* harmony export */ \"JSONLoader\": () => /* binding */ JSONLoader,\n/* harmony export */ \"KeepStencilOp\": () => /* binding */ KeepStencilOp,\n/* harmony export */ \"KeyframeTrack\": () => /* binding */ KeyframeTrack,\n/* harmony export */ \"LOD\": () => /* binding */ LOD,\n/* harmony export */ \"LatheBufferGeometry\": () => /* binding */ LatheBufferGeometry,\n/* harmony export */ \"LatheGeometry\": () => /* binding */ LatheGeometry,\n/* harmony export */ \"Layers\": () => /* binding */ Layers,\n/* harmony export */ \"LensFlare\": () => /* binding */ LensFlare,\n/* harmony export */ \"LessDepth\": () => /* binding */ LessDepth,\n/* harmony export */ \"LessEqualDepth\": () => /* binding */ LessEqualDepth,\n/* harmony export */ \"LessEqualStencilFunc\": () => /* binding */ LessEqualStencilFunc,\n/* harmony export */ \"LessStencilFunc\": () => /* binding */ LessStencilFunc,\n/* harmony export */ \"Light\": () => /* binding */ Light,\n/* harmony export */ \"LightProbe\": () => /* binding */ LightProbe,\n/* harmony export */ \"Line\": () => /* binding */ Line,\n/* harmony export */ \"Line3\": () => /* binding */ Line3,\n/* harmony export */ \"LineBasicMaterial\": () => /* binding */ LineBasicMaterial,\n/* harmony export */ \"LineCurve\": () => /* binding */ LineCurve,\n/* harmony export */ \"LineCurve3\": () => /* binding */ LineCurve3,\n/* harmony export */ \"LineDashedMaterial\": () => /* binding */ LineDashedMaterial,\n/* harmony export */ \"LineLoop\": () => /* binding */ LineLoop,\n/* harmony export */ \"LinePieces\": () => /* binding */ LinePieces,\n/* harmony export */ \"LineSegments\": () => /* binding */ LineSegments,\n/* harmony export */ \"LineStrip\": () => /* binding */ LineStrip,\n/* harmony export */ \"LinearEncoding\": () => /* binding */ LinearEncoding,\n/* harmony export */ \"LinearFilter\": () => /* binding */ LinearFilter,\n/* harmony export */ \"LinearInterpolant\": () => /* binding */ LinearInterpolant,\n/* harmony export */ \"LinearMipMapLinearFilter\": () => /* binding */ LinearMipMapLinearFilter,\n/* harmony export */ \"LinearMipMapNearestFilter\": () => /* binding */ LinearMipMapNearestFilter,\n/* harmony export */ \"LinearMipmapLinearFilter\": () => /* binding */ LinearMipmapLinearFilter,\n/* harmony export */ \"LinearMipmapNearestFilter\": () => /* binding */ LinearMipmapNearestFilter,\n/* harmony export */ \"LinearToneMapping\": () => /* binding */ LinearToneMapping,\n/* harmony export */ \"Loader\": () => /* binding */ Loader,\n/* harmony export */ \"LoaderUtils\": () => /* binding */ LoaderUtils,\n/* harmony export */ \"LoadingManager\": () => /* binding */ LoadingManager,\n/* harmony export */ \"LogLuvEncoding\": () => /* binding */ LogLuvEncoding,\n/* harmony export */ \"LoopOnce\": () => /* binding */ LoopOnce,\n/* harmony export */ \"LoopPingPong\": () => /* binding */ LoopPingPong,\n/* harmony export */ \"LoopRepeat\": () => /* binding */ LoopRepeat,\n/* harmony export */ \"LuminanceAlphaFormat\": () => /* binding */ LuminanceAlphaFormat,\n/* harmony export */ \"LuminanceFormat\": () => /* binding */ LuminanceFormat,\n/* harmony export */ \"MOUSE\": () => /* binding */ MOUSE,\n/* harmony export */ \"Material\": () => /* binding */ Material,\n/* harmony export */ \"MaterialLoader\": () => /* binding */ MaterialLoader,\n/* harmony export */ \"Math\": () => /* binding */ MathUtils,\n/* harmony export */ \"MathUtils\": () => /* binding */ MathUtils,\n/* harmony export */ \"Matrix3\": () => /* binding */ Matrix3,\n/* harmony export */ \"Matrix4\": () => /* binding */ Matrix4,\n/* harmony export */ \"MaxEquation\": () => /* binding */ MaxEquation,\n/* harmony export */ \"Mesh\": () => /* binding */ Mesh,\n/* harmony export */ \"MeshBasicMaterial\": () => /* binding */ MeshBasicMaterial,\n/* harmony export */ \"MeshDepthMaterial\": () => /* binding */ MeshDepthMaterial,\n/* harmony export */ \"MeshDistanceMaterial\": () => /* binding */ MeshDistanceMaterial,\n/* harmony export */ \"MeshFaceMaterial\": () => /* binding */ MeshFaceMaterial,\n/* harmony export */ \"MeshLambertMaterial\": () => /* binding */ MeshLambertMaterial,\n/* harmony export */ \"MeshMatcapMaterial\": () => /* binding */ MeshMatcapMaterial,\n/* harmony export */ \"MeshNormalMaterial\": () => /* binding */ MeshNormalMaterial,\n/* harmony export */ \"MeshPhongMaterial\": () => /* binding */ MeshPhongMaterial,\n/* harmony export */ \"MeshPhysicalMaterial\": () => /* binding */ MeshPhysicalMaterial,\n/* harmony export */ \"MeshStandardMaterial\": () => /* binding */ MeshStandardMaterial,\n/* harmony export */ \"MeshToonMaterial\": () => /* binding */ MeshToonMaterial,\n/* harmony export */ \"MinEquation\": () => /* binding */ MinEquation,\n/* harmony export */ \"MirroredRepeatWrapping\": () => /* binding */ MirroredRepeatWrapping,\n/* harmony export */ \"MixOperation\": () => /* binding */ MixOperation,\n/* harmony export */ \"MultiMaterial\": () => /* binding */ MultiMaterial,\n/* harmony export */ \"MultiplyBlending\": () => /* binding */ MultiplyBlending,\n/* harmony export */ \"MultiplyOperation\": () => /* binding */ MultiplyOperation,\n/* harmony export */ \"NearestFilter\": () => /* binding */ NearestFilter,\n/* harmony export */ \"NearestMipMapLinearFilter\": () => /* binding */ NearestMipMapLinearFilter,\n/* harmony export */ \"NearestMipMapNearestFilter\": () => /* binding */ NearestMipMapNearestFilter,\n/* harmony export */ \"NearestMipmapLinearFilter\": () => /* binding */ NearestMipmapLinearFilter,\n/* harmony export */ \"NearestMipmapNearestFilter\": () => /* binding */ NearestMipmapNearestFilter,\n/* harmony export */ \"NeverDepth\": () => /* binding */ NeverDepth,\n/* harmony export */ \"NeverStencilFunc\": () => /* binding */ NeverStencilFunc,\n/* harmony export */ \"NoBlending\": () => /* binding */ NoBlending,\n/* harmony export */ \"NoColors\": () => /* binding */ NoColors,\n/* harmony export */ \"NoToneMapping\": () => /* binding */ NoToneMapping,\n/* harmony export */ \"NormalAnimationBlendMode\": () => /* binding */ NormalAnimationBlendMode,\n/* harmony export */ \"NormalBlending\": () => /* binding */ NormalBlending,\n/* harmony export */ \"NotEqualDepth\": () => /* binding */ NotEqualDepth,\n/* harmony export */ \"NotEqualStencilFunc\": () => /* binding */ NotEqualStencilFunc,\n/* harmony export */ \"NumberKeyframeTrack\": () => /* binding */ NumberKeyframeTrack,\n/* harmony export */ \"Object3D\": () => /* binding */ Object3D,\n/* harmony export */ \"ObjectLoader\": () => /* binding */ ObjectLoader,\n/* harmony export */ \"ObjectSpaceNormalMap\": () => /* binding */ ObjectSpaceNormalMap,\n/* harmony export */ \"OctahedronBufferGeometry\": () => /* binding */ OctahedronBufferGeometry,\n/* harmony export */ \"OctahedronGeometry\": () => /* binding */ OctahedronGeometry,\n/* harmony export */ \"OneFactor\": () => /* binding */ OneFactor,\n/* harmony export */ \"OneMinusDstAlphaFactor\": () => /* binding */ OneMinusDstAlphaFactor,\n/* harmony export */ \"OneMinusDstColorFactor\": () => /* binding */ OneMinusDstColorFactor,\n/* harmony export */ \"OneMinusSrcAlphaFactor\": () => /* binding */ OneMinusSrcAlphaFactor,\n/* harmony export */ \"OneMinusSrcColorFactor\": () => /* binding */ OneMinusSrcColorFactor,\n/* harmony export */ \"OrthographicCamera\": () => /* binding */ OrthographicCamera,\n/* harmony export */ \"PCFShadowMap\": () => /* binding */ PCFShadowMap,\n/* harmony export */ \"PCFSoftShadowMap\": () => /* binding */ PCFSoftShadowMap,\n/* harmony export */ \"PMREMGenerator\": () => /* binding */ PMREMGenerator,\n/* harmony export */ \"ParametricBufferGeometry\": () => /* binding */ ParametricBufferGeometry,\n/* harmony export */ \"ParametricGeometry\": () => /* binding */ ParametricGeometry,\n/* harmony export */ \"Particle\": () => /* binding */ Particle,\n/* harmony export */ \"ParticleBasicMaterial\": () => /* binding */ ParticleBasicMaterial,\n/* harmony export */ \"ParticleSystem\": () => /* binding */ ParticleSystem,\n/* harmony export */ \"ParticleSystemMaterial\": () => /* binding */ ParticleSystemMaterial,\n/* harmony export */ \"Path\": () => /* binding */ Path,\n/* harmony export */ \"PerspectiveCamera\": () => /* binding */ PerspectiveCamera,\n/* harmony export */ \"Plane\": () => /* binding */ Plane,\n/* harmony export */ \"PlaneBufferGeometry\": () => /* binding */ PlaneBufferGeometry,\n/* harmony export */ \"PlaneGeometry\": () => /* binding */ PlaneGeometry,\n/* harmony export */ \"PlaneHelper\": () => /* binding */ PlaneHelper,\n/* harmony export */ \"PointCloud\": () => /* binding */ PointCloud,\n/* harmony export */ \"PointCloudMaterial\": () => /* binding */ PointCloudMaterial,\n/* harmony export */ \"PointLight\": () => /* binding */ PointLight,\n/* harmony export */ \"PointLightHelper\": () => /* binding */ PointLightHelper,\n/* harmony export */ \"Points\": () => /* binding */ Points,\n/* harmony export */ \"PointsMaterial\": () => /* binding */ PointsMaterial,\n/* harmony export */ \"PolarGridHelper\": () => /* binding */ PolarGridHelper,\n/* harmony export */ \"PolyhedronBufferGeometry\": () => /* binding */ PolyhedronBufferGeometry,\n/* harmony export */ \"PolyhedronGeometry\": () => /* binding */ PolyhedronGeometry,\n/* harmony export */ \"PositionalAudio\": () => /* binding */ PositionalAudio,\n/* harmony export */ \"PropertyBinding\": () => /* binding */ PropertyBinding,\n/* harmony export */ \"PropertyMixer\": () => /* binding */ PropertyMixer,\n/* harmony export */ \"QuadraticBezierCurve\": () => /* binding */ QuadraticBezierCurve,\n/* harmony export */ \"QuadraticBezierCurve3\": () => /* binding */ QuadraticBezierCurve3,\n/* harmony export */ \"Quaternion\": () => /* binding */ Quaternion,\n/* harmony export */ \"QuaternionKeyframeTrack\": () => /* binding */ QuaternionKeyframeTrack,\n/* harmony export */ \"QuaternionLinearInterpolant\": () => /* binding */ QuaternionLinearInterpolant,\n/* harmony export */ \"REVISION\": () => /* binding */ REVISION,\n/* harmony export */ \"RGBADepthPacking\": () => /* binding */ RGBADepthPacking,\n/* harmony export */ \"RGBAFormat\": () => /* binding */ RGBAFormat,\n/* harmony export */ \"RGBAIntegerFormat\": () => /* binding */ RGBAIntegerFormat,\n/* harmony export */ \"RGBA_ASTC_10x10_Format\": () => /* binding */ RGBA_ASTC_10x10_Format,\n/* harmony export */ \"RGBA_ASTC_10x5_Format\": () => /* binding */ RGBA_ASTC_10x5_Format,\n/* harmony export */ \"RGBA_ASTC_10x6_Format\": () => /* binding */ RGBA_ASTC_10x6_Format,\n/* harmony export */ \"RGBA_ASTC_10x8_Format\": () => /* binding */ RGBA_ASTC_10x8_Format,\n/* harmony export */ \"RGBA_ASTC_12x10_Format\": () => /* binding */ RGBA_ASTC_12x10_Format,\n/* harmony export */ \"RGBA_ASTC_12x12_Format\": () => /* binding */ RGBA_ASTC_12x12_Format,\n/* harmony export */ \"RGBA_ASTC_4x4_Format\": () => /* binding */ RGBA_ASTC_4x4_Format,\n/* harmony export */ \"RGBA_ASTC_5x4_Format\": () => /* binding */ RGBA_ASTC_5x4_Format,\n/* harmony export */ \"RGBA_ASTC_5x5_Format\": () => /* binding */ RGBA_ASTC_5x5_Format,\n/* harmony export */ \"RGBA_ASTC_6x5_Format\": () => /* binding */ RGBA_ASTC_6x5_Format,\n/* harmony export */ \"RGBA_ASTC_6x6_Format\": () => /* binding */ RGBA_ASTC_6x6_Format,\n/* harmony export */ \"RGBA_ASTC_8x5_Format\": () => /* binding */ RGBA_ASTC_8x5_Format,\n/* harmony export */ \"RGBA_ASTC_8x6_Format\": () => /* binding */ RGBA_ASTC_8x6_Format,\n/* harmony export */ \"RGBA_ASTC_8x8_Format\": () => /* binding */ RGBA_ASTC_8x8_Format,\n/* harmony export */ \"RGBA_BPTC_Format\": () => /* binding */ RGBA_BPTC_Format,\n/* harmony export */ \"RGBA_ETC2_EAC_Format\": () => /* binding */ RGBA_ETC2_EAC_Format,\n/* harmony export */ \"RGBA_PVRTC_2BPPV1_Format\": () => /* binding */ RGBA_PVRTC_2BPPV1_Format,\n/* harmony export */ \"RGBA_PVRTC_4BPPV1_Format\": () => /* binding */ RGBA_PVRTC_4BPPV1_Format,\n/* harmony export */ \"RGBA_S3TC_DXT1_Format\": () => /* binding */ RGBA_S3TC_DXT1_Format,\n/* harmony export */ \"RGBA_S3TC_DXT3_Format\": () => /* binding */ RGBA_S3TC_DXT3_Format,\n/* harmony export */ \"RGBA_S3TC_DXT5_Format\": () => /* binding */ RGBA_S3TC_DXT5_Format,\n/* harmony export */ \"RGBDEncoding\": () => /* binding */ RGBDEncoding,\n/* harmony export */ \"RGBEEncoding\": () => /* binding */ RGBEEncoding,\n/* harmony export */ \"RGBEFormat\": () => /* binding */ RGBEFormat,\n/* harmony export */ \"RGBFormat\": () => /* binding */ RGBFormat,\n/* harmony export */ \"RGBIntegerFormat\": () => /* binding */ RGBIntegerFormat,\n/* harmony export */ \"RGBM16Encoding\": () => /* binding */ RGBM16Encoding,\n/* harmony export */ \"RGBM7Encoding\": () => /* binding */ RGBM7Encoding,\n/* harmony export */ \"RGB_ETC1_Format\": () => /* binding */ RGB_ETC1_Format,\n/* harmony export */ \"RGB_ETC2_Format\": () => /* binding */ RGB_ETC2_Format,\n/* harmony export */ \"RGB_PVRTC_2BPPV1_Format\": () => /* binding */ RGB_PVRTC_2BPPV1_Format,\n/* harmony export */ \"RGB_PVRTC_4BPPV1_Format\": () => /* binding */ RGB_PVRTC_4BPPV1_Format,\n/* harmony export */ \"RGB_S3TC_DXT1_Format\": () => /* binding */ RGB_S3TC_DXT1_Format,\n/* harmony export */ \"RGFormat\": () => /* binding */ RGFormat,\n/* harmony export */ \"RGIntegerFormat\": () => /* binding */ RGIntegerFormat,\n/* harmony export */ \"RawShaderMaterial\": () => /* binding */ RawShaderMaterial,\n/* harmony export */ \"Ray\": () => /* binding */ Ray,\n/* harmony export */ \"Raycaster\": () => /* binding */ Raycaster,\n/* harmony export */ \"RectAreaLight\": () => /* binding */ RectAreaLight,\n/* harmony export */ \"RedFormat\": () => /* binding */ RedFormat,\n/* harmony export */ \"RedIntegerFormat\": () => /* binding */ RedIntegerFormat,\n/* harmony export */ \"ReinhardToneMapping\": () => /* binding */ ReinhardToneMapping,\n/* harmony export */ \"RepeatWrapping\": () => /* binding */ RepeatWrapping,\n/* harmony export */ \"ReplaceStencilOp\": () => /* binding */ ReplaceStencilOp,\n/* harmony export */ \"ReverseSubtractEquation\": () => /* binding */ ReverseSubtractEquation,\n/* harmony export */ \"RingBufferGeometry\": () => /* binding */ RingBufferGeometry,\n/* harmony export */ \"RingGeometry\": () => /* binding */ RingGeometry,\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_10x10_Format\": () => /* binding */ SRGB8_ALPHA8_ASTC_10x10_Format,\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_10x5_Format\": () => /* binding */ SRGB8_ALPHA8_ASTC_10x5_Format,\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_10x6_Format\": () => /* binding */ SRGB8_ALPHA8_ASTC_10x6_Format,\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_10x8_Format\": () => /* binding */ SRGB8_ALPHA8_ASTC_10x8_Format,\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_12x10_Format\": () => /* binding */ SRGB8_ALPHA8_ASTC_12x10_Format,\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_12x12_Format\": () => /* binding */ SRGB8_ALPHA8_ASTC_12x12_Format,\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_4x4_Format\": () => /* binding */ SRGB8_ALPHA8_ASTC_4x4_Format,\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_5x4_Format\": () => /* binding */ SRGB8_ALPHA8_ASTC_5x4_Format,\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_5x5_Format\": () => /* binding */ SRGB8_ALPHA8_ASTC_5x5_Format,\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_6x5_Format\": () => /* binding */ SRGB8_ALPHA8_ASTC_6x5_Format,\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_6x6_Format\": () => /* binding */ SRGB8_ALPHA8_ASTC_6x6_Format,\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_8x5_Format\": () => /* binding */ SRGB8_ALPHA8_ASTC_8x5_Format,\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_8x6_Format\": () => /* binding */ SRGB8_ALPHA8_ASTC_8x6_Format,\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_8x8_Format\": () => /* binding */ SRGB8_ALPHA8_ASTC_8x8_Format,\n/* harmony export */ \"Scene\": () => /* binding */ Scene,\n/* harmony export */ \"SceneUtils\": () => /* binding */ SceneUtils,\n/* harmony export */ \"ShaderChunk\": () => /* binding */ ShaderChunk,\n/* harmony export */ \"ShaderLib\": () => /* binding */ ShaderLib,\n/* harmony export */ \"ShaderMaterial\": () => /* binding */ ShaderMaterial,\n/* harmony export */ \"ShadowMaterial\": () => /* binding */ ShadowMaterial,\n/* harmony export */ \"Shape\": () => /* binding */ Shape,\n/* harmony export */ \"ShapeBufferGeometry\": () => /* binding */ ShapeBufferGeometry,\n/* harmony export */ \"ShapeGeometry\": () => /* binding */ ShapeGeometry,\n/* harmony export */ \"ShapePath\": () => /* binding */ ShapePath,\n/* harmony export */ \"ShapeUtils\": () => /* binding */ ShapeUtils,\n/* harmony export */ \"ShortType\": () => /* binding */ ShortType,\n/* harmony export */ \"Skeleton\": () => /* binding */ Skeleton,\n/* harmony export */ \"SkeletonHelper\": () => /* binding */ SkeletonHelper,\n/* harmony export */ \"SkinnedMesh\": () => /* binding */ SkinnedMesh,\n/* harmony export */ \"SmoothShading\": () => /* binding */ SmoothShading,\n/* harmony export */ \"Sphere\": () => /* binding */ Sphere,\n/* harmony export */ \"SphereBufferGeometry\": () => /* binding */ SphereBufferGeometry,\n/* harmony export */ \"SphereGeometry\": () => /* binding */ SphereGeometry,\n/* harmony export */ \"Spherical\": () => /* binding */ Spherical,\n/* harmony export */ \"SphericalHarmonics3\": () => /* binding */ SphericalHarmonics3,\n/* harmony export */ \"Spline\": () => /* binding */ Spline,\n/* harmony export */ \"SplineCurve\": () => /* binding */ SplineCurve,\n/* harmony export */ \"SplineCurve3\": () => /* binding */ SplineCurve3,\n/* harmony export */ \"SpotLight\": () => /* binding */ SpotLight,\n/* harmony export */ \"SpotLightHelper\": () => /* binding */ SpotLightHelper,\n/* harmony export */ \"Sprite\": () => /* binding */ Sprite,\n/* harmony export */ \"SpriteMaterial\": () => /* binding */ SpriteMaterial,\n/* harmony export */ \"SrcAlphaFactor\": () => /* binding */ SrcAlphaFactor,\n/* harmony export */ \"SrcAlphaSaturateFactor\": () => /* binding */ SrcAlphaSaturateFactor,\n/* harmony export */ \"SrcColorFactor\": () => /* binding */ SrcColorFactor,\n/* harmony export */ \"StaticCopyUsage\": () => /* binding */ StaticCopyUsage,\n/* harmony export */ \"StaticDrawUsage\": () => /* binding */ StaticDrawUsage,\n/* harmony export */ \"StaticReadUsage\": () => /* binding */ StaticReadUsage,\n/* harmony export */ \"StereoCamera\": () => /* binding */ StereoCamera,\n/* harmony export */ \"StreamCopyUsage\": () => /* binding */ StreamCopyUsage,\n/* harmony export */ \"StreamDrawUsage\": () => /* binding */ StreamDrawUsage,\n/* harmony export */ \"StreamReadUsage\": () => /* binding */ StreamReadUsage,\n/* harmony export */ \"StringKeyframeTrack\": () => /* binding */ StringKeyframeTrack,\n/* harmony export */ \"SubtractEquation\": () => /* binding */ SubtractEquation,\n/* harmony export */ \"SubtractiveBlending\": () => /* binding */ SubtractiveBlending,\n/* harmony export */ \"TOUCH\": () => /* binding */ TOUCH,\n/* harmony export */ \"TangentSpaceNormalMap\": () => /* binding */ TangentSpaceNormalMap,\n/* harmony export */ \"TetrahedronBufferGeometry\": () => /* binding */ TetrahedronBufferGeometry,\n/* harmony export */ \"TetrahedronGeometry\": () => /* binding */ TetrahedronGeometry,\n/* harmony export */ \"TextBufferGeometry\": () => /* binding */ TextBufferGeometry,\n/* harmony export */ \"TextGeometry\": () => /* binding */ TextGeometry,\n/* harmony export */ \"Texture\": () => /* binding */ Texture,\n/* harmony export */ \"TextureLoader\": () => /* binding */ TextureLoader,\n/* harmony export */ \"TorusBufferGeometry\": () => /* binding */ TorusBufferGeometry,\n/* harmony export */ \"TorusGeometry\": () => /* binding */ TorusGeometry,\n/* harmony export */ \"TorusKnotBufferGeometry\": () => /* binding */ TorusKnotBufferGeometry,\n/* harmony export */ \"TorusKnotGeometry\": () => /* binding */ TorusKnotGeometry,\n/* harmony export */ \"Triangle\": () => /* binding */ Triangle,\n/* harmony export */ \"TriangleFanDrawMode\": () => /* binding */ TriangleFanDrawMode,\n/* harmony export */ \"TriangleStripDrawMode\": () => /* binding */ TriangleStripDrawMode,\n/* harmony export */ \"TrianglesDrawMode\": () => /* binding */ TrianglesDrawMode,\n/* harmony export */ \"TubeBufferGeometry\": () => /* binding */ TubeBufferGeometry,\n/* harmony export */ \"TubeGeometry\": () => /* binding */ TubeGeometry,\n/* harmony export */ \"UVMapping\": () => /* binding */ UVMapping,\n/* harmony export */ \"Uint16Attribute\": () => /* binding */ Uint16Attribute,\n/* harmony export */ \"Uint16BufferAttribute\": () => /* binding */ Uint16BufferAttribute,\n/* harmony export */ \"Uint32Attribute\": () => /* binding */ Uint32Attribute,\n/* harmony export */ \"Uint32BufferAttribute\": () => /* binding */ Uint32BufferAttribute,\n/* harmony export */ \"Uint8Attribute\": () => /* binding */ Uint8Attribute,\n/* harmony export */ \"Uint8BufferAttribute\": () => /* binding */ Uint8BufferAttribute,\n/* harmony export */ \"Uint8ClampedAttribute\": () => /* binding */ Uint8ClampedAttribute,\n/* harmony export */ \"Uint8ClampedBufferAttribute\": () => /* binding */ Uint8ClampedBufferAttribute,\n/* harmony export */ \"Uniform\": () => /* binding */ Uniform,\n/* harmony export */ \"UniformsLib\": () => /* binding */ UniformsLib,\n/* harmony export */ \"UniformsUtils\": () => /* binding */ UniformsUtils,\n/* harmony export */ \"UnsignedByteType\": () => /* binding */ UnsignedByteType,\n/* harmony export */ \"UnsignedInt248Type\": () => /* binding */ UnsignedInt248Type,\n/* harmony export */ \"UnsignedIntType\": () => /* binding */ UnsignedIntType,\n/* harmony export */ \"UnsignedShort4444Type\": () => /* binding */ UnsignedShort4444Type,\n/* harmony export */ \"UnsignedShort5551Type\": () => /* binding */ UnsignedShort5551Type,\n/* harmony export */ \"UnsignedShort565Type\": () => /* binding */ UnsignedShort565Type,\n/* harmony export */ \"UnsignedShortType\": () => /* binding */ UnsignedShortType,\n/* harmony export */ \"VSMShadowMap\": () => /* binding */ VSMShadowMap,\n/* harmony export */ \"Vector2\": () => /* binding */ Vector2,\n/* harmony export */ \"Vector3\": () => /* binding */ Vector3,\n/* harmony export */ \"Vector4\": () => /* binding */ Vector4,\n/* harmony export */ \"VectorKeyframeTrack\": () => /* binding */ VectorKeyframeTrack,\n/* harmony export */ \"Vertex\": () => /* binding */ Vertex,\n/* harmony export */ \"VertexColors\": () => /* binding */ VertexColors,\n/* harmony export */ \"VideoTexture\": () => /* binding */ VideoTexture,\n/* harmony export */ \"WebGL1Renderer\": () => /* binding */ WebGL1Renderer,\n/* harmony export */ \"WebGLCubeRenderTarget\": () => /* binding */ WebGLCubeRenderTarget,\n/* harmony export */ \"WebGLMultisampleRenderTarget\": () => /* binding */ WebGLMultisampleRenderTarget,\n/* harmony export */ \"WebGLRenderTarget\": () => /* binding */ WebGLRenderTarget,\n/* harmony export */ \"WebGLRenderTargetCube\": () => /* binding */ WebGLRenderTargetCube,\n/* harmony export */ \"WebGLRenderer\": () => /* binding */ WebGLRenderer,\n/* harmony export */ \"WebGLUtils\": () => /* binding */ WebGLUtils,\n/* harmony export */ \"WireframeGeometry\": () => /* binding */ WireframeGeometry,\n/* harmony export */ \"WireframeHelper\": () => /* binding */ WireframeHelper,\n/* harmony export */ \"WrapAroundEnding\": () => /* binding */ WrapAroundEnding,\n/* harmony export */ \"XHRLoader\": () => /* binding */ XHRLoader,\n/* harmony export */ \"ZeroCurvatureEnding\": () => /* binding */ ZeroCurvatureEnding,\n/* harmony export */ \"ZeroFactor\": () => /* binding */ ZeroFactor,\n/* harmony export */ \"ZeroSlopeEnding\": () => /* binding */ ZeroSlopeEnding,\n/* harmony export */ \"ZeroStencilOp\": () => /* binding */ ZeroStencilOp,\n/* harmony export */ \"sRGBEncoding\": () => /* binding */ sRGBEncoding\n/* harmony export */ });\n// threejs.org/license\nconst REVISION = '123';\nconst MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };\nconst TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };\nconst CullFaceNone = 0;\nconst CullFaceBack = 1;\nconst CullFaceFront = 2;\nconst CullFaceFrontBack = 3;\nconst BasicShadowMap = 0;\nconst PCFShadowMap = 1;\nconst PCFSoftShadowMap = 2;\nconst VSMShadowMap = 3;\nconst FrontSide = 0;\nconst BackSide = 1;\nconst DoubleSide = 2;\nconst FlatShading = 1;\nconst SmoothShading = 2;\nconst NoBlending = 0;\nconst NormalBlending = 1;\nconst AdditiveBlending = 2;\nconst SubtractiveBlending = 3;\nconst MultiplyBlending = 4;\nconst CustomBlending = 5;\nconst AddEquation = 100;\nconst SubtractEquation = 101;\nconst ReverseSubtractEquation = 102;\nconst MinEquation = 103;\nconst MaxEquation = 104;\nconst ZeroFactor = 200;\nconst OneFactor = 201;\nconst SrcColorFactor = 202;\nconst OneMinusSrcColorFactor = 203;\nconst SrcAlphaFactor = 204;\nconst OneMinusSrcAlphaFactor = 205;\nconst DstAlphaFactor = 206;\nconst OneMinusDstAlphaFactor = 207;\nconst DstColorFactor = 208;\nconst OneMinusDstColorFactor = 209;\nconst SrcAlphaSaturateFactor = 210;\nconst NeverDepth = 0;\nconst AlwaysDepth = 1;\nconst LessDepth = 2;\nconst LessEqualDepth = 3;\nconst EqualDepth = 4;\nconst GreaterEqualDepth = 5;\nconst GreaterDepth = 6;\nconst NotEqualDepth = 7;\nconst MultiplyOperation = 0;\nconst MixOperation = 1;\nconst AddOperation = 2;\nconst NoToneMapping = 0;\nconst LinearToneMapping = 1;\nconst ReinhardToneMapping = 2;\nconst CineonToneMapping = 3;\nconst ACESFilmicToneMapping = 4;\nconst CustomToneMapping = 5;\n\nconst UVMapping = 300;\nconst CubeReflectionMapping = 301;\nconst CubeRefractionMapping = 302;\nconst EquirectangularReflectionMapping = 303;\nconst EquirectangularRefractionMapping = 304;\nconst CubeUVReflectionMapping = 306;\nconst CubeUVRefractionMapping = 307;\nconst RepeatWrapping = 1000;\nconst ClampToEdgeWrapping = 1001;\nconst MirroredRepeatWrapping = 1002;\nconst NearestFilter = 1003;\nconst NearestMipmapNearestFilter = 1004;\nconst NearestMipMapNearestFilter = 1004;\nconst NearestMipmapLinearFilter = 1005;\nconst NearestMipMapLinearFilter = 1005;\nconst LinearFilter = 1006;\nconst LinearMipmapNearestFilter = 1007;\nconst LinearMipMapNearestFilter = 1007;\nconst LinearMipmapLinearFilter = 1008;\nconst LinearMipMapLinearFilter = 1008;\nconst UnsignedByteType = 1009;\nconst ByteType = 1010;\nconst ShortType = 1011;\nconst UnsignedShortType = 1012;\nconst IntType = 1013;\nconst UnsignedIntType = 1014;\nconst FloatType = 1015;\nconst HalfFloatType = 1016;\nconst UnsignedShort4444Type = 1017;\nconst UnsignedShort5551Type = 1018;\nconst UnsignedShort565Type = 1019;\nconst UnsignedInt248Type = 1020;\nconst AlphaFormat = 1021;\nconst RGBFormat = 1022;\nconst RGBAFormat = 1023;\nconst LuminanceFormat = 1024;\nconst LuminanceAlphaFormat = 1025;\nconst RGBEFormat = RGBAFormat;\nconst DepthFormat = 1026;\nconst DepthStencilFormat = 1027;\nconst RedFormat = 1028;\nconst RedIntegerFormat = 1029;\nconst RGFormat = 1030;\nconst RGIntegerFormat = 1031;\nconst RGBIntegerFormat = 1032;\nconst RGBAIntegerFormat = 1033;\n\nconst RGB_S3TC_DXT1_Format = 33776;\nconst RGBA_S3TC_DXT1_Format = 33777;\nconst RGBA_S3TC_DXT3_Format = 33778;\nconst RGBA_S3TC_DXT5_Format = 33779;\nconst RGB_PVRTC_4BPPV1_Format = 35840;\nconst RGB_PVRTC_2BPPV1_Format = 35841;\nconst RGBA_PVRTC_4BPPV1_Format = 35842;\nconst RGBA_PVRTC_2BPPV1_Format = 35843;\nconst RGB_ETC1_Format = 36196;\nconst RGB_ETC2_Format = 37492;\nconst RGBA_ETC2_EAC_Format = 37496;\nconst RGBA_ASTC_4x4_Format = 37808;\nconst RGBA_ASTC_5x4_Format = 37809;\nconst RGBA_ASTC_5x5_Format = 37810;\nconst RGBA_ASTC_6x5_Format = 37811;\nconst RGBA_ASTC_6x6_Format = 37812;\nconst RGBA_ASTC_8x5_Format = 37813;\nconst RGBA_ASTC_8x6_Format = 37814;\nconst RGBA_ASTC_8x8_Format = 37815;\nconst RGBA_ASTC_10x5_Format = 37816;\nconst RGBA_ASTC_10x6_Format = 37817;\nconst RGBA_ASTC_10x8_Format = 37818;\nconst RGBA_ASTC_10x10_Format = 37819;\nconst RGBA_ASTC_12x10_Format = 37820;\nconst RGBA_ASTC_12x12_Format = 37821;\nconst RGBA_BPTC_Format = 36492;\nconst SRGB8_ALPHA8_ASTC_4x4_Format = 37840;\nconst SRGB8_ALPHA8_ASTC_5x4_Format = 37841;\nconst SRGB8_ALPHA8_ASTC_5x5_Format = 37842;\nconst SRGB8_ALPHA8_ASTC_6x5_Format = 37843;\nconst SRGB8_ALPHA8_ASTC_6x6_Format = 37844;\nconst SRGB8_ALPHA8_ASTC_8x5_Format = 37845;\nconst SRGB8_ALPHA8_ASTC_8x6_Format = 37846;\nconst SRGB8_ALPHA8_ASTC_8x8_Format = 37847;\nconst SRGB8_ALPHA8_ASTC_10x5_Format = 37848;\nconst SRGB8_ALPHA8_ASTC_10x6_Format = 37849;\nconst SRGB8_ALPHA8_ASTC_10x8_Format = 37850;\nconst SRGB8_ALPHA8_ASTC_10x10_Format = 37851;\nconst SRGB8_ALPHA8_ASTC_12x10_Format = 37852;\nconst SRGB8_ALPHA8_ASTC_12x12_Format = 37853;\nconst LoopOnce = 2200;\nconst LoopRepeat = 2201;\nconst LoopPingPong = 2202;\nconst InterpolateDiscrete = 2300;\nconst InterpolateLinear = 2301;\nconst InterpolateSmooth = 2302;\nconst ZeroCurvatureEnding = 2400;\nconst ZeroSlopeEnding = 2401;\nconst WrapAroundEnding = 2402;\nconst NormalAnimationBlendMode = 2500;\nconst AdditiveAnimationBlendMode = 2501;\nconst TrianglesDrawMode = 0;\nconst TriangleStripDrawMode = 1;\nconst TriangleFanDrawMode = 2;\nconst LinearEncoding = 3000;\nconst sRGBEncoding = 3001;\nconst GammaEncoding = 3007;\nconst RGBEEncoding = 3002;\nconst LogLuvEncoding = 3003;\nconst RGBM7Encoding = 3004;\nconst RGBM16Encoding = 3005;\nconst RGBDEncoding = 3006;\nconst BasicDepthPacking = 3200;\nconst RGBADepthPacking = 3201;\nconst TangentSpaceNormalMap = 0;\nconst ObjectSpaceNormalMap = 1;\n\nconst ZeroStencilOp = 0;\nconst KeepStencilOp = 7680;\nconst ReplaceStencilOp = 7681;\nconst IncrementStencilOp = 7682;\nconst DecrementStencilOp = 7683;\nconst IncrementWrapStencilOp = 34055;\nconst DecrementWrapStencilOp = 34056;\nconst InvertStencilOp = 5386;\n\nconst NeverStencilFunc = 512;\nconst LessStencilFunc = 513;\nconst EqualStencilFunc = 514;\nconst LessEqualStencilFunc = 515;\nconst GreaterStencilFunc = 516;\nconst NotEqualStencilFunc = 517;\nconst GreaterEqualStencilFunc = 518;\nconst AlwaysStencilFunc = 519;\n\nconst StaticDrawUsage = 35044;\nconst DynamicDrawUsage = 35048;\nconst StreamDrawUsage = 35040;\nconst StaticReadUsage = 35045;\nconst DynamicReadUsage = 35049;\nconst StreamReadUsage = 35041;\nconst StaticCopyUsage = 35046;\nconst DynamicCopyUsage = 35050;\nconst StreamCopyUsage = 35042;\n\nconst GLSL1 = \"100\";\nconst GLSL3 = \"300 es\";\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nfunction EventDispatcher() {}\n\nObject.assign( EventDispatcher.prototype, {\n\n\taddEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t},\n\n\thasEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tconst listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t},\n\n\tremoveEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tconst index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\t// Make a copy, in case listeners are removed while iterating.\n\t\t\tconst array = listenerArray.slice( 0 );\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nconst _lut = [];\n\nfor ( let i = 0; i < 256; i ++ ) {\n\n\t_lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );\n\n}\n\nlet _seed = 1234567;\n\nconst MathUtils = {\n\n\tDEG2RAD: Math.PI / 180,\n\tRAD2DEG: 180 / Math.PI,\n\n\tgenerateUUID: function () {\n\n\t\t// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\n\n\t\tconst d0 = Math.random() * 0xffffffff | 0;\n\t\tconst d1 = Math.random() * 0xffffffff | 0;\n\t\tconst d2 = Math.random() * 0xffffffff | 0;\n\t\tconst d3 = Math.random() * 0xffffffff | 0;\n\t\tconst uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t\t// .toUpperCase() here flattens concatenated strings to save heap memory space.\n\t\treturn uuid.toUpperCase();\n\n\t},\n\n\tclamp: function ( value, min, max ) {\n\n\t\treturn Math.max( min, Math.min( max, value ) );\n\n\t},\n\n\t// compute euclidian modulo of m % n\n\t// https://en.wikipedia.org/wiki/Modulo_operation\n\n\teuclideanModulo: function ( n, m ) {\n\n\t\treturn ( ( n % m ) + m ) % m;\n\n\t},\n\n\t// Linear mapping from range to range \n\n\tmapLinear: function ( x, a1, a2, b1, b2 ) {\n\n\t\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n\t},\n\n\t// https://en.wikipedia.org/wiki/Linear_interpolation\n\n\tlerp: function ( x, y, t ) {\n\n\t\treturn ( 1 - t ) * x + t * y;\n\n\t},\n\n\t// http://en.wikipedia.org/wiki/Smoothstep\n\n\tsmoothstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * ( 3 - 2 * x );\n\n\t},\n\n\tsmootherstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n\t},\n\n\t// Random integer from interval\n\n\trandInt: function ( low, high ) {\n\n\t\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n\t},\n\n\t// Random float from interval\n\n\trandFloat: function ( low, high ) {\n\n\t\treturn low + Math.random() * ( high - low );\n\n\t},\n\n\t// Random float from <-range/2, range/2> interval\n\n\trandFloatSpread: function ( range ) {\n\n\t\treturn range * ( 0.5 - Math.random() );\n\n\t},\n\n\t// Deterministic pseudo-random float in the interval [ 0, 1 ]\n\n\tseededRandom: function ( s ) {\n\n\t\tif ( s !== undefined ) _seed = s % 2147483647;\n\n\t\t// Park-Miller algorithm\n\n\t\t_seed = _seed * 16807 % 2147483647;\n\n\t\treturn ( _seed - 1 ) / 2147483646;\n\n\t},\n\n\tdegToRad: function ( degrees ) {\n\n\t\treturn degrees * MathUtils.DEG2RAD;\n\n\t},\n\n\tradToDeg: function ( radians ) {\n\n\t\treturn radians * MathUtils.RAD2DEG;\n\n\t},\n\n\tisPowerOfTwo: function ( value ) {\n\n\t\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n\t},\n\n\tceilPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tfloorPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tsetQuaternionFromProperEuler: function ( q, a, b, c, order ) {\n\n\t\t// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\n\n\t\t// rotations are applied to the axes in the order specified by 'order'\n\t\t// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'\n\t\t// angles are in radians\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c2 = cos( b / 2 );\n\t\tconst s2 = sin( b / 2 );\n\n\t\tconst c13 = cos( ( a + c ) / 2 );\n\t\tconst s13 = sin( ( a + c ) / 2 );\n\n\t\tconst c1_3 = cos( ( a - c ) / 2 );\n\t\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\t\tconst c3_1 = cos( ( c - a ) / 2 );\n\t\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYX':\n\t\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZY':\n\t\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXZ':\n\t\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZX':\n\t\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXY':\n\t\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYZ':\n\t\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t}\n\n};\n\nclass Vector2 {\n\n\tconstructor( x = 0, y = 0 ) {\n\n\t\tObject.defineProperty( this, 'isVector2', { value: true } );\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.x;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.x = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.y;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.y = value;\n\n\t}\n\n\tset( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.x * v.y - this.y * v.x;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tangle() {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tconst angle = Math.atan2( - this.y, - this.x ) + Math.PI;\n\n\t\treturn angle;\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t}\n\n\trotateAround( center, angle ) {\n\n\t\tconst c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tconst x = this.x - center.x;\n\t\tconst y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Matrix3 {\n\n\tconstructor() {\n\n\t\tObject.defineProperty( this, 'isMatrix3', { value: true } );\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrix3Column( this, 0 );\n\t\tyAxis.setFromMatrix3Column( this, 1 );\n\t\tzAxis.setFromMatrix3Column( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix4( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t}\n\n\tinvert() {\n\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],\n\t\t\tn12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],\n\t\t\tn13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\ttranspose() {\n\n\t\tlet tmp;\n\t\tconst m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tgetNormalMatrix( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).copy( this ).invert().transpose();\n\n\t}\n\n\ttransposeIntoArray( r ) {\n\n\t\tconst m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tconst c = Math.cos( rotation );\n\t\tconst s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t}\n\n\tscale( sx, sy ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;\n\t\tte[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;\n\n\t\treturn this;\n\n\t}\n\n\trotate( theta ) {\n\n\t\tconst c = Math.cos( theta );\n\t\tconst s = Math.sin( theta );\n\n\t\tconst te = this.elements;\n\n\t\tconst a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];\n\t\tconst a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];\n\n\t\tte[ 0 ] = c * a11 + s * a21;\n\t\tte[ 3 ] = c * a12 + s * a22;\n\t\tte[ 6 ] = c * a13 + s * a23;\n\n\t\tte[ 1 ] = - s * a11 + c * a21;\n\t\tte[ 4 ] = - s * a12 + c * a22;\n\t\tte[ 7 ] = - s * a13 + c * a23;\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( tx, ty ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];\n\t\tte[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nlet _canvas;\n\nconst ImageUtils = {\n\n\tgetDataURL: function ( image ) {\n\n\t\tif ( /^data:/i.test( image.src ) ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tif ( typeof HTMLCanvasElement == 'undefined' ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tlet canvas;\n\n\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\tcanvas = image;\n\n\t\t} else {\n\n\t\t\tif ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t\t\t_canvas.width = image.width;\n\t\t\t_canvas.height = image.height;\n\n\t\t\tconst context = _canvas.getContext( '2d' );\n\n\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t}\n\n\t\t\tcanvas = _canvas;\n\n\t\t}\n\n\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t} else {\n\n\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t}\n\n\t}\n\n};\n\nlet textureId = 0;\n\nfunction Texture( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding ) {\n\n\tObject.defineProperty( this, 'id', { value: textureId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\n\tthis.image = image;\n\tthis.mipmaps = [];\n\n\tthis.mapping = mapping;\n\n\tthis.wrapS = wrapS;\n\tthis.wrapT = wrapT;\n\n\tthis.magFilter = magFilter;\n\tthis.minFilter = minFilter;\n\n\tthis.anisotropy = anisotropy;\n\n\tthis.format = format;\n\tthis.internalFormat = null;\n\tthis.type = type;\n\n\tthis.offset = new Vector2( 0, 0 );\n\tthis.repeat = new Vector2( 1, 1 );\n\tthis.center = new Vector2( 0, 0 );\n\tthis.rotation = 0;\n\n\tthis.matrixAutoUpdate = true;\n\tthis.matrix = new Matrix3();\n\n\tthis.generateMipmaps = true;\n\tthis.premultiplyAlpha = false;\n\tthis.flipY = true;\n\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.\n\t//\n\t// Also changing the encoding after already used by a Material will not automatically make the Material\n\t// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.\n\tthis.encoding = encoding;\n\n\tthis.version = 0;\n\tthis.onUpdate = null;\n\n}\n\nTexture.DEFAULT_IMAGE = undefined;\nTexture.DEFAULT_MAPPING = UVMapping;\n\nTexture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Texture,\n\n\tisTexture: true,\n\n\tupdateMatrix: function () {\n\n\t\tthis.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.image = source.image;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.internalFormat = source.internalFormat;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.encoding = source.encoding;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\tmapping: this.mapping,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tformat: this.format,\n\t\t\ttype: this.type,\n\t\t\tencoding: this.encoding,\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY,\n\n\t\t\tpremultiplyAlpha: this.premultiplyAlpha,\n\t\t\tunpackAlignment: this.unpackAlignment\n\n\t\t};\n\n\t\tif ( this.image !== undefined ) {\n\n\t\t\t// TODO: Move to THREE.Image\n\n\t\t\tconst image = this.image;\n\n\t\t\tif ( image.uuid === undefined ) {\n\n\t\t\t\timage.uuid = MathUtils.generateUUID(); // UGH\n\n\t\t\t}\n\n\t\t\tif ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {\n\n\t\t\t\tlet url;\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\t// process array of images e.g. CubeTexture\n\n\t\t\t\t\turl = [];\n\n\t\t\t\t\tfor ( let i = 0, l = image.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t// check cube texture with data textures\n\n\t\t\t\t\t\tif ( image[ i ].isDataTexture ) {\n\n\t\t\t\t\t\t\turl.push( serializeImage( image[ i ].image ) );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\turl.push( serializeImage( image[ i ] ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// process single image\n\n\t\t\t\t\turl = serializeImage( image );\n\n\t\t\t\t}\n\n\t\t\t\tmeta.images[ image.uuid ] = {\n\t\t\t\t\tuuid: image.uuid,\n\t\t\t\t\turl: url\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\toutput.image = image.uuid;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t},\n\n\ttransformUv: function ( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return uv;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t\treturn uv;\n\n\t}\n\n} );\n\nObject.defineProperty( Texture.prototype, \"needsUpdate\", {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nfunction serializeImage( image ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t// default images\n\n\t\treturn ImageUtils.getDataURL( image );\n\n\t} else {\n\n\t\tif ( image.data ) {\n\n\t\t\t// images of DataTexture\n\n\t\t\treturn {\n\t\t\t\tdata: Array.prototype.slice.call( image.data ),\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height,\n\t\t\t\ttype: image.data.constructor.name\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Texture: Unable to serialize Texture.' );\n\t\t\treturn {};\n\n\t\t}\n\n\t}\n\n}\n\nclass Vector4 {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tObject.defineProperty( this, 'isVector4', { value: true } );\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.z;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.z = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.w;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.w = value;\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tsetAxisAngleFromQuaternion( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tconst s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetAxisAngleFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tlet angle, x, y, z; // variables for result\n\t\tconst epsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tconst xx = ( m11 + 1 ) / 2;\n\t\t\tconst yy = ( m22 + 1 ) / 2;\n\t\t\tconst zz = ( m33 + 1 ) / 2;\n\t\t\tconst xy = ( m12 + m21 ) / 4;\n\t\t\tconst xz = ( m13 + m31 ) / 4;\n\t\t\tconst yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tlet s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t\t( m13 - m31 ) * ( m13 - m31 ) +\n\t\t\t( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\t\tthis.w = Math.max( minVal, Math.min( maxVal, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\t\tthis.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\t\tthis.w = v1.w + ( v2.w - v1.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\t\tthis.w = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\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*/\nfunction WebGLRenderTarget( width, height, options ) {\n\n\tthis.width = width;\n\tthis.height = height;\n\n\tthis.scissor = new Vector4( 0, 0, width, height );\n\tthis.scissorTest = false;\n\n\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\toptions = options || {};\n\n\tthis.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\tthis.texture.image = {};\n\tthis.texture.image.width = width;\n\tthis.texture.image.height = height;\n\n\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\tthis.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;\n\tthis.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;\n\tthis.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;\n\n}\n\nWebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: WebGLRenderTarget,\n\n\tisWebGLRenderTarget: true,\n\n\tsetSize: function ( width, height ) {\n\n\t\tif ( this.width !== width || this.height !== height ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\n\t\t\tthis.texture.image.width = width;\n\t\t\tthis.texture.image.height = height;\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.texture = source.texture.clone();\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\t\tthis.depthTexture = source.depthTexture;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nfunction WebGLMultisampleRenderTarget( width, height, options ) {\n\n\tWebGLRenderTarget.call( this, width, height, options );\n\n\tthis.samples = 4;\n\n}\n\nWebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {\n\n\tconstructor: WebGLMultisampleRenderTarget,\n\n\tisWebGLMultisampleRenderTarget: true,\n\n\tcopy: function ( source ) {\n\n\t\tWebGLRenderTarget.prototype.copy.call( this, source );\n\n\t\tthis.samples = source.samples;\n\n\t\treturn this;\n\n\t}\n\n} );\n\nclass Quaternion {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tObject.defineProperty( this, 'isQuaternion', { value: true } );\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\tstatic slerp( qa, qb, qm, t ) {\n\n\t\treturn qm.copy( qa ).slerp( qb, t );\n\n\t}\n\n\tstatic slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tlet x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tlet s = 1 - t;\n\t\t\tconst cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tconst sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tconst tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tconst f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n\tstatic multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {\n\n\t\tconst x0 = src0[ srcOffset0 ];\n\t\tconst y0 = src0[ srcOffset0 + 1 ];\n\t\tconst z0 = src0[ srcOffset0 + 2 ];\n\t\tconst w0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 ];\n\t\tconst y1 = src1[ srcOffset1 + 1 ];\n\t\tconst z1 = src1[ srcOffset1 + 2 ];\n\t\tconst w1 = src1[ srcOffset1 + 3 ];\n\n\t\tdst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n\t\tdst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n\t\tdst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n\t\tdst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n\n\t\treturn dst;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget w() {\n\n\t\treturn this._w;\n\n\t}\n\n\tset w( value ) {\n\n\t\tthis._w = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t}\n\n\tcopy( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromEuler( euler, update ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tthrow new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c1 = cos( x / 2 );\n\t\tconst c2 = cos( y / 2 );\n\t\tconst c3 = cos( z / 2 );\n\n\t\tconst s1 = sin( x / 2 );\n\t\tconst s2 = sin( y / 2 );\n\t\tconst s3 = sin( z / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAxisAngle( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tconst halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\tconst s = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromUnitVectors( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tconst EPS = 0.000001;\n\n\t\tlet r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < EPS ) {\n\n\t\t\tr = 0;\n\n\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\tthis._x = - vFrom.y;\n\t\t\t\tthis._y = vFrom.x;\n\t\t\t\tthis._z = 0;\n\t\t\t\tthis._w = r;\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = - vFrom.z;\n\t\t\t\tthis._z = vFrom.y;\n\t\t\t\tthis._w = r;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n\n\t\t\tthis._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n\t\t\tthis._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n\t\t\tthis._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n\t\t\tthis._w = r;\n\n\t\t}\n\n\t\treturn this.normalize();\n\n\t}\n\n\tangleTo( q ) {\n\n\t\treturn 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );\n\n\t}\n\n\trotateTowards( q, step ) {\n\n\t\tconst angle = this.angleTo( q );\n\n\t\tif ( angle === 0 ) return this;\n\n\t\tconst t = Math.min( 1, step / angle );\n\n\t\tthis.slerp( q, t );\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\treturn this.set( 0, 0, 0, 1 );\n\n\t}\n\n\tinvert() {\n\n\t\t// quaternion is assumed to have unit length\n\n\t\treturn this.conjugate();\n\n\t}\n\n\tconjugate() {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t}\n\n\tnormalize() {\n\n\t\tlet l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( q, p ) {\n\n\t\tif ( p !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );\n\t\t\treturn this.multiplyQuaternions( q, p );\n\n\t\t}\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t}\n\n\tpremultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t}\n\n\tmultiplyQuaternions( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tconst qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tconst qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerp( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tconst x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tlet cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n\t\tif ( sqrSinHalfTheta <= Number.EPSILON ) {\n\n\t\t\tconst s = 1 - t;\n\t\t\tthis._w = s * w + t * this._w;\n\t\t\tthis._x = s * x + t * this._x;\n\t\t\tthis._y = s * y + t * this._y;\n\t\t\tthis._z = s * z + t * this._z;\n\n\t\t\tthis.normalize();\n\t\t\tthis._onChangeCallback();\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sinHalfTheta = Math.sqrt( sqrSinHalfTheta );\n\t\tconst halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tconst ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tequals( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis._x = attribute.getX( index );\n\t\tthis._y = attribute.getY( index );\n\t\tthis._z = attribute.getZ( index );\n\t\tthis._w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nclass Vector3 {\n\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\tObject.defineProperty( this, 'isVector3', { value: true } );\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t}\n\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );\n\t\t\treturn this.multiplyVectors( v, w );\n\n\t\t}\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyVectors( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\treturn this.applyQuaternion( _quaternion.setFromEuler( euler ) );\n\n\t}\n\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tconst w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// calculate quat * vector\n\n\t\tconst ix = qw * x + qy * z - qz * y;\n\t\tconst iy = qw * y + qz * x - qx * z;\n\t\tconst iz = qw * z + qx * y - qy * x;\n\t\tconst iw = - qx * x - qy * y - qz * z;\n\n\t\t// calculate result * inverse quat\n\n\t\tthis.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;\n\t\tthis.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;\n\t\tthis.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;\n\n\t\treturn this;\n\n\t}\n\n\tproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t}\n\n\tunproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t}\n\n\t// TODO lengthSquared?\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tcross( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );\n\t\t\treturn this.crossVectors( v, w );\n\n\t\t}\n\n\t\treturn this.crossVectors( this, v );\n\n\t}\n\n\tcrossVectors( a, b ) {\n\n\t\tconst ax = a.x, ay = a.y, az = a.z;\n\t\tconst bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t}\n\n\tprojectOnVector( v ) {\n\n\t\tconst denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tconst scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t}\n\n\tprojectOnPlane( planeNormal ) {\n\n\t\t_vector.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector );\n\n\t}\n\n\treflect( normal ) {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\treturn this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( MathUtils.clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t}\n\n\tsetFromSpherical( s ) {\n\n\t\treturn this.setFromSphericalCoords( s.radius, s.phi, s.theta );\n\n\t}\n\n\tsetFromSphericalCoords( radius, phi, theta ) {\n\n\t\tconst sinPhiRadius = Math.sin( phi ) * radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( theta );\n\t\tthis.y = Math.cos( phi ) * radius;\n\t\tthis.z = sinPhiRadius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCylindrical( c ) {\n\n\t\treturn this.setFromCylindricalCoords( c.radius, c.theta, c.y );\n\n\t}\n\n\tsetFromCylindricalCoords( radius, theta, y ) {\n\n\t\tthis.x = radius * Math.sin( theta );\n\t\tthis.y = y;\n\t\tthis.z = radius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixScale( m ) {\n\n\t\tconst sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tconst sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tconst sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixColumn( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t}\n\n\tsetFromMatrix3Column( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 3 );\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _vector = /*@__PURE__*/ new Vector3();\nconst _quaternion = /*@__PURE__*/ new Quaternion();\n\nclass Box3 {\n\n\tconstructor( min, max ) {\n\n\t\tObject.defineProperty( this, 'isBox3', { value: true } );\n\n\t\tthis.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );\n\t\tthis.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromArray( array ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\tconst x = array[ i ];\n\t\t\tconst y = array[ i + 1 ];\n\t\t\tconst z = array[ i + 2 ];\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromBufferAttribute( attribute ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\tconst x = attribute.getX( i );\n\t\t\tconst y = attribute.getY( i );\n\t\t\tconst z = attribute.getZ( i );\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );\n\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = this.min.z = + Infinity;\n\t\tthis.max.x = this.max.y = this.max.z = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getSize() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\texpandByObject( object ) {\n\n\t\t// Computes the world-axis-aligned bounding box of an object (including its children),\n\t\t// accounting for both the object's, and children's, world transforms\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry !== undefined ) {\n\n\t\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\t\tgeometry.computeBoundingBox();\n\n\t\t\t}\n\n\t\t\t_box.copy( geometry.boundingBox );\n\t\t\t_box.applyMatrix4( object.matrixWorld );\n\n\t\t\tthis.union( _box );\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tthis.expandByObject( children[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ||\n\t\t\tpoint.z < this.min.z || point.z > this.max.z ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getParameter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ||\n\t\t\tbox.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\t// Find the point on the AABB closest to the sphere center.\n\t\tthis.clampPoint( sphere.center, _vector$1 );\n\n\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\treturn _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// We compute the minimum and maximum dot product values. If those values\n\t\t// are on the same side (back or front) of the plane, then there is no intersection.\n\n\t\tlet min, max;\n\n\t\tif ( plane.normal.x > 0 ) {\n\n\t\t\tmin = plane.normal.x * this.min.x;\n\t\t\tmax = plane.normal.x * this.max.x;\n\n\t\t} else {\n\n\t\t\tmin = plane.normal.x * this.max.x;\n\t\t\tmax = plane.normal.x * this.min.x;\n\n\t\t}\n\n\t\tif ( plane.normal.y > 0 ) {\n\n\t\t\tmin += plane.normal.y * this.min.y;\n\t\t\tmax += plane.normal.y * this.max.y;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.y * this.max.y;\n\t\t\tmax += plane.normal.y * this.min.y;\n\n\t\t}\n\n\t\tif ( plane.normal.z > 0 ) {\n\n\t\t\tmin += plane.normal.z * this.min.z;\n\t\t\tmax += plane.normal.z * this.max.z;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.z * this.max.z;\n\t\t\tmax += plane.normal.z * this.min.z;\n\n\t\t}\n\n\t\treturn ( min <= - plane.constant && max >= - plane.constant );\n\n\t}\n\n\tintersectsTriangle( triangle ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// compute box center and extents\n\t\tthis.getCenter( _center );\n\t\t_extents.subVectors( this.max, _center );\n\n\t\t// translate triangle to aabb origin\n\t\t_v0.subVectors( triangle.a, _center );\n\t\t_v1.subVectors( triangle.b, _center );\n\t\t_v2.subVectors( triangle.c, _center );\n\n\t\t// compute edge vectors for triangle\n\t\t_f0.subVectors( _v1, _v0 );\n\t\t_f1.subVectors( _v2, _v1 );\n\t\t_f2.subVectors( _v0, _v2 );\n\n\t\t// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n\t\t// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation\n\t\t// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\t\tlet axes = [\n\t\t\t0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,\n\t\t\t_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,\n\t\t\t- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0\n\t\t];\n\t\tif ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// test 3 face normals from the aabb\n\t\taxes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];\n\t\tif ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// finally testing the face normal of the triangle\n\t\t// use already existing triangle edge vectors here\n\t\t_triangleNormal.crossVectors( _f0, _f1 );\n\t\taxes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];\n\n\t\treturn satForAxes( axes, _v0, _v1, _v2, _extents );\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );\n\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tgetBoundingSphere( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.error( 'THREE.Box3: .getBoundingSphere() target is now required' );\n\t\t\t//target = new Sphere(); // removed to avoid cyclic dependency\n\n\t\t}\n\n\t\tthis.getCenter( target.center );\n\n\t\ttarget.radius = this.getSize( _vector$1 ).length() * 0.5;\n\n\t\treturn target;\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\t// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\t// transform of empty box is an empty box.\n\t\tif ( this.isEmpty() ) return this;\n\n\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111\n\n\t\tthis.setFromPoints( _points );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nfunction satForAxes( axes, v0, v1, v2, extents ) {\n\n\tfor ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {\n\n\t\t_testAxis.fromArray( axes, i );\n\t\t// project the aabb onto the seperating axis\n\t\tconst r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );\n\t\t// project all 3 vertices of the triangle onto the seperating axis\n\t\tconst p0 = v0.dot( _testAxis );\n\t\tconst p1 = v1.dot( _testAxis );\n\t\tconst p2 = v2.dot( _testAxis );\n\t\t// actual test, basically see if either of the most extreme of the triangle points intersects r\n\t\tif ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {\n\n\t\t\t// points of the projected triangle are outside the projected half-length of the aabb\n\t\t\t// the axis is seperating and we can exit\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nconst _points = [\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3()\n];\n\nconst _vector$1 = /*@__PURE__*/ new Vector3();\n\nconst _box = /*@__PURE__*/ new Box3();\n\n// triangle centered vertices\n\nconst _v0 = /*@__PURE__*/ new Vector3();\nconst _v1 = /*@__PURE__*/ new Vector3();\nconst _v2 = /*@__PURE__*/ new Vector3();\n\n// triangle edge vectors\n\nconst _f0 = /*@__PURE__*/ new Vector3();\nconst _f1 = /*@__PURE__*/ new Vector3();\nconst _f2 = /*@__PURE__*/ new Vector3();\n\nconst _center = /*@__PURE__*/ new Vector3();\nconst _extents = /*@__PURE__*/ new Vector3();\nconst _triangleNormal = /*@__PURE__*/ new Vector3();\nconst _testAxis = /*@__PURE__*/ new Vector3();\n\nconst _box$1 = /*@__PURE__*/ new Box3();\n\nclass Sphere {\n\n\tconstructor( center, radius ) {\n\n\t\tthis.center = ( center !== undefined ) ? center : new Vector3();\n\t\tthis.radius = ( radius !== undefined ) ? radius : - 1;\n\n\t}\n\n\tset( center, radius ) {\n\n\t\tthis.center.copy( center );\n\t\tthis.radius = radius;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points, optionalCenter ) {\n\n\t\tconst center = this.center;\n\n\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\tcenter.copy( optionalCenter );\n\n\t\t} else {\n\n\t\t\t_box$1.setFromPoints( points ).getCenter( center );\n\n\t\t}\n\n\t\tlet maxRadiusSq = 0;\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t}\n\n\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( sphere ) {\n\n\t\tthis.center.copy( sphere.center );\n\t\tthis.radius = sphere.radius;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\treturn ( this.radius < 0 );\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.center.set( 0, 0, 0 );\n\t\tthis.radius = - 1;\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tconst deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\ttarget.sub( this.center ).normalize();\n\t\t\ttarget.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tgetBoundingBox( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );\n\t\t\ttarget = new Box3();\n\n\t\t}\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\t// Empty sphere produces empty bounding box\n\t\t\ttarget.makeEmpty();\n\t\t\treturn target;\n\n\t\t}\n\n\t\ttarget.set( this.center, this.center );\n\t\ttarget.expandByScalar( this.radius );\n\n\t\treturn target;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.center.applyMatrix4( matrix );\n\t\tthis.radius = this.radius * matrix.getMaxScaleOnAxis();\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n}\n\nconst _vector$2 = /*@__PURE__*/ new Vector3();\nconst _segCenter = /*@__PURE__*/ new Vector3();\nconst _segDir = /*@__PURE__*/ new Vector3();\nconst _diff = /*@__PURE__*/ new Vector3();\n\nconst _edge1 = /*@__PURE__*/ new Vector3();\nconst _edge2 = /*@__PURE__*/ new Vector3();\nconst _normal = /*@__PURE__*/ new Vector3();\n\nclass Ray {\n\n\tconstructor( origin, direction ) {\n\n\t\tthis.origin = ( origin !== undefined ) ? origin : new Vector3();\n\t\tthis.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t}\n\n\tat( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( t ).add( this.origin );\n\n\t}\n\n\tlookAt( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\trecast( t ) {\n\n\t\tthis.origin.copy( this.at( t, _vector$2 ) );\n\n\t\treturn this;\n\n\t}\n\n\tclosestPointToPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( point, this.origin );\n\n\t\tconst directionDistance = target.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn target.copy( this.origin );\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t}\n\n\tdistanceSqToPoint( point ) {\n\n\t\tconst directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t// point behind the ray\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t}\n\n\t\t_vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t\treturn _vector$2.distanceToSquared( point );\n\n\t}\n\n\tdistanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t// It returns the min distance between the ray and the segment\n\t\t// defined by v0 and v1\n\t\t// It can also set two optional targets :\n\t\t// - The closest point on the ray\n\t\t// - The closest point on the segment\n\n\t\t_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t_segDir.copy( v1 ).sub( v0 ).normalize();\n\t\t_diff.copy( this.origin ).sub( _segCenter );\n\n\t\tconst segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\tconst a01 = - this.direction.dot( _segDir );\n\t\tconst b0 = _diff.dot( this.direction );\n\t\tconst b1 = - _diff.dot( _segDir );\n\t\tconst c = _diff.lengthSq();\n\t\tconst det = Math.abs( 1 - a01 * a01 );\n\t\tlet s0, s1, sqrDist, extDet;\n\n\t\tif ( det > 0 ) {\n\n\t\t\t// The ray and segment are not parallel.\n\n\t\t\ts0 = a01 * b1 - b0;\n\t\t\ts1 = a01 * b0 - b1;\n\t\t\textDet = segExtent * det;\n\n\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\tconst invDet = 1 / det;\n\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\ts1 *= invDet;\n\t\t\t\t\t\tsqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 5\n\n\t\t\t\t\ts1 = - segExtent;\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t// region 4\n\n\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t// region 3\n\n\t\t\t\t\ts0 = 0;\n\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 2\n\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Ray and segment are parallel.\n\n\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t}\n\n\t\tif ( optionalPointOnRay ) {\n\n\t\t\toptionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );\n\n\t\t}\n\n\t\tif ( optionalPointOnSegment ) {\n\n\t\t\toptionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );\n\n\t\t}\n\n\t\treturn sqrDist;\n\n\t}\n\n\tintersectSphere( sphere, target ) {\n\n\t\t_vector$2.subVectors( sphere.center, this.origin );\n\t\tconst tca = _vector$2.dot( this.direction );\n\t\tconst d2 = _vector$2.dot( _vector$2 ) - tca * tca;\n\t\tconst radius2 = sphere.radius * sphere.radius;\n\n\t\tif ( d2 > radius2 ) return null;\n\n\t\tconst thc = Math.sqrt( radius2 - d2 );\n\n\t\t// t0 = first intersect point - entrance on front of sphere\n\t\tconst t0 = tca - thc;\n\n\t\t// t1 = second intersect point - exit point on back of sphere\n\t\tconst t1 = tca + thc;\n\n\t\t// test to see if both t0 and t1 are behind the ray - if so, return null\n\t\tif ( t0 < 0 && t1 < 0 ) return null;\n\n\t\t// test to see if t0 is behind the ray:\n\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t// in order to always return an intersect point that is in front of the ray.\n\t\tif ( t0 < 0 ) return this.at( t1, target );\n\n\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\treturn this.at( t0, target );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tdistanceToPlane( plane ) {\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( plane.distanceToPoint( this.origin ) === 0 ) {\n\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;\n\n\t\t// Return if the ray never intersects the plane\n\n\t\treturn t >= 0 ? t : null;\n\n\t}\n\n\tintersectPlane( plane, target ) {\n\n\t\tconst t = this.distanceToPlane( plane );\n\n\t\tif ( t === null ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn this.at( t, target );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tconst distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator * distToPoint < 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// ray origin is behind the plane (and is pointing behind it)\n\n\t\treturn false;\n\n\t}\n\n\tintersectBox( box, target ) {\n\n\t\tlet tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tconst invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tconst origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\t// These lines also handle the case where tmin or tmax is NaN\n\t\t// (result of 0 * Infinity). x !== x returns true if x is NaN\n\n\t\tif ( tymin > tmin || tmin !== tmin ) tmin = tymin;\n\n\t\tif ( tymax < tmax || tmax !== tmax ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, target );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn this.intersectBox( box, _vector$2 ) !== null;\n\n\t}\n\n\tintersectTriangle( a, b, c, backfaceCulling, target ) {\n\n\t\t// Compute the offset origin, edges, and normal.\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t_edge1.subVectors( b, a );\n\t\t_edge2.subVectors( c, a );\n\t\t_normal.crossVectors( _edge1, _edge2 );\n\n\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\tlet DdN = this.direction.dot( _normal );\n\t\tlet sign;\n\n\t\tif ( DdN > 0 ) {\n\n\t\t\tif ( backfaceCulling ) return null;\n\t\t\tsign = 1;\n\n\t\t} else if ( DdN < 0 ) {\n\n\t\t\tsign = - 1;\n\t\t\tDdN = - DdN;\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t_diff.subVectors( this.origin, a );\n\t\tconst DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );\n\n\t\t// b1 < 0, no intersection\n\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );\n\n\t\t// b2 < 0, no intersection\n\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// b1+b2 > 1, no intersection\n\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Line intersects triangle, check if ray does.\n\t\tconst QdN = - sign * _diff.dot( _normal );\n\n\t\t// t < 0, no intersection\n\t\tif ( QdN < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Ray intersects triangle.\n\t\treturn this.at( QdN / DdN, target );\n\n\t}\n\n\tapplyMatrix4( matrix4 ) {\n\n\t\tthis.origin.applyMatrix4( matrix4 );\n\t\tthis.direction.transformDirection( matrix4 );\n\n\t\treturn this;\n\n\t}\n\n\tequals( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n}\n\nclass Matrix4 {\n\n\tconstructor() {\n\n\t\tObject.defineProperty( this, 'isMatrix4', { value: true } );\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t}\n\n\tcopyPosition( m ) {\n\n\t\tconst te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmakeBasis( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractRotation( m ) {\n\n\t\t// this method does not support reflection matrices\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tconst scaleX = 1 / _v1$1.setFromMatrixColumn( m, 0 ).length();\n\t\tconst scaleY = 1 / _v1$1.setFromMatrixColumn( m, 1 ).length();\n\t\tconst scaleZ = 1 / _v1$1.setFromMatrixColumn( m, 2 ).length();\n\n\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\n\t\tconst x = euler.x, y = euler.y, z = euler.z;\n\t\tconst a = Math.cos( x ), b = Math.sin( x );\n\t\tconst c = Math.cos( y ), d = Math.sin( y );\n\t\tconst e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// bottom row\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// last column\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromQuaternion( q ) {\n\n\t\treturn this.compose( _zero, q, _one );\n\n\t}\n\n\tlookAt( eye, target, up ) {\n\n\t\tconst te = this.elements;\n\n\t\t_z.subVectors( eye, target );\n\n\t\tif ( _z.lengthSq() === 0 ) {\n\n\t\t\t// eye and target are in the same position\n\n\t\t\t_z.z = 1;\n\n\t\t}\n\n\t\t_z.normalize();\n\t\t_x.crossVectors( up, _z );\n\n\t\tif ( _x.lengthSq() === 0 ) {\n\n\t\t\t// up and z are parallel\n\n\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t_z.x += 0.0001;\n\n\t\t\t} else {\n\n\t\t\t\t_z.z += 0.0001;\n\n\t\t\t}\n\n\t\t\t_z.normalize();\n\t\t\t_x.crossVectors( up, _z );\n\n\t\t}\n\n\t\t_x.normalize();\n\t\t_y.crossVectors( _z, _x );\n\n\t\tte[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;\n\t\tte[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;\n\t\tte[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m, n ) {\n\n\t\tif ( n !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );\n\t\t\treturn this.multiplyMatrices( m, n );\n\n\t\t}\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tconst a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tconst b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tconst n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tconst n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tconst n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t}\n\n\ttranspose() {\n\n\t\tconst te = this.elements;\n\t\tlet tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tsetPosition( x, y, z ) {\n\n\t\tconst te = this.elements;\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tte[ 12 ] = x.x;\n\t\t\tte[ 13 ] = x.y;\n\t\t\tte[ 14 ] = x.z;\n\n\t\t} else {\n\n\t\t\tte[ 12 ] = x;\n\t\t\tte[ 13 ] = y;\n\t\t\tte[ 14 ] = z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tinvert() {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],\n\t\t\tn12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],\n\t\t\tn13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],\n\t\t\tn14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tconst det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\tscale( v ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxScaleOnAxis() {\n\n\t\tconst te = this.elements;\n\n\t\tconst scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tconst scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tconst scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t}\n\n\tmakeTranslation( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, x,\n\t\t\t0, 1, 0, y,\n\t\t\t0, 0, 1, z,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationX( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationY( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationZ( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationAxis( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tconst c = Math.cos( angle );\n\t\tconst s = Math.sin( angle );\n\t\tconst t = 1 - c;\n\t\tconst x = axis.x, y = axis.y, z = axis.z;\n\t\tconst tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeShear( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, y, z, 0,\n\t\t\tx, 1, z, 0,\n\t\t\tx, y, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;\n\t\tconst x2 = x + x,\ty2 = y + y, z2 = z + z;\n\t\tconst xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tconst yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tconst wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tconst sx = scale.x, sy = scale.y, sz = scale.z;\n\n\t\tte[ 0 ] = ( 1 - ( yy + zz ) ) * sx;\n\t\tte[ 1 ] = ( xy + wz ) * sx;\n\t\tte[ 2 ] = ( xz - wy ) * sx;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = ( xy - wz ) * sy;\n\t\tte[ 5 ] = ( 1 - ( xx + zz ) ) * sy;\n\t\tte[ 6 ] = ( yz + wx ) * sy;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = ( xz + wy ) * sz;\n\t\tte[ 9 ] = ( yz - wx ) * sz;\n\t\tte[ 10 ] = ( 1 - ( xx + yy ) ) * sz;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = position.x;\n\t\tte[ 13 ] = position.y;\n\t\tte[ 14 ] = position.z;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tdecompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tlet sx = _v1$1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\tconst sy = _v1$1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\tconst sz = _v1$1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t// if determine is negative, we need to invert one scale\n\t\tconst det = this.determinant();\n\t\tif ( det < 0 ) sx = - sx;\n\n\t\tposition.x = te[ 12 ];\n\t\tposition.y = te[ 13 ];\n\t\tposition.z = te[ 14 ];\n\n\t\t// scale the rotation part\n\t\t_m1.copy( this );\n\n\t\tconst invSX = 1 / sx;\n\t\tconst invSY = 1 / sy;\n\t\tconst invSZ = 1 / sz;\n\n\t\t_m1.elements[ 0 ] *= invSX;\n\t\t_m1.elements[ 1 ] *= invSX;\n\t\t_m1.elements[ 2 ] *= invSX;\n\n\t\t_m1.elements[ 4 ] *= invSY;\n\t\t_m1.elements[ 5 ] *= invSY;\n\t\t_m1.elements[ 6 ] *= invSY;\n\n\t\t_m1.elements[ 8 ] *= invSZ;\n\t\t_m1.elements[ 9 ] *= invSZ;\n\t\t_m1.elements[ 10 ] *= invSZ;\n\n\t\tquaternion.setFromRotationMatrix( _m1 );\n\n\t\tscale.x = sx;\n\t\tscale.y = sy;\n\t\tscale.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tmakePerspective( left, right, top, bottom, near, far ) {\n\n\t\tif ( far === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\t\tconst x = 2 * near / ( right - left );\n\t\tconst y = 2 * near / ( top - bottom );\n\n\t\tconst a = ( right + left ) / ( right - left );\n\t\tconst b = ( top + bottom ) / ( top - bottom );\n\t\tconst c = - ( far + near ) / ( far - near );\n\t\tconst d = - 2 * far * near / ( far - near );\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a;\tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b;\tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c;\tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t}\n\n\tmakeOrthographic( left, right, top, bottom, near, far ) {\n\n\t\tconst te = this.elements;\n\t\tconst w = 1.0 / ( right - left );\n\t\tconst h = 1.0 / ( top - bottom );\n\t\tconst p = 1.0 / ( far - near );\n\n\t\tconst x = ( right + left ) * w;\n\t\tconst y = ( top + bottom ) * h;\n\t\tconst z = ( far + near ) * p;\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\tte[ 8 ] = 0;\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0;\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = - 2 * p;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = 0;\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nconst _v1$1 = /*@__PURE__*/ new Vector3();\nconst _m1 = /*@__PURE__*/ new Matrix4();\nconst _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );\nconst _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );\nconst _x = /*@__PURE__*/ new Vector3();\nconst _y = /*@__PURE__*/ new Vector3();\nconst _z = /*@__PURE__*/ new Vector3();\n\nclass Euler {\n\n\tconstructor( x = 0, y = 0, z = 0, order = Euler.DefaultOrder ) {\n\n\t\tObject.defineProperty( this, 'isEuler', { value: true } );\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget order() {\n\n\t\treturn this._order;\n\n\t}\n\n\tset order( value ) {\n\n\t\tthis._order = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order || this._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t}\n\n\tcopy( euler ) {\n\n\t\tthis._x = euler._x;\n\t\tthis._y = euler._y;\n\t\tthis._z = euler._z;\n\t\tthis._order = euler._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m, order, update ) {\n\n\t\tconst clamp = MathUtils.clamp;\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements;\n\t\tconst m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tconst m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tconst m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\torder = order || this._order;\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\n\t\t\t\tthis._y = Math.asin( clamp( m13, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m13 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\n\t\t\t\tthis._x = Math.asin( - clamp( m23, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m23 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\n\t\t\t\tthis._x = Math.asin( clamp( m32, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m32 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = 0;\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\n\t\t\t\tthis._y = Math.asin( - clamp( m31, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m31 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\n\t\t\t\tthis._z = Math.asin( clamp( m21, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m21 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\n\t\t\t\tthis._z = Math.asin( - clamp( m12, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m12 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._y = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromQuaternion( q, order, update ) {\n\n\t\t_matrix.makeRotationFromQuaternion( q );\n\n\t\treturn this.setFromRotationMatrix( _matrix, order, update );\n\n\t}\n\n\tsetFromVector3( v, order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order || this._order );\n\n\t}\n\n\treorder( newOrder ) {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\t_quaternion$1.setFromEuler( this );\n\n\t\treturn this.setFromQuaternion( _quaternion$1, newOrder );\n\n\t}\n\n\tequals( euler ) {\n\n\t\treturn ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );\n\n\t}\n\n\tfromArray( array ) {\n\n\t\tthis._x = array[ 0 ];\n\t\tthis._y = array[ 1 ];\n\t\tthis._z = array[ 2 ];\n\t\tif ( array[ 3 ] !== undefined ) this._order = array[ 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._order;\n\n\t\treturn array;\n\n\t}\n\n\ttoVector3( optionalResult ) {\n\n\t\tif ( optionalResult ) {\n\n\t\t\treturn optionalResult.set( this._x, this._y, this._z );\n\n\t\t} else {\n\n\t\t\treturn new Vector3( this._x, this._y, this._z );\n\n\t\t}\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nEuler.DefaultOrder = 'XYZ';\nEuler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];\n\nconst _matrix = /*@__PURE__*/ new Matrix4();\nconst _quaternion$1 = /*@__PURE__*/ new Quaternion();\n\nclass Layers {\n\n\tconstructor() {\n\n\t\tthis.mask = 1 | 0;\n\n\t}\n\n\tset( channel ) {\n\n\t\tthis.mask = 1 << channel | 0;\n\n\t}\n\n\tenable( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t}\n\n\tenableAll() {\n\n\t\tthis.mask = 0xffffffff | 0;\n\n\t}\n\n\ttoggle( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t}\n\n\tdisable( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t}\n\n\tdisableAll() {\n\n\t\tthis.mask = 0;\n\n\t}\n\n\ttest( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n}\n\nlet _object3DId = 0;\n\nconst _v1$2 = new Vector3();\nconst _q1 = new Quaternion();\nconst _m1$1 = new Matrix4();\nconst _target = new Vector3();\n\nconst _position = new Vector3();\nconst _scale = new Vector3();\nconst _quaternion$2 = new Quaternion();\n\nconst _xAxis = new Vector3( 1, 0, 0 );\nconst _yAxis = new Vector3( 0, 1, 0 );\nconst _zAxis = new Vector3( 0, 0, 1 );\n\nconst _addedEvent = { type: 'added' };\nconst _removedEvent = { type: 'removed' };\n\nfunction Object3D() {\n\n\tObject.defineProperty( this, 'id', { value: _object3DId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Object3D';\n\n\tthis.parent = null;\n\tthis.children = [];\n\n\tthis.up = Object3D.DefaultUp.clone();\n\n\tconst position = new Vector3();\n\tconst rotation = new Euler();\n\tconst quaternion = new Quaternion();\n\tconst scale = new Vector3( 1, 1, 1 );\n\n\tfunction onRotationChange() {\n\n\t\tquaternion.setFromEuler( rotation, false );\n\n\t}\n\n\tfunction onQuaternionChange() {\n\n\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t}\n\n\trotation._onChange( onRotationChange );\n\tquaternion._onChange( onQuaternionChange );\n\n\tObject.defineProperties( this, {\n\t\tposition: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: position\n\t\t},\n\t\trotation: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: rotation\n\t\t},\n\t\tquaternion: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: quaternion\n\t\t},\n\t\tscale: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: scale\n\t\t},\n\t\tmodelViewMatrix: {\n\t\t\tvalue: new Matrix4()\n\t\t},\n\t\tnormalMatrix: {\n\t\t\tvalue: new Matrix3()\n\t\t}\n\t} );\n\n\tthis.matrix = new Matrix4();\n\tthis.matrixWorld = new Matrix4();\n\n\tthis.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;\n\tthis.matrixWorldNeedsUpdate = false;\n\n\tthis.layers = new Layers();\n\tthis.visible = true;\n\n\tthis.castShadow = false;\n\tthis.receiveShadow = false;\n\n\tthis.frustumCulled = true;\n\tthis.renderOrder = 0;\n\n\tthis.animations = [];\n\n\tthis.userData = {};\n\n}\n\nObject3D.DefaultUp = new Vector3( 0, 1, 0 );\nObject3D.DefaultMatrixAutoUpdate = true;\n\nObject3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Object3D,\n\n\tisObject3D: true,\n\n\tonBeforeRender: function () {},\n\tonAfterRender: function () {},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tthis.matrix.premultiply( matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t},\n\n\tapplyQuaternion: function ( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t},\n\n\tsetRotationFromAxisAngle: function ( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t},\n\n\tsetRotationFromEuler: function ( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t},\n\n\tsetRotationFromMatrix: function ( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t},\n\n\tsetRotationFromQuaternion: function ( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t},\n\n\trotateOnAxis: function ( axis, angle ) {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.multiply( _q1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateOnWorldAxis: function ( axis, angle ) {\n\n\t\t// rotate object on axis in world space\n\t\t// axis is assumed to be normalized\n\t\t// method assumes no rotated parent\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.premultiply( _q1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _xAxis, angle );\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _yAxis, angle );\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _zAxis, angle );\n\n\t},\n\n\ttranslateOnAxis: function ( axis, distance ) {\n\n\t\t// translate object by distance along axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_v1$2.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\tthis.position.add( _v1$2.multiplyScalar( distance ) );\n\n\t\treturn this;\n\n\t},\n\n\ttranslateX: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _xAxis, distance );\n\n\t},\n\n\ttranslateY: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _yAxis, distance );\n\n\t},\n\n\ttranslateZ: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _zAxis, distance );\n\n\t},\n\n\tlocalToWorld: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t},\n\n\tworldToLocal: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );\n\n\t},\n\n\tlookAt: function ( x, y, z ) {\n\n\t\t// This method does not support objects having non-uniformly-scaled parent(s)\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\t_target.copy( x );\n\n\t\t} else {\n\n\t\t\t_target.set( x, y, z );\n\n\t\t}\n\n\t\tconst parent = this.parent;\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_position.setFromMatrixPosition( this.matrixWorld );\n\n\t\tif ( this.isCamera || this.isLight ) {\n\n\t\t\t_m1$1.lookAt( _position, _target, this.up );\n\n\t\t} else {\n\n\t\t\t_m1$1.lookAt( _target, _position, this.up );\n\n\t\t}\n\n\t\tthis.quaternion.setFromRotationMatrix( _m1$1 );\n\n\t\tif ( parent ) {\n\n\t\t\t_m1$1.extractRotation( parent.matrixWorld );\n\t\t\t_q1.setFromRotationMatrix( _m1$1 );\n\t\t\tthis.quaternion.premultiply( _q1.invert() );\n\n\t\t}\n\n\t},\n\n\tadd: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.add( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object === this ) {\n\n\t\t\tconsole.error( \"THREE.Object3D.add: object can't be added as a child of itself.\", object );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( ( object && object.isObject3D ) ) {\n\n\t\t\tif ( object.parent !== null ) {\n\n\t\t\t\tobject.parent.remove( object );\n\n\t\t\t}\n\n\t\t\tobject.parent = this;\n\t\t\tthis.children.push( object );\n\n\t\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t} else {\n\n\t\t\tconsole.error( \"THREE.Object3D.add: object not an instance of THREE.Object3D.\", object );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tremove: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.remove( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclear: function () {\n\n\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\tconst object = this.children[ i ];\n\n\t\t\tobject.parent = null;\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\tthis.children.length = 0;\n\n\t\treturn this;\n\n\n\t},\n\n\tattach: function ( object ) {\n\n\t\t// adds object as a child of this, while maintaining the object's world transform\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_m1$1.copy( this.matrixWorld ).invert();\n\n\t\tif ( object.parent !== null ) {\n\n\t\t\tobject.parent.updateWorldMatrix( true, false );\n\n\t\t\t_m1$1.multiply( object.parent.matrixWorld );\n\n\t\t}\n\n\t\tobject.applyMatrix4( _m1$1 );\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t},\n\n\tgetObjectById: function ( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t},\n\n\tgetObjectByName: function ( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t},\n\n\tgetObjectByProperty: function ( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( let i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tconst child = this.children[ i ];\n\t\t\tconst object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t},\n\n\tgetWorldPosition: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn target.setFromMatrixPosition( this.matrixWorld );\n\n\t},\n\n\tgetWorldQuaternion: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );\n\t\t\ttarget = new Quaternion();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position, target, _scale );\n\n\t\treturn target;\n\n\t},\n\n\tgetWorldScale: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldScale() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position, _quaternion$2, target );\n\n\t\treturn target;\n\n\t},\n\n\tgetWorldDirection: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();\n\n\t},\n\n\traycast: function () {},\n\n\ttraverse: function ( callback ) {\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseVisible: function ( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseAncestors: function ( callback ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t},\n\n\tupdateMatrix: function () {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// update children\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( force );\n\n\t\t}\n\n\t},\n\n\tupdateWorldMatrix: function ( updateParents, updateChildren ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( updateParents === true && parent !== null ) {\n\n\t\t\tparent.updateWorldMatrix( true, false );\n\n\t\t}\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.parent === null ) {\n\n\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t} else {\n\n\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t}\n\n\t\t// update children\n\n\t\tif ( updateChildren === true ) {\n\n\t\t\tconst children = this.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tchildren[ i ].updateWorldMatrix( false, true );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\t// meta is a string when called from JSON.stringify\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tconst output = {};\n\n\t\t// meta is a hash used to collect geometries, materials.\n\t\t// not providing it implies that this is the root object\n\t\t// being serialized.\n\t\tif ( isRootObject ) {\n\n\t\t\t// initialize meta obj\n\t\t\tmeta = {\n\t\t\t\tgeometries: {},\n\t\t\t\tmaterials: {},\n\t\t\t\ttextures: {},\n\t\t\t\timages: {},\n\t\t\t\tshapes: {},\n\t\t\t\tskeletons: {},\n\t\t\t\tanimations: {}\n\t\t\t};\n\n\t\t\toutput.metadata = {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Object',\n\t\t\t\tgenerator: 'Object3D.toJSON'\n\t\t\t};\n\n\t\t}\n\n\t\t// standard Object3D serialization\n\n\t\tconst object = {};\n\n\t\tobject.uuid = this.uuid;\n\t\tobject.type = this.type;\n\n\t\tif ( this.name !== '' ) object.name = this.name;\n\t\tif ( this.castShadow === true ) object.castShadow = true;\n\t\tif ( this.receiveShadow === true ) object.receiveShadow = true;\n\t\tif ( this.visible === false ) object.visible = false;\n\t\tif ( this.frustumCulled === false ) object.frustumCulled = false;\n\t\tif ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;\n\n\t\tobject.layers = this.layers.mask;\n\t\tobject.matrix = this.matrix.toArray();\n\n\t\tif ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;\n\n\t\t// object specific properties\n\n\t\tif ( this.isInstancedMesh ) {\n\n\t\t\tobject.type = 'InstancedMesh';\n\t\t\tobject.count = this.count;\n\t\t\tobject.instanceMatrix = this.instanceMatrix.toJSON();\n\n\t\t}\n\n\t\t//\n\n\t\tfunction serialize( library, element ) {\n\n\t\t\tif ( library[ element.uuid ] === undefined ) {\n\n\t\t\t\tlibrary[ element.uuid ] = element.toJSON( meta );\n\n\t\t\t}\n\n\t\t\treturn element.uuid;\n\n\t\t}\n\n\t\tif ( this.isMesh || this.isLine || this.isPoints ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\n\n\t\t\tconst parameters = this.geometry.parameters;\n\n\t\t\tif ( parameters !== undefined && parameters.shapes !== undefined ) {\n\n\t\t\t\tconst shapes = parameters.shapes;\n\n\t\t\t\tif ( Array.isArray( shapes ) ) {\n\n\t\t\t\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst shape = shapes[ i ];\n\n\t\t\t\t\t\tserialize( meta.shapes, shape );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tserialize( meta.shapes, shapes );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.isSkinnedMesh ) {\n\n\t\t\tobject.bindMode = this.bindMode;\n\t\t\tobject.bindMatrix = this.bindMatrix.toArray();\n\n\t\t\tif ( this.skeleton !== undefined ) {\n\n\t\t\t\tserialize( meta.skeletons, this.skeleton );\n\n\t\t\t\tobject.skeleton = this.skeleton.uuid;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.material !== undefined ) {\n\n\t\t\tif ( Array.isArray( this.material ) ) {\n\n\t\t\t\tconst uuids = [];\n\n\t\t\t\tfor ( let i = 0, l = this.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tuuids.push( serialize( meta.materials, this.material[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tobject.material = uuids;\n\n\t\t\t} else {\n\n\t\t\t\tobject.material = serialize( meta.materials, this.material );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.children.length > 0 ) {\n\n\t\t\tobject.children = [];\n\n\t\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\t\tobject.children.push( this.children[ i ].toJSON( meta ).object );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.animations.length > 0 ) {\n\n\t\t\tobject.animations = [];\n\n\t\t\tfor ( let i = 0; i < this.animations.length; i ++ ) {\n\n\t\t\t\tconst animation = this.animations[ i ];\n\n\t\t\t\tobject.animations.push( serialize( meta.animations, animation ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst geometries = extractFromCache( meta.geometries );\n\t\t\tconst materials = extractFromCache( meta.materials );\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\t\t\tconst shapes = extractFromCache( meta.shapes );\n\t\t\tconst skeletons = extractFromCache( meta.skeletons );\n\t\t\tconst animations = extractFromCache( meta.animations );\n\n\t\t\tif ( geometries.length > 0 ) output.geometries = geometries;\n\t\t\tif ( materials.length > 0 ) output.materials = materials;\n\t\t\tif ( textures.length > 0 ) output.textures = textures;\n\t\t\tif ( images.length > 0 ) output.images = images;\n\t\t\tif ( shapes.length > 0 ) output.shapes = shapes;\n\t\t\tif ( skeletons.length > 0 ) output.skeletons = skeletons;\n\t\t\tif ( animations.length > 0 ) output.animations = animations;\n\n\t\t}\n\n\t\toutput.object = object;\n\n\t\treturn output;\n\n\t\t// extract data from the cache hash\n\t\t// remove metadata on each item\n\t\t// and return as array\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t},\n\n\tclone: function ( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t},\n\n\tcopy: function ( source, recursive = true ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.up.copy( source.up );\n\n\t\tthis.position.copy( source.position );\n\t\tthis.rotation.order = source.rotation.order;\n\t\tthis.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( let i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tconst child = source.children[ i ];\n\t\t\t\tthis.add( child.clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nconst _vector1 = /*@__PURE__*/ new Vector3();\nconst _vector2 = /*@__PURE__*/ new Vector3();\nconst _normalMatrix = /*@__PURE__*/ new Matrix3();\n\nclass Plane {\n\n\tconstructor( normal, constant ) {\n\n\t\tObject.defineProperty( this, 'isPlane', { value: true } );\n\n\t\t// normal is assumed to be normalized\n\n\t\tthis.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );\n\t\tthis.constant = ( constant !== undefined ) ? constant : 0;\n\n\t}\n\n\tset( normal, constant ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = constant;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponents( x, y, z, w ) {\n\n\t\tthis.normal.set( x, y, z );\n\t\tthis.constant = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromNormalAndCoplanarPoint( normal, point ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = - point.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCoplanarPoints( a, b, c ) {\n\n\t\tconst normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();\n\n\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( plane ) {\n\n\t\tthis.normal.copy( plane.normal );\n\t\tthis.constant = plane.constant;\n\n\t\treturn this;\n\n\t}\n\n\tnormalize() {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tconst inverseNormalLength = 1.0 / this.normal.length();\n\t\tthis.normal.multiplyScalar( inverseNormalLength );\n\t\tthis.constant *= inverseNormalLength;\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t}\n\n\tdistanceToSphere( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t}\n\n\tprojectPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .projectPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );\n\n\t}\n\n\tintersectLine( line, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .intersectLine() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tconst direction = line.delta( _vector1 );\n\n\t\tconst denominator = this.normal.dot( direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\treturn target.copy( line.start );\n\n\t\t\t}\n\n\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\treturn undefined;\n\n\t\t}\n\n\t\tconst t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\treturn undefined;\n\n\t\t}\n\n\t\treturn target.copy( direction ).multiplyScalar( t ).add( line.start );\n\n\t}\n\n\tintersectsLine( line ) {\n\n\t\t// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n\n\t\tconst startSign = this.distanceToPoint( line.start );\n\t\tconst endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t}\n\n\tcoplanarPoint( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .coplanarPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t}\n\n\tapplyMatrix4( matrix, optionalNormalMatrix ) {\n\n\t\tconst normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );\n\n\t\tconst referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );\n\n\t\tconst normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tequals( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n}\n\nconst _v0$1 = /*@__PURE__*/ new Vector3();\nconst _v1$3 = /*@__PURE__*/ new Vector3();\nconst _v2$1 = /*@__PURE__*/ new Vector3();\nconst _v3 = /*@__PURE__*/ new Vector3();\n\nconst _vab = /*@__PURE__*/ new Vector3();\nconst _vac = /*@__PURE__*/ new Vector3();\nconst _vbc = /*@__PURE__*/ new Vector3();\nconst _vap = /*@__PURE__*/ new Vector3();\nconst _vbp = /*@__PURE__*/ new Vector3();\nconst _vcp = /*@__PURE__*/ new Vector3();\n\nclass Triangle {\n\n\tconstructor( a, b, c ) {\n\n\t\tthis.a = ( a !== undefined ) ? a : new Vector3();\n\t\tthis.b = ( b !== undefined ) ? b : new Vector3();\n\t\tthis.c = ( c !== undefined ) ? c : new Vector3();\n\n\t}\n\n\tstatic getNormal( a, b, c, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getNormal() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( c, b );\n\t\t_v0$1.subVectors( a, b );\n\t\ttarget.cross( _v0$1 );\n\n\t\tconst targetLengthSq = target.lengthSq();\n\t\tif ( targetLengthSq > 0 ) {\n\n\t\t\treturn target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );\n\n\t\t}\n\n\t\treturn target.set( 0, 0, 0 );\n\n\t}\n\n\t// static/instance method to calculate barycentric coordinates\n\t// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\tstatic getBarycoord( point, a, b, c, target ) {\n\n\t\t_v0$1.subVectors( c, a );\n\t\t_v1$3.subVectors( b, a );\n\t\t_v2$1.subVectors( point, a );\n\n\t\tconst dot00 = _v0$1.dot( _v0$1 );\n\t\tconst dot01 = _v0$1.dot( _v1$3 );\n\t\tconst dot02 = _v0$1.dot( _v2$1 );\n\t\tconst dot11 = _v1$3.dot( _v1$3 );\n\t\tconst dot12 = _v1$3.dot( _v2$1 );\n\n\t\tconst denom = ( dot00 * dot11 - dot01 * dot01 );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getBarycoord() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\t// collinear or singular triangle\n\t\tif ( denom === 0 ) {\n\n\t\t\t// arbitrary location outside of triangle?\n\t\t\t// not sure if this is the best idea, maybe should be returning undefined\n\t\t\treturn target.set( - 2, - 1, - 1 );\n\n\t\t}\n\n\t\tconst invDenom = 1 / denom;\n\t\tconst u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\tconst v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t// barycentric coordinates must always sum to 1\n\t\treturn target.set( 1 - u - v, v, u );\n\n\t}\n\n\tstatic containsPoint( point, a, b, c ) {\n\n\t\tthis.getBarycoord( point, a, b, c, _v3 );\n\n\t\treturn ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );\n\n\t}\n\n\tstatic getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {\n\n\t\tthis.getBarycoord( point, p1, p2, p3, _v3 );\n\n\t\ttarget.set( 0, 0 );\n\t\ttarget.addScaledVector( uv1, _v3.x );\n\t\ttarget.addScaledVector( uv2, _v3.y );\n\t\ttarget.addScaledVector( uv3, _v3.z );\n\n\t\treturn target;\n\n\t}\n\n\tstatic isFrontFacing( a, b, c, direction ) {\n\n\t\t_v0$1.subVectors( c, b );\n\t\t_v1$3.subVectors( a, b );\n\n\t\t// strictly front facing\n\t\treturn ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;\n\n\t}\n\n\tset( a, b, c ) {\n\n\t\tthis.a.copy( a );\n\t\tthis.b.copy( b );\n\t\tthis.c.copy( c );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPointsAndIndices( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( triangle ) {\n\n\t\tthis.a.copy( triangle.a );\n\t\tthis.b.copy( triangle.b );\n\t\tthis.c.copy( triangle.c );\n\n\t\treturn this;\n\n\t}\n\n\tgetArea() {\n\n\t\t_v0$1.subVectors( this.c, this.b );\n\t\t_v1$3.subVectors( this.a, this.b );\n\n\t\treturn _v0$1.cross( _v1$3 ).length() * 0.5;\n\n\t}\n\n\tgetMidpoint( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getMidpoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t}\n\n\tgetNormal( target ) {\n\n\t\treturn Triangle.getNormal( this.a, this.b, this.c, target );\n\n\t}\n\n\tgetPlane( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getPlane() target is now required' );\n\t\t\ttarget = new Plane();\n\n\t\t}\n\n\t\treturn target.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t}\n\n\tgetBarycoord( point, target ) {\n\n\t\treturn Triangle.getBarycoord( point, this.a, this.b, this.c, target );\n\n\t}\n\n\tgetUV( point, uv1, uv2, uv3, target ) {\n\n\t\treturn Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t}\n\n\tisFrontFacing( direction ) {\n\n\t\treturn Triangle.isFrontFacing( this.a, this.b, this.c, direction );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsTriangle( this );\n\n\t}\n\n\tclosestPointToPoint( p, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tconst a = this.a, b = this.b, c = this.c;\n\t\tlet v, w;\n\n\t\t// algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n\t\t// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n\t\t// under the accompanying license; see chapter 5.1.5 for detailed explanation.\n\t\t// basically, we're distinguishing which of the voronoi regions of the triangle\n\t\t// the point lies in with the minimum amount of redundant computation.\n\n\t\t_vab.subVectors( b, a );\n\t\t_vac.subVectors( c, a );\n\t\t_vap.subVectors( p, a );\n\t\tconst d1 = _vab.dot( _vap );\n\t\tconst d2 = _vac.dot( _vap );\n\t\tif ( d1 <= 0 && d2 <= 0 ) {\n\n\t\t\t// vertex region of A; barycentric coords (1, 0, 0)\n\t\t\treturn target.copy( a );\n\n\t\t}\n\n\t\t_vbp.subVectors( p, b );\n\t\tconst d3 = _vab.dot( _vbp );\n\t\tconst d4 = _vac.dot( _vbp );\n\t\tif ( d3 >= 0 && d4 <= d3 ) {\n\n\t\t\t// vertex region of B; barycentric coords (0, 1, 0)\n\t\t\treturn target.copy( b );\n\n\t\t}\n\n\t\tconst vc = d1 * d4 - d3 * d2;\n\t\tif ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {\n\n\t\t\tv = d1 / ( d1 - d3 );\n\t\t\t// edge region of AB; barycentric coords (1-v, v, 0)\n\t\t\treturn target.copy( a ).addScaledVector( _vab, v );\n\n\t\t}\n\n\t\t_vcp.subVectors( p, c );\n\t\tconst d5 = _vab.dot( _vcp );\n\t\tconst d6 = _vac.dot( _vcp );\n\t\tif ( d6 >= 0 && d5 <= d6 ) {\n\n\t\t\t// vertex region of C; barycentric coords (0, 0, 1)\n\t\t\treturn target.copy( c );\n\n\t\t}\n\n\t\tconst vb = d5 * d2 - d1 * d6;\n\t\tif ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {\n\n\t\t\tw = d2 / ( d2 - d6 );\n\t\t\t// edge region of AC; barycentric coords (1-w, 0, w)\n\t\t\treturn target.copy( a ).addScaledVector( _vac, w );\n\n\t\t}\n\n\t\tconst va = d3 * d6 - d5 * d4;\n\t\tif ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {\n\n\t\t\t_vbc.subVectors( c, b );\n\t\t\tw = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );\n\t\t\t// edge region of BC; barycentric coords (0, 1-w, w)\n\t\t\treturn target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC\n\n\t\t}\n\n\t\t// face region\n\t\tconst denom = 1 / ( va + vb + vc );\n\t\t// u = va * denom\n\t\tv = vb * denom;\n\t\tw = vc * denom;\n\n\t\treturn target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );\n\n\t}\n\n\tequals( triangle ) {\n\n\t\treturn triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );\n\n\t}\n\n}\n\nconst _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nconst _hslA = { h: 0, s: 0, l: 0 };\nconst _hslB = { h: 0, s: 0, l: 0 };\n\nfunction hue2rgb( p, q, t ) {\n\n\tif ( t < 0 ) t += 1;\n\tif ( t > 1 ) t -= 1;\n\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\tif ( t < 1 / 2 ) return q;\n\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\treturn p;\n\n}\n\nfunction SRGBToLinear( c ) {\n\n\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n}\n\nfunction LinearToSRGB( c ) {\n\n\treturn ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;\n\n}\n\nclass Color {\n\n\tconstructor( r, g, b ) {\n\n\t\tObject.defineProperty( this, 'isColor', { value: true } );\n\n\t\tif ( g === undefined && b === undefined ) {\n\n\t\t\t// r is THREE.Color, hex or string\n\t\t\treturn this.set( r );\n\n\t\t}\n\n\t\treturn this.setRGB( r, g, b );\n\n\t}\n\n\tset( value ) {\n\n\t\tif ( value && value.isColor ) {\n\n\t\t\tthis.copy( value );\n\n\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\tthis.setHex( value );\n\n\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\tthis.setStyle( value );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetHex( hex ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\treturn this;\n\n\t}\n\n\tsetRGB( r, g, b ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\treturn this;\n\n\t}\n\n\tsetHSL( h, s, l ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\th = MathUtils.euclideanModulo( h, 1 );\n\t\ts = MathUtils.clamp( s, 0, 1 );\n\t\tl = MathUtils.clamp( l, 0, 1 );\n\n\t\tif ( s === 0 ) {\n\n\t\t\tthis.r = this.g = this.b = l;\n\n\t\t} else {\n\n\t\t\tconst p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\tconst q = ( 2 * l ) - p;\n\n\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetStyle( style ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tlet m;\n\n\t\tif ( m = /^((?:rgb|hsl)a?)\\(\\s*([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tlet color;\n\t\t\tconst name = m[ 1 ];\n\t\t\tconst components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;\n\n\t\t\t\t\t\thandleAlpha( color[ 5 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 5 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^([0-9]*\\.?[0-9]+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\t\t\t\t\t\tconst h = parseFloat( color[ 1 ] ) / 360;\n\t\t\t\t\t\tconst s = parseInt( color[ 2 ], 10 ) / 100;\n\t\t\t\t\t\tconst l = parseInt( color[ 3 ], 10 ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 5 ] );\n\n\t\t\t\t\t\treturn this.setHSL( h, s, l );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f0-9]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tconst hex = m[ 1 ];\n\t\t\tconst size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( style && style.length > 0 ) {\n\n\t\t\treturn this.setColorName( style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetColorName( style ) {\n\n\t\t// color keywords\n\t\tconst hex = _colorKeywords[ style ];\n\n\t\tif ( hex !== undefined ) {\n\n\t\t\t// red\n\t\t\tthis.setHex( hex );\n\n\t\t} else {\n\n\t\t\t// unknown color\n\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t}\n\n\tcopy( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t}\n\n\tcopyGammaToLinear( color, gammaFactor = 2.0 ) {\n\n\t\tthis.r = Math.pow( color.r, gammaFactor );\n\t\tthis.g = Math.pow( color.g, gammaFactor );\n\t\tthis.b = Math.pow( color.b, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToGamma( color, gammaFactor = 2.0 ) {\n\n\t\tconst safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;\n\n\t\tthis.r = Math.pow( color.r, safeInverse );\n\t\tthis.g = Math.pow( color.g, safeInverse );\n\t\tthis.b = Math.pow( color.b, safeInverse );\n\n\t\treturn this;\n\n\t}\n\n\tconvertGammaToLinear( gammaFactor ) {\n\n\t\tthis.copyGammaToLinear( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToGamma( gammaFactor ) {\n\n\t\tthis.copyLinearToGamma( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopySRGBToLinear( color ) {\n\n\t\tthis.r = SRGBToLinear( color.r );\n\t\tthis.g = SRGBToLinear( color.g );\n\t\tthis.b = SRGBToLinear( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToSRGB( color ) {\n\n\t\tthis.r = LinearToSRGB( color.r );\n\t\tthis.g = LinearToSRGB( color.g );\n\t\tthis.b = LinearToSRGB( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tconvertSRGBToLinear() {\n\n\t\tthis.copySRGBToLinear( this );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToSRGB() {\n\n\t\tthis.copyLinearToSRGB( this );\n\n\t\treturn this;\n\n\t}\n\n\tgetHex() {\n\n\t\treturn ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;\n\n\t}\n\n\tgetHexString() {\n\n\t\treturn ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );\n\n\t}\n\n\tgetHSL( target ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Color: .getHSL() target is now required' );\n\t\t\ttarget = { h: 0, s: 0, l: 0 };\n\n\t\t}\n\n\t\tconst r = this.r, g = this.g, b = this.b;\n\n\t\tconst max = Math.max( r, g, b );\n\t\tconst min = Math.min( r, g, b );\n\n\t\tlet hue, saturation;\n\t\tconst lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tconst delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\ttarget.h = hue;\n\t\ttarget.s = saturation;\n\t\ttarget.l = lightness;\n\n\t\treturn target;\n\n\t}\n\n\tgetStyle() {\n\n\t\treturn 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';\n\n\t}\n\n\toffsetHSL( h, s, l ) {\n\n\t\tthis.getHSL( _hslA );\n\n\t\t_hslA.h += h; _hslA.s += s; _hslA.l += l;\n\n\t\tthis.setHSL( _hslA.h, _hslA.s, _hslA.l );\n\n\t\treturn this;\n\n\t}\n\n\tadd( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t}\n\n\taddColors( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t}\n\n\tlerp( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpHSL( color, alpha ) {\n\n\t\tthis.getHSL( _hslA );\n\t\tcolor.getHSL( _hslB );\n\n\t\tconst h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );\n\t\tconst s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );\n\t\tconst l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );\n\n\t\tthis.setHSL( h, s, l );\n\n\t\treturn this;\n\n\t}\n\n\tequals( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.r = attribute.getX( index );\n\t\tthis.g = attribute.getY( index );\n\t\tthis.b = attribute.getZ( index );\n\n\t\tif ( attribute.normalized === true ) {\n\n\t\t\t// assuming Uint8Array\n\n\t\t\tthis.r /= 255;\n\t\t\tthis.g /= 255;\n\t\t\tthis.b /= 255;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.getHex();\n\n\t}\n\n}\n\nColor.NAMES = _colorKeywords;\nColor.prototype.r = 1;\nColor.prototype.g = 1;\nColor.prototype.b = 1;\n\nclass Face3 {\n\n\tconstructor( a, b, c, normal, color, materialIndex = 0 ) {\n\n\t\tthis.a = a;\n\t\tthis.b = b;\n\t\tthis.c = c;\n\n\t\tthis.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();\n\t\tthis.vertexNormals = Array.isArray( normal ) ? normal : [];\n\n\t\tthis.color = ( color && color.isColor ) ? color : new Color();\n\t\tthis.vertexColors = Array.isArray( color ) ? color : [];\n\n\t\tthis.materialIndex = materialIndex;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.a = source.a;\n\t\tthis.b = source.b;\n\t\tthis.c = source.c;\n\n\t\tthis.normal.copy( source.normal );\n\t\tthis.color.copy( source.color );\n\n\t\tthis.materialIndex = source.materialIndex;\n\n\t\tfor ( let i = 0, il = source.vertexNormals.length; i < il; i ++ ) {\n\n\t\t\tthis.vertexNormals[ i ] = source.vertexNormals[ i ].clone();\n\n\t\t}\n\n\t\tfor ( let i = 0, il = source.vertexColors.length; i < il; i ++ ) {\n\n\t\t\tthis.vertexColors[ i ] = source.vertexColors[ i ].clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nlet materialId = 0;\n\nfunction Material() {\n\n\tObject.defineProperty( this, 'id', { value: materialId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Material';\n\n\tthis.fog = true;\n\n\tthis.blending = NormalBlending;\n\tthis.side = FrontSide;\n\tthis.flatShading = false;\n\tthis.vertexColors = false;\n\n\tthis.opacity = 1;\n\tthis.transparent = false;\n\n\tthis.blendSrc = SrcAlphaFactor;\n\tthis.blendDst = OneMinusSrcAlphaFactor;\n\tthis.blendEquation = AddEquation;\n\tthis.blendSrcAlpha = null;\n\tthis.blendDstAlpha = null;\n\tthis.blendEquationAlpha = null;\n\n\tthis.depthFunc = LessEqualDepth;\n\tthis.depthTest = true;\n\tthis.depthWrite = true;\n\n\tthis.stencilWriteMask = 0xff;\n\tthis.stencilFunc = AlwaysStencilFunc;\n\tthis.stencilRef = 0;\n\tthis.stencilFuncMask = 0xff;\n\tthis.stencilFail = KeepStencilOp;\n\tthis.stencilZFail = KeepStencilOp;\n\tthis.stencilZPass = KeepStencilOp;\n\tthis.stencilWrite = false;\n\n\tthis.clippingPlanes = null;\n\tthis.clipIntersection = false;\n\tthis.clipShadows = false;\n\n\tthis.shadowSide = null;\n\n\tthis.colorWrite = true;\n\n\tthis.precision = null; // override the renderer's default precision for this material\n\n\tthis.polygonOffset = false;\n\tthis.polygonOffsetFactor = 0;\n\tthis.polygonOffsetUnits = 0;\n\n\tthis.dithering = false;\n\n\tthis.alphaTest = 0;\n\tthis.premultipliedAlpha = false;\n\n\tthis.visible = true;\n\n\tthis.toneMapped = true;\n\n\tthis.userData = {};\n\n\tthis.version = 0;\n\n}\n\nMaterial.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Material,\n\n\tisMaterial: true,\n\n\tonBeforeCompile: function ( /* shaderobject, renderer */ ) {},\n\n\tcustomProgramCacheKey: function () {\n\n\t\treturn this.onBeforeCompile.toString();\n\n\t},\n\n\tsetValues: function ( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( const key in values ) {\n\n\t\t\tconst newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( \"THREE.Material: '\" + key + \"' parameter is undefined.\" );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// for backward compatability if shading is set in the constructor\n\t\t\tif ( key === 'shading' ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\t\tthis.flatShading = ( newValue === FlatShading ) ? true : false;\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\tconsole.warn( \"THREE.\" + this.type + \": '\" + key + \"' is not a property of this material.\" );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( currentValue && currentValue.isColor ) {\n\n\t\t\t\tcurrentValue.set( newValue );\n\n\t\t\t} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst isRoot = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRoot ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Material',\n\t\t\t\tgenerator: 'Material.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Material serialization\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.color && this.color.isColor ) data.color = this.color.getHex();\n\n\t\tif ( this.roughness !== undefined ) data.roughness = this.roughness;\n\t\tif ( this.metalness !== undefined ) data.metalness = this.metalness;\n\n\t\tif ( this.sheen && this.sheen.isColor ) data.sheen = this.sheen.getHex();\n\t\tif ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;\n\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;\n\t\tif ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;\n\n\t\tif ( this.clearcoatMap && this.clearcoatMap.isTexture ) {\n\n\t\t\tdata.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {\n\n\t\t\tdata.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {\n\n\t\t\tdata.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;\n\t\t\tdata.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\t\tif ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;\n\n\t\tif ( this.aoMap && this.aoMap.isTexture ) {\n\n\t\t\tdata.aoMap = this.aoMap.toJSON( meta ).uuid;\n\t\t\tdata.aoMapIntensity = this.aoMapIntensity;\n\n\t\t}\n\n\t\tif ( this.bumpMap && this.bumpMap.isTexture ) {\n\n\t\t\tdata.bumpMap = this.bumpMap.toJSON( meta ).uuid;\n\t\t\tdata.bumpScale = this.bumpScale;\n\n\t\t}\n\n\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalMapType = this.normalMapType;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.displacementMap && this.displacementMap.isTexture ) {\n\n\t\t\tdata.displacementMap = this.displacementMap.toJSON( meta ).uuid;\n\t\t\tdata.displacementScale = this.displacementScale;\n\t\t\tdata.displacementBias = this.displacementBias;\n\n\t\t}\n\n\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\t\t\tdata.reflectivity = this.reflectivity; // Scale behind envMap\n\t\t\tdata.refractionRatio = this.refractionRatio;\n\n\t\t\tif ( this.combine !== undefined ) data.combine = this.combine;\n\t\t\tif ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;\n\n\t\t}\n\n\t\tif ( this.gradientMap && this.gradientMap.isTexture ) {\n\n\t\t\tdata.gradientMap = this.gradientMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.flatShading === true ) data.flatShading = this.flatShading;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors ) data.vertexColors = true;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.transparent === true ) data.transparent = this.transparent;\n\n\t\tdata.depthFunc = this.depthFunc;\n\t\tdata.depthTest = this.depthTest;\n\t\tdata.depthWrite = this.depthWrite;\n\n\t\tdata.stencilWrite = this.stencilWrite;\n\t\tdata.stencilWriteMask = this.stencilWriteMask;\n\t\tdata.stencilFunc = this.stencilFunc;\n\t\tdata.stencilRef = this.stencilRef;\n\t\tdata.stencilFuncMask = this.stencilFuncMask;\n\t\tdata.stencilFail = this.stencilFail;\n\t\tdata.stencilZFail = this.stencilZFail;\n\t\tdata.stencilZPass = this.stencilZPass;\n\n\t\t// rotation (SpriteMaterial)\n\t\tif ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;\n\n\t\tif ( this.polygonOffset === true ) data.polygonOffset = true;\n\t\tif ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;\n\t\tif ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;\n\n\t\tif ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;\n\t\tif ( this.dashSize !== undefined ) data.dashSize = this.dashSize;\n\t\tif ( this.gapSize !== undefined ) data.gapSize = this.gapSize;\n\t\tif ( this.scale !== undefined ) data.scale = this.scale;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;\n\n\t\tif ( this.wireframe === true ) data.wireframe = this.wireframe;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.morphTargets === true ) data.morphTargets = true;\n\t\tif ( this.morphNormals === true ) data.morphNormals = true;\n\t\tif ( this.skinning === true ) data.skinning = true;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\n\t\tif ( this.toneMapped === false ) data.toneMapped = false;\n\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRoot ) {\n\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.fog = source.fog;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.flatShading = source.flatShading;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.stencilWriteMask = source.stencilWriteMask;\n\t\tthis.stencilFunc = source.stencilFunc;\n\t\tthis.stencilRef = source.stencilRef;\n\t\tthis.stencilFuncMask = source.stencilFuncMask;\n\t\tthis.stencilFail = source.stencilFail;\n\t\tthis.stencilZFail = source.stencilZFail;\n\t\tthis.stencilZPass = source.stencilZPass;\n\t\tthis.stencilWrite = source.stencilWrite;\n\n\t\tconst srcPlanes = source.clippingPlanes;\n\t\tlet dstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tconst n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\t\tthis.clipIntersection = source.clipIntersection;\n\t\tthis.clipShadows = source.clipShadows;\n\n\t\tthis.shadowSide = source.shadowSide;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\n\t\tthis.visible = source.visible;\n\n\t\tthis.toneMapped = source.toneMapped;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nObject.defineProperty( Material.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\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\n\tMaterial.call( this );\n\n\tthis.type = 'MeshBasicMaterial';\n\n\tthis.color = new Color( 0xffffff ); // emissive\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshBasicMaterial.prototype = Object.create( Material.prototype );\nMeshBasicMaterial.prototype.constructor = MeshBasicMaterial;\n\nMeshBasicMaterial.prototype.isMeshBasicMaterial = true;\n\nMeshBasicMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\treturn this;\n\n};\n\nconst _vector$3 = new Vector3();\nconst _vector2$1 = new Vector2();\n\nfunction BufferAttribute( array, itemSize, normalized ) {\n\n\tif ( Array.isArray( array ) ) {\n\n\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t}\n\n\tthis.name = '';\n\n\tthis.array = array;\n\tthis.itemSize = itemSize;\n\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\tthis.normalized = normalized === true;\n\n\tthis.usage = StaticDrawUsage;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( BufferAttribute.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( BufferAttribute.prototype, {\n\n\tisBufferAttribute: true,\n\n\tonUploadCallback: function () {},\n\n\tsetUsage: function ( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( let i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyArray: function ( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t},\n\n\tcopyColorsArray: function ( colors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = colors.length; i < l; i ++ ) {\n\n\t\t\tlet color = colors[ i ];\n\n\t\t\tif ( color === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );\n\t\t\t\tcolor = new Color();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = color.r;\n\t\t\tarray[ offset ++ ] = color.g;\n\t\t\tarray[ offset ++ ] = color.b;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector2sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector2();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector3sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector3();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector4sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector4();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\t\t\tarray[ offset ++ ] = vector.w;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix3: function ( m ) {\n\n\t\tif ( this.itemSize === 2 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector2$1.fromBufferAttribute( this, i );\n\t\t\t\t_vector2$1.applyMatrix3( m );\n\n\t\t\t\tthis.setXY( i, _vector2$1.x, _vector2$1.y );\n\n\t\t\t}\n\n\t\t} else if ( this.itemSize === 3 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector$3.fromBufferAttribute( this, i );\n\t\t\t\t_vector$3.applyMatrix3( m );\n\n\t\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$3.x = this.getX( i );\n\t\t\t_vector$3.y = this.getY( i );\n\t\t\t_vector$3.z = this.getZ( i );\n\n\t\t\t_vector$3.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyNormalMatrix: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$3.x = this.getX( i );\n\t\t\t_vector$3.y = this.getY( i );\n\t\t\t_vector$3.z = this.getZ( i );\n\n\t\t\t_vector$3.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttransformDirection: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$3.x = this.getX( i );\n\t\t\t_vector$3.y = this.getY( i );\n\t\t\t_vector$3.z = this.getZ( i );\n\n\t\t\t_vector$3.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize ];\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 1 ];\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 2 ];\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 3 ];\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\treturn {\n\t\t\titemSize: this.itemSize,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tarray: Array.prototype.slice.call( this.array ),\n\t\t\tnormalized: this.normalized\n\t\t};\n\n\t}\n\n} );\n\n//\n\nfunction Int8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );\n\n}\n\nInt8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt8BufferAttribute.prototype.constructor = Int8BufferAttribute;\n\n\nfunction Uint8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );\n\n}\n\nUint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;\n\n\nfunction Uint8ClampedBufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );\n\n}\n\nUint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;\n\n\nfunction Int16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );\n\n}\n\nInt16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt16BufferAttribute.prototype.constructor = Int16BufferAttribute;\n\n\nfunction Uint16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );\n\n}\n\nUint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;\n\n\nfunction Int32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );\n\n}\n\nInt32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt32BufferAttribute.prototype.constructor = Int32BufferAttribute;\n\n\nfunction Uint32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );\n\n}\n\nUint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;\n\nfunction Float16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );\n\n}\n\nFloat16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat16BufferAttribute.prototype.constructor = Float16BufferAttribute;\nFloat16BufferAttribute.prototype.isFloat16BufferAttribute = true;\n\nfunction Float32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );\n\n}\n\nFloat32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat32BufferAttribute.prototype.constructor = Float32BufferAttribute;\n\n\nfunction Float64BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );\n\n}\n\nFloat64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat64BufferAttribute.prototype.constructor = Float64BufferAttribute;\n\nclass DirectGeometry {\n\n\tconstructor() {\n\n\t\tthis.vertices = [];\n\t\tthis.normals = [];\n\t\tthis.colors = [];\n\t\tthis.uvs = [];\n\t\tthis.uvs2 = [];\n\n\t\tthis.groups = [];\n\n\t\tthis.morphTargets = {};\n\n\t\tthis.skinWeights = [];\n\t\tthis.skinIndices = [];\n\n\t\t// this.lineDistances = [];\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// update flags\n\n\t\tthis.verticesNeedUpdate = false;\n\t\tthis.normalsNeedUpdate = false;\n\t\tthis.colorsNeedUpdate = false;\n\t\tthis.uvsNeedUpdate = false;\n\t\tthis.groupsNeedUpdate = false;\n\n\t}\n\n\tcomputeGroups( geometry ) {\n\n\t\tconst groups = [];\n\n\t\tlet group, i;\n\t\tlet materialIndex = undefined;\n\n\t\tconst faces = geometry.faces;\n\n\t\tfor ( i = 0; i < faces.length; i ++ ) {\n\n\t\t\tconst face = faces[ i ];\n\n\t\t\t// materials\n\n\t\t\tif ( face.materialIndex !== materialIndex ) {\n\n\t\t\t\tmaterialIndex = face.materialIndex;\n\n\t\t\t\tif ( group !== undefined ) {\n\n\t\t\t\t\tgroup.count = ( i * 3 ) - group.start;\n\t\t\t\t\tgroups.push( group );\n\n\t\t\t\t}\n\n\t\t\t\tgroup = {\n\t\t\t\t\tstart: i * 3,\n\t\t\t\t\tmaterialIndex: materialIndex\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( group !== undefined ) {\n\n\t\t\tgroup.count = ( i * 3 ) - group.start;\n\t\t\tgroups.push( group );\n\n\t\t}\n\n\t\tthis.groups = groups;\n\n\t}\n\n\tfromGeometry( geometry ) {\n\n\t\tconst faces = geometry.faces;\n\t\tconst vertices = geometry.vertices;\n\t\tconst faceVertexUvs = geometry.faceVertexUvs;\n\n\t\tconst hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;\n\t\tconst hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;\n\n\t\t// morphs\n\n\t\tconst morphTargets = geometry.morphTargets;\n\t\tconst morphTargetsLength = morphTargets.length;\n\n\t\tlet morphTargetsPosition;\n\n\t\tif ( morphTargetsLength > 0 ) {\n\n\t\t\tmorphTargetsPosition = [];\n\n\t\t\tfor ( let i = 0; i < morphTargetsLength; i ++ ) {\n\n\t\t\t\tmorphTargetsPosition[ i ] = {\n\t\t\t\t\tname: morphTargets[ i ].name,\n\t\t\t\t \tdata: []\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\tthis.morphTargets.position = morphTargetsPosition;\n\n\t\t}\n\n\t\tconst morphNormals = geometry.morphNormals;\n\t\tconst morphNormalsLength = morphNormals.length;\n\n\t\tlet morphTargetsNormal;\n\n\t\tif ( morphNormalsLength > 0 ) {\n\n\t\t\tmorphTargetsNormal = [];\n\n\t\t\tfor ( let i = 0; i < morphNormalsLength; i ++ ) {\n\n\t\t\t\tmorphTargetsNormal[ i ] = {\n\t\t\t\t\tname: morphNormals[ i ].name,\n\t\t\t\t \tdata: []\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\tthis.morphTargets.normal = morphTargetsNormal;\n\n\t\t}\n\n\t\t// skins\n\n\t\tconst skinIndices = geometry.skinIndices;\n\t\tconst skinWeights = geometry.skinWeights;\n\n\t\tconst hasSkinIndices = skinIndices.length === vertices.length;\n\t\tconst hasSkinWeights = skinWeights.length === vertices.length;\n\n\t\t//\n\n\t\tif ( vertices.length > 0 && faces.length === 0 ) {\n\n\t\t\tconsole.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < faces.length; i ++ ) {\n\n\t\t\tconst face = faces[ i ];\n\n\t\t\tthis.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );\n\n\t\t\tconst vertexNormals = face.vertexNormals;\n\n\t\t\tif ( vertexNormals.length === 3 ) {\n\n\t\t\t\tthis.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );\n\n\t\t\t} else {\n\n\t\t\t\tconst normal = face.normal;\n\n\t\t\t\tthis.normals.push( normal, normal, normal );\n\n\t\t\t}\n\n\t\t\tconst vertexColors = face.vertexColors;\n\n\t\t\tif ( vertexColors.length === 3 ) {\n\n\t\t\t\tthis.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );\n\n\t\t\t} else {\n\n\t\t\t\tconst color = face.color;\n\n\t\t\t\tthis.colors.push( color, color, color );\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexUv === true ) {\n\n\t\t\t\tconst vertexUvs = faceVertexUvs[ 0 ][ i ];\n\n\t\t\t\tif ( vertexUvs !== undefined ) {\n\n\t\t\t\t\tthis.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );\n\n\t\t\t\t\tthis.uvs.push( new Vector2(), new Vector2(), new Vector2() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexUv2 === true ) {\n\n\t\t\t\tconst vertexUvs = faceVertexUvs[ 1 ][ i ];\n\n\t\t\t\tif ( vertexUvs !== undefined ) {\n\n\t\t\t\t\tthis.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );\n\n\t\t\t\t\tthis.uvs2.push( new Vector2(), new Vector2(), new Vector2() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// morphs\n\n\t\t\tfor ( let j = 0; j < morphTargetsLength; j ++ ) {\n\n\t\t\t\tconst morphTarget = morphTargets[ j ].vertices;\n\n\t\t\t\tmorphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );\n\n\t\t\t}\n\n\t\t\tfor ( let j = 0; j < morphNormalsLength; j ++ ) {\n\n\t\t\t\tconst morphNormal = morphNormals[ j ].vertexNormals[ i ];\n\n\t\t\t\tmorphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );\n\n\t\t\t}\n\n\t\t\t// skins\n\n\t\t\tif ( hasSkinIndices ) {\n\n\t\t\t\tthis.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );\n\n\t\t\t}\n\n\t\t\tif ( hasSkinWeights ) {\n\n\t\t\t\tthis.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.computeGroups( geometry );\n\n\t\tthis.verticesNeedUpdate = geometry.verticesNeedUpdate;\n\t\tthis.normalsNeedUpdate = geometry.normalsNeedUpdate;\n\t\tthis.colorsNeedUpdate = geometry.colorsNeedUpdate;\n\t\tthis.uvsNeedUpdate = geometry.uvsNeedUpdate;\n\t\tthis.groupsNeedUpdate = geometry.groupsNeedUpdate;\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t}\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction arrayMax( array ) {\n\n\tif ( array.length === 0 ) return - Infinity;\n\n\tlet max = array[ 0 ];\n\n\tfor ( let i = 1, l = array.length; i < l; ++ i ) {\n\n\t\tif ( array[ i ] > max ) max = array[ i ];\n\n\t}\n\n\treturn max;\n\n}\n\nconst TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\t// Workaround for IE11 pre KB2929437. See #11440\n\tUint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\nfunction getTypedArray( type, buffer ) {\n\n\treturn new TYPED_ARRAYS[ type ]( buffer );\n\n}\n\nlet _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id\n\nconst _m1$2 = new Matrix4();\nconst _obj = new Object3D();\nconst _offset = new Vector3();\nconst _box$2 = new Box3();\nconst _boxMorphTargets = new Box3();\nconst _vector$4 = new Vector3();\n\nfunction BufferGeometry() {\n\n\tObject.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'BufferGeometry';\n\n\tthis.index = null;\n\tthis.attributes = {};\n\n\tthis.morphAttributes = {};\n\tthis.morphTargetsRelative = false;\n\n\tthis.groups = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\tthis.drawRange = { start: 0, count: Infinity };\n\n\tthis.userData = {};\n\n}\n\nBufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: BufferGeometry,\n\n\tisBufferGeometry: true,\n\n\tgetIndex: function () {\n\n\t\treturn this.index;\n\n\t},\n\n\tsetIndex: function ( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetAttribute: function ( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t},\n\n\tsetAttribute: function ( name, attribute ) {\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t},\n\n\tdeleteAttribute: function ( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t},\n\n\thasAttribute: function ( name ) {\n\n\t\treturn this.attributes[ name ] !== undefined;\n\n\t},\n\n\taddGroup: function ( start, count, materialIndex = 0 ) {\n\n\t\tthis.groups.push( {\n\n\t\t\tstart: start,\n\t\t\tcount: count,\n\t\t\tmaterialIndex: materialIndex\n\n\t\t} );\n\n\t},\n\n\tclearGroups: function () {\n\n\t\tthis.groups = [];\n\n\t},\n\n\tsetDrawRange: function ( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tconst position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tposition.applyMatrix4( matrix );\n\n\t\t\tposition.needsUpdate = true;\n\n\t\t}\n\n\t\tconst normal = this.attributes.normal;\n\n\t\tif ( normal !== undefined ) {\n\n\t\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t\tnormal.applyNormalMatrix( normalMatrix );\n\n\t\t\tnormal.needsUpdate = true;\n\n\t\t}\n\n\t\tconst tangent = this.attributes.tangent;\n\n\t\tif ( tangent !== undefined ) {\n\n\t\t\ttangent.transformDirection( matrix );\n\n\t\t\ttangent.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1$2.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1$2.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1$2.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1$2.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\tscale: function ( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1$2.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\tlookAt: function ( vector ) {\n\n\t\t_obj.lookAt( vector );\n\n\t\t_obj.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj.matrix );\n\n\t\treturn this;\n\n\t},\n\n\tcenter: function () {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset ).negate();\n\n\t\tthis.translate( _offset.x, _offset.y, _offset.z );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromObject: function ( object ) {\n\n\t\t// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( object.isPoints || object.isLine ) {\n\n\t\t\tconst positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );\n\t\t\tconst colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );\n\n\t\t\tthis.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );\n\t\t\tthis.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );\n\n\t\t\tif ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {\n\n\t\t\t\tconst lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );\n\n\t\t\t\tthis.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );\n\n\t\t\t}\n\n\t\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t\t}\n\n\t\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t\t}\n\n\t\t} else if ( object.isMesh ) {\n\n\t\t\tif ( geometry && geometry.isGeometry ) {\n\n\t\t\t\tthis.fromGeometry( geometry );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetFromPoints: function ( points ) {\n\n\t\tconst position = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tposition.push( point.x, point.y, point.z || 0 );\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );\n\n\t\treturn this;\n\n\t},\n\n\tupdateFromObject: function ( object ) {\n\n\t\tlet geometry = object.geometry;\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tlet direct = geometry.__directGeometry;\n\n\t\t\tif ( geometry.elementsNeedUpdate === true ) {\n\n\t\t\t\tdirect = undefined;\n\t\t\t\tgeometry.elementsNeedUpdate = false;\n\n\t\t\t}\n\n\t\t\tif ( direct === undefined ) {\n\n\t\t\t\treturn this.fromGeometry( geometry );\n\n\t\t\t}\n\n\t\t\tdirect.verticesNeedUpdate = geometry.verticesNeedUpdate;\n\t\t\tdirect.normalsNeedUpdate = geometry.normalsNeedUpdate;\n\t\t\tdirect.colorsNeedUpdate = geometry.colorsNeedUpdate;\n\t\t\tdirect.uvsNeedUpdate = geometry.uvsNeedUpdate;\n\t\t\tdirect.groupsNeedUpdate = geometry.groupsNeedUpdate;\n\n\t\t\tgeometry.verticesNeedUpdate = false;\n\t\t\tgeometry.normalsNeedUpdate = false;\n\t\t\tgeometry.colorsNeedUpdate = false;\n\t\t\tgeometry.uvsNeedUpdate = false;\n\t\t\tgeometry.groupsNeedUpdate = false;\n\n\t\t\tgeometry = direct;\n\n\t\t}\n\n\t\tif ( geometry.verticesNeedUpdate === true ) {\n\n\t\t\tconst attribute = this.attributes.position;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyVector3sArray( geometry.vertices );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.verticesNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.normalsNeedUpdate === true ) {\n\n\t\t\tconst attribute = this.attributes.normal;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyVector3sArray( geometry.normals );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.normalsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.colorsNeedUpdate === true ) {\n\n\t\t\tconst attribute = this.attributes.color;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyColorsArray( geometry.colors );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.colorsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.uvsNeedUpdate ) {\n\n\t\t\tconst attribute = this.attributes.uv;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyVector2sArray( geometry.uvs );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.uvsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.lineDistancesNeedUpdate ) {\n\n\t\t\tconst attribute = this.attributes.lineDistance;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyArray( geometry.lineDistances );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.lineDistancesNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.groupsNeedUpdate ) {\n\n\t\t\tgeometry.computeGroups( object.geometry );\n\t\t\tthis.groups = geometry.groups;\n\n\t\t\tgeometry.groupsNeedUpdate = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tfromGeometry: function ( geometry ) {\n\n\t\tgeometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );\n\n\t\treturn this.fromDirectGeometry( geometry.__directGeometry );\n\n\t},\n\n\tfromDirectGeometry: function ( geometry ) {\n\n\t\tconst positions = new Float32Array( geometry.vertices.length * 3 );\n\t\tthis.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );\n\n\t\tif ( geometry.normals.length > 0 ) {\n\n\t\t\tconst normals = new Float32Array( geometry.normals.length * 3 );\n\t\t\tthis.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );\n\n\t\t}\n\n\t\tif ( geometry.colors.length > 0 ) {\n\n\t\t\tconst colors = new Float32Array( geometry.colors.length * 3 );\n\t\t\tthis.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );\n\n\t\t}\n\n\t\tif ( geometry.uvs.length > 0 ) {\n\n\t\t\tconst uvs = new Float32Array( geometry.uvs.length * 2 );\n\t\t\tthis.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );\n\n\t\t}\n\n\t\tif ( geometry.uvs2.length > 0 ) {\n\n\t\t\tconst uvs2 = new Float32Array( geometry.uvs2.length * 2 );\n\t\t\tthis.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );\n\n\t\t}\n\n\t\t// groups\n\n\t\tthis.groups = geometry.groups;\n\n\t\t// morphs\n\n\t\tfor ( const name in geometry.morphTargets ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphTargets = geometry.morphTargets[ name ];\n\n\t\t\tfor ( let i = 0, l = morphTargets.length; i < l; i ++ ) {\n\n\t\t\t\tconst morphTarget = morphTargets[ i ];\n\n\t\t\t\tconst attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );\n\t\t\t\tattribute.name = morphTarget.name;\n\n\t\t\t\tarray.push( attribute.copyVector3sArray( morphTarget.data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\t// skinning\n\n\t\tif ( geometry.skinIndices.length > 0 ) {\n\n\t\t\tconst skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );\n\t\t\tthis.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );\n\n\t\t}\n\n\t\tif ( geometry.skinWeights.length > 0 ) {\n\n\t\t\tconst skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );\n\t\t\tthis.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t}\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcomputeBoundingBox: function () {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingBox.set(\n\t\t\t\tnew Vector3( - Infinity, - Infinity, - Infinity ),\n\t\t\t\tnew Vector3( + Infinity, + Infinity, + Infinity )\n\t\t\t);\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_box$2.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$4.addVectors( this.boundingBox.min, _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$4 );\n\n\t\t\t\t\t\t_vector$4.addVectors( this.boundingBox.max, _box$2.max );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$4 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t},\n\n\tcomputeBoundingSphere: function () {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingSphere.set( new Vector3(), Infinity );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position ) {\n\n\t\t\t// first, find the center of the bounding sphere\n\n\t\t\tconst center = this.boundingSphere.center;\n\n\t\t\t_box$2.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_boxMorphTargets.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$4.addVectors( _box$2.min, _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$4 );\n\n\t\t\t\t\t\t_vector$4.addVectors( _box$2.max, _boxMorphTargets.max );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$4 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_box$2.getCenter( center );\n\n\t\t\t// second, try to find a boundingSphere with a radius smaller than the\n\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\tlet maxRadiusSq = 0;\n\n\t\t\tfor ( let i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t_vector$4.fromBufferAttribute( position, i );\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );\n\n\t\t\t}\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\tconst morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t\t\t\tfor ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t_vector$4.fromBufferAttribute( morphAttribute, j );\n\n\t\t\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t\t\t_offset.fromBufferAttribute( position, j );\n\t\t\t\t\t\t\t_vector$4.add( _offset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tcomputeFaceNormals: function () {\n\n\t\t// backwards compatibility\n\n\t},\n\n\tcomputeVertexNormals: function () {\n\n\t\tconst index = this.index;\n\t\tconst positionAttribute = this.getAttribute( 'position' );\n\n\t\tif ( positionAttribute !== undefined ) {\n\n\t\t\tlet normalAttribute = this.getAttribute( 'normal' );\n\n\t\t\tif ( normalAttribute === undefined ) {\n\n\t\t\t\tnormalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );\n\t\t\t\tthis.setAttribute( 'normal', normalAttribute );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tfor ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {\n\n\t\t\t\t\tnormalAttribute.setXYZ( i, 0, 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tconst nA = new Vector3(), nB = new Vector3(), nC = new Vector3();\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tfor ( let i = 0, il = index.count; i < il; i += 3 ) {\n\n\t\t\t\t\tconst vA = index.getX( i + 0 );\n\t\t\t\t\tconst vB = index.getX( i + 1 );\n\t\t\t\t\tconst vC = index.getX( i + 2 );\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, vA );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, vB );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, vC );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnA.fromBufferAttribute( normalAttribute, vA );\n\t\t\t\t\tnB.fromBufferAttribute( normalAttribute, vB );\n\t\t\t\t\tnC.fromBufferAttribute( normalAttribute, vC );\n\n\t\t\t\t\tnA.add( cb );\n\t\t\t\t\tnB.add( cb );\n\t\t\t\t\tnC.add( cb );\n\n\t\t\t\t\tnormalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, i + 0 );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, i + 1 );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, i + 2 );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tnormalAttribute.needsUpdate = true;\n\n\t\t}\n\n\t},\n\n\tmerge: function ( geometry, offset ) {\n\n\t\tif ( ! ( geometry && geometry.isBufferGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( offset === undefined ) {\n\n\t\t\toffset = 0;\n\n\t\t\tconsole.warn(\n\t\t\t\t'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '\n\t\t\t\t+ 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'\n\t\t\t);\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tif ( geometry.attributes[ key ] === undefined ) continue;\n\n\t\t\tconst attribute1 = attributes[ key ];\n\t\t\tconst attributeArray1 = attribute1.array;\n\n\t\t\tconst attribute2 = geometry.attributes[ key ];\n\t\t\tconst attributeArray2 = attribute2.array;\n\n\t\t\tconst attributeOffset = attribute2.itemSize * offset;\n\t\t\tconst length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );\n\n\t\t\tfor ( let i = 0, j = attributeOffset; i < length; i ++, j ++ ) {\n\n\t\t\t\tattributeArray1[ j ] = attributeArray2[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tnormalizeNormals: function () {\n\n\t\tconst normals = this.attributes.normal;\n\n\t\tfor ( let i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t_vector$4.fromBufferAttribute( normals, i );\n\n\t\t\t_vector$4.normalize();\n\n\t\t\tnormals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );\n\n\t\t}\n\n\t},\n\n\ttoNonIndexed: function () {\n\n\t\tfunction convertBufferAttribute( attribute, indices ) {\n\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\t\t\tconst normalized = attribute.normalized;\n\n\t\t\tconst array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tlet index = 0, index2 = 0;\n\n\t\t\tfor ( let i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\tfor ( let j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( array2, itemSize, normalized );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst geometry2 = new BufferGeometry();\n\n\t\tconst indices = this.index.array;\n\t\tconst attributes = this.attributes;\n\n\t\t// attributes\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\n\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\tgeometry2.setAttribute( name, newAttribute );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = this.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst morphArray = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = morphAttribute[ i ];\n\n\t\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\t\tmorphArray.push( newAttribute );\n\n\t\t\t}\n\n\t\t\tgeometry2.morphAttributes[ name ] = morphArray;\n\n\t\t}\n\n\t\tgeometry2.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = this.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tgeometry2.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'BufferGeometry',\n\t\t\t\tgenerator: 'BufferGeometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard BufferGeometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tdata.data = { attributes: {} };\n\n\t\tconst index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: Array.prototype.slice.call( index.array )\n\t\t\t};\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tconst attributeData = attribute.toJSON( data.data );\n\n\t\t\tif ( attribute.name !== '' ) attributeData.name = attribute.name;\n\n\t\t\tdata.data.attributes[ key ] = attributeData;\n\n\t\t}\n\n\t\tconst morphAttributes = {};\n\t\tlet hasMorphAttributes = false;\n\n\t\tfor ( const key in this.morphAttributes ) {\n\n\t\t\tconst attributeArray = this.morphAttributes[ key ];\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = attributeArray[ i ];\n\n\t\t\t\tconst attributeData = attribute.toJSON( data.data );\n\n\t\t\t\tif ( attribute.name !== '' ) attributeData.name = attribute.name;\n\n\t\t\t\tarray.push( attributeData );\n\n\t\t\t}\n\n\t\t\tif ( array.length > 0 ) {\n\n\t\t\t\tmorphAttributes[ key ] = array;\n\n\t\t\t\thasMorphAttributes = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( hasMorphAttributes ) {\n\n\t\t\tdata.data.morphAttributes = morphAttributes;\n\t\t\tdata.data.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t}\n\n\t\tconst groups = this.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tdata.data.groups = JSON.parse( JSON.stringify( groups ) );\n\n\t\t}\n\n\t\tconst boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\t/*\n\t\t // Handle primitives\n\n\t\t const parameters = this.parameters;\n\n\t\t if ( parameters !== undefined ) {\n\n\t\t const values = [];\n\n\t\t for ( const key in parameters ) {\n\n\t\t values.push( parameters[ key ] );\n\n\t\t }\n\n\t\t const geometry = Object.create( this.constructor.prototype );\n\t\t this.constructor.apply( geometry, values );\n\t\t return geometry;\n\n\t\t }\n\n\t\t return new this.constructor().copy( this );\n\t\t */\n\n\t\treturn new BufferGeometry().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\t// reset\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\t\tthis.morphAttributes = {};\n\t\tthis.groups = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// used for storing cloned, shared data\n\n\t\tconst data = {};\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// index\n\n\t\tconst index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone( data ) );\n\n\t\t}\n\n\t\t// attributes\n\n\t\tconst attributes = source.attributes;\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\t\t\tthis.setAttribute( name, attribute.clone( data ) );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = source.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {\n\n\t\t\t\tarray.push( morphAttribute[ i ].clone( data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\tthis.morphTargetsRelative = source.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = source.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tthis.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// draw range\n\n\t\tthis.drawRange.start = source.drawRange.start;\n\t\tthis.drawRange.count = source.drawRange.count;\n\n\t\t// user data\n\n\t\tthis.userData = source.userData;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nconst _inverseMatrix = new Matrix4();\nconst _ray = new Ray();\nconst _sphere = new Sphere();\n\nconst _vA = new Vector3();\nconst _vB = new Vector3();\nconst _vC = new Vector3();\n\nconst _tempA = new Vector3();\nconst _tempB = new Vector3();\nconst _tempC = new Vector3();\n\nconst _morphA = new Vector3();\nconst _morphB = new Vector3();\nconst _morphC = new Vector3();\n\nconst _uvA = new Vector2();\nconst _uvB = new Vector2();\nconst _uvC = new Vector2();\n\nconst _intersectionPoint = new Vector3();\nconst _intersectionPointWorld = new Vector3();\n\nfunction Mesh( geometry, material ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Mesh';\n\n\tthis.geometry = geometry !== undefined ? geometry : new BufferGeometry();\n\tthis.material = material !== undefined ? material : new MeshBasicMaterial();\n\n\tthis.updateMorphTargets();\n\n}\n\nMesh.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Mesh,\n\n\tisMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tif ( source.morphTargetInfluences !== undefined ) {\n\n\t\t\tthis.morphTargetInfluences = source.morphTargetInfluences.slice();\n\n\t\t}\n\n\t\tif ( source.morphTargetDictionary !== undefined ) {\n\n\t\t\tthis.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );\n\n\t\t}\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere.copy( geometry.boundingSphere );\n\t\t_sphere.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix.copy( matrixWorld ).invert();\n\t\t_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );\n\n\t\t// Check boundingBox before continuing\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tif ( _ray.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\tlet intersection;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst morphPosition = geometry.morphAttributes.position;\n\t\t\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\t\t\tconst uv = geometry.attributes.uv;\n\t\t\tconst uv2 = geometry.attributes.uv2;\n\t\t\tconst groups = geometry.groups;\n\t\t\tconst drawRange = geometry.drawRange;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\t// indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = index.getX( j );\n\t\t\t\t\t\t\tconst b = index.getX( j + 1 );\n\t\t\t\t\t\t\tconst c = index.getX( j + 2 );\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\t\tconst b = index.getX( i + 1 );\n\t\t\t\t\t\tconst c = index.getX( i + 2 );\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( position !== undefined ) {\n\n\t\t\t\t// non-indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = j;\n\t\t\t\t\t\t\tconst b = j + 1;\n\t\t\t\t\t\t\tconst c = j + 2;\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( position.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = i;\n\t\t\t\t\t\tconst b = i + 1;\n\t\t\t\t\t\tconst c = i + 2;\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconst isMultiMaterial = Array.isArray( material );\n\n\t\t\tconst vertices = geometry.vertices;\n\t\t\tconst faces = geometry.faces;\n\t\t\tlet uvs;\n\n\t\t\tconst faceVertexUvs = geometry.faceVertexUvs[ 0 ];\n\t\t\tif ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;\n\n\t\t\tfor ( let f = 0, fl = faces.length; f < fl; f ++ ) {\n\n\t\t\t\tconst face = faces[ f ];\n\t\t\t\tconst faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;\n\n\t\t\t\tif ( faceMaterial === undefined ) continue;\n\n\t\t\t\tconst fvA = vertices[ face.a ];\n\t\t\t\tconst fvB = vertices[ face.b ];\n\t\t\t\tconst fvC = vertices[ face.c ];\n\n\t\t\t\tintersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );\n\n\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\tif ( uvs && uvs[ f ] ) {\n\n\t\t\t\t\t\tconst uvs_f = uvs[ f ];\n\t\t\t\t\t\t_uvA.copy( uvs_f[ 0 ] );\n\t\t\t\t\t\t_uvB.copy( uvs_f[ 1 ] );\n\t\t\t\t\t\t_uvC.copy( uvs_f[ 2 ] );\n\n\t\t\t\t\t\tintersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tintersection.face = face;\n\t\t\t\t\tintersection.faceIndex = f;\n\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nfunction checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\tlet intersect;\n\n\tif ( material.side === BackSide ) {\n\n\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t} else {\n\n\t\tintersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );\n\n\t}\n\n\tif ( intersect === null ) return null;\n\n\t_intersectionPointWorld.copy( point );\n\t_intersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\tconst distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\treturn {\n\t\tdistance: distance,\n\t\tpoint: _intersectionPointWorld.clone(),\n\t\tobject: object\n\t};\n\n}\n\nfunction checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {\n\n\t_vA.fromBufferAttribute( position, a );\n\t_vB.fromBufferAttribute( position, b );\n\t_vC.fromBufferAttribute( position, c );\n\n\tconst morphInfluences = object.morphTargetInfluences;\n\n\tif ( material.morphTargets && morphPosition && morphInfluences ) {\n\n\t\t_morphA.set( 0, 0, 0 );\n\t\t_morphB.set( 0, 0, 0 );\n\t\t_morphC.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0, il = morphPosition.length; i < il; i ++ ) {\n\n\t\t\tconst influence = morphInfluences[ i ];\n\t\t\tconst morphAttribute = morphPosition[ i ];\n\n\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t_tempA.fromBufferAttribute( morphAttribute, a );\n\t\t\t_tempB.fromBufferAttribute( morphAttribute, b );\n\t\t\t_tempC.fromBufferAttribute( morphAttribute, c );\n\n\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\t\t\t\t_morphB.addScaledVector( _tempB, influence );\n\t\t\t\t_morphC.addScaledVector( _tempC, influence );\n\n\t\t\t} else {\n\n\t\t\t\t_morphA.addScaledVector( _tempA.sub( _vA ), influence );\n\t\t\t\t_morphB.addScaledVector( _tempB.sub( _vB ), influence );\n\t\t\t\t_morphC.addScaledVector( _tempC.sub( _vC ), influence );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_vA.add( _morphA );\n\t\t_vB.add( _morphB );\n\t\t_vC.add( _morphC );\n\n\t}\n\n\tif ( object.isSkinnedMesh ) {\n\n\t\tobject.boneTransform( a, _vA );\n\t\tobject.boneTransform( b, _vB );\n\t\tobject.boneTransform( c, _vC );\n\n\t}\n\n\tconst intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );\n\n\tif ( intersection ) {\n\n\t\tif ( uv ) {\n\n\t\t\t_uvA.fromBufferAttribute( uv, a );\n\t\t\t_uvB.fromBufferAttribute( uv, b );\n\t\t\t_uvC.fromBufferAttribute( uv, c );\n\n\t\t\tintersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );\n\n\t\t}\n\n\t\tif ( uv2 ) {\n\n\t\t\t_uvA.fromBufferAttribute( uv2, a );\n\t\t\t_uvB.fromBufferAttribute( uv2, b );\n\t\t\t_uvC.fromBufferAttribute( uv2, c );\n\n\t\t\tintersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );\n\n\t\t}\n\n\t\tconst face = new Face3( a, b, c );\n\t\tTriangle.getNormal( _vA, _vB, _vC, face.normal );\n\n\t\tintersection.face = face;\n\n\t}\n\n\treturn intersection;\n\n}\n\nclass BoxBufferGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tconst scope = this;\n\n\t\t// segments\n\n\t\twidthSegments = Math.floor( widthSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\t\tdepthSegments = Math.floor( depthSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet numberOfVertices = 0;\n\t\tlet groupStart = 0;\n\n\t\t// build each side of the box geometry\n\n\t\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\t\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\t\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\t\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\t\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\t\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\t\tconst segmentWidth = width / gridX;\n\t\t\tconst segmentHeight = height / gridY;\n\n\t\t\tconst widthHalf = width / 2;\n\t\t\tconst heightHalf = height / 2;\n\t\t\tconst depthHalf = depth / 2;\n\n\t\t\tconst gridX1 = gridX + 1;\n\t\t\tconst gridY1 = gridY + 1;\n\n\t\t\tlet vertexCounter = 0;\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst vector = new Vector3();\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\t\tconst y = iy * segmentHeight - heightHalf;\n\n\t\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\t\tconst x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = 0;\n\t\t\t\t\tvector[ v ] = 0;\n\t\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// uvs\n\n\t\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t\t// counters\n\n\t\t\t\t\tvertexCounter += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\t// 1. you need three indices to draw a single face\n\t\t\t// 2. a single segment consists of two faces\n\t\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\t\tconst a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\t\tconst b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// increase counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t\t// update total number of vertices\n\n\t\t\tnumberOfVertices += vertexCounter;\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Uniform Utilities\n */\n\nfunction cloneUniforms( src ) {\n\n\tconst dst = {};\n\n\tfor ( const u in src ) {\n\n\t\tdst[ u ] = {};\n\n\t\tfor ( const p in src[ u ] ) {\n\n\t\t\tconst property = src[ u ][ p ];\n\n\t\t\tif ( property && ( property.isColor ||\n\t\t\t\tproperty.isMatrix3 || property.isMatrix4 ||\n\t\t\t\tproperty.isVector2 || property.isVector3 || property.isVector4 ||\n\t\t\t\tproperty.isTexture ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.clone();\n\n\t\t\t} else if ( Array.isArray( property ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.slice();\n\n\t\t\t} else {\n\n\t\t\t\tdst[ u ][ p ] = property;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction mergeUniforms( uniforms ) {\n\n\tconst merged = {};\n\n\tfor ( let u = 0; u < uniforms.length; u ++ ) {\n\n\t\tconst tmp = cloneUniforms( uniforms[ u ] );\n\n\t\tfor ( const p in tmp ) {\n\n\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t}\n\n\t}\n\n\treturn merged;\n\n}\n\n// Legacy\n\nconst UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };\n\nvar default_vertex = \"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";\n\nvar default_fragment = \"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";\n\n/**\n * parameters = {\n * defines: { \"label\" : \"value\" },\n * uniforms: { \"parameter1\": { value: 1.0 }, \"parameter2\": { value2: 2 } },\n *\n * fragmentShader: ,\n * vertexShader: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * lights: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction ShaderMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'ShaderMaterial';\n\n\tthis.defines = {};\n\tthis.uniforms = {};\n\n\tthis.vertexShader = default_vertex;\n\tthis.fragmentShader = default_fragment;\n\n\tthis.linewidth = 1;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false; // set to use scene fog\n\tthis.lights = false; // set to use scene lights\n\tthis.clipping = false; // set to use user-defined clipping planes\n\n\tthis.skinning = false; // set to use skinning attribute streams\n\tthis.morphTargets = false; // set to use morph targets\n\tthis.morphNormals = false; // set to use morph normals\n\n\tthis.extensions = {\n\t\tderivatives: false, // set to use derivatives\n\t\tfragDepth: false, // set to use fragment depth values\n\t\tdrawBuffers: false, // set to use draw buffers\n\t\tshaderTextureLOD: false // set to use shader texture LOD\n\t};\n\n\t// When rendered geometry doesn't include these attributes but the material does,\n\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\tthis.defaultAttributeValues = {\n\t\t'color': [ 1, 1, 1 ],\n\t\t'uv': [ 0, 0 ],\n\t\t'uv2': [ 0, 0 ]\n\t};\n\n\tthis.index0AttributeName = undefined;\n\tthis.uniformsNeedUpdate = false;\n\n\tthis.glslVersion = null;\n\n\tif ( parameters !== undefined ) {\n\n\t\tif ( parameters.attributes !== undefined ) {\n\n\t\t\tconsole.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n}\n\nShaderMaterial.prototype = Object.create( Material.prototype );\nShaderMaterial.prototype.constructor = ShaderMaterial;\n\nShaderMaterial.prototype.isShaderMaterial = true;\n\nShaderMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.fragmentShader = source.fragmentShader;\n\tthis.vertexShader = source.vertexShader;\n\n\tthis.uniforms = cloneUniforms( source.uniforms );\n\n\tthis.defines = Object.assign( {}, source.defines );\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\tthis.lights = source.lights;\n\tthis.clipping = source.clipping;\n\n\tthis.skinning = source.skinning;\n\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\tthis.extensions = Object.assign( {}, source.extensions );\n\n\tthis.glslVersion = source.glslVersion;\n\n\treturn this;\n\n};\n\nShaderMaterial.prototype.toJSON = function ( meta ) {\n\n\tconst data = Material.prototype.toJSON.call( this, meta );\n\n\tdata.glslVersion = this.glslVersion;\n\tdata.uniforms = {};\n\n\tfor ( const name in this.uniforms ) {\n\n\t\tconst uniform = this.uniforms[ name ];\n\t\tconst value = uniform.value;\n\n\t\tif ( value && value.isTexture ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 't',\n\t\t\t\tvalue: value.toJSON( meta ).uuid\n\t\t\t};\n\n\t\t} else if ( value && value.isColor ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'c',\n\t\t\t\tvalue: value.getHex()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector2 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v2',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector3 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v3',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector4 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v4',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isMatrix3 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'm3',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isMatrix4 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'm4',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\tvalue: value\n\t\t\t};\n\n\t\t\t// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n\n\t\t}\n\n\t}\n\n\tif ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;\n\n\tdata.vertexShader = this.vertexShader;\n\tdata.fragmentShader = this.fragmentShader;\n\n\tconst extensions = {};\n\n\tfor ( const key in this.extensions ) {\n\n\t\tif ( this.extensions[ key ] === true ) extensions[ key ] = true;\n\n\t}\n\n\tif ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;\n\n\treturn data;\n\n};\n\nfunction Camera() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Camera';\n\n\tthis.matrixWorldInverse = new Matrix4();\n\n\tthis.projectionMatrix = new Matrix4();\n\tthis.projectionMatrixInverse = new Matrix4();\n\n}\n\nCamera.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Camera,\n\n\tisCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tObject3D.prototype.copy.call( this, source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\t\tthis.projectionMatrixInverse.copy( source.projectionMatrixInverse );\n\n\t\treturn this;\n\n\t},\n\n\tgetWorldDirection: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Camera: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t},\n\n\tupdateWorldMatrix: function ( updateParents, updateChildren ) {\n\n\t\tObject3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n} );\n\nfunction PerspectiveCamera( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {\n\n\tCamera.call( this );\n\n\tthis.type = 'PerspectiveCamera';\n\n\tthis.fov = fov;\n\tthis.zoom = 1;\n\n\tthis.near = near;\n\tthis.far = far;\n\tthis.focus = 10;\n\n\tthis.aspect = aspect;\n\tthis.view = null;\n\n\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\tthis.updateProjectionMatrix();\n\n}\n\nPerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {\n\n\tconstructor: PerspectiveCamera,\n\n\tisPerspectiveCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tCamera.prototype.copy.call( this, source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t},\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength: function ( focalLength ) {\n\n\t\t// see http://www.bobatkins.com/photography/technical/field_of_view.html\n\t\tconst vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength: function () {\n\n\t\tconst vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t},\n\n\tgetEffectiveFOV: function () {\n\n\t\treturn MathUtils.RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t},\n\n\tgetFilmWidth: function () {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t},\n\n\tgetFilmHeight: function () {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t},\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t * +---+---+---+\n\t * | A | B | C |\n\t * +---+---+---+\n\t * | D | E | F |\n\t * +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t * const w = 1920;\n\t * const h = 1080;\n\t * const fullWidth = w * 3;\n\t * const fullHeight = h * 2;\n\t *\n\t * --A--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t * --B--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t * --C--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t * --D--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t * --E--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t * --F--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t * Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tclearViewOffset: function () {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tupdateProjectionMatrix: function () {\n\n\t\tconst near = this.near;\n\t\tlet top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom;\n\t\tlet height = 2 * top;\n\t\tlet width = this.aspect * height;\n\t\tlet left = - 0.5 * width;\n\t\tconst view = this.view;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst fullWidth = view.fullWidth,\n\t\t\t\tfullHeight = view.fullHeight;\n\n\t\t\tleft += view.offsetX * width / fullWidth;\n\t\t\ttop -= view.offsetY * height / fullHeight;\n\t\t\twidth *= view.width / fullWidth;\n\t\t\theight *= view.height / fullHeight;\n\n\t\t}\n\n\t\tconst skew = this.filmOffset;\n\t\tif ( skew !== 0 ) left += near * skew / this.getFilmWidth();\n\n\t\tthis.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nconst fov = 90, aspect = 1;\n\nfunction CubeCamera( near, far, renderTarget ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'CubeCamera';\n\n\tif ( renderTarget.isWebGLCubeRenderTarget !== true ) {\n\n\t\tconsole.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );\n\t\treturn;\n\n\t}\n\n\tthis.renderTarget = renderTarget;\n\n\tconst cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPX.layers = this.layers;\n\tcameraPX.up.set( 0, - 1, 0 );\n\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\tthis.add( cameraPX );\n\n\tconst cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNX.layers = this.layers;\n\tcameraNX.up.set( 0, - 1, 0 );\n\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\tthis.add( cameraNX );\n\n\tconst cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPY.layers = this.layers;\n\tcameraPY.up.set( 0, 0, 1 );\n\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\tthis.add( cameraPY );\n\n\tconst cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNY.layers = this.layers;\n\tcameraNY.up.set( 0, 0, - 1 );\n\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\tthis.add( cameraNY );\n\n\tconst cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPZ.layers = this.layers;\n\tcameraPZ.up.set( 0, - 1, 0 );\n\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\tthis.add( cameraPZ );\n\n\tconst cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNZ.layers = this.layers;\n\tcameraNZ.up.set( 0, - 1, 0 );\n\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\tthis.add( cameraNZ );\n\n\tthis.update = function ( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tconst currentXrEnabled = renderer.xr.enabled;\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\trenderer.xr.enabled = false;\n\n\t\tconst generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderer.setRenderTarget( renderTarget, 0 );\n\t\trenderer.render( scene, cameraPX );\n\n\t\trenderer.setRenderTarget( renderTarget, 1 );\n\t\trenderer.render( scene, cameraNX );\n\n\t\trenderer.setRenderTarget( renderTarget, 2 );\n\t\trenderer.render( scene, cameraPY );\n\n\t\trenderer.setRenderTarget( renderTarget, 3 );\n\t\trenderer.render( scene, cameraNY );\n\n\t\trenderer.setRenderTarget( renderTarget, 4 );\n\t\trenderer.render( scene, cameraPZ );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderer.setRenderTarget( renderTarget, 5 );\n\t\trenderer.render( scene, cameraNZ );\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\trenderer.xr.enabled = currentXrEnabled;\n\n\t};\n\n}\n\nCubeCamera.prototype = Object.create( Object3D.prototype );\nCubeCamera.prototype.constructor = CubeCamera;\n\nfunction CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\timages = images !== undefined ? images : [];\n\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\tformat = format !== undefined ? format : RGBFormat;\n\n\tTexture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.flipY = false;\n\n\t// Why CubeTexture._needsFlipEnvMap is necessary:\n\t//\n\t// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)\n\t// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,\n\t// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.\n\n\t// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped\n\t// and the flag _needsFlipEnvMap controls this conversion. The flip is not required (and thus _needsFlipEnvMap is set to false)\n\t// when using WebGLCubeRenderTarget.texture as a cube texture.\n\n\tthis._needsFlipEnvMap = true;\n\n}\n\nCubeTexture.prototype = Object.create( Texture.prototype );\nCubeTexture.prototype.constructor = CubeTexture;\n\nCubeTexture.prototype.isCubeTexture = true;\n\nObject.defineProperty( CubeTexture.prototype, 'images', {\n\n\tget: function () {\n\n\t\treturn this.image;\n\n\t},\n\n\tset: function ( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n} );\n\nfunction WebGLCubeRenderTarget( size, options, dummy ) {\n\n\tif ( Number.isInteger( options ) ) {\n\n\t\tconsole.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );\n\n\t\toptions = dummy;\n\n\t}\n\n\tWebGLRenderTarget.call( this, size, size, options );\n\n\toptions = options || {};\n\n\tthis.texture = new CubeTexture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\tthis.texture._needsFlipEnvMap = false;\n\n}\n\nWebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );\nWebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;\n\nWebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;\n\nWebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {\n\n\tthis.texture.type = texture.type;\n\tthis.texture.format = RGBAFormat; // see #18859\n\tthis.texture.encoding = texture.encoding;\n\n\tthis.texture.generateMipmaps = texture.generateMipmaps;\n\tthis.texture.minFilter = texture.minFilter;\n\tthis.texture.magFilter = texture.magFilter;\n\n\tconst shader = {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: /* glsl */`\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\n\t\tfragmentShader: /* glsl */`\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\t};\n\n\tconst geometry = new BoxBufferGeometry( 5, 5, 5 );\n\n\tconst material = new ShaderMaterial( {\n\n\t\tname: 'CubemapFromEquirect',\n\n\t\tuniforms: cloneUniforms( shader.uniforms ),\n\t\tvertexShader: shader.vertexShader,\n\t\tfragmentShader: shader.fragmentShader,\n\t\tside: BackSide,\n\t\tblending: NoBlending\n\n\t} );\n\n\tmaterial.uniforms.tEquirect.value = texture;\n\n\tconst mesh = new Mesh( geometry, material );\n\n\tconst currentMinFilter = texture.minFilter;\n\n\t// Avoid blurred poles\n\tif ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;\n\n\tconst camera = new CubeCamera( 1, 10, this );\n\tcamera.update( renderer, mesh );\n\n\ttexture.minFilter = currentMinFilter;\n\n\tmesh.geometry.dispose();\n\tmesh.material.dispose();\n\n\treturn this;\n\n};\n\nWebGLCubeRenderTarget.prototype.clear = function ( renderer, color, depth, stencil ) {\n\n\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\trenderer.setRenderTarget( this, i );\n\n\t\trenderer.clear( color, depth, stencil );\n\n\t}\n\n\trenderer.setRenderTarget( currentRenderTarget );\n\n};\n\nfunction DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.image = { data: data || null, width: width || 1, height: height || 1 };\n\n\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\tthis.generateMipmaps = false;\n\tthis.flipY = false;\n\tthis.unpackAlignment = 1;\n\n\tthis.needsUpdate = true;\n\n}\n\nDataTexture.prototype = Object.create( Texture.prototype );\nDataTexture.prototype.constructor = DataTexture;\n\nDataTexture.prototype.isDataTexture = true;\n\nconst _sphere$1 = /*@__PURE__*/ new Sphere();\nconst _vector$5 = /*@__PURE__*/ new Vector3();\n\nclass Frustum {\n\n\tconstructor( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tthis.planes = [\n\n\t\t\t( p0 !== undefined ) ? p0 : new Plane(),\n\t\t\t( p1 !== undefined ) ? p1 : new Plane(),\n\t\t\t( p2 !== undefined ) ? p2 : new Plane(),\n\t\t\t( p3 !== undefined ) ? p3 : new Plane(),\n\t\t\t( p4 !== undefined ) ? p4 : new Plane(),\n\t\t\t( p5 !== undefined ) ? p5 : new Plane()\n\n\t\t];\n\n\t}\n\n\tset( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tconst planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( frustum ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tplanes[ i ].copy( frustum.planes[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromProjectionMatrix( m ) {\n\n\t\tconst planes = this.planes;\n\t\tconst me = m.elements;\n\t\tconst me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tconst me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tconst me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tconst me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];\n\n\t\tplanes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();\n\t\tplanes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();\n\t\tplanes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();\n\t\tplanes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();\n\t\tplanes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();\n\t\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\tintersectsObject( object ) {\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$1 );\n\n\t}\n\n\tintersectsSprite( sprite ) {\n\n\t\t_sphere$1.center.set( 0, 0, 0 );\n\t\t_sphere$1.radius = 0.7071067811865476;\n\t\t_sphere$1.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$1 );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst planes = this.planes;\n\t\tconst center = sphere.center;\n\t\tconst negRadius = - sphere.radius;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst distance = planes[ i ].distanceToPoint( center );\n\n\t\t\tif ( distance < negRadius ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst plane = planes[ i ];\n\n\t\t\t// corner at max distance\n\n\t\t\t_vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t_vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t_vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\tif ( plane.distanceToPoint( _vector$5 ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n}\n\nfunction WebGLAnimation() {\n\n\tlet context = null;\n\tlet isAnimating = false;\n\tlet animationLoop = null;\n\tlet requestId = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tanimationLoop( time, frame );\n\n\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t}\n\n\treturn {\n\n\t\tstart: function () {\n\n\t\t\tif ( isAnimating === true ) return;\n\t\t\tif ( animationLoop === null ) return;\n\n\t\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t\t\tisAnimating = true;\n\n\t\t},\n\n\t\tstop: function () {\n\n\t\t\tcontext.cancelAnimationFrame( requestId );\n\n\t\t\tisAnimating = false;\n\n\t\t},\n\n\t\tsetAnimationLoop: function ( callback ) {\n\n\t\t\tanimationLoop = callback;\n\n\t\t},\n\n\t\tsetContext: function ( value ) {\n\n\t\t\tcontext = value;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLAttributes( gl, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tconst buffers = new WeakMap();\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst usage = attribute.usage;\n\n\t\tconst buffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\t\tgl.bufferData( bufferType, array, usage );\n\n\t\tattribute.onUploadCallback();\n\n\t\tlet type = 5126;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = 5126;\n\n\t\t} else if ( array instanceof Float64Array ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\tif ( attribute.isFloat16BufferAttribute ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\ttype = 5131;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\ttype = 5123;\n\n\t\t\t}\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = 5122;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = 5125;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = 5124;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = 5120;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = 5121;\n\n\t\t}\n\n\t\treturn {\n\t\t\tbuffer: buffer,\n\t\t\ttype: type,\n\t\t\tbytesPerElement: array.BYTES_PER_ELEMENT,\n\t\t\tversion: attribute.version\n\t\t};\n\n\t}\n\n\tfunction updateBuffer( buffer, attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst updateRange = attribute.updateRange;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( updateRange.count === - 1 ) {\n\n\t\t\t// Not using update ranges\n\n\t\t\tgl.bufferSubData( bufferType, 0, array );\n\n\t\t} else {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray, updateRange.offset, updateRange.count );\n\n\t\t\t} else {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );\n\n\t\t\t}\n\n\t\t\tupdateRange.count = - 1; // reset range\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers.get( attribute );\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tbuffers.delete( attribute );\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isGLBufferAttribute ) {\n\n\t\t\tconst cached = buffers.get( attribute );\n\n\t\t\tif ( ! cached || cached.version < attribute.version ) {\n\n\t\t\t\tbuffers.set( attribute, {\n\t\t\t\t\tbuffer: attribute.buffer,\n\t\t\t\t\ttype: attribute.type,\n\t\t\t\t\tbytesPerElement: attribute.elementSize,\n\t\t\t\t\tversion: attribute.version\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers.set( attribute, createBuffer( attribute, bufferType ) );\n\n\t\t} else if ( data.version < attribute.version ) {\n\n\t\t\tupdateBuffer( data.buffer, attribute, bufferType );\n\n\t\t\tdata.version = attribute.version;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update\n\n\t};\n\n}\n\nclass PlaneBufferGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {\n\n\t\tsuper();\n\t\tthis.type = 'PlaneBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tconst width_half = width / 2;\n\t\tconst height_half = height / 2;\n\n\t\tconst gridX = Math.floor( widthSegments );\n\t\tconst gridY = Math.floor( heightSegments );\n\n\t\tconst gridX1 = gridX + 1;\n\t\tconst gridY1 = gridY + 1;\n\n\t\tconst segment_width = width / gridX;\n\t\tconst segment_height = height / gridY;\n\n\t\t//\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\tconst y = iy * segment_height - height_half;\n\n\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\tconst x = ix * segment_width - width_half;\n\n\t\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\tconst a = ix + gridX1 * iy;\n\t\t\t\tconst b = ix + gridX1 * ( iy + 1 );\n\t\t\t\tconst c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\tconst d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar alphatest_fragment = \"#ifdef ALPHATEST\\n\\tif ( diffuseColor.a < ALPHATEST ) discard;\\n#endif\";\n\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\\n\\t#endif\\n#endif\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar begin_vertex = \"vec3 transformed = vec3( position );\";\n\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";\n\nvar bsdfs = \"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\";\n\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vUv );\\n\\t\\tvec2 dSTdy = dFdy( vUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\\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\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\tplane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\tbool clipped = true;\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\tif ( clipped ) discard;\\n\\t#endif\\n#endif\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n#endif\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvClipPosition = - mvPosition.xyz;\\n#endif\";\n\nvar color_fragment = \"#ifdef USE_COLOR\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#ifdef USE_COLOR\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_pars_vertex = \"#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\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\";\n\nvar common = \"#define PI 3.141592653589793\\n#define PI2 6.283185307179586\\n#define PI_HALF 1.5707963267948966\\n#define RECIPROCAL_PI 0.3183098861837907\\n#define RECIPROCAL_PI2 0.15915494309189535\\n#define EPSILON 1e-6\\n#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat 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}\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t#define cubeUV_maxMipLevel 8.0\\n\\t#define cubeUV_minMipLevel 4.0\\n\\t#define cubeUV_maxTileSize 256.0\\n\\t#define cubeUV_minTileSize 16.0\\n\\tfloat getFace( vec3 direction ) {\\n\\t\\tvec3 absDirection = abs( direction );\\n\\t\\tfloat face = - 1.0;\\n\\t\\tif ( absDirection.x > absDirection.z ) {\\n\\t\\t\\tif ( absDirection.x > absDirection.y )\\n\\t\\t\\t\\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t} else {\\n\\t\\t\\tif ( absDirection.z > absDirection.y )\\n\\t\\t\\t\\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t}\\n\\t\\treturn face;\\n\\t}\\n\\tvec2 getUV( vec3 direction, float face ) {\\n\\t\\tvec2 uv;\\n\\t\\tif ( face == 0.0 ) {\\n\\t\\t\\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 1.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\\t\\t} else if ( face == 2.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\\t\\t} else if ( face == 3.0 ) {\\n\\t\\t\\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 4.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\\t\\t} else {\\n\\t\\t\\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\\t\\t}\\n\\t\\treturn 0.5 * ( uv + 1.0 );\\n\\t}\\n\\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\\t\\tfloat face = getFace( direction );\\n\\t\\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\\t\\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\\t\\tfloat faceSize = exp2( mipInt );\\n\\t\\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\\n\\t\\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\\n\\t\\tvec2 f = fract( uv );\\n\\t\\tuv += 0.5 - f;\\n\\t\\tif ( face > 2.0 ) {\\n\\t\\t\\tuv.y += faceSize;\\n\\t\\t\\tface -= 3.0;\\n\\t\\t}\\n\\t\\tuv.x += face * faceSize;\\n\\t\\tif ( mipInt < cubeUV_maxMipLevel ) {\\n\\t\\t\\tuv.y += 2.0 * cubeUV_maxTileSize;\\n\\t\\t}\\n\\t\\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\\n\\t\\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\\n\\t\\tuv *= texelSize;\\n\\t\\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x += texelSize;\\n\\t\\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.y += texelSize;\\n\\t\\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x -= texelSize;\\n\\t\\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tvec3 tm = mix( tl, tr, f.x );\\n\\t\\tvec3 bm = mix( bl, br, f.x );\\n\\t\\treturn mix( tm, bm, f.y );\\n\\t}\\n\\t#define r0 1.0\\n\\t#define v0 0.339\\n\\t#define m0 - 2.0\\n\\t#define r1 0.8\\n\\t#define v1 0.276\\n\\t#define m1 - 1.0\\n\\t#define r4 0.4\\n\\t#define v4 0.046\\n\\t#define m4 2.0\\n\\t#define r5 0.305\\n\\t#define v5 0.016\\n\\t#define m5 3.0\\n\\t#define r6 0.21\\n\\t#define v6 0.0038\\n\\t#define m6 4.0\\n\\tfloat roughnessToMip( float roughness ) {\\n\\t\\tfloat mip = 0.0;\\n\\t\\tif ( roughness >= r1 ) {\\n\\t\\t\\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\\n\\t\\t} else if ( roughness >= r4 ) {\\n\\t\\t\\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\\n\\t\\t} else if ( roughness >= r5 ) {\\n\\t\\t\\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\\n\\t\\t} else if ( roughness >= r6 ) {\\n\\t\\t\\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\\n\\t\\t} else {\\n\\t\\t\\tmip = - 2.0 * log2( 1.16 * roughness );\\t\\t}\\n\\t\\treturn mip;\\n\\t}\\n\\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\\n\\t\\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\\n\\t\\tfloat mipF = fract( mip );\\n\\t\\tfloat mipInt = floor( mip );\\n\\t\\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\\t\\tif ( mipF == 0.0 ) {\\n\\t\\t\\treturn vec4( color0, 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\\t\\t\\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\\t\\t}\\n\\t}\\n#endif\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = objectNormal;\\n#ifdef USE_INSTANCING\\n\\tmat3 m = mat3( instanceMatrix );\\n\\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\\n\\ttransformedNormal = m * transformedNormal;\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#ifdef FLIP_SIDED\\n\\t\\ttransformedTangent = - transformedTangent;\\n\\t#endif\\n#endif\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\\n#endif\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";\n\nvar encodings_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\n\nvar encodings_pars_fragment = \"\\nvec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\\n}\\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\\n}\\nvec4 sRGBToLinear( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\\nvec4 RGBEToLinear( in vec4 value ) {\\n\\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\\n}\\nvec4 LinearToRGBE( in vec4 value ) {\\n\\tfloat maxComponent = max( max( value.r, value.g ), value.b );\\n\\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\\n\\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\\n}\\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\\n}\\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\\n\\tM = ceil( M * 255.0 ) / 255.0;\\n\\treturn vec4( value.rgb / ( M * maxRange ), M );\\n}\\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\\n}\\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat D = max( maxRange / maxRGB, 1.0 );\\n\\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\\n\\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\\n}\\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\\nvec4 LinearToLogLuv( in vec4 value ) {\\n\\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\\n\\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\\n\\tvec4 vResult;\\n\\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\\n\\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\\n\\tvResult.w = fract( Le );\\n\\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\\n\\treturn vResult;\\n}\\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\\nvec4 LogLuvToLinear( in vec4 value ) {\\n\\tfloat Le = value.z * 255.0 + value.w;\\n\\tvec3 Xp_Y_XYZp;\\n\\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\\n\\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\\n\\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\\n\\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\\n\\treturn vec4( max( vRGB, 0.0 ), 1.0 );\\n}\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvec3 cameraToFrag;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#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\";\n\nvar envmap_common_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float envMapIntensity;\\n\\tuniform float flipEnvMap;\\n\\tuniform int maxMipLevel;\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\t\\n#endif\";\n\nvar envmap_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float reflectivity;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\t\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\";\n\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar fog_vertex = \"#ifdef USE_FOG\\n\\tfogDepth = - mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float fogDepth;\\n#endif\";\n\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\";\n\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\";\n\nvar gradientmap_pars_fragment = \"#ifdef USE_GRADIENTMAP\\n\\tuniform sampler2D gradientMap;\\n#endif\\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\tfloat dotNL = dot( normal, lightDirection );\\n\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t#ifdef USE_GRADIENTMAP\\n\\t\\treturn texture2D( gradientMap, coord ).rgb;\\n\\t#else\\n\\t\\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\\n\\t#endif\\n}\";\n\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n#endif\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_vertex = \"vec3 diffuse = vec3( 1.0 );\\nGeometricContext geometry;\\ngeometry.position = mvPosition.xyz;\\ngeometry.normal = normalize( transformedNormal );\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\\nGeometricContext backGeometry;\\nbackGeometry.position = geometry.position;\\nbackGeometry.normal = -geometry.normal;\\nbackGeometry.viewDir = geometry.viewDir;\\nvLightFront = vec3( 0.0 );\\nvIndirectFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\n\\tvLightBack = vec3( 0.0 );\\n\\tvIndirectBack = vec3( 0.0 );\\n#endif\\nIncidentLight directLight;\\nfloat dotNL;\\nvec3 directLightColor_Diffuse;\\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\\n#ifdef DOUBLE_SIDED\\n\\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\\n\\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\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\";\n\nvar lights_pars_begin = \"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\nuniform vec3 lightProbe[ 9 ];\\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\\n\\tfloat x = normal.x, y = normal.y, z = normal.z;\\n\\tvec3 result = shCoefficients[ 0 ] * 0.886227;\\n\\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\\n\\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\\n\\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\\n\\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\\n\\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\\n\\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\\n\\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\\n\\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\\n\\treturn result;\\n}\\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\\n\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\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\";\n\nvar envmap_physical_pars_fragment = \"#if defined( USE_ENVMAP )\\n\\t#ifdef ENVMAP_MODE_REFRACTION\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n\\tvec3 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\";\n\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";\n\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)\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\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)\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.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\";\n\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}\";\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\";\n\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tlightMapIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += 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\";\n\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\\n#endif\";\n\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t\\tvarying float vIsPerspective;\\n\\t#else\\n\\t\\tuniform float logDepthBufFC;\\n\\t#endif\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n\\t#else\\n\\t\\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\\n\\t\\t\\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\\t\\t\\tgl_Position.z *= gl_Position.w;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 texelColor = texture2D( map, vUv );\\n\\ttexelColor = mapTexelToLinear( texelColor );\\n\\tdiffuseColor *= texelColor;\\n#endif\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";\n\nvar map_particle_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n#endif\\n#ifdef USE_MAP\\n\\tvec4 mapTexel = texture2D( map, uv );\\n\\tdiffuseColor *= mapTexelToLinear( mapTexel );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";\n\nvar map_particle_pars_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tuniform mat3 uvTransform;\\n#endif\\n#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\\n\\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\\n\\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\\n\\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\\n#endif\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\tuniform float morphTargetBaseInfluence;\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\tuniform float morphTargetInfluences[ 8 ];\\n\\t#else\\n\\t\\tuniform float morphTargetInfluences[ 4 ];\\n\\t#endif\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\\n\\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\\n\\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\\n\\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\\n\\t\\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\\n\\t\\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\\n\\t\\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\\n\\t#endif\\n#endif\";\n\nvar normal_fragment_begin = \"#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;\";\n\nvar normal_fragment_maps = \"#ifdef OBJECTSPACE_NORMALMAP\\n\\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t#ifdef FLIP_SIDED\\n\\t\\tnormal = - normal;\\n\\t#endif\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * ( 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\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n#endif\\n#ifdef OBJECTSPACE_NORMALMAP\\n\\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\\n\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\\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\";\n\nvar clearcoat_normal_fragment_begin = \"#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal = geometryNormal;\\n#endif\";\n\nvar clearcoat_normal_fragment_maps = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\\n\\t#else\\n\\t\\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\\n\\t#endif\\n#endif\";\n\nvar clearcoat_pars_fragment = \"#ifdef USE_CLEARCOATMAP\\n\\tuniform sampler2D clearcoatMap;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform sampler2D clearcoatRoughnessMap;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform sampler2D clearcoatNormalMap;\\n\\tuniform vec2 clearcoatNormalScale;\\n#endif\";\n\nvar packing = \"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nvec4 pack2HalfToRGBA( vec2 v ) {\\n\\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\\n\\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\\n}\\nvec2 unpackRGBATo2Half( vec4 v ) {\\n\\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\\n\\treturn linearClipZ * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\\n}\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\n\nvar project_vertex = \"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_INSTANCING\\n\\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";\n\nvar dithering_fragment = \"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\n\nvar dithering_pars_fragment = \"#ifdef DITHERING\\n\\tvec3 dithering( vec3 color ) {\\n\\t\\tfloat grid_position = rand( gl_FragCoord.xy );\\n\\t\\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\\t\\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\\t\\treturn color + dither_shift_RGB;\\n\\t}\\n#endif\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\\n\\t\\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\\n\\t}\\n\\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\\n\\t\\tfloat occlusion = 1.0;\\n\\t\\tvec2 distribution = texture2DDistribution( shadow, uv );\\n\\t\\tfloat hard_shadow = step( compare , distribution.x );\\n\\t\\tif (hard_shadow != 1.0 ) {\\n\\t\\t\\tfloat distance = compare - distribution.x ;\\n\\t\\t\\tfloat variance = max( 0.00000, distribution.y * distribution.y );\\n\\t\\t\\tfloat softness_probability = variance / (variance + distance * distance );\\t\\t\\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\\t\\t\\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\\n\\t\\t}\\n\\t\\treturn occlusion;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\\n\\t\\tbool inFrustum = all( inFrustumVec );\\n\\t\\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\\n\\t\\tbool frustumTest = all( frustumTestVec );\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx2 = dx0 / 2.0;\\n\\t\\t\\tfloat dy2 = dy0 / 2.0;\\n\\t\\t\\tfloat dx3 = dx1 / 2.0;\\n\\t\\t\\tfloat dy3 = dy1 / 2.0;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 17.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx = texelSize.x;\\n\\t\\t\\tfloat dy = texelSize.y;\\n\\t\\t\\tvec2 uv = shadowCoord.xy;\\n\\t\\t\\tvec2 f = fract( uv * shadowMapSize + 0.5 );\\n\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t f.y )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#else\\n\\t\\t\\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn shadow;\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\tdp += shadowBias;\\n\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar shadowmap_pars_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n#endif\";\n\nvar shadowmap_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\tvec4 shadowWorldPosition;\\n\\t#endif\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tspotLight = spotLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tpointLight = pointLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";\n\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\t#ifdef BONE_TEXTURE\\n\\t\\tuniform highp sampler2D boneTexture;\\n\\t\\tuniform int boneTextureSize;\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tfloat j = i * 4.0;\\n\\t\\t\\tfloat x = mod( j, float( boneTextureSize ) );\\n\\t\\t\\tfloat y = floor( j / float( boneTextureSize ) );\\n\\t\\t\\tfloat dx = 1.0 / float( boneTextureSize );\\n\\t\\t\\tfloat dy = 1.0 / float( boneTextureSize );\\n\\t\\t\\ty = dy * ( y + 0.5 );\\n\\t\\t\\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\\t\\t\\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\\t\\t\\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\\t\\t\\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\\t\\t\\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#else\\n\\t\\tuniform mat4 boneMatrices[ MAX_BONES ];\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tmat4 bone = boneMatrices[ int(i) ];\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar skinning_vertex = \"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";\n\nvar skinnormal_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n\\t#ifdef USE_TANGENT\\n\\t\\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#endif\\n#endif\";\n\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";\n\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\n\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\n\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn toneMappingExposure * color;\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 RRTAndODTFit( vec3 v ) {\\n\\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\\n\\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\\n\\treturn a / b;\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\\tconst mat3 ACESInputMat = mat3(\\n\\t\\tvec3( 0.59719, 0.07600, 0.02840 ),\\t\\tvec3( 0.35458, 0.90834, 0.13383 ),\\n\\t\\tvec3( 0.04823, 0.01566, 0.83777 )\\n\\t);\\n\\tconst mat3 ACESOutputMat = mat3(\\n\\t\\tvec3( 1.60475, -0.10208, -0.00327 ),\\t\\tvec3( -0.53108, 1.10813, -0.07276 ),\\n\\t\\tvec3( -0.07367, -0.00605, 1.07602 )\\n\\t);\\n\\tcolor *= toneMappingExposure / 0.6;\\n\\tcolor = ACESInputMat * color;\\n\\tcolor = RRTAndODTFit( color );\\n\\tcolor = ACESOutputMat * color;\\n\\treturn saturate( color );\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";\n\nvar transmissionmap_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\\n#endif\";\n\nvar transmissionmap_pars_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\tuniform sampler2D transmissionMap;\\n#endif\";\n\nvar uv_pars_fragment = \"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\\n\\tvarying vec2 vUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#ifdef USE_UV\\n\\t#ifdef UVS_VERTEX_ONLY\\n\\t\\tvec2 vUv;\\n\\t#else\\n\\t\\tvarying vec2 vUv;\\n\\t#endif\\n\\tuniform mat3 uvTransform;\\n#endif\";\n\nvar uv_vertex = \"#ifdef USE_UV\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n#endif\";\n\nvar uv2_pars_fragment = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvarying vec2 vUv2;\\n#endif\";\n\nvar uv2_pars_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tattribute vec2 uv2;\\n\\tvarying vec2 vUv2;\\n\\tuniform mat3 uv2Transform;\\n#endif\";\n\nvar uv2_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\\n\\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\\t#ifdef USE_INSTANCING\\n\\t\\tworldPosition = instanceMatrix * worldPosition;\\n\\t#endif\\n\\tworldPosition = modelMatrix * worldPosition;\\n#endif\";\n\nvar background_frag = \"uniform sampler2D t2D;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tvec4 texColor = texture2D( t2D, vUv );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\n\nvar background_vert = \"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";\n\nvar cube_frag = \"#include \\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\n\nvar equirect_vert = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\n\nconst ShaderChunk = {\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\taomap_fragment: aomap_fragment,\n\taomap_pars_fragment: aomap_pars_fragment,\n\tbegin_vertex: begin_vertex,\n\tbeginnormal_vertex: beginnormal_vertex,\n\tbsdfs: bsdfs,\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\n\tclipping_planes_fragment: clipping_planes_fragment,\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\n\tclipping_planes_vertex: clipping_planes_vertex,\n\tcolor_fragment: color_fragment,\n\tcolor_pars_fragment: color_pars_fragment,\n\tcolor_pars_vertex: color_pars_vertex,\n\tcolor_vertex: color_vertex,\n\tcommon: common,\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\n\tdefaultnormal_vertex: defaultnormal_vertex,\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\n\tdisplacementmap_vertex: displacementmap_vertex,\n\temissivemap_fragment: emissivemap_fragment,\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\n\tencodings_fragment: encodings_fragment,\n\tencodings_pars_fragment: encodings_pars_fragment,\n\tenvmap_fragment: envmap_fragment,\n\tenvmap_common_pars_fragment: envmap_common_pars_fragment,\n\tenvmap_pars_fragment: envmap_pars_fragment,\n\tenvmap_pars_vertex: envmap_pars_vertex,\n\tenvmap_physical_pars_fragment: envmap_physical_pars_fragment,\n\tenvmap_vertex: envmap_vertex,\n\tfog_vertex: fog_vertex,\n\tfog_pars_vertex: fog_pars_vertex,\n\tfog_fragment: fog_fragment,\n\tfog_pars_fragment: fog_pars_fragment,\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\n\tlightmap_fragment: lightmap_fragment,\n\tlightmap_pars_fragment: lightmap_pars_fragment,\n\tlights_lambert_vertex: lights_lambert_vertex,\n\tlights_pars_begin: lights_pars_begin,\n\tlights_toon_fragment: lights_toon_fragment,\n\tlights_toon_pars_fragment: lights_toon_pars_fragment,\n\tlights_phong_fragment: lights_phong_fragment,\n\tlights_phong_pars_fragment: lights_phong_pars_fragment,\n\tlights_physical_fragment: lights_physical_fragment,\n\tlights_physical_pars_fragment: lights_physical_pars_fragment,\n\tlights_fragment_begin: lights_fragment_begin,\n\tlights_fragment_maps: lights_fragment_maps,\n\tlights_fragment_end: lights_fragment_end,\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\n\tmap_fragment: map_fragment,\n\tmap_pars_fragment: map_pars_fragment,\n\tmap_particle_fragment: map_particle_fragment,\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\n\tmetalnessmap_fragment: metalnessmap_fragment,\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\n\tmorphnormal_vertex: morphnormal_vertex,\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\n\tmorphtarget_vertex: morphtarget_vertex,\n\tnormal_fragment_begin: normal_fragment_begin,\n\tnormal_fragment_maps: normal_fragment_maps,\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\n\tclearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,\n\tclearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,\n\tclearcoat_pars_fragment: clearcoat_pars_fragment,\n\tpacking: packing,\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\n\tproject_vertex: project_vertex,\n\tdithering_fragment: dithering_fragment,\n\tdithering_pars_fragment: dithering_pars_fragment,\n\troughnessmap_fragment: roughnessmap_fragment,\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\n\tshadowmap_vertex: shadowmap_vertex,\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\n\tskinbase_vertex: skinbase_vertex,\n\tskinning_pars_vertex: skinning_pars_vertex,\n\tskinning_vertex: skinning_vertex,\n\tskinnormal_vertex: skinnormal_vertex,\n\tspecularmap_fragment: specularmap_fragment,\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\n\ttonemapping_fragment: tonemapping_fragment,\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\n\ttransmissionmap_fragment: transmissionmap_fragment,\n\ttransmissionmap_pars_fragment: transmissionmap_pars_fragment,\n\tuv_pars_fragment: uv_pars_fragment,\n\tuv_pars_vertex: uv_pars_vertex,\n\tuv_vertex: uv_vertex,\n\tuv2_pars_fragment: uv2_pars_fragment,\n\tuv2_pars_vertex: uv2_pars_vertex,\n\tuv2_vertex: uv2_vertex,\n\tworldpos_vertex: worldpos_vertex,\n\n\tbackground_frag: background_frag,\n\tbackground_vert: background_vert,\n\tcube_frag: cube_frag,\n\tcube_vert: cube_vert,\n\tdepth_frag: depth_frag,\n\tdepth_vert: depth_vert,\n\tdistanceRGBA_frag: distanceRGBA_frag,\n\tdistanceRGBA_vert: distanceRGBA_vert,\n\tequirect_frag: equirect_frag,\n\tequirect_vert: equirect_vert,\n\tlinedashed_frag: linedashed_frag,\n\tlinedashed_vert: linedashed_vert,\n\tmeshbasic_frag: meshbasic_frag,\n\tmeshbasic_vert: meshbasic_vert,\n\tmeshlambert_frag: meshlambert_frag,\n\tmeshlambert_vert: meshlambert_vert,\n\tmeshmatcap_frag: meshmatcap_frag,\n\tmeshmatcap_vert: meshmatcap_vert,\n\tmeshtoon_frag: meshtoon_frag,\n\tmeshtoon_vert: meshtoon_vert,\n\tmeshphong_frag: meshphong_frag,\n\tmeshphong_vert: meshphong_vert,\n\tmeshphysical_frag: meshphysical_frag,\n\tmeshphysical_vert: meshphysical_vert,\n\tnormal_frag: normal_frag,\n\tnormal_vert: normal_vert,\n\tpoints_frag: points_frag,\n\tpoints_vert: points_vert,\n\tshadow_frag: shadow_frag,\n\tshadow_vert: shadow_vert,\n\tsprite_frag: sprite_frag,\n\tsprite_vert: sprite_vert\n};\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nconst UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tuvTransform: { value: new Matrix3() },\n\t\tuv2Transform: { value: new Matrix3() },\n\n\t\talphaMap: { value: null },\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 },\n\t\trefractionRatio: { value: 0.98 },\n\t\tmaxMipLevel: { value: 0 }\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalScale: { value: new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tlightProbe: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {}\n\t\t} },\n\n\t\tdirectionalLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tdirectionalShadowMap: { value: [] },\n\t\tdirectionalShadowMatrix: { value: [] },\n\n\t\tspotLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdirection: {},\n\t\t\tdistance: {},\n\t\t\tconeCos: {},\n\t\t\tpenumbraCos: {},\n\t\t\tdecay: {}\n\t\t} },\n\n\t\tspotLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotShadowMap: { value: [] },\n\t\tspotShadowMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {}\n\t\t} },\n\n\t\tpointLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {},\n\t\t\tshadowCameraNear: {},\n\t\t\tshadowCameraFar: {}\n\t\t} },\n\n\t\tpointShadowMap: { value: [] },\n\t\tpointShadowMatrix: { value: [] },\n\n\t\themisphereLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tskyColor: {},\n\t\t\tgroundColor: {}\n\t\t} },\n\n\t\t// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n\t\trectAreaLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\twidth: {},\n\t\t\theight: {}\n\t\t} },\n\n\t\tltc_1: { value: null },\n\t\tltc_2: { value: null }\n\n\t},\n\n\tpoints: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t},\n\n\tsprite: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tcenter: { value: new Vector2( 0.5, 0.5 ) },\n\t\trotation: { value: 0.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t}\n\n};\n\nconst ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshbasic_vert,\n\t\tfragmentShader: ShaderChunk.meshbasic_frag\n\n\t},\n\n\tlambert: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshlambert_vert,\n\t\tfragmentShader: ShaderChunk.meshlambert_frag\n\n\t},\n\n\tphong: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphong_vert,\n\t\tfragmentShader: ShaderChunk.meshphong_frag\n\n\t},\n\n\tstandard: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.roughnessmap,\n\t\t\tUniformsLib.metalnessmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\troughness: { value: 1.0 },\n\t\t\t\tmetalness: { value: 0.0 },\n\t\t\t\tenvMapIntensity: { value: 1 } // temporary\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphysical_vert,\n\t\tfragmentShader: ShaderChunk.meshphysical_frag\n\n\t},\n\n\ttoon: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.gradientmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshtoon_vert,\n\t\tfragmentShader: ShaderChunk.meshtoon_frag\n\n\t},\n\n\tmatcap: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tmatcap: { value: null }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshmatcap_vert,\n\t\tfragmentShader: ShaderChunk.meshmatcap_frag\n\n\t},\n\n\tpoints: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.points,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.points_vert,\n\t\tfragmentShader: ShaderChunk.points_frag\n\n\t},\n\n\tdashed: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tscale: { value: 1 },\n\t\t\t\tdashSize: { value: 1 },\n\t\t\t\ttotalSize: { value: 2 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.linedashed_vert,\n\t\tfragmentShader: ShaderChunk.linedashed_frag\n\n\t},\n\n\tdepth: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.depth_vert,\n\t\tfragmentShader: ShaderChunk.depth_frag\n\n\t},\n\n\tnormal: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.normal_vert,\n\t\tfragmentShader: ShaderChunk.normal_frag\n\n\t},\n\n\tsprite: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.sprite,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.sprite_vert,\n\t\tfragmentShader: ShaderChunk.sprite_frag\n\n\t},\n\n\tbackground: {\n\n\t\tuniforms: {\n\t\t\tuvTransform: { value: new Matrix3() },\n\t\t\tt2D: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.background_vert,\n\t\tfragmentShader: ShaderChunk.background_frag\n\n\t},\n\t/* -------------------------------------------------------------------------\n\t//\tCube map shader\n\t ------------------------------------------------------------------------- */\n\n\tcube: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.envmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.cube_vert,\n\t\tfragmentShader: ShaderChunk.cube_frag\n\n\t},\n\n\tequirect: {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.equirect_vert,\n\t\tfragmentShader: ShaderChunk.equirect_frag\n\n\t},\n\n\tdistanceRGBA: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: new Vector3() },\n\t\t\t\tnearDistance: { value: 1 },\n\t\t\t\tfarDistance: { value: 1000 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.distanceRGBA_vert,\n\t\tfragmentShader: ShaderChunk.distanceRGBA_frag\n\n\t},\n\n\tshadow: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.lights,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tcolor: { value: new Color( 0x00000 ) },\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t},\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.shadow_vert,\n\t\tfragmentShader: ShaderChunk.shadow_frag\n\n\t}\n\n};\n\nShaderLib.physical = {\n\n\tuniforms: mergeUniforms( [\n\t\tShaderLib.standard.uniforms,\n\t\t{\n\t\t\tclearcoat: { value: 0 },\n\t\t\tclearcoatMap: { value: null },\n\t\t\tclearcoatRoughness: { value: 0 },\n\t\t\tclearcoatRoughnessMap: { value: null },\n\t\t\tclearcoatNormalScale: { value: new Vector2( 1, 1 ) },\n\t\t\tclearcoatNormalMap: { value: null },\n\t\t\tsheen: { value: new Color( 0x000000 ) },\n\t\t\ttransmission: { value: 0 },\n\t\t\ttransmissionMap: { value: null },\n\t\t}\n\t] ),\n\n\tvertexShader: ShaderChunk.meshphysical_vert,\n\tfragmentShader: ShaderChunk.meshphysical_frag\n\n};\n\nfunction WebGLBackground( renderer, cubemaps, state, objects, premultipliedAlpha ) {\n\n\tconst clearColor = new Color( 0x000000 );\n\tlet clearAlpha = 0;\n\n\tlet planeMesh;\n\tlet boxMesh;\n\n\tlet currentBackground = null;\n\tlet currentBackgroundVersion = 0;\n\tlet currentTonemapping = null;\n\n\tfunction render( renderList, scene, camera, forceClear ) {\n\n\t\tlet background = scene.isScene === true ? scene.background : null;\n\n\t\tif ( background && background.isTexture ) {\n\n\t\t\tbackground = cubemaps.get( background );\n\n\t\t}\n\n\t\t// Ignore background in AR\n\t\t// TODO: Reconsider this.\n\n\t\tconst xr = renderer.xr;\n\t\tconst session = xr.getSession && xr.getSession();\n\n\t\tif ( session && session.environmentBlendMode === 'additive' ) {\n\n\t\t\tbackground = null;\n\n\t\t}\n\n\t\tif ( background === null ) {\n\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t} else if ( background && background.isColor ) {\n\n\t\t\tsetClear( background, 1 );\n\t\t\tforceClear = true;\n\n\t\t}\n\n\t\tif ( renderer.autoClear || forceClear ) {\n\n\t\t\trenderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\n\t\t}\n\n\t\tif ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {\n\n\t\t\tif ( boxMesh === undefined ) {\n\n\t\t\t\tboxMesh = new Mesh(\n\t\t\t\t\tnew BoxBufferGeometry( 1, 1, 1 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundCubeMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.cube.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.cube.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.cube.fragmentShader,\n\t\t\t\t\t\tside: BackSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'normal' );\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'uv' );\n\n\t\t\t\tboxMesh.onBeforeRender = function ( renderer, scene, camera ) {\n\n\t\t\t\t\tthis.matrixWorld.copyPosition( camera.matrixWorld );\n\n\t\t\t\t};\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( boxMesh.material, 'envMap', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.envMap.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( boxMesh );\n\n\t\t\t}\n\n\t\t\tif ( background.isWebGLCubeRenderTarget ) {\n\n\t\t\t\t// TODO Deprecate\n\n\t\t\t\tbackground = background.texture;\n\n\t\t\t}\n\n\t\t\tboxMesh.material.uniforms.envMap.value = background;\n\t\t\tboxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background._needsFlipEnvMap ) ? - 1 : 1;\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tboxMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );\n\n\t\t} else if ( background && background.isTexture ) {\n\n\t\t\tif ( planeMesh === undefined ) {\n\n\t\t\t\tplaneMesh = new Mesh(\n\t\t\t\t\tnew PlaneBufferGeometry( 2, 2 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.background.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.background.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.background.fragmentShader,\n\t\t\t\t\t\tside: FrontSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tplaneMesh.geometry.deleteAttribute( 'normal' );\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( planeMesh.material, 'map', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.t2D.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( planeMesh );\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.t2D.value = background;\n\n\t\t\tif ( background.matrixAutoUpdate === true ) {\n\n\t\t\t\tbackground.updateMatrix();\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.uvTransform.value.copy( background.matrix );\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tplaneMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );\n\n\t\t}\n\n\t}\n\n\tfunction setClear( color, alpha ) {\n\n\t\tstate.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );\n\n\t}\n\n\treturn {\n\n\t\tgetClearColor: function () {\n\n\t\t\treturn clearColor;\n\n\t\t},\n\t\tsetClearColor: function ( color, alpha = 1 ) {\n\n\t\t\tclearColor.set( color );\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\tgetClearAlpha: function () {\n\n\t\t\treturn clearAlpha;\n\n\t\t},\n\t\tsetClearAlpha: function ( alpha ) {\n\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\trender: render\n\n\t};\n\n}\n\nfunction WebGLBindingStates( gl, extensions, attributes, capabilities ) {\n\n\tconst maxVertexAttributes = gl.getParameter( 34921 );\n\n\tconst extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );\n\tconst vaoAvailable = capabilities.isWebGL2 || extension !== null;\n\n\tconst bindingStates = {};\n\n\tconst defaultState = createBindingState( null );\n\tlet currentState = defaultState;\n\n\tfunction setup( object, material, program, geometry, index ) {\n\n\t\tlet updateBuffers = false;\n\n\t\tif ( vaoAvailable ) {\n\n\t\t\tconst state = getBindingState( geometry, program, material );\n\n\t\t\tif ( currentState !== state ) {\n\n\t\t\t\tcurrentState = state;\n\t\t\t\tbindVertexArrayObject( currentState.object );\n\n\t\t\t}\n\n\t\t\tupdateBuffers = needsUpdate( geometry, index );\n\n\t\t\tif ( updateBuffers ) saveCache( geometry, index );\n\n\t\t} else {\n\n\t\t\tconst wireframe = ( material.wireframe === true );\n\n\t\t\tif ( currentState.geometry !== geometry.id ||\n\t\t\t\tcurrentState.program !== program.id ||\n\t\t\t\tcurrentState.wireframe !== wireframe ) {\n\n\t\t\t\tcurrentState.geometry = geometry.id;\n\t\t\t\tcurrentState.program = program.id;\n\t\t\t\tcurrentState.wireframe = wireframe;\n\n\t\t\t\tupdateBuffers = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh === true ) {\n\n\t\t\tupdateBuffers = true;\n\n\t\t}\n\n\t\tif ( index !== null ) {\n\n\t\t\tattributes.update( index, 34963 );\n\n\t\t}\n\n\t\tif ( updateBuffers ) {\n\n\t\t\tsetupVertexAttributes( object, material, program, geometry );\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tgl.bindBuffer( 34963, attributes.get( index ).buffer );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createVertexArrayObject() {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.createVertexArray();\n\n\t\treturn extension.createVertexArrayOES();\n\n\t}\n\n\tfunction bindVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao );\n\n\t\treturn extension.bindVertexArrayOES( vao );\n\n\t}\n\n\tfunction deleteVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao );\n\n\t\treturn extension.deleteVertexArrayOES( vao );\n\n\t}\n\n\tfunction getBindingState( geometry, program, material ) {\n\n\t\tconst wireframe = ( material.wireframe === true );\n\n\t\tlet programMap = bindingStates[ geometry.id ];\n\n\t\tif ( programMap === undefined ) {\n\n\t\t\tprogramMap = {};\n\t\t\tbindingStates[ geometry.id ] = programMap;\n\n\t\t}\n\n\t\tlet stateMap = programMap[ program.id ];\n\n\t\tif ( stateMap === undefined ) {\n\n\t\t\tstateMap = {};\n\t\t\tprogramMap[ program.id ] = stateMap;\n\n\t\t}\n\n\t\tlet state = stateMap[ wireframe ];\n\n\t\tif ( state === undefined ) {\n\n\t\t\tstate = createBindingState( createVertexArrayObject() );\n\t\t\tstateMap[ wireframe ] = state;\n\n\t\t}\n\n\t\treturn state;\n\n\t}\n\n\tfunction createBindingState( vao ) {\n\n\t\tconst newAttributes = [];\n\t\tconst enabledAttributes = [];\n\t\tconst attributeDivisors = [];\n\n\t\tfor ( let i = 0; i < maxVertexAttributes; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\t\t\tenabledAttributes[ i ] = 0;\n\t\t\tattributeDivisors[ i ] = 0;\n\n\t\t}\n\n\t\treturn {\n\n\t\t\t// for backward compatibility on non-VAO support browser\n\t\t\tgeometry: null,\n\t\t\tprogram: null,\n\t\t\twireframe: false,\n\n\t\t\tnewAttributes: newAttributes,\n\t\t\tenabledAttributes: enabledAttributes,\n\t\t\tattributeDivisors: attributeDivisors,\n\t\t\tobject: vao,\n\t\t\tattributes: {},\n\t\t\tindex: null\n\n\t\t};\n\n\t}\n\n\tfunction needsUpdate( geometry, index ) {\n\n\t\tconst cachedAttributes = currentState.attributes;\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in geometryAttributes ) {\n\n\t\t\tconst cachedAttribute = cachedAttributes[ key ];\n\t\t\tconst geometryAttribute = geometryAttributes[ key ];\n\n\t\t\tif ( cachedAttribute === undefined ) return true;\n\n\t\t\tif ( cachedAttribute.attribute !== geometryAttribute ) return true;\n\n\t\t\tif ( cachedAttribute.data !== geometryAttribute.data ) return true;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tif ( currentState.attributesNum !== attributesNum ) return true;\n\n\t\tif ( currentState.index !== index ) return true;\n\n\t\treturn false;\n\n\t}\n\n\tfunction saveCache( geometry, index ) {\n\n\t\tconst cache = {};\n\t\tconst attributes = geometry.attributes;\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tconst data = {};\n\t\t\tdata.attribute = attribute;\n\n\t\t\tif ( attribute.data ) {\n\n\t\t\t\tdata.data = attribute.data;\n\n\t\t\t}\n\n\t\t\tcache[ key ] = data;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tcurrentState.attributes = cache;\n\t\tcurrentState.attributesNum = attributesNum;\n\n\t\tcurrentState.index = index;\n\n\t}\n\n\tfunction initAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\n\t\tfor ( let i = 0, il = newAttributes.length; i < il; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttribute( attribute ) {\n\n\t\tenableAttributeAndDivisor( attribute, 0 );\n\n\t}\n\n\tfunction enableAttributeAndDivisor( attribute, meshPerAttribute ) {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\t\tconst attributeDivisors = currentState.attributeDivisors;\n\n\t\tnewAttributes[ attribute ] = 1;\n\n\t\tif ( enabledAttributes[ attribute ] === 0 ) {\n\n\t\t\tgl.enableVertexAttribArray( attribute );\n\t\t\tenabledAttributes[ attribute ] = 1;\n\n\t\t}\n\n\t\tif ( attributeDivisors[ attribute ] !== meshPerAttribute ) {\n\n\t\t\tconst extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t\textension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );\n\t\t\tattributeDivisors[ attribute ] = meshPerAttribute;\n\n\t\t}\n\n\t}\n\n\tfunction disableUnusedAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\n\t\tfor ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {\n\n\t\t\tif ( enabledAttributes[ i ] !== newAttributes[ i ] ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction vertexAttribPointer( index, size, type, normalized, stride, offset ) {\n\n\t\tif ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {\n\n\t\t\tgl.vertexAttribIPointer( index, size, type, stride, offset );\n\n\t\t} else {\n\n\t\t\tgl.vertexAttribPointer( index, size, type, normalized, stride, offset );\n\n\t\t}\n\n\t}\n\n\tfunction setupVertexAttributes( object, material, program, geometry ) {\n\n\t\tif ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {\n\n\t\t\tif ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;\n\n\t\t}\n\n\t\tinitAttributes();\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tconst materialDefaultAttributeValues = material.defaultAttributeValues;\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute >= 0 ) {\n\n\t\t\t\tconst geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute !== undefined ) {\n\n\t\t\t\t\tconst normalized = geometryAttribute.normalized;\n\t\t\t\t\tconst size = geometryAttribute.itemSize;\n\n\t\t\t\t\tconst attribute = attributes.get( geometryAttribute );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\t\t\t\t\tconst bytesPerElement = attribute.bytesPerElement;\n\n\t\t\t\t\tif ( geometryAttribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst data = geometryAttribute.data;\n\t\t\t\t\t\tconst stride = data.stride;\n\t\t\t\t\t\tconst offset = geometryAttribute.offset;\n\n\t\t\t\t\t\tif ( data && data.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute, data.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = data.meshPerAttribute * data.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tenableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\tvertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( geometryAttribute.isInstancedBufferAttribute ) {\n\n\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tenableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\tvertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( name === 'instanceMatrix' ) {\n\n\t\t\t\t\tconst attribute = attributes.get( object.instanceMatrix );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 0, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 1, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 2, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 3, 1 );\n\n\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );\n\n\t\t\t\t} else if ( name === 'instanceColor' ) {\n\n\t\t\t\t\tconst attribute = attributes.get( object.instanceColor );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute, 1 );\n\n\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute, 3, type, false, 12, 0 );\n\n\t\t\t\t} else if ( materialDefaultAttributeValues !== undefined ) {\n\n\t\t\t\t\tconst value = materialDefaultAttributeValues[ name ];\n\n\t\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\t\tswitch ( value.length ) {\n\n\t\t\t\t\t\t\tcase 2:\n\t\t\t\t\t\t\t\tgl.vertexAttrib2fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\tgl.vertexAttrib3fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\tgl.vertexAttrib4fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\tgl.vertexAttrib1fv( programAttribute, value );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tdisableUnusedAttributes();\n\n\t}\n\n\tfunction dispose() {\n\n\t\treset();\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tfor ( const programId in programMap ) {\n\n\t\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t\t}\n\n\t\t\t\tdelete programMap[ programId ];\n\n\t\t\t}\n\n\t\t\tdelete bindingStates[ geometryId ];\n\n\t\t}\n\n\t}\n\n\tfunction releaseStatesOfGeometry( geometry ) {\n\n\t\tif ( bindingStates[ geometry.id ] === undefined ) return;\n\n\t\tconst programMap = bindingStates[ geometry.id ];\n\n\t\tfor ( const programId in programMap ) {\n\n\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ programId ];\n\n\t\t}\n\n\t\tdelete bindingStates[ geometry.id ];\n\n\t}\n\n\tfunction releaseStatesOfProgram( program ) {\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tif ( programMap[ program.id ] === undefined ) continue;\n\n\t\t\tconst stateMap = programMap[ program.id ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ program.id ];\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\tresetDefaultState();\n\n\t\tif ( currentState === defaultState ) return;\n\n\t\tcurrentState = defaultState;\n\t\tbindVertexArrayObject( currentState.object );\n\n\t}\n\n\t// for backward-compatilibity\n\n\tfunction resetDefaultState() {\n\n\t\tdefaultState.geometry = null;\n\t\tdefaultState.program = null;\n\t\tdefaultState.wireframe = false;\n\n\t}\n\n\treturn {\n\n\t\tsetup: setup,\n\t\treset: reset,\n\t\tresetDefaultState: resetDefaultState,\n\t\tdispose: dispose,\n\t\treleaseStatesOfGeometry: releaseStatesOfGeometry,\n\t\treleaseStatesOfProgram: releaseStatesOfProgram,\n\n\t\tinitAttributes: initAttributes,\n\t\tenableAttribute: enableAttribute,\n\t\tdisableUnusedAttributes: disableUnusedAttributes\n\n\t};\n\n}\n\nfunction WebGLBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawArrays( mode, start, count );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawArraysInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawArraysInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, start, count, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLCapabilities( gl, extensions, parameters ) {\n\n\tlet maxAnisotropy;\n\n\tfunction getMaxAnisotropy() {\n\n\t\tif ( maxAnisotropy !== undefined ) return maxAnisotropy;\n\n\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tmaxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );\n\n\t\t} else {\n\n\t\t\tmaxAnisotropy = 0;\n\n\t\t}\n\n\t\treturn maxAnisotropy;\n\n\t}\n\n\tfunction getMaxPrecision( precision ) {\n\n\t\tif ( precision === 'highp' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {\n\n\t\t\t\treturn 'highp';\n\n\t\t\t}\n\n\t\t\tprecision = 'mediump';\n\n\t\t}\n\n\t\tif ( precision === 'mediump' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {\n\n\t\t\t\treturn 'mediump';\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn 'lowp';\n\n\t}\n\n\t/* eslint-disable no-undef */\n\tconst isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||\n\t\t( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );\n\t/* eslint-enable no-undef */\n\n\tlet precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n\tconst maxPrecision = getMaxPrecision( precision );\n\n\tif ( maxPrecision !== precision ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );\n\t\tprecision = maxPrecision;\n\n\t}\n\n\tconst logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n\n\tconst maxTextures = gl.getParameter( 34930 );\n\tconst maxVertexTextures = gl.getParameter( 35660 );\n\tconst maxTextureSize = gl.getParameter( 3379 );\n\tconst maxCubemapSize = gl.getParameter( 34076 );\n\n\tconst maxAttributes = gl.getParameter( 34921 );\n\tconst maxVertexUniforms = gl.getParameter( 36347 );\n\tconst maxVaryings = gl.getParameter( 36348 );\n\tconst maxFragmentUniforms = gl.getParameter( 36349 );\n\n\tconst vertexTextures = maxVertexTextures > 0;\n\tconst floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );\n\tconst floatVertexTextures = vertexTextures && floatFragmentTextures;\n\n\tconst maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;\n\n\treturn {\n\n\t\tisWebGL2: isWebGL2,\n\n\t\tgetMaxAnisotropy: getMaxAnisotropy,\n\t\tgetMaxPrecision: getMaxPrecision,\n\n\t\tprecision: precision,\n\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\tmaxTextures: maxTextures,\n\t\tmaxVertexTextures: maxVertexTextures,\n\t\tmaxTextureSize: maxTextureSize,\n\t\tmaxCubemapSize: maxCubemapSize,\n\n\t\tmaxAttributes: maxAttributes,\n\t\tmaxVertexUniforms: maxVertexUniforms,\n\t\tmaxVaryings: maxVaryings,\n\t\tmaxFragmentUniforms: maxFragmentUniforms,\n\n\t\tvertexTextures: vertexTextures,\n\t\tfloatFragmentTextures: floatFragmentTextures,\n\t\tfloatVertexTextures: floatVertexTextures,\n\n\t\tmaxSamples: maxSamples\n\n\t};\n\n}\n\nfunction WebGLClipping( properties ) {\n\n\tconst scope = this;\n\n\tlet globalState = null,\n\t\tnumGlobalPlanes = 0,\n\t\tlocalClippingEnabled = false,\n\t\trenderingShadows = false;\n\n\tconst plane = new Plane(),\n\t\tviewNormalMatrix = new Matrix3(),\n\n\t\tuniform = { value: null, needsUpdate: false };\n\n\tthis.uniform = uniform;\n\tthis.numPlanes = 0;\n\tthis.numIntersection = 0;\n\n\tthis.init = function ( planes, enableLocalClipping, camera ) {\n\n\t\tconst enabled =\n\t\t\tplanes.length !== 0 ||\n\t\t\tenableLocalClipping ||\n\t\t\t// enable state of previous frame - the clipping code has to\n\t\t\t// run another frame in order to reset the state:\n\t\t\tnumGlobalPlanes !== 0 ||\n\t\t\tlocalClippingEnabled;\n\n\t\tlocalClippingEnabled = enableLocalClipping;\n\n\t\tglobalState = projectPlanes( planes, camera, 0 );\n\t\tnumGlobalPlanes = planes.length;\n\n\t\treturn enabled;\n\n\t};\n\n\tthis.beginShadows = function () {\n\n\t\trenderingShadows = true;\n\t\tprojectPlanes( null );\n\n\t};\n\n\tthis.endShadows = function () {\n\n\t\trenderingShadows = false;\n\t\tresetGlobalState();\n\n\t};\n\n\tthis.setState = function ( material, camera, useCache ) {\n\n\t\tconst planes = material.clippingPlanes,\n\t\t\tclipIntersection = material.clipIntersection,\n\t\t\tclipShadows = material.clipShadows;\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {\n\n\t\t\t// there's no local clipping\n\n\t\t\tif ( renderingShadows ) {\n\n\t\t\t\t// there's no global clipping\n\n\t\t\t\tprojectPlanes( null );\n\n\t\t\t} else {\n\n\t\t\t\tresetGlobalState();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n\t\t\t\tlGlobal = nGlobal * 4;\n\n\t\t\tlet dstArray = materialProperties.clippingState || null;\n\n\t\t\tuniform.value = dstArray; // ensure unique state\n\n\t\t\tdstArray = projectPlanes( planes, camera, lGlobal, useCache );\n\n\t\t\tfor ( let i = 0; i !== lGlobal; ++ i ) {\n\n\t\t\t\tdstArray[ i ] = globalState[ i ];\n\n\t\t\t}\n\n\t\t\tmaterialProperties.clippingState = dstArray;\n\t\t\tthis.numIntersection = clipIntersection ? this.numPlanes : 0;\n\t\t\tthis.numPlanes += nGlobal;\n\n\t\t}\n\n\n\t};\n\n\tfunction resetGlobalState() {\n\n\t\tif ( uniform.value !== globalState ) {\n\n\t\t\tuniform.value = globalState;\n\t\t\tuniform.needsUpdate = numGlobalPlanes > 0;\n\n\t\t}\n\n\t\tscope.numPlanes = numGlobalPlanes;\n\t\tscope.numIntersection = 0;\n\n\t}\n\n\tfunction projectPlanes( planes, camera, dstOffset, skipTransform ) {\n\n\t\tconst nPlanes = planes !== null ? planes.length : 0;\n\t\tlet dstArray = null;\n\n\t\tif ( nPlanes !== 0 ) {\n\n\t\t\tdstArray = uniform.value;\n\n\t\t\tif ( skipTransform !== true || dstArray === null ) {\n\n\t\t\t\tconst flatSize = dstOffset + nPlanes * 4,\n\t\t\t\t\tviewMatrix = camera.matrixWorldInverse;\n\n\t\t\t\tviewNormalMatrix.getNormalMatrix( viewMatrix );\n\n\t\t\t\tif ( dstArray === null || dstArray.length < flatSize ) {\n\n\t\t\t\t\tdstArray = new Float32Array( flatSize );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {\n\n\t\t\t\t\tplane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );\n\n\t\t\t\t\tplane.normal.toArray( dstArray, i4 );\n\t\t\t\t\tdstArray[ i4 + 3 ] = plane.constant;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tuniform.value = dstArray;\n\t\t\tuniform.needsUpdate = true;\n\n\t\t}\n\n\t\tscope.numPlanes = nPlanes;\n\t\tscope.numIntersection = 0;\n\n\t\treturn dstArray;\n\n\t}\n\n}\n\nfunction WebGLCubeMaps( renderer ) {\n\n\tlet cubemaps = new WeakMap();\n\n\tfunction mapTextureMapping( texture, mapping ) {\n\n\t\tif ( mapping === EquirectangularReflectionMapping ) {\n\n\t\t\ttexture.mapping = CubeReflectionMapping;\n\n\t\t} else if ( mapping === EquirectangularRefractionMapping ) {\n\n\t\t\ttexture.mapping = CubeRefractionMapping;\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tif ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {\n\n\t\t\t\tif ( cubemaps.has( texture ) ) {\n\n\t\t\t\t\tconst cubemap = cubemaps.get( texture ).texture;\n\t\t\t\t\treturn mapTextureMapping( cubemap, texture.mapping );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\tif ( image && image.height > 0 ) {\n\n\t\t\t\t\t\tconst currentRenderList = renderer.getRenderList();\n\t\t\t\t\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\t\t\t\t\t\tconst currentRenderState = renderer.getRenderState();\n\n\t\t\t\t\t\tconst renderTarget = new WebGLCubeRenderTarget( image.height / 2 );\n\t\t\t\t\t\trenderTarget.fromEquirectangularTexture( renderer, texture );\n\t\t\t\t\t\tcubemaps.set( texture, renderTarget );\n\n\t\t\t\t\t\trenderer.setRenderTarget( currentRenderTarget );\n\t\t\t\t\t\trenderer.setRenderList( currentRenderList );\n\t\t\t\t\t\trenderer.setRenderState( currentRenderState );\n\n\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\treturn mapTextureMapping( renderTarget.texture, texture.mapping );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemap = cubemaps.get( texture );\n\n\t\tif ( cubemap !== undefined ) {\n\n\t\t\tcubemaps.delete( texture );\n\t\t\tcubemap.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubemaps = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLExtensions( gl ) {\n\n\tconst extensions = {};\n\n\treturn {\n\n\t\thas: function ( name ) {\n\n\t\t\tif ( extensions[ name ] !== undefined ) {\n\n\t\t\t\treturn extensions[ name ] !== null;\n\n\t\t\t}\n\n\t\t\tlet extension;\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'WEBGL_depth_texture':\n\t\t\t\t\textension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'EXT_texture_filter_anisotropic':\n\t\t\t\t\textension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'WEBGL_compressed_texture_s3tc':\n\t\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'WEBGL_compressed_texture_pvrtc':\n\t\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\textension = gl.getExtension( name );\n\n\t\t\t}\n\n\t\t\textensions[ name ] = extension;\n\n\t\t\treturn extension !== null;\n\n\t\t},\n\n\t\tget: function ( name ) {\n\n\t\t\tif ( ! this.has( name ) ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );\n\n\t\t\t}\n\n\t\t\treturn extensions[ name ];\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLGeometries( gl, attributes, info, bindingStates ) {\n\n\tconst geometries = new WeakMap();\n\tconst wireframeAttributes = new WeakMap();\n\n\tfunction onGeometryDispose( event ) {\n\n\t\tconst geometry = event.target;\n\t\tconst buffergeometry = geometries.get( geometry );\n\n\t\tif ( buffergeometry.index !== null ) {\n\n\t\t\tattributes.remove( buffergeometry.index );\n\n\t\t}\n\n\t\tfor ( const name in buffergeometry.attributes ) {\n\n\t\t\tattributes.remove( buffergeometry.attributes[ name ] );\n\n\t\t}\n\n\t\tgeometry.removeEventListener( 'dispose', onGeometryDispose );\n\n\t\tgeometries.delete( geometry );\n\n\t\tconst attribute = wireframeAttributes.get( buffergeometry );\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\twireframeAttributes.delete( buffergeometry );\n\n\t\t}\n\n\t\tbindingStates.releaseStatesOfGeometry( buffergeometry );\n\n\t\tif ( geometry.isInstancedBufferGeometry === true ) {\n\n\t\t\tdelete geometry._maxInstanceCount;\n\n\t\t}\n\n\t\t//\n\n\t\tinfo.memory.geometries --;\n\n\t}\n\n\tfunction get( object, geometry ) {\n\n\t\tlet buffergeometry = geometries.get( geometry );\n\n\t\tif ( buffergeometry ) return buffergeometry;\n\n\t\tgeometry.addEventListener( 'dispose', onGeometryDispose );\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tbuffergeometry = geometry;\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tif ( geometry._bufferGeometry === undefined ) {\n\n\t\t\t\tgeometry._bufferGeometry = new BufferGeometry().setFromObject( object );\n\n\t\t\t}\n\n\t\t\tbuffergeometry = geometry._bufferGeometry;\n\n\t\t}\n\n\t\tgeometries.set( geometry, buffergeometry );\n\n\t\tinfo.memory.geometries ++;\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction update( geometry ) {\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates.\n\n\t\tfor ( const name in geometryAttributes ) {\n\n\t\t\tattributes.update( geometryAttributes[ name ], 34962 );\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.update( array[ i ], 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateWireframeAttribute( geometry ) {\n\n\t\tconst indices = [];\n\n\t\tconst geometryIndex = geometry.index;\n\t\tconst geometryPosition = geometry.attributes.position;\n\t\tlet version = 0;\n\n\t\tif ( geometryIndex !== null ) {\n\n\t\t\tconst array = geometryIndex.array;\n\t\t\tversion = geometryIndex.version;\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\t\tconst a = array[ i + 0 ];\n\t\t\t\tconst b = array[ i + 1 ];\n\t\t\t\tconst c = array[ i + 2 ];\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst array = geometryPosition.array;\n\t\t\tversion = geometryPosition.version;\n\n\t\t\tfor ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {\n\n\t\t\t\tconst a = i + 0;\n\t\t\t\tconst b = i + 1;\n\t\t\t\tconst c = i + 2;\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );\n\t\tattribute.version = version;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates\n\n\t\t//\n\n\t\tconst previousAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( previousAttribute ) attributes.remove( previousAttribute );\n\n\t\t//\n\n\t\twireframeAttributes.set( geometry, attribute );\n\n\t}\n\n\tfunction getWireframeAttribute( geometry ) {\n\n\t\tconst currentAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( currentAttribute ) {\n\n\t\t\tconst geometryIndex = geometry.index;\n\n\t\t\tif ( geometryIndex !== null ) {\n\n\t\t\t\t// if the attribute is obsolete, create a new one\n\n\t\t\t\tif ( currentAttribute.version < geometryIndex.version ) {\n\n\t\t\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t}\n\n\t\treturn wireframeAttributes.get( geometry );\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tupdate: update,\n\n\t\tgetWireframeAttribute: getWireframeAttribute\n\n\t};\n\n}\n\nfunction WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tlet type, bytesPerElement;\n\n\tfunction setIndex( value ) {\n\n\t\ttype = value.type;\n\t\tbytesPerElement = value.bytesPerElement;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawElements( mode, count, type, start * bytesPerElement );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawElementsInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawElementsInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.setIndex = setIndex;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLInfo( gl ) {\n\n\tconst memory = {\n\t\tgeometries: 0,\n\t\ttextures: 0\n\t};\n\n\tconst render = {\n\t\tframe: 0,\n\t\tcalls: 0,\n\t\ttriangles: 0,\n\t\tpoints: 0,\n\t\tlines: 0\n\t};\n\n\tfunction update( count, mode, instanceCount ) {\n\n\t\trender.calls ++;\n\n\t\tswitch ( mode ) {\n\n\t\t\tcase 4:\n\t\t\t\trender.triangles += instanceCount * ( count / 3 );\n\t\t\t\tbreak;\n\n\t\t\tcase 1:\n\t\t\t\trender.lines += instanceCount * ( count / 2 );\n\t\t\t\tbreak;\n\n\t\t\tcase 3:\n\t\t\t\trender.lines += instanceCount * ( count - 1 );\n\t\t\t\tbreak;\n\n\t\t\tcase 2:\n\t\t\t\trender.lines += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tcase 0:\n\t\t\t\trender.points += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\trender.frame ++;\n\t\trender.calls = 0;\n\t\trender.triangles = 0;\n\t\trender.points = 0;\n\t\trender.lines = 0;\n\n\t}\n\n\treturn {\n\t\tmemory: memory,\n\t\trender: render,\n\t\tprograms: null,\n\t\tautoReset: true,\n\t\treset: reset,\n\t\tupdate: update\n\t};\n\n}\n\nfunction numericalSort( a, b ) {\n\n\treturn a[ 0 ] - b[ 0 ];\n\n}\n\nfunction absNumericalSort( a, b ) {\n\n\treturn Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );\n\n}\n\nfunction WebGLMorphtargets( gl ) {\n\n\tconst influencesList = {};\n\tconst morphInfluences = new Float32Array( 8 );\n\n\tconst workInfluences = [];\n\n\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\tworkInfluences[ i ] = [ i, 0 ];\n\n\t}\n\n\tfunction update( object, geometry, material, program ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\t// When object doesn't have morph target influences defined, we treat it as a 0-length array\n\t\t// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences\n\n\t\tconst length = objectInfluences === undefined ? 0 : objectInfluences.length;\n\n\t\tlet influences = influencesList[ geometry.id ];\n\n\t\tif ( influences === undefined ) {\n\n\t\t\t// initialise list\n\n\t\t\tinfluences = [];\n\n\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\tinfluences[ i ] = [ i, 0 ];\n\n\t\t\t}\n\n\t\t\tinfluencesList[ geometry.id ] = influences;\n\n\t\t}\n\n\t\t// Collect influences\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tconst influence = influences[ i ];\n\n\t\t\tinfluence[ 0 ] = i;\n\t\t\tinfluence[ 1 ] = objectInfluences[ i ];\n\n\t\t}\n\n\t\tinfluences.sort( absNumericalSort );\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tif ( i < length && influences[ i ][ 1 ] ) {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = influences[ i ][ 0 ];\n\t\t\t\tworkInfluences[ i ][ 1 ] = influences[ i ][ 1 ];\n\n\t\t\t} else {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER;\n\t\t\t\tworkInfluences[ i ][ 1 ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tworkInfluences.sort( numericalSort );\n\n\t\tconst morphTargets = material.morphTargets && geometry.morphAttributes.position;\n\t\tconst morphNormals = material.morphNormals && geometry.morphAttributes.normal;\n\n\t\tlet morphInfluencesSum = 0;\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tconst influence = workInfluences[ i ];\n\t\t\tconst index = influence[ 0 ];\n\t\t\tconst value = influence[ 1 ];\n\n\t\t\tif ( index !== Number.MAX_SAFE_INTEGER && value ) {\n\n\t\t\t\tif ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = value;\n\t\t\t\tmorphInfluencesSum += value;\n\n\t\t\t} else {\n\n\t\t\t\tif ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphTarget' + i );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphNormal' + i );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// GLSL shader uses formula baseinfluence * base + sum(target * influence)\n\t\t// This allows us to switch between absolute morphs and relative morphs without changing shader code\n\t\t// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)\n\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update\n\n\t};\n\n}\n\nfunction WebGLObjects( gl, geometries, attributes, info ) {\n\n\tlet updateMap = new WeakMap();\n\n\tfunction update( object ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\tconst geometry = object.geometry;\n\t\tconst buffergeometry = geometries.get( object, geometry );\n\n\t\t// Update once per frame\n\n\t\tif ( updateMap.get( buffergeometry ) !== frame ) {\n\n\t\t\tif ( geometry.isGeometry ) {\n\n\t\t\t\tbuffergeometry.updateFromObject( object );\n\n\t\t\t}\n\n\t\t\tgeometries.update( buffergeometry );\n\n\t\t\tupdateMap.set( buffergeometry, frame );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\tattributes.update( object.instanceMatrix, 34962 );\n\n\t\t\tif ( object.instanceColor !== null ) {\n\n\t\t\t\tattributes.update( object.instanceColor, 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tupdateMap = new WeakMap();\n\n\t}\n\n\treturn {\n\n\t\tupdate: update,\n\t\tdispose: dispose\n\n\t};\n\n}\n\nfunction DataTexture2DArray( data = null, width = 1, height = 1, depth = 1 ) {\n\n\tTexture.call( this, null );\n\n\tthis.image = { data, width, height, depth };\n\n\tthis.magFilter = NearestFilter;\n\tthis.minFilter = NearestFilter;\n\n\tthis.wrapR = ClampToEdgeWrapping;\n\n\tthis.generateMipmaps = false;\n\tthis.flipY = false;\n\n\tthis.needsUpdate = true;\n\n}\n\nDataTexture2DArray.prototype = Object.create( Texture.prototype );\nDataTexture2DArray.prototype.constructor = DataTexture2DArray;\nDataTexture2DArray.prototype.isDataTexture2DArray = true;\n\nfunction DataTexture3D( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t// We're going to add .setXXX() methods for setting properties later.\n\t// Users can still set in DataTexture3D directly.\n\t//\n\t//\tconst texture = new THREE.DataTexture3D( data, width, height, depth );\n\t// \ttexture.anisotropy = 16;\n\t//\n\t// See #14839\n\n\tTexture.call( this, null );\n\n\tthis.image = { data, width, height, depth };\n\n\tthis.magFilter = NearestFilter;\n\tthis.minFilter = NearestFilter;\n\n\tthis.wrapR = ClampToEdgeWrapping;\n\n\tthis.generateMipmaps = false;\n\tthis.flipY = false;\n\n\tthis.needsUpdate = true;\n\n\n}\n\nDataTexture3D.prototype = Object.create( Texture.prototype );\nDataTexture3D.prototype.constructor = DataTexture3D;\nDataTexture3D.prototype.isDataTexture3D = true;\n\n/**\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [textures] )\n *\n * \t\tuploads a uniform value(s)\n * \tthe 'textures' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (textures factorizations):\n *\n * .upload( gl, seq, values, textures )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (textures factorizations):\n *\n * .setValue( gl, name, value, textures )\n *\n * \t\tsets uniform with name 'name' to 'value'\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\nconst emptyTexture = new Texture();\nconst emptyTexture2dArray = new DataTexture2DArray();\nconst emptyTexture3d = new DataTexture3D();\nconst emptyCubeTexture = new CubeTexture();\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nconst arrayCacheF32 = [];\nconst arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nconst mat4array = new Float32Array( 16 );\nconst mat3array = new Float32Array( 9 );\nconst mat2array = new Float32Array( 4 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tconst firstElem = array[ 0 ];\n\n\tif ( firstElem <= 0 || firstElem > 0 ) return array;\n\t// unoptimized: ! isNaN( firstElem )\n\t// see http://jacksondunstan.com/articles/983\n\n\tconst n = nBlocks * blockSize;\n\tlet r = arrayCacheF32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Float32Array( n );\n\t\tarrayCacheF32[ n ] = r;\n\n\t}\n\n\tif ( nBlocks !== 0 ) {\n\n\t\tfirstElem.toArray( r, 0 );\n\n\t\tfor ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {\n\n\t\t\toffset += blockSize;\n\t\t\tarray[ i ].toArray( r, offset );\n\n\t\t}\n\n\t}\n\n\treturn r;\n\n}\n\nfunction arraysEqual( a, b ) {\n\n\tif ( a.length !== b.length ) return false;\n\n\tfor ( let i = 0, l = a.length; i < l; i ++ ) {\n\n\t\tif ( a[ i ] !== b[ i ] ) return false;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction copyArray( a, b ) {\n\n\tfor ( let i = 0, l = b.length; i < l; i ++ ) {\n\n\t\ta[ i ] = b[ i ];\n\n\t}\n\n}\n\n// Texture unit allocation\n\nfunction allocTexUnits( textures, n ) {\n\n\tlet r = arrayCacheI32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Int32Array( n );\n\t\tarrayCacheI32[ n ] = r;\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\tr[ i ] = textures.allocateTextureUnit();\n\n\t}\n\n\treturn r;\n\n}\n\n// --- Setters ---\n\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n\n// Single scalar\n\nfunction setValueV1f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1f( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValueV2f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2f( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else if ( v.r !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {\n\n\t\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\n\t\t\tcache[ 0 ] = v.r;\n\t\t\tcache[ 1 ] = v.g;\n\t\t\tcache[ 2 ] = v.b;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single matrix (from flat array or MatrixN)\n\nfunction setValueM2( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix2fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat2array.set( elements );\n\n\t\tgl.uniformMatrix2fv( this.addr, false, mat2array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM3( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat3array.set( elements );\n\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM4( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat4array.set( elements );\n\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTexture2D( v || emptyTexture, unit );\n\n}\n\nfunction setValueT2DArray1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2DArray( v || emptyTexture2dArray, unit );\n\n}\n\nfunction setValueT3D1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture3D( v || emptyTexture3d, unit );\n\n}\n\nfunction setValueT6( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTextureCube( v || emptyCubeTexture, unit );\n\n}\n\n// Integer / Boolean vectors or arrays thereof (always flat arrays)\n\nfunction setValueV1i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1i( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\nfunction setValueV2i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform2iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV3i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform3iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV4i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform4iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\n// uint\n\nfunction setValueV1ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1ui( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Helper to pick the right setter for the singular case\n\nfunction getSingularSetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1f; // FLOAT\n\t\tcase 0x8b50: return setValueV2f; // _VEC2\n\t\tcase 0x8b51: return setValueV3f; // _VEC3\n\t\tcase 0x8b52: return setValueV4f; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2; // _MAT2\n\t\tcase 0x8b5b: return setValueM3; // _MAT3\n\t\tcase 0x8b5c: return setValueM4; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2i; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3i; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4i; // _VEC4\n\n\t\tcase 0x1405: return setValueV1ui; // UINT\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3D1;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArray1;\n\n\t}\n\n}\n\n// Array of scalars\nfunction setValueV1fArray( gl, v ) {\n\n\tgl.uniform1fv( this.addr, v );\n\n}\n\n// Integer / Boolean vectors or arrays thereof (always flat arrays)\nfunction setValueV1iArray( gl, v ) {\n\n\tgl.uniform1iv( this.addr, v );\n\n}\n\nfunction setValueV2iArray( gl, v ) {\n\n\tgl.uniform2iv( this.addr, v );\n\n}\n\nfunction setValueV3iArray( gl, v ) {\n\n\tgl.uniform3iv( this.addr, v );\n\n}\n\nfunction setValueV4iArray( gl, v ) {\n\n\tgl.uniform4iv( this.addr, v );\n\n}\n\n\n// Array of vectors (flat or from THREE classes)\n\nfunction setValueV2fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 2 );\n\n\tgl.uniform2fv( this.addr, data );\n\n}\n\nfunction setValueV3fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 3 );\n\n\tgl.uniform3fv( this.addr, data );\n\n}\n\nfunction setValueV4fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniform4fv( this.addr, data );\n\n}\n\n// Array of matrices (flat or from THREE clases)\n\nfunction setValueM2Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniformMatrix2fv( this.addr, false, data );\n\n}\n\nfunction setValueM3Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 9 );\n\n\tgl.uniformMatrix3fv( this.addr, false, data );\n\n}\n\nfunction setValueM4Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 16 );\n\n\tgl.uniformMatrix4fv( this.addr, false, data );\n\n}\n\n// Array of textures (2D / Cube)\n\nfunction setValueT1Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1fArray; // FLOAT\n\t\tcase 0x8b50: return setValueV2fArray; // _VEC2\n\t\tcase 0x8b51: return setValueV3fArray; // _VEC3\n\t\tcase 0x8b52: return setValueV4fArray; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2Array; // _MAT2\n\t\tcase 0x8b5b: return setValueM3Array; // _MAT3\n\t\tcase 0x8b5c: return setValueM4Array; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1Array;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6Array;\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nfunction SingleUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nfunction PureArrayUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.size = activeInfo.size;\n\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nPureArrayUniform.prototype.updateCache = function ( data ) {\n\n\tconst cache = this.cache;\n\n\tif ( data instanceof Float32Array && cache.length !== data.length ) {\n\n\t\tthis.cache = new Float32Array( data.length );\n\n\t}\n\n\tcopyArray( cache, data );\n\n};\n\nfunction StructuredUniform( id ) {\n\n\tthis.id = id;\n\n\tthis.seq = [];\n\tthis.map = {};\n\n}\n\nStructuredUniform.prototype.setValue = function ( gl, value, textures ) {\n\n\tconst seq = this.seq;\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tu.setValue( gl, value[ u.id ], textures );\n\n\t}\n\n};\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nconst RePathPart = /([\\w\\d_]+)(\\])?(\\[|\\.)?/g;\n\n// extracts\n// \t- the identifier (member name or array index)\n// - followed by an optional right bracket (found when array index)\n// - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform( container, uniformObject ) {\n\n\tcontainer.seq.push( uniformObject );\n\tcontainer.map[ uniformObject.id ] = uniformObject;\n\n}\n\nfunction parseUniform( activeInfo, addr, container ) {\n\n\tconst path = activeInfo.name,\n\t\tpathLength = path.length;\n\n\t// reset RegExp object, because of the early exit of a previous run\n\tRePathPart.lastIndex = 0;\n\n\twhile ( true ) {\n\n\t\tconst match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex;\n\n\t\tlet id = match[ 1 ];\n\t\tconst idIsIndex = match[ 2 ] === ']',\n\t\t\tsubscript = match[ 3 ];\n\n\t\tif ( idIsIndex ) id = id | 0; // convert to integer\n\n\t\tif ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {\n\n\t\t\t// bare name or \"pure\" bottom-level array \"[0]\" suffix\n\n\t\t\taddUniform( container, subscript === undefined ?\n\t\t\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\t\t\tnew PureArrayUniform( id, activeInfo, addr ) );\n\n\t\t\tbreak;\n\n\t\t} else {\n\n\t\t\t// step into inner node / create it in case it doesn't exist\n\n\t\t\tconst map = container.map;\n\t\t\tlet next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nfunction WebGLUniforms( gl, program ) {\n\n\tthis.seq = [];\n\tthis.map = {};\n\n\tconst n = gl.getProgramParameter( program, 35718 );\n\n\tfor ( let i = 0; i < n; ++ i ) {\n\n\t\tconst info = gl.getActiveUniform( program, i ),\n\t\t\taddr = gl.getUniformLocation( program, info.name );\n\n\t\tparseUniform( info, addr, this );\n\n\t}\n\n}\n\nWebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {\n\n\tconst u = this.map[ name ];\n\n\tif ( u !== undefined ) u.setValue( gl, value, textures );\n\n};\n\nWebGLUniforms.prototype.setOptional = function ( gl, object, name ) {\n\n\tconst v = object[ name ];\n\n\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n};\n\n\n// Static interface\n\nWebGLUniforms.upload = function ( gl, seq, values, textures ) {\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ],\n\t\t\tv = values[ u.id ];\n\n\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\tu.setValue( gl, v.value, textures );\n\n\t\t}\n\n\t}\n\n};\n\nWebGLUniforms.seqWithValue = function ( seq, values ) {\n\n\tconst r = [];\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tif ( u.id in values ) r.push( u );\n\n\t}\n\n\treturn r;\n\n};\n\nfunction WebGLShader( gl, type, string ) {\n\n\tconst shader = gl.createShader( type );\n\n\tgl.shaderSource( shader, string );\n\tgl.compileShader( shader );\n\n\treturn shader;\n\n}\n\nlet programIdCount = 0;\n\nfunction addLineNumbers( string ) {\n\n\tconst lines = string.split( '\\n' );\n\n\tfor ( let i = 0; i < lines.length; i ++ ) {\n\n\t\tlines[ i ] = ( i + 1 ) + ': ' + lines[ i ];\n\n\t}\n\n\treturn lines.join( '\\n' );\n\n}\n\nfunction getEncodingComponents( encoding ) {\n\n\tswitch ( encoding ) {\n\n\t\tcase LinearEncoding:\n\t\t\treturn [ 'Linear', '( value )' ];\n\t\tcase sRGBEncoding:\n\t\t\treturn [ 'sRGB', '( value )' ];\n\t\tcase RGBEEncoding:\n\t\t\treturn [ 'RGBE', '( value )' ];\n\t\tcase RGBM7Encoding:\n\t\t\treturn [ 'RGBM', '( value, 7.0 )' ];\n\t\tcase RGBM16Encoding:\n\t\t\treturn [ 'RGBM', '( value, 16.0 )' ];\n\t\tcase RGBDEncoding:\n\t\t\treturn [ 'RGBD', '( value, 256.0 )' ];\n\t\tcase GammaEncoding:\n\t\t\treturn [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];\n\t\tcase LogLuvEncoding:\n\t\t\treturn [ 'LogLuv', '( value )' ];\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );\n\t\t\treturn [ 'Linear', '( value )' ];\n\n\t}\n\n}\n\nfunction getShaderErrors( gl, shader, type ) {\n\n\tconst status = gl.getShaderParameter( shader, 35713 );\n\tconst log = gl.getShaderInfoLog( shader ).trim();\n\n\tif ( status && log === '' ) return '';\n\n\t// --enable-privileged-webgl-extension\n\t// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\tconst source = gl.getShaderSource( shader );\n\n\treturn 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\\n' + log + addLineNumbers( source );\n\n}\n\nfunction getTexelDecodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';\n\n}\n\nfunction getTexelEncodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';\n\n}\n\nfunction getToneMappingFunction( functionName, toneMapping ) {\n\n\tlet toneMappingName;\n\n\tswitch ( toneMapping ) {\n\n\t\tcase LinearToneMapping:\n\t\t\ttoneMappingName = 'Linear';\n\t\t\tbreak;\n\n\t\tcase ReinhardToneMapping:\n\t\t\ttoneMappingName = 'Reinhard';\n\t\t\tbreak;\n\n\t\tcase CineonToneMapping:\n\t\t\ttoneMappingName = 'OptimizedCineon';\n\t\t\tbreak;\n\n\t\tcase ACESFilmicToneMapping:\n\t\t\ttoneMappingName = 'ACESFilmic';\n\t\t\tbreak;\n\n\t\tcase CustomToneMapping:\n\t\t\ttoneMappingName = 'Custom';\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );\n\t\t\ttoneMappingName = 'Linear';\n\n\t}\n\n\treturn 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';\n\n}\n\nfunction generateExtensions( parameters ) {\n\n\tconst chunks = [\n\t\t( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',\n\t\t( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',\n\t\t( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',\n\t\t( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateDefines( defines ) {\n\n\tconst chunks = [];\n\n\tfor ( const name in defines ) {\n\n\t\tconst value = defines[ name ];\n\n\t\tif ( value === false ) continue;\n\n\t\tchunks.push( '#define ' + name + ' ' + value );\n\n\t}\n\n\treturn chunks.join( '\\n' );\n\n}\n\nfunction fetchAttributeLocations( gl, program ) {\n\n\tconst attributes = {};\n\n\tconst n = gl.getProgramParameter( program, 35721 );\n\n\tfor ( let i = 0; i < n; i ++ ) {\n\n\t\tconst info = gl.getActiveAttrib( program, i );\n\t\tconst name = info.name;\n\n\t\t// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n\t\tattributes[ name ] = gl.getAttribLocation( program, name );\n\n\t}\n\n\treturn attributes;\n\n}\n\nfunction filterEmptyLine( string ) {\n\n\treturn string !== '';\n\n}\n\nfunction replaceLightNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )\n\t\t.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )\n\t\t.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )\n\t\t.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )\n\t\t.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )\n\t\t.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )\n\t\t.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );\n\n}\n\nfunction replaceClippingPlaneNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )\n\t\t.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );\n\n}\n\n// Resolve Includes\n\nconst includePattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\n\nfunction resolveIncludes( string ) {\n\n\treturn string.replace( includePattern, includeReplacer );\n\n}\n\nfunction includeReplacer( match, include ) {\n\n\tconst string = ShaderChunk[ include ];\n\n\tif ( string === undefined ) {\n\n\t\tthrow new Error( 'Can not resolve #include <' + include + '>' );\n\n\t}\n\n\treturn resolveIncludes( string );\n\n}\n\n// Unroll Loops\n\nconst deprecatedUnrollLoopPattern = /#pragma unroll_loop[\\s]+?for \\( int i \\= (\\d+)\\; i < (\\d+)\\; i \\+\\+ \\) \\{([\\s\\S]+?)(?=\\})\\}/g;\nconst unrollLoopPattern = /#pragma unroll_loop_start\\s+for\\s*\\(\\s*int\\s+i\\s*=\\s*(\\d+)\\s*;\\s*i\\s*<\\s*(\\d+)\\s*;\\s*i\\s*\\+\\+\\s*\\)\\s*{([\\s\\S]+?)}\\s+#pragma unroll_loop_end/g;\n\nfunction unrollLoops( string ) {\n\n\treturn string\n\t\t.replace( unrollLoopPattern, loopReplacer )\n\t\t.replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );\n\n}\n\nfunction deprecatedLoopReplacer( match, start, end, snippet ) {\n\n\tconsole.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );\n\treturn loopReplacer( match, start, end, snippet );\n\n}\n\nfunction loopReplacer( match, start, end, snippet ) {\n\n\tlet string = '';\n\n\tfor ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {\n\n\t\tstring += snippet\n\t\t\t.replace( /\\[\\s*i\\s*\\]/g, '[ ' + i + ' ]' )\n\t\t\t.replace( /UNROLLED_LOOP_INDEX/g, i );\n\n\t}\n\n\treturn string;\n\n}\n\n//\n\nfunction generatePrecision( parameters ) {\n\n\tlet precisionstring = \"precision \" + parameters.precision + \" float;\\nprecision \" + parameters.precision + \" int;\";\n\n\tif ( parameters.precision === \"highp\" ) {\n\n\t\tprecisionstring += \"\\n#define HIGH_PRECISION\";\n\n\t} else if ( parameters.precision === \"mediump\" ) {\n\n\t\tprecisionstring += \"\\n#define MEDIUM_PRECISION\";\n\n\t} else if ( parameters.precision === \"lowp\" ) {\n\n\t\tprecisionstring += \"\\n#define LOW_PRECISION\";\n\n\t}\n\n\treturn precisionstring;\n\n}\n\nfunction generateShadowMapTypeDefine( parameters ) {\n\n\tlet shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n\tif ( parameters.shadowMapType === PCFShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n\n\t} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n\n\t} else if ( parameters.shadowMapType === VSMShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';\n\n\t}\n\n\treturn shadowMapTypeDefine;\n\n}\n\nfunction generateEnvMapTypeDefine( parameters ) {\n\n\tlet envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeReflectionMapping:\n\t\t\tcase CubeRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\t\t\t\tbreak;\n\n\t\t\tcase CubeUVReflectionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapTypeDefine;\n\n}\n\nfunction generateEnvMapModeDefine( parameters ) {\n\n\tlet envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeRefractionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\n\t\t\t\tenvMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapModeDefine;\n\n}\n\nfunction generateEnvMapBlendingDefine( parameters ) {\n\n\tlet envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.combine ) {\n\n\t\t\tcase MultiplyOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\t\t\t\tbreak;\n\n\t\t\tcase MixOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n\t\t\t\tbreak;\n\n\t\t\tcase AddOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapBlendingDefine;\n\n}\n\nfunction WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {\n\n\tconst gl = renderer.getContext();\n\n\tconst defines = parameters.defines;\n\n\tlet vertexShader = parameters.vertexShader;\n\tlet fragmentShader = parameters.fragmentShader;\n\n\tconst shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );\n\tconst envMapTypeDefine = generateEnvMapTypeDefine( parameters );\n\tconst envMapModeDefine = generateEnvMapModeDefine( parameters );\n\tconst envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );\n\n\n\tconst gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;\n\n\tconst customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );\n\n\tconst customDefines = generateDefines( defines );\n\n\tconst program = gl.createProgram();\n\n\tlet prefixVertex, prefixFragment;\n\tlet versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + \"\\n\" : '';\n\n\tif ( parameters.isRawShaderMaterial ) {\n\n\t\tprefixVertex = [\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixVertex.length > 0 ) {\n\n\t\t\tprefixVertex += '\\n';\n\n\t\t}\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixFragment.length > 0 ) {\n\n\t\t\tprefixFragment += '\\n';\n\n\t\t}\n\n\t} else {\n\n\t\tprefixVertex = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.instancing ? '#define USE_INSTANCING' : '',\n\t\t\tparameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',\n\n\t\t\tparameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t'#define MAX_BONES ' + parameters.maxBones,\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.skinning ? '#define USE_SKINNING' : '',\n\t\t\tparameters.useVertexTexture ? '#define BONE_TEXTURE' : '',\n\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 modelMatrix;',\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform mat3 normalMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t'#ifdef USE_INSTANCING',\n\n\t\t\t'\tattribute mat4 instanceMatrix;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_COLOR',\n\n\t\t\t'\tattribute vec3 instanceColor;',\n\n\t\t\t'#endif',\n\n\t\t\t'attribute vec3 position;',\n\t\t\t'attribute vec3 normal;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'#ifdef USE_TANGENT',\n\n\t\t\t'\tattribute vec4 tangent;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_COLOR',\n\n\t\t\t'\tattribute vec3 color;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_MORPHTARGETS',\n\n\t\t\t'\tattribute vec3 morphTarget0;',\n\t\t\t'\tattribute vec3 morphTarget1;',\n\t\t\t'\tattribute vec3 morphTarget2;',\n\t\t\t'\tattribute vec3 morphTarget3;',\n\n\t\t\t'\t#ifdef USE_MORPHNORMALS',\n\n\t\t\t'\t\tattribute vec3 morphNormal0;',\n\t\t\t'\t\tattribute vec3 morphNormal1;',\n\t\t\t'\t\tattribute vec3 morphNormal2;',\n\t\t\t'\t\tattribute vec3 morphNormal3;',\n\n\t\t\t'\t#else',\n\n\t\t\t'\t\tattribute vec3 morphTarget4;',\n\t\t\t'\t\tattribute vec3 morphTarget5;',\n\t\t\t'\t\tattribute vec3 morphTarget6;',\n\t\t\t'\t\tattribute vec3 morphTarget7;',\n\n\t\t\t'\t#endif',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_SKINNING',\n\n\t\t\t'\tattribute vec4 skinIndex;',\n\t\t\t'\tattribute vec4 skinWeight;',\n\n\t\t\t'#endif',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.matcap ? '#define USE_MATCAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapTypeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapBlendingDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\n\t\t\tparameters.sheen ? '#define USE_SHEEN' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.gradientMap ? '#define USE_GRADIENTMAP' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',\n\n\t\t\tparameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',\n\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',\n\n\t\t\tparameters.dithering ? '#define DITHERING' : '',\n\n\t\t\tShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below\n\t\t\tparameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',\n\t\t\tparameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',\n\t\t\tparameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',\n\t\t\tparameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',\n\t\t\tparameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',\n\t\t\tgetTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),\n\n\t\t\tparameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t}\n\n\tvertexShader = resolveIncludes( vertexShader );\n\tvertexShader = replaceLightNums( vertexShader, parameters );\n\tvertexShader = replaceClippingPlaneNums( vertexShader, parameters );\n\n\tfragmentShader = resolveIncludes( fragmentShader );\n\tfragmentShader = replaceLightNums( fragmentShader, parameters );\n\tfragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );\n\n\tvertexShader = unrollLoops( vertexShader );\n\tfragmentShader = unrollLoops( fragmentShader );\n\n\tif ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {\n\n\t\t// GLSL 3.0 conversion for built-in materials and ShaderMaterial\n\n\t\tversionString = '#version 300 es\\n';\n\n\t\tprefixVertex = [\n\t\t\t'#define attribute in',\n\t\t\t'#define varying out',\n\t\t\t'#define texture2D texture'\n\t\t].join( '\\n' ) + '\\n' + prefixVertex;\n\n\t\tprefixFragment = [\n\t\t\t'#define varying in',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',\n\t\t\t'#define gl_FragDepthEXT gl_FragDepth',\n\t\t\t'#define texture2D texture',\n\t\t\t'#define textureCube texture',\n\t\t\t'#define texture2DProj textureProj',\n\t\t\t'#define texture2DLodEXT textureLod',\n\t\t\t'#define texture2DProjLodEXT textureProjLod',\n\t\t\t'#define textureCubeLodEXT textureLod',\n\t\t\t'#define texture2DGradEXT textureGrad',\n\t\t\t'#define texture2DProjGradEXT textureProjGrad',\n\t\t\t'#define textureCubeGradEXT textureGrad'\n\t\t].join( '\\n' ) + '\\n' + prefixFragment;\n\n\t}\n\n\tconst vertexGlsl = versionString + prefixVertex + vertexShader;\n\tconst fragmentGlsl = versionString + prefixFragment + fragmentShader;\n\n\t// console.log( '*VERTEX*', vertexGlsl );\n\t// console.log( '*FRAGMENT*', fragmentGlsl );\n\n\tconst glVertexShader = WebGLShader( gl, 35633, vertexGlsl );\n\tconst glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );\n\n\tgl.attachShader( program, glVertexShader );\n\tgl.attachShader( program, glFragmentShader );\n\n\t// Force a particular attribute to index 0.\n\n\tif ( parameters.index0AttributeName !== undefined ) {\n\n\t\tgl.bindAttribLocation( program, 0, parameters.index0AttributeName );\n\n\t} else if ( parameters.morphTargets === true ) {\n\n\t\t// programs with morphTargets displace position out of attribute 0\n\t\tgl.bindAttribLocation( program, 0, 'position' );\n\n\t}\n\n\tgl.linkProgram( program );\n\n\t// check for link errors\n\tif ( renderer.debug.checkShaderErrors ) {\n\n\t\tconst programLog = gl.getProgramInfoLog( program ).trim();\n\t\tconst vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();\n\t\tconst fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();\n\n\t\tlet runnable = true;\n\t\tlet haveDiagnostics = true;\n\n\t\tif ( gl.getProgramParameter( program, 35714 ) === false ) {\n\n\t\t\trunnable = false;\n\n\t\t\tconst vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );\n\t\t\tconst fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );\n\n\t\t\tconsole.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );\n\n\t\t} else if ( programLog !== '' ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );\n\n\t\t} else if ( vertexLog === '' || fragmentLog === '' ) {\n\n\t\t\thaveDiagnostics = false;\n\n\t\t}\n\n\t\tif ( haveDiagnostics ) {\n\n\t\t\tthis.diagnostics = {\n\n\t\t\t\trunnable: runnable,\n\n\t\t\t\tprogramLog: programLog,\n\n\t\t\t\tvertexShader: {\n\n\t\t\t\t\tlog: vertexLog,\n\t\t\t\t\tprefix: prefixVertex\n\n\t\t\t\t},\n\n\t\t\t\tfragmentShader: {\n\n\t\t\t\t\tlog: fragmentLog,\n\t\t\t\t\tprefix: prefixFragment\n\n\t\t\t\t}\n\n\t\t\t};\n\n\t\t}\n\n\t}\n\n\t// Clean up\n\n\t// Crashes in iOS9 and iOS10. #18402\n\t// gl.detachShader( program, glVertexShader );\n\t// gl.detachShader( program, glFragmentShader );\n\n\tgl.deleteShader( glVertexShader );\n\tgl.deleteShader( glFragmentShader );\n\n\t// set up caching for uniform locations\n\n\tlet cachedUniforms;\n\n\tthis.getUniforms = function () {\n\n\t\tif ( cachedUniforms === undefined ) {\n\n\t\t\tcachedUniforms = new WebGLUniforms( gl, program );\n\n\t\t}\n\n\t\treturn cachedUniforms;\n\n\t};\n\n\t// set up caching for attribute locations\n\n\tlet cachedAttributes;\n\n\tthis.getAttributes = function () {\n\n\t\tif ( cachedAttributes === undefined ) {\n\n\t\t\tcachedAttributes = fetchAttributeLocations( gl, program );\n\n\t\t}\n\n\t\treturn cachedAttributes;\n\n\t};\n\n\t// free resource\n\n\tthis.destroy = function () {\n\n\t\tbindingStates.releaseStatesOfProgram( this );\n\n\t\tgl.deleteProgram( program );\n\t\tthis.program = undefined;\n\n\t};\n\n\t//\n\n\tthis.name = parameters.shaderName;\n\tthis.id = programIdCount ++;\n\tthis.cacheKey = cacheKey;\n\tthis.usedTimes = 1;\n\tthis.program = program;\n\tthis.vertexShader = glVertexShader;\n\tthis.fragmentShader = glFragmentShader;\n\n\treturn this;\n\n}\n\nfunction WebGLPrograms( renderer, cubemaps, extensions, capabilities, bindingStates, clipping ) {\n\n\tconst programs = [];\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n\tconst floatVertexTextures = capabilities.floatVertexTextures;\n\tconst maxVertexUniforms = capabilities.maxVertexUniforms;\n\tconst vertexTextures = capabilities.vertexTextures;\n\n\tlet precision = capabilities.precision;\n\n\tconst shaderIDs = {\n\t\tMeshDepthMaterial: 'depth',\n\t\tMeshDistanceMaterial: 'distanceRGBA',\n\t\tMeshNormalMaterial: 'normal',\n\t\tMeshBasicMaterial: 'basic',\n\t\tMeshLambertMaterial: 'lambert',\n\t\tMeshPhongMaterial: 'phong',\n\t\tMeshToonMaterial: 'toon',\n\t\tMeshStandardMaterial: 'physical',\n\t\tMeshPhysicalMaterial: 'physical',\n\t\tMeshMatcapMaterial: 'matcap',\n\t\tLineBasicMaterial: 'basic',\n\t\tLineDashedMaterial: 'dashed',\n\t\tPointsMaterial: 'points',\n\t\tShadowMaterial: 'shadow',\n\t\tSpriteMaterial: 'sprite'\n\t};\n\n\tconst parameterNames = [\n\t\t\"precision\", \"isWebGL2\", \"supportsVertexTextures\", \"outputEncoding\", \"instancing\", \"instancingColor\",\n\t\t\"map\", \"mapEncoding\", \"matcap\", \"matcapEncoding\", \"envMap\", \"envMapMode\", \"envMapEncoding\", \"envMapCubeUV\",\n\t\t\"lightMap\", \"lightMapEncoding\", \"aoMap\", \"emissiveMap\", \"emissiveMapEncoding\", \"bumpMap\", \"normalMap\", \"objectSpaceNormalMap\", \"tangentSpaceNormalMap\", \"clearcoatMap\", \"clearcoatRoughnessMap\", \"clearcoatNormalMap\", \"displacementMap\", \"specularMap\",\n\t\t\"roughnessMap\", \"metalnessMap\", \"gradientMap\",\n\t\t\"alphaMap\", \"combine\", \"vertexColors\", \"vertexTangents\", \"vertexUvs\", \"uvsVertexOnly\", \"fog\", \"useFog\", \"fogExp2\",\n\t\t\"flatShading\", \"sizeAttenuation\", \"logarithmicDepthBuffer\", \"skinning\",\n\t\t\"maxBones\", \"useVertexTexture\", \"morphTargets\", \"morphNormals\",\n\t\t\"maxMorphTargets\", \"maxMorphNormals\", \"premultipliedAlpha\",\n\t\t\"numDirLights\", \"numPointLights\", \"numSpotLights\", \"numHemiLights\", \"numRectAreaLights\",\n\t\t\"numDirLightShadows\", \"numPointLightShadows\", \"numSpotLightShadows\",\n\t\t\"shadowMapEnabled\", \"shadowMapType\", \"toneMapping\", 'physicallyCorrectLights',\n\t\t\"alphaTest\", \"doubleSided\", \"flipSided\", \"numClippingPlanes\", \"numClipIntersection\", \"depthPacking\", \"dithering\",\n\t\t\"sheen\", \"transmissionMap\"\n\t];\n\n\tfunction getMaxBones( object ) {\n\n\t\tconst skeleton = object.skeleton;\n\t\tconst bones = skeleton.bones;\n\n\t\tif ( floatVertexTextures ) {\n\n\t\t\treturn 1024;\n\n\t\t} else {\n\n\t\t\t// default for when object is not specified\n\t\t\t// ( for example when prebuilding shader to be used with multiple objects )\n\t\t\t//\n\t\t\t// - leave some extra space for other uniforms\n\t\t\t// - limit here is ANGLE's 254 max uniform vectors\n\t\t\t// (up to 54 should be safe)\n\n\t\t\tconst nVertexUniforms = maxVertexUniforms;\n\t\t\tconst nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );\n\n\t\t\tconst maxBones = Math.min( nVertexMatrices, bones.length );\n\n\t\t\tif ( maxBones < bones.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\treturn maxBones;\n\n\t\t}\n\n\t}\n\n\tfunction getTextureEncodingFromMap( map ) {\n\n\t\tlet encoding;\n\n\t\tif ( ! map ) {\n\n\t\t\tencoding = LinearEncoding;\n\n\t\t} else if ( map.isTexture ) {\n\n\t\t\tencoding = map.encoding;\n\n\t\t} else if ( map.isWebGLRenderTarget ) {\n\n\t\t\tconsole.warn( \"THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead.\" );\n\t\t\tencoding = map.texture.encoding;\n\n\t\t}\n\n\t\treturn encoding;\n\n\t}\n\n\tfunction getParameters( material, lights, shadows, scene, object ) {\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\n\t\tconst envMap = cubemaps.get( material.envMap || environment );\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\n\t\t// heuristics to create shader parameters according to lights in the scene\n\t\t// (not to blow over maxLights budget)\n\n\t\tconst maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0;\n\n\t\tif ( material.precision !== null ) {\n\n\t\t\tprecision = capabilities.getMaxPrecision( material.precision );\n\n\t\t\tif ( precision !== material.precision ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet vertexShader, fragmentShader;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\n\t\t\tvertexShader = shader.vertexShader;\n\t\t\tfragmentShader = shader.fragmentShader;\n\n\t\t} else {\n\n\t\t\tvertexShader = material.vertexShader;\n\t\t\tfragmentShader = material.fragmentShader;\n\n\t\t}\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst parameters = {\n\n\t\t\tisWebGL2: isWebGL2,\n\n\t\t\tshaderID: shaderID,\n\t\t\tshaderName: material.type,\n\n\t\t\tvertexShader: vertexShader,\n\t\t\tfragmentShader: fragmentShader,\n\t\t\tdefines: material.defines,\n\n\t\t\tisRawShaderMaterial: material.isRawShaderMaterial === true,\n\t\t\tglslVersion: material.glslVersion,\n\n\t\t\tprecision: precision,\n\n\t\t\tinstancing: object.isInstancedMesh === true,\n\t\t\tinstancingColor: object.isInstancedMesh === true && object.instanceColor !== null,\n\n\t\t\tsupportsVertexTextures: vertexTextures,\n\t\t\toutputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,\n\t\t\tmap: !! material.map,\n\t\t\tmapEncoding: getTextureEncodingFromMap( material.map ),\n\t\t\tmatcap: !! material.matcap,\n\t\t\tmatcapEncoding: getTextureEncodingFromMap( material.matcap ),\n\t\t\tenvMap: !! envMap,\n\t\t\tenvMapMode: envMap && envMap.mapping,\n\t\t\tenvMapEncoding: getTextureEncodingFromMap( envMap ),\n\t\t\tenvMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),\n\t\t\tlightMap: !! material.lightMap,\n\t\t\tlightMapEncoding: getTextureEncodingFromMap( material.lightMap ),\n\t\t\taoMap: !! material.aoMap,\n\t\t\temissiveMap: !! material.emissiveMap,\n\t\t\temissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),\n\t\t\tbumpMap: !! material.bumpMap,\n\t\t\tnormalMap: !! material.normalMap,\n\t\t\tobjectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,\n\t\t\ttangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,\n\t\t\tclearcoatMap: !! material.clearcoatMap,\n\t\t\tclearcoatRoughnessMap: !! material.clearcoatRoughnessMap,\n\t\t\tclearcoatNormalMap: !! material.clearcoatNormalMap,\n\t\t\tdisplacementMap: !! material.displacementMap,\n\t\t\troughnessMap: !! material.roughnessMap,\n\t\t\tmetalnessMap: !! material.metalnessMap,\n\t\t\tspecularMap: !! material.specularMap,\n\t\t\talphaMap: !! material.alphaMap,\n\n\t\t\tgradientMap: !! material.gradientMap,\n\n\t\t\tsheen: !! material.sheen,\n\n\t\t\ttransmissionMap: !! material.transmissionMap,\n\n\t\t\tcombine: material.combine,\n\n\t\t\tvertexTangents: ( material.normalMap && material.vertexTangents ),\n\t\t\tvertexColors: material.vertexColors,\n\t\t\tvertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap,\n\t\t\tuvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmissionMap ) && !! material.displacementMap,\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog,\n\t\t\tfogExp2: ( fog && fog.isFogExp2 ),\n\n\t\t\tflatShading: material.flatShading,\n\n\t\t\tsizeAttenuation: material.sizeAttenuation,\n\t\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\t\tskinning: material.skinning && maxBones > 0,\n\t\t\tmaxBones: maxBones,\n\t\t\tuseVertexTexture: floatVertexTextures,\n\n\t\t\tmorphTargets: material.morphTargets,\n\t\t\tmorphNormals: material.morphNormals,\n\t\t\tmaxMorphTargets: renderer.maxMorphTargets,\n\t\t\tmaxMorphNormals: renderer.maxMorphNormals,\n\n\t\t\tnumDirLights: lights.directional.length,\n\t\t\tnumPointLights: lights.point.length,\n\t\t\tnumSpotLights: lights.spot.length,\n\t\t\tnumRectAreaLights: lights.rectArea.length,\n\t\t\tnumHemiLights: lights.hemi.length,\n\n\t\t\tnumDirLightShadows: lights.directionalShadowMap.length,\n\t\t\tnumPointLightShadows: lights.pointShadowMap.length,\n\t\t\tnumSpotLightShadows: lights.spotShadowMap.length,\n\n\t\t\tnumClippingPlanes: clipping.numPlanes,\n\t\t\tnumClipIntersection: clipping.numIntersection,\n\n\t\t\tdithering: material.dithering,\n\n\t\t\tshadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,\n\t\t\tshadowMapType: renderer.shadowMap.type,\n\n\t\t\ttoneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,\n\t\t\tphysicallyCorrectLights: renderer.physicallyCorrectLights,\n\n\t\t\tpremultipliedAlpha: material.premultipliedAlpha,\n\n\t\t\talphaTest: material.alphaTest,\n\t\t\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tdepthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,\n\n\t\t\tindex0AttributeName: material.index0AttributeName,\n\n\t\t\textensionDerivatives: material.extensions && material.extensions.derivatives,\n\t\t\textensionFragDepth: material.extensions && material.extensions.fragDepth,\n\t\t\textensionDrawBuffers: material.extensions && material.extensions.drawBuffers,\n\t\t\textensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,\n\n\t\t\trendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ),\n\t\t\trendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ),\n\t\t\trendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ),\n\n\t\t\tcustomProgramCacheKey: material.customProgramCacheKey()\n\n\t\t};\n\n\t\treturn parameters;\n\n\t}\n\n\tfunction getProgramCacheKey( parameters ) {\n\n\t\tconst array = [];\n\n\t\tif ( parameters.shaderID ) {\n\n\t\t\tarray.push( parameters.shaderID );\n\n\t\t} else {\n\n\t\t\tarray.push( parameters.fragmentShader );\n\t\t\tarray.push( parameters.vertexShader );\n\n\t\t}\n\n\t\tif ( parameters.defines !== undefined ) {\n\n\t\t\tfor ( const name in parameters.defines ) {\n\n\t\t\t\tarray.push( name );\n\t\t\t\tarray.push( parameters.defines[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( parameters.isRawShaderMaterial === false ) {\n\n\t\t\tfor ( let i = 0; i < parameterNames.length; i ++ ) {\n\n\t\t\t\tarray.push( parameters[ parameterNames[ i ] ] );\n\n\t\t\t}\n\n\t\t\tarray.push( renderer.outputEncoding );\n\t\t\tarray.push( renderer.gammaFactor );\n\n\t\t}\n\n\t\tarray.push( parameters.customProgramCacheKey );\n\n\t\treturn array.join();\n\n\t}\n\n\tfunction getUniforms( material ) {\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\t\tlet uniforms;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\t\t\tuniforms = UniformsUtils.clone( shader.uniforms );\n\n\t\t} else {\n\n\t\t\tuniforms = material.uniforms;\n\n\t\t}\n\n\t\treturn uniforms;\n\n\t}\n\n\tfunction acquireProgram( parameters, cacheKey ) {\n\n\t\tlet program;\n\n\t\t// Check if code has been already compiled\n\t\tfor ( let p = 0, pl = programs.length; p < pl; p ++ ) {\n\n\t\t\tconst preexistingProgram = programs[ p ];\n\n\t\t\tif ( preexistingProgram.cacheKey === cacheKey ) {\n\n\t\t\t\tprogram = preexistingProgram;\n\t\t\t\t++ program.usedTimes;\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( program === undefined ) {\n\n\t\t\tprogram = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );\n\t\t\tprograms.push( program );\n\n\t\t}\n\n\t\treturn program;\n\n\t}\n\n\tfunction releaseProgram( program ) {\n\n\t\tif ( -- program.usedTimes === 0 ) {\n\n\t\t\t// Remove from unordered set\n\t\t\tconst i = programs.indexOf( program );\n\t\t\tprograms[ i ] = programs[ programs.length - 1 ];\n\t\t\tprograms.pop();\n\n\t\t\t// Free WebGL resources\n\t\t\tprogram.destroy();\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tgetParameters: getParameters,\n\t\tgetProgramCacheKey: getProgramCacheKey,\n\t\tgetUniforms: getUniforms,\n\t\tacquireProgram: acquireProgram,\n\t\treleaseProgram: releaseProgram,\n\t\t// Exposed for resource monitoring & error feedback via renderer.info:\n\t\tprograms: programs\n\t};\n\n}\n\nfunction WebGLProperties() {\n\n\tlet properties = new WeakMap();\n\n\tfunction get( object ) {\n\n\t\tlet map = properties.get( object );\n\n\t\tif ( map === undefined ) {\n\n\t\t\tmap = {};\n\t\t\tproperties.set( object, map );\n\n\t\t}\n\n\t\treturn map;\n\n\t}\n\n\tfunction remove( object ) {\n\n\t\tproperties.delete( object );\n\n\t}\n\n\tfunction update( object, key, value ) {\n\n\t\tproperties.get( object )[ key ] = value;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tproperties = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction painterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.program !== b.program ) {\n\n\t\treturn a.program.id - b.program.id;\n\n\t} else if ( a.material.id !== b.material.id ) {\n\n\t\treturn a.material.id - b.material.id;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn a.z - b.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction reversePainterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn b.z - a.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\n\nfunction WebGLRenderList( properties ) {\n\n\tconst renderItems = [];\n\tlet renderItemsIndex = 0;\n\n\tconst opaque = [];\n\tconst transparent = [];\n\n\tconst defaultProgram = { id: - 1 };\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransparent.length = 0;\n\n\t}\n\n\tfunction getNextRenderItem( object, geometry, material, groupOrder, z, group ) {\n\n\t\tlet renderItem = renderItems[ renderItemsIndex ];\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( renderItem === undefined ) {\n\n\t\t\trenderItem = {\n\t\t\t\tid: object.id,\n\t\t\t\tobject: object,\n\t\t\t\tgeometry: geometry,\n\t\t\t\tmaterial: material,\n\t\t\t\tprogram: materialProperties.program || defaultProgram,\n\t\t\t\tgroupOrder: groupOrder,\n\t\t\t\trenderOrder: object.renderOrder,\n\t\t\t\tz: z,\n\t\t\t\tgroup: group\n\t\t\t};\n\n\t\t\trenderItems[ renderItemsIndex ] = renderItem;\n\n\t\t} else {\n\n\t\t\trenderItem.id = object.id;\n\t\t\trenderItem.object = object;\n\t\t\trenderItem.geometry = geometry;\n\t\t\trenderItem.material = material;\n\t\t\trenderItem.program = materialProperties.program || defaultProgram;\n\t\t\trenderItem.groupOrder = groupOrder;\n\t\t\trenderItem.renderOrder = object.renderOrder;\n\t\t\trenderItem.z = z;\n\t\t\trenderItem.group = group;\n\n\t\t}\n\n\t\trenderItemsIndex ++;\n\n\t\treturn renderItem;\n\n\t}\n\n\tfunction push( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).push( renderItem );\n\n\t}\n\n\tfunction unshift( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).unshift( renderItem );\n\n\t}\n\n\tfunction sort( customOpaqueSort, customTransparentSort ) {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );\n\t\tif ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );\n\n\t}\n\n\tfunction finish() {\n\n\t\t// Clear references from inactive renderItems in the list\n\n\t\tfor ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {\n\n\t\t\tconst renderItem = renderItems[ i ];\n\n\t\t\tif ( renderItem.id === null ) break;\n\n\t\t\trenderItem.id = null;\n\t\t\trenderItem.object = null;\n\t\t\trenderItem.geometry = null;\n\t\t\trenderItem.material = null;\n\t\t\trenderItem.program = null;\n\t\t\trenderItem.group = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\topaque: opaque,\n\t\ttransparent: transparent,\n\n\t\tinit: init,\n\t\tpush: push,\n\t\tunshift: unshift,\n\t\tfinish: finish,\n\n\t\tsort: sort\n\t};\n\n}\n\nfunction WebGLRenderLists( properties ) {\n\n\tlet lists = new WeakMap();\n\n\tfunction get( scene, camera ) {\n\n\t\tconst cameras = lists.get( scene );\n\t\tlet list;\n\n\t\tif ( cameras === undefined ) {\n\n\t\t\tlist = new WebGLRenderList( properties );\n\t\t\tlists.set( scene, new WeakMap() );\n\t\t\tlists.get( scene ).set( camera, list );\n\n\t\t} else {\n\n\t\t\tlist = cameras.get( camera );\n\t\t\tif ( list === undefined ) {\n\n\t\t\t\tlist = new WebGLRenderList( properties );\n\t\t\t\tcameras.set( camera, list );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn list;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tlists = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction UniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tconeCos: 0,\n\t\t\t\t\t\tpenumbraCos: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tskyColor: new Color(),\n\t\t\t\t\t\tgroundColor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\thalfWidth: new Vector3(),\n\t\t\t\t\t\thalfHeight: new Vector3()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\nfunction ShadowUniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2(),\n\t\t\t\t\t\tshadowCameraNear: 1,\n\t\t\t\t\t\tshadowCameraFar: 1000\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\t// TODO (abelnation): set RectAreaLight shadow uniforms\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\n\n\nlet nextVersion = 0;\n\nfunction shadowCastingLightsFirst( lightA, lightB ) {\n\n\treturn ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );\n\n}\n\nfunction WebGLLights( extensions, capabilities ) {\n\n\tconst cache = new UniformsCache();\n\n\tconst shadowCache = ShadowUniformsCache();\n\n\tconst state = {\n\n\t\tversion: 0,\n\n\t\thash: {\n\t\t\tdirectionalLength: - 1,\n\t\t\tpointLength: - 1,\n\t\t\tspotLength: - 1,\n\t\t\trectAreaLength: - 1,\n\t\t\themiLength: - 1,\n\n\t\t\tnumDirectionalShadows: - 1,\n\t\t\tnumPointShadows: - 1,\n\t\t\tnumSpotShadows: - 1\n\t\t},\n\n\t\tambient: [ 0, 0, 0 ],\n\t\tprobe: [],\n\t\tdirectional: [],\n\t\tdirectionalShadow: [],\n\t\tdirectionalShadowMap: [],\n\t\tdirectionalShadowMatrix: [],\n\t\tspot: [],\n\t\tspotShadow: [],\n\t\tspotShadowMap: [],\n\t\tspotShadowMatrix: [],\n\t\trectArea: [],\n\t\trectAreaLTC1: null,\n\t\trectAreaLTC2: null,\n\t\tpoint: [],\n\t\tpointShadow: [],\n\t\tpointShadowMap: [],\n\t\tpointShadowMatrix: [],\n\t\themi: []\n\n\t};\n\n\tfor ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );\n\n\tconst vector3 = new Vector3();\n\tconst matrix4 = new Matrix4();\n\tconst matrix42 = new Matrix4();\n\n\tfunction setup( lights, shadows, camera ) {\n\n\t\tlet r = 0, g = 0, b = 0;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tlet numDirectionalShadows = 0;\n\t\tlet numPointShadows = 0;\n\t\tlet numSpotShadows = 0;\n\n\t\tconst viewMatrix = camera.matrixWorldInverse;\n\n\t\tlights.sort( shadowCastingLightsFirst );\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tconst color = light.color;\n\t\t\tconst intensity = light.intensity;\n\t\t\tconst distance = light.distance;\n\n\t\t\tconst shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;\n\n\t\t\tif ( light.isAmbientLight ) {\n\n\t\t\t\tr += color.r * intensity;\n\t\t\t\tg += color.g * intensity;\n\t\t\t\tb += color.b * intensity;\n\n\t\t\t} else if ( light.isLightProbe ) {\n\n\t\t\t\tfor ( let j = 0; j < 9; j ++ ) {\n\n\t\t\t\t\tstate.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );\n\n\t\t\t\t}\n\n\t\t\t} else if ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.directionalShadow[ directionalLength ] = shadowUniforms;\n\t\t\t\t\tstate.directionalShadowMap[ directionalLength ] = shadowMap;\n\t\t\t\t\tstate.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumDirectionalShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.directional[ directionalLength ] = uniforms;\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.distance = distance;\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tuniforms.coneCos = Math.cos( light.angle );\n\t\t\t\tuniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.spotShadow[ spotLength ] = shadowUniforms;\n\t\t\t\t\tstate.spotShadowMap[ spotLength ] = shadowMap;\n\t\t\t\t\tstate.spotShadowMatrix[ spotLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumSpotShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.spot[ spotLength ] = uniforms;\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\t// (a) intensity is the total visible light emitted\n\t\t\t\t//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );\n\n\t\t\t\t// (b) intensity is the brightness of the light\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\t// extract local rotation of light to derive width/height half vectors\n\t\t\t\tmatrix42.identity();\n\t\t\t\tmatrix4.copy( light.matrixWorld );\n\t\t\t\tmatrix4.premultiply( viewMatrix );\n\t\t\t\tmatrix42.extractRotation( matrix4 );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tuniforms.halfWidth.applyMatrix4( matrix42 );\n\t\t\t\tuniforms.halfHeight.applyMatrix4( matrix42 );\n\n\t\t\t\t// TODO (abelnation): RectAreaLight distance?\n\t\t\t\t// uniforms.distance = distance;\n\n\t\t\t\tstate.rectArea[ rectAreaLength ] = uniforms;\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\t\t\t\tuniforms.distance = light.distance;\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\t\t\t\t\tshadowUniforms.shadowCameraNear = shadow.camera.near;\n\t\t\t\t\tshadowUniforms.shadowCameraFar = shadow.camera.far;\n\n\t\t\t\t\tstate.pointShadow[ pointLength ] = shadowUniforms;\n\t\t\t\t\tstate.pointShadowMap[ pointLength ] = shadowMap;\n\t\t\t\t\tstate.pointShadowMatrix[ pointLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumPointShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.point[ pointLength ] = uniforms;\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\t\t\t\tuniforms.direction.normalize();\n\n\t\t\t\tuniforms.skyColor.copy( light.color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );\n\n\t\t\t\tstate.hemi[ hemiLength ] = uniforms;\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( rectAreaLength > 0 ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\t// WebGL 2\n\n\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t} else {\n\n\t\t\t\t// WebGL 1\n\n\t\t\t\tif ( extensions.has( 'OES_texture_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t\t} else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_HALF_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_HALF_2;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.ambient[ 0 ] = r;\n\t\tstate.ambient[ 1 ] = g;\n\t\tstate.ambient[ 2 ] = b;\n\n\t\tconst hash = state.hash;\n\n\t\tif ( hash.directionalLength !== directionalLength ||\n\t\t\thash.pointLength !== pointLength ||\n\t\t\thash.spotLength !== spotLength ||\n\t\t\thash.rectAreaLength !== rectAreaLength ||\n\t\t\thash.hemiLength !== hemiLength ||\n\t\t\thash.numDirectionalShadows !== numDirectionalShadows ||\n\t\t\thash.numPointShadows !== numPointShadows ||\n\t\t\thash.numSpotShadows !== numSpotShadows ) {\n\n\t\t\tstate.directional.length = directionalLength;\n\t\t\tstate.spot.length = spotLength;\n\t\t\tstate.rectArea.length = rectAreaLength;\n\t\t\tstate.point.length = pointLength;\n\t\t\tstate.hemi.length = hemiLength;\n\n\t\t\tstate.directionalShadow.length = numDirectionalShadows;\n\t\t\tstate.directionalShadowMap.length = numDirectionalShadows;\n\t\t\tstate.pointShadow.length = numPointShadows;\n\t\t\tstate.pointShadowMap.length = numPointShadows;\n\t\t\tstate.spotShadow.length = numSpotShadows;\n\t\t\tstate.spotShadowMap.length = numSpotShadows;\n\t\t\tstate.directionalShadowMatrix.length = numDirectionalShadows;\n\t\t\tstate.pointShadowMatrix.length = numPointShadows;\n\t\t\tstate.spotShadowMatrix.length = numSpotShadows;\n\n\t\t\thash.directionalLength = directionalLength;\n\t\t\thash.pointLength = pointLength;\n\t\t\thash.spotLength = spotLength;\n\t\t\thash.rectAreaLength = rectAreaLength;\n\t\t\thash.hemiLength = hemiLength;\n\n\t\t\thash.numDirectionalShadows = numDirectionalShadows;\n\t\t\thash.numPointShadows = numPointShadows;\n\t\t\thash.numSpotShadows = numSpotShadows;\n\n\t\t\tstate.version = nextVersion ++;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tsetup: setup,\n\t\tstate: state\n\t};\n\n}\n\nfunction WebGLRenderState( extensions, capabilities ) {\n\n\tconst lights = new WebGLLights( extensions, capabilities );\n\n\tconst lightsArray = [];\n\tconst shadowsArray = [];\n\n\tfunction init() {\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t}\n\n\tfunction pushLight( light ) {\n\n\t\tlightsArray.push( light );\n\n\t}\n\n\tfunction pushShadow( shadowLight ) {\n\n\t\tshadowsArray.push( shadowLight );\n\n\t}\n\n\tfunction setupLights( camera ) {\n\n\t\tlights.setup( lightsArray, shadowsArray, camera );\n\n\t}\n\n\tconst state = {\n\t\tlightsArray: lightsArray,\n\t\tshadowsArray: shadowsArray,\n\n\t\tlights: lights\n\t};\n\n\treturn {\n\t\tinit: init,\n\t\tstate: state,\n\t\tsetupLights: setupLights,\n\n\t\tpushLight: pushLight,\n\t\tpushShadow: pushShadow\n\t};\n\n}\n\nfunction WebGLRenderStates( extensions, capabilities ) {\n\n\tlet renderStates = new WeakMap();\n\n\tfunction get( scene, camera ) {\n\n\t\tlet renderState;\n\n\t\tif ( renderStates.has( scene ) === false ) {\n\n\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\trenderStates.set( scene, new WeakMap() );\n\t\t\trenderStates.get( scene ).set( camera, renderState );\n\n\t\t} else {\n\n\t\t\tif ( renderStates.get( scene ).has( camera ) === false ) {\n\n\t\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\t\trenderStates.get( scene ).set( camera, renderState );\n\n\t\t\t} else {\n\n\t\t\t\trenderState = renderStates.get( scene ).get( camera );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn renderState;\n\n\t}\n\n\tfunction dispose() {\n\n\t\trenderStates = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\n/**\n * parameters = {\n *\n * opacity: ,\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\nfunction MeshDepthMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshDepthMaterial';\n\n\tthis.depthPacking = BasicDepthPacking;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshDepthMaterial.prototype = Object.create( Material.prototype );\nMeshDepthMaterial.prototype.constructor = MeshDepthMaterial;\n\nMeshDepthMaterial.prototype.isMeshDepthMaterial = true;\n\nMeshDepthMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.depthPacking = source.depthPacking;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\treturn this;\n\n};\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\nfunction MeshDistanceMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshDistanceMaterial';\n\n\tthis.referencePosition = new Vector3();\n\tthis.nearDistance = 1;\n\tthis.farDistance = 1000;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.fog = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshDistanceMaterial.prototype = Object.create( Material.prototype );\nMeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;\n\nMeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;\n\nMeshDistanceMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.referencePosition.copy( source.referencePosition );\n\tthis.nearDistance = source.nearDistance;\n\tthis.farDistance = source.farDistance;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\treturn this;\n\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}\";\n\nvar vsm_vert = \"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";\n\nfunction WebGLShadowMap( _renderer, _objects, maxTextureSize ) {\n\n\tlet _frustum = new Frustum();\n\n\tconst _shadowMapSize = new Vector2(),\n\t\t_viewportSize = new Vector2(),\n\n\t\t_viewport = new Vector4(),\n\n\t\t_depthMaterials = [],\n\t\t_distanceMaterials = [],\n\n\t\t_materialCache = {};\n\n\tconst shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };\n\n\tconst shadowMaterialVertical = new ShaderMaterial( {\n\n\t\tdefines: {\n\t\t\tSAMPLE_RATE: 2.0 / 8.0,\n\t\t\tHALF_SAMPLE_RATE: 1.0 / 8.0\n\t\t},\n\n\t\tuniforms: {\n\t\t\tshadow_pass: { value: null },\n\t\t\tresolution: { value: new Vector2() },\n\t\t\tradius: { value: 4.0 }\n\t\t},\n\n\t\tvertexShader: vsm_vert,\n\n\t\tfragmentShader: vsm_frag\n\n\t} );\n\n\tconst shadowMaterialHorizonal = shadowMaterialVertical.clone();\n\tshadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;\n\n\tconst fullScreenTri = new BufferGeometry();\n\tfullScreenTri.setAttribute(\n\t\t\"position\",\n\t\tnew BufferAttribute(\n\t\t\tnew Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),\n\t\t\t3\n\t\t)\n\t);\n\n\tconst fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );\n\n\tconst scope = this;\n\n\tthis.enabled = false;\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis.type = PCFShadowMap;\n\n\tthis.render = function ( lights, scene, camera ) {\n\n\t\tif ( scope.enabled === false ) return;\n\t\tif ( scope.autoUpdate === false && scope.needsUpdate === false ) return;\n\n\t\tif ( lights.length === 0 ) return;\n\n\t\tconst currentRenderTarget = _renderer.getRenderTarget();\n\t\tconst activeCubeFace = _renderer.getActiveCubeFace();\n\t\tconst activeMipmapLevel = _renderer.getActiveMipmapLevel();\n\n\t\tconst _state = _renderer.state;\n\n\t\t// Set GL state for depth map.\n\t\t_state.setBlending( NoBlending );\n\t\t_state.buffers.color.setClear( 1, 1, 1, 1 );\n\t\t_state.buffers.depth.setTest( true );\n\t\t_state.setScissorTest( false );\n\n\t\t// render depth map\n\n\t\tfor ( let i = 0, il = lights.length; i < il; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\t\t\tconst shadow = light.shadow;\n\n\t\t\tif ( shadow === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;\n\n\t\t\t_shadowMapSize.copy( shadow.mapSize );\n\n\t\t\tconst shadowFrameExtents = shadow.getFrameExtents();\n\n\t\t\t_shadowMapSize.multiply( shadowFrameExtents );\n\n\t\t\t_viewportSize.copy( shadow.mapSize );\n\n\t\t\tif ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {\n\n\t\t\t\tif ( _shadowMapSize.x > maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );\n\t\t\t\t\t_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;\n\t\t\t\t\tshadow.mapSize.x = _viewportSize.x;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _shadowMapSize.y > maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );\n\t\t\t\t\t_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;\n\t\t\t\t\tshadow.mapSize.y = _viewportSize.y;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tconst pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + \".shadowMap\";\n\n\t\t\t\tshadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null ) {\n\n\t\t\t\tconst pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + \".shadowMap\";\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\t_renderer.setRenderTarget( shadow.map );\n\t\t\t_renderer.clear();\n\n\t\t\tconst viewportCount = shadow.getViewportCount();\n\n\t\t\tfor ( let vp = 0; vp < viewportCount; vp ++ ) {\n\n\t\t\t\tconst viewport = shadow.getViewport( vp );\n\n\t\t\t\t_viewport.set(\n\t\t\t\t\t_viewportSize.x * viewport.x,\n\t\t\t\t\t_viewportSize.y * viewport.y,\n\t\t\t\t\t_viewportSize.x * viewport.z,\n\t\t\t\t\t_viewportSize.y * viewport.w\n\t\t\t\t);\n\n\t\t\t\t_state.viewport( _viewport );\n\n\t\t\t\tshadow.updateMatrices( light, vp );\n\n\t\t\t\t_frustum = shadow.getFrustum();\n\n\t\t\t\trenderObject( scene, camera, shadow.camera, light, this.type );\n\n\t\t\t}\n\n\t\t\t// do blur pass for VSM\n\n\t\t\tif ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tVSMPass( shadow, camera );\n\n\t\t\t}\n\n\t\t\tshadow.needsUpdate = false;\n\n\t\t}\n\n\t\tscope.needsUpdate = false;\n\n\t\t_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );\n\n\t};\n\n\tfunction VSMPass( shadow, camera ) {\n\n\t\tconst geometry = _objects.update( fullScreenMesh );\n\n\t\t// vertical pass\n\n\t\tshadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;\n\t\tshadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialVertical.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.mapPass );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );\n\n\t\t// horizonal pass\n\n\t\tshadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;\n\t\tshadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialHorizonal.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.map );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );\n\n\t}\n\n\tfunction getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tconst index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tlet material = _depthMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDepthMaterial( {\n\n\t\t\t\tdepthPacking: RGBADepthPacking,\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_depthMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tconst index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tlet material = _distanceMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDistanceMaterial( {\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_distanceMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {\n\n\t\tlet result = null;\n\n\t\tlet getMaterialVariant = getDepthMaterialVariant;\n\t\tlet customMaterial = object.customDepthMaterial;\n\n\t\tif ( light.isPointLight === true ) {\n\n\t\t\tgetMaterialVariant = getDistanceMaterialVariant;\n\t\t\tcustomMaterial = object.customDistanceMaterial;\n\n\t\t}\n\n\t\tif ( customMaterial === undefined ) {\n\n\t\t\tlet useMorphing = false;\n\n\t\t\tif ( material.morphTargets === true ) {\n\n\t\t\t\tuseMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;\n\n\t\t\t}\n\n\t\t\tlet useSkinning = false;\n\n\t\t\tif ( object.isSkinnedMesh === true ) {\n\n\t\t\t\tif ( material.skinning === true ) {\n\n\t\t\t\t\tuseSkinning = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst useInstancing = object.isInstancedMesh === true;\n\n\t\t\tresult = getMaterialVariant( useMorphing, useSkinning, useInstancing );\n\n\t\t} else {\n\n\t\t\tresult = customMaterial;\n\n\t\t}\n\n\t\tif ( _renderer.localClippingEnabled &&\n\t\t\t\tmaterial.clipShadows === true &&\n\t\t\t\tmaterial.clippingPlanes.length !== 0 ) {\n\n\t\t\t// in this case we need a unique material instance reflecting the\n\t\t\t// appropriate state\n\n\t\t\tconst keyA = result.uuid, keyB = material.uuid;\n\n\t\t\tlet materialsForVariant = _materialCache[ keyA ];\n\n\t\t\tif ( materialsForVariant === undefined ) {\n\n\t\t\t\tmaterialsForVariant = {};\n\t\t\t\t_materialCache[ keyA ] = materialsForVariant;\n\n\t\t\t}\n\n\t\t\tlet cachedMaterial = materialsForVariant[ keyB ];\n\n\t\t\tif ( cachedMaterial === undefined ) {\n\n\t\t\t\tcachedMaterial = result.clone();\n\t\t\t\tmaterialsForVariant[ keyB ] = cachedMaterial;\n\n\t\t\t}\n\n\t\t\tresult = cachedMaterial;\n\n\t\t}\n\n\t\tresult.visible = material.visible;\n\t\tresult.wireframe = material.wireframe;\n\n\t\tif ( type === VSMShadowMap ) {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;\n\n\t\t} else {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];\n\n\t\t}\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.wireframeLinewidth = material.wireframeLinewidth;\n\t\tresult.linewidth = material.linewidth;\n\n\t\tif ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {\n\n\t\t\tresult.referencePosition.setFromMatrixPosition( light.matrixWorld );\n\t\t\tresult.nearDistance = shadowCameraNear;\n\t\t\tresult.farDistance = shadowCameraFar;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tfunction renderObject( object, camera, shadowCamera, light, type ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {\n\n\t\t\tif ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {\n\n\t\t\t\tobject.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );\n\n\t\t\t\tconst geometry = _objects.update( object );\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\tfor ( let k = 0, kl = groups.length; k < kl; k ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ k ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( children[ i ], camera, shadowCamera, light, type );\n\n\t\t}\n\n\t}\n\n}\n\nfunction WebGLState( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction ColorBuffer() {\n\n\t\tlet locked = false;\n\n\t\tconst color = new Vector4();\n\t\tlet currentColorMask = null;\n\t\tconst currentColorClear = new Vector4( 0, 0, 0, 0 );\n\n\t\treturn {\n\n\t\t\tsetMask: function ( colorMask ) {\n\n\t\t\t\tif ( currentColorMask !== colorMask && ! locked ) {\n\n\t\t\t\t\tgl.colorMask( colorMask, colorMask, colorMask, colorMask );\n\t\t\t\t\tcurrentColorMask = colorMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( r, g, b, a, premultipliedAlpha ) {\n\n\t\t\t\tif ( premultipliedAlpha === true ) {\n\n\t\t\t\t\tr *= a; g *= a; b *= a;\n\n\t\t\t\t}\n\n\t\t\t\tcolor.set( r, g, b, a );\n\n\t\t\t\tif ( currentColorClear.equals( color ) === false ) {\n\n\t\t\t\t\tgl.clearColor( r, g, b, a );\n\t\t\t\t\tcurrentColorClear.copy( color );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentColorMask = null;\n\t\t\t\tcurrentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction DepthBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentDepthMask = null;\n\t\tlet currentDepthFunc = null;\n\t\tlet currentDepthClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( depthTest ) {\n\n\t\t\t\tif ( depthTest ) {\n\n\t\t\t\t\tenable( 2929 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( 2929 );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( depthMask ) {\n\n\t\t\t\tif ( currentDepthMask !== depthMask && ! locked ) {\n\n\t\t\t\t\tgl.depthMask( depthMask );\n\t\t\t\t\tcurrentDepthMask = depthMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( depthFunc ) {\n\n\t\t\t\tif ( currentDepthFunc !== depthFunc ) {\n\n\t\t\t\t\tif ( depthFunc ) {\n\n\t\t\t\t\t\tswitch ( depthFunc ) {\n\n\t\t\t\t\t\t\tcase NeverDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 512 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase AlwaysDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 519 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 513 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase EqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 514 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 518 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 516 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase NotEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 517 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrentDepthFunc = depthFunc;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( depth ) {\n\n\t\t\t\tif ( currentDepthClear !== depth ) {\n\n\t\t\t\t\tgl.clearDepth( depth );\n\t\t\t\t\tcurrentDepthClear = depth;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentDepthMask = null;\n\t\t\t\tcurrentDepthFunc = null;\n\t\t\t\tcurrentDepthClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction StencilBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentStencilMask = null;\n\t\tlet currentStencilFunc = null;\n\t\tlet currentStencilRef = null;\n\t\tlet currentStencilFuncMask = null;\n\t\tlet currentStencilFail = null;\n\t\tlet currentStencilZFail = null;\n\t\tlet currentStencilZPass = null;\n\t\tlet currentStencilClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( stencilTest ) {\n\n\t\t\t\tif ( ! locked ) {\n\n\t\t\t\t\tif ( stencilTest ) {\n\n\t\t\t\t\t\tenable( 2960 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdisable( 2960 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( stencilMask ) {\n\n\t\t\t\tif ( currentStencilMask !== stencilMask && ! locked ) {\n\n\t\t\t\t\tgl.stencilMask( stencilMask );\n\t\t\t\t\tcurrentStencilMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( stencilFunc, stencilRef, stencilMask ) {\n\n\t\t\t\tif ( currentStencilFunc !== stencilFunc ||\n\t\t\t\t currentStencilRef !== stencilRef ||\n\t\t\t\t currentStencilFuncMask !== stencilMask ) {\n\n\t\t\t\t\tgl.stencilFunc( stencilFunc, stencilRef, stencilMask );\n\n\t\t\t\t\tcurrentStencilFunc = stencilFunc;\n\t\t\t\t\tcurrentStencilRef = stencilRef;\n\t\t\t\t\tcurrentStencilFuncMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetOp: function ( stencilFail, stencilZFail, stencilZPass ) {\n\n\t\t\t\tif ( currentStencilFail !== stencilFail ||\n\t\t\t\t currentStencilZFail !== stencilZFail ||\n\t\t\t\t currentStencilZPass !== stencilZPass ) {\n\n\t\t\t\t\tgl.stencilOp( stencilFail, stencilZFail, stencilZPass );\n\n\t\t\t\t\tcurrentStencilFail = stencilFail;\n\t\t\t\t\tcurrentStencilZFail = stencilZFail;\n\t\t\t\t\tcurrentStencilZPass = stencilZPass;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( stencil ) {\n\n\t\t\t\tif ( currentStencilClear !== stencil ) {\n\n\t\t\t\t\tgl.clearStencil( stencil );\n\t\t\t\t\tcurrentStencilClear = stencil;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentStencilMask = null;\n\t\t\t\tcurrentStencilFunc = null;\n\t\t\t\tcurrentStencilRef = null;\n\t\t\t\tcurrentStencilFuncMask = null;\n\t\t\t\tcurrentStencilFail = null;\n\t\t\t\tcurrentStencilZFail = null;\n\t\t\t\tcurrentStencilZPass = null;\n\t\t\t\tcurrentStencilClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t//\n\n\tconst colorBuffer = new ColorBuffer();\n\tconst depthBuffer = new DepthBuffer();\n\tconst stencilBuffer = new StencilBuffer();\n\n\tlet enabledCapabilities = {};\n\n\tlet currentProgram = null;\n\n\tlet currentBlendingEnabled = null;\n\tlet currentBlending = null;\n\tlet currentBlendEquation = null;\n\tlet currentBlendSrc = null;\n\tlet currentBlendDst = null;\n\tlet currentBlendEquationAlpha = null;\n\tlet currentBlendSrcAlpha = null;\n\tlet currentBlendDstAlpha = null;\n\tlet currentPremultipledAlpha = false;\n\n\tlet currentFlipSided = null;\n\tlet currentCullFace = null;\n\n\tlet currentLineWidth = null;\n\n\tlet currentPolygonOffsetFactor = null;\n\tlet currentPolygonOffsetUnits = null;\n\n\tconst maxTextures = gl.getParameter( 35661 );\n\n\tlet lineWidthAvailable = false;\n\tlet version = 0;\n\tconst glVersion = gl.getParameter( 7938 );\n\n\tif ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^WebGL\\ ([0-9])/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 1.0 );\n\n\t} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^OpenGL\\ ES\\ ([0-9])/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 2.0 );\n\n\t}\n\n\tlet currentTextureSlot = null;\n\tlet currentBoundTextures = {};\n\n\tconst currentScissor = new Vector4();\n\tconst currentViewport = new Vector4();\n\n\tfunction createTexture( type, target, count ) {\n\n\t\tconst data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.\n\t\tconst texture = gl.createTexture();\n\n\t\tgl.bindTexture( type, texture );\n\t\tgl.texParameteri( type, 10241, 9728 );\n\t\tgl.texParameteri( type, 10240, 9728 );\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tgl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tconst emptyTextures = {};\n\temptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );\n\temptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );\n\n\t// init\n\n\tcolorBuffer.setClear( 0, 0, 0, 1 );\n\tdepthBuffer.setClear( 1 );\n\tstencilBuffer.setClear( 0 );\n\n\tenable( 2929 );\n\tdepthBuffer.setFunc( LessEqualDepth );\n\n\tsetFlipSided( false );\n\tsetCullFace( CullFaceBack );\n\tenable( 2884 );\n\n\tsetBlending( NoBlending );\n\n\t//\n\n\tfunction enable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== true ) {\n\n\t\t\tgl.enable( id );\n\t\t\tenabledCapabilities[ id ] = true;\n\n\t\t}\n\n\t}\n\n\tfunction disable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== false ) {\n\n\t\t\tgl.disable( id );\n\t\t\tenabledCapabilities[ id ] = false;\n\n\t\t}\n\n\t}\n\n\tfunction useProgram( program ) {\n\n\t\tif ( currentProgram !== program ) {\n\n\t\t\tgl.useProgram( program );\n\n\t\t\tcurrentProgram = program;\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tconst equationToGL = {\n\t\t[ AddEquation ]: 32774,\n\t\t[ SubtractEquation ]: 32778,\n\t\t[ ReverseSubtractEquation ]: 32779\n\t};\n\n\tif ( isWebGL2 ) {\n\n\t\tequationToGL[ MinEquation ] = 32775;\n\t\tequationToGL[ MaxEquation ] = 32776;\n\n\t} else {\n\n\t\tconst extension = extensions.get( 'EXT_blend_minmax' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tequationToGL[ MinEquation ] = extension.MIN_EXT;\n\t\t\tequationToGL[ MaxEquation ] = extension.MAX_EXT;\n\n\t\t}\n\n\t}\n\n\tconst factorToGL = {\n\t\t[ ZeroFactor ]: 0,\n\t\t[ OneFactor ]: 1,\n\t\t[ SrcColorFactor ]: 768,\n\t\t[ SrcAlphaFactor ]: 770,\n\t\t[ SrcAlphaSaturateFactor ]: 776,\n\t\t[ DstColorFactor ]: 774,\n\t\t[ DstAlphaFactor ]: 772,\n\t\t[ OneMinusSrcColorFactor ]: 769,\n\t\t[ OneMinusSrcAlphaFactor ]: 771,\n\t\t[ OneMinusDstColorFactor ]: 775,\n\t\t[ OneMinusDstAlphaFactor ]: 773\n\t};\n\n\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {\n\n\t\tif ( blending === NoBlending ) {\n\n\t\t\tif ( currentBlendingEnabled ) {\n\n\t\t\t\tdisable( 3042 );\n\t\t\t\tcurrentBlendingEnabled = false;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( ! currentBlendingEnabled ) {\n\n\t\t\tenable( 3042 );\n\t\t\tcurrentBlendingEnabled = true;\n\n\t\t}\n\n\t\tif ( blending !== CustomBlending ) {\n\n\t\t\tif ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {\n\n\t\t\t\tif ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {\n\n\t\t\t\t\tgl.blendEquation( 32774 );\n\n\t\t\t\t\tcurrentBlendEquation = AddEquation;\n\t\t\t\t\tcurrentBlendEquationAlpha = AddEquation;\n\n\t\t\t\t}\n\n\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 1, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 1, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 0, 769, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 768, 0, 770 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 770, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 770, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 769 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 768 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tcurrentBlendSrc = null;\n\t\t\t\tcurrentBlendDst = null;\n\t\t\t\tcurrentBlendSrcAlpha = null;\n\t\t\t\tcurrentBlendDstAlpha = null;\n\n\t\t\t\tcurrentBlending = blending;\n\t\t\t\tcurrentPremultipledAlpha = premultipliedAlpha;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// custom blending\n\n\t\tblendEquationAlpha = blendEquationAlpha || blendEquation;\n\t\tblendSrcAlpha = blendSrcAlpha || blendSrc;\n\t\tblendDstAlpha = blendDstAlpha || blendDst;\n\n\t\tif ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {\n\n\t\t\tgl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );\n\n\t\t\tcurrentBlendEquation = blendEquation;\n\t\t\tcurrentBlendEquationAlpha = blendEquationAlpha;\n\n\t\t}\n\n\t\tif ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {\n\n\t\t\tgl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );\n\n\t\t\tcurrentBlendSrc = blendSrc;\n\t\t\tcurrentBlendDst = blendDst;\n\t\t\tcurrentBlendSrcAlpha = blendSrcAlpha;\n\t\t\tcurrentBlendDstAlpha = blendDstAlpha;\n\n\t\t}\n\n\t\tcurrentBlending = blending;\n\t\tcurrentPremultipledAlpha = null;\n\n\t}\n\n\tfunction setMaterial( material, frontFaceCW ) {\n\n\t\tmaterial.side === DoubleSide\n\t\t\t? disable( 2884 )\n\t\t\t: enable( 2884 );\n\n\t\tlet flipSided = ( material.side === BackSide );\n\t\tif ( frontFaceCW ) flipSided = ! flipSided;\n\n\t\tsetFlipSided( flipSided );\n\n\t\t( material.blending === NormalBlending && material.transparent === false )\n\t\t\t? setBlending( NoBlending )\n\t\t\t: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );\n\n\t\tdepthBuffer.setFunc( material.depthFunc );\n\t\tdepthBuffer.setTest( material.depthTest );\n\t\tdepthBuffer.setMask( material.depthWrite );\n\t\tcolorBuffer.setMask( material.colorWrite );\n\n\t\tconst stencilWrite = material.stencilWrite;\n\t\tstencilBuffer.setTest( stencilWrite );\n\t\tif ( stencilWrite ) {\n\n\t\t\tstencilBuffer.setMask( material.stencilWriteMask );\n\t\t\tstencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );\n\t\t\tstencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );\n\n\t\t}\n\n\t\tsetPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );\n\n\t}\n\n\t//\n\n\tfunction setFlipSided( flipSided ) {\n\n\t\tif ( currentFlipSided !== flipSided ) {\n\n\t\t\tif ( flipSided ) {\n\n\t\t\t\tgl.frontFace( 2304 );\n\n\t\t\t} else {\n\n\t\t\t\tgl.frontFace( 2305 );\n\n\t\t\t}\n\n\t\t\tcurrentFlipSided = flipSided;\n\n\t\t}\n\n\t}\n\n\tfunction setCullFace( cullFace ) {\n\n\t\tif ( cullFace !== CullFaceNone ) {\n\n\t\t\tenable( 2884 );\n\n\t\t\tif ( cullFace !== currentCullFace ) {\n\n\t\t\t\tif ( cullFace === CullFaceBack ) {\n\n\t\t\t\t\tgl.cullFace( 1029 );\n\n\t\t\t\t} else if ( cullFace === CullFaceFront ) {\n\n\t\t\t\t\tgl.cullFace( 1028 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.cullFace( 1032 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 2884 );\n\n\t\t}\n\n\t\tcurrentCullFace = cullFace;\n\n\t}\n\n\tfunction setLineWidth( width ) {\n\n\t\tif ( width !== currentLineWidth ) {\n\n\t\t\tif ( lineWidthAvailable ) gl.lineWidth( width );\n\n\t\t\tcurrentLineWidth = width;\n\n\t\t}\n\n\t}\n\n\tfunction setPolygonOffset( polygonOffset, factor, units ) {\n\n\t\tif ( polygonOffset ) {\n\n\t\t\tenable( 32823 );\n\n\t\t\tif ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {\n\n\t\t\t\tgl.polygonOffset( factor, units );\n\n\t\t\t\tcurrentPolygonOffsetFactor = factor;\n\t\t\t\tcurrentPolygonOffsetUnits = units;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 32823 );\n\n\t\t}\n\n\t}\n\n\tfunction setScissorTest( scissorTest ) {\n\n\t\tif ( scissorTest ) {\n\n\t\t\tenable( 3089 );\n\n\t\t} else {\n\n\t\t\tdisable( 3089 );\n\n\t\t}\n\n\t}\n\n\t// texture\n\n\tfunction activeTexture( webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;\n\n\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\tgl.activeTexture( webglSlot );\n\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t}\n\n\t}\n\n\tfunction bindTexture( webglType, webglTexture ) {\n\n\t\tif ( currentTextureSlot === null ) {\n\n\t\t\tactiveTexture();\n\n\t\t}\n\n\t\tlet boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture === undefined ) {\n\n\t\t\tboundTexture = { type: undefined, texture: undefined };\n\t\t\tcurrentBoundTextures[ currentTextureSlot ] = boundTexture;\n\n\t\t}\n\n\t\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\n\n\t\t\tgl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );\n\n\t\t\tboundTexture.type = webglType;\n\t\t\tboundTexture.texture = webglTexture;\n\n\t\t}\n\n\t}\n\n\tfunction unbindTexture() {\n\n\t\tconst boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture !== undefined && boundTexture.type !== undefined ) {\n\n\t\t\tgl.bindTexture( boundTexture.type, null );\n\n\t\t\tboundTexture.type = undefined;\n\t\t\tboundTexture.texture = undefined;\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction scissor( scissor ) {\n\n\t\tif ( currentScissor.equals( scissor ) === false ) {\n\n\t\t\tgl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );\n\t\t\tcurrentScissor.copy( scissor );\n\n\t\t}\n\n\t}\n\n\tfunction viewport( viewport ) {\n\n\t\tif ( currentViewport.equals( viewport ) === false ) {\n\n\t\t\tgl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );\n\t\t\tcurrentViewport.copy( viewport );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction reset() {\n\n\t\tenabledCapabilities = {};\n\n\t\tcurrentTextureSlot = null;\n\t\tcurrentBoundTextures = {};\n\n\t\tcurrentProgram = null;\n\n\t\tcurrentBlendingEnabled = null;\n\t\tcurrentBlending = null;\n\t\tcurrentBlendEquation = null;\n\t\tcurrentBlendSrc = null;\n\t\tcurrentBlendDst = null;\n\t\tcurrentBlendEquationAlpha = null;\n\t\tcurrentBlendSrcAlpha = null;\n\t\tcurrentBlendDstAlpha = null;\n\t\tcurrentPremultipledAlpha = false;\n\n\t\tcurrentFlipSided = null;\n\t\tcurrentCullFace = null;\n\n\t\tcurrentLineWidth = null;\n\n\t\tcurrentPolygonOffsetFactor = null;\n\t\tcurrentPolygonOffsetUnits = null;\n\n\t\tcolorBuffer.reset();\n\t\tdepthBuffer.reset();\n\t\tstencilBuffer.reset();\n\n\t}\n\n\treturn {\n\n\t\tbuffers: {\n\t\t\tcolor: colorBuffer,\n\t\t\tdepth: depthBuffer,\n\t\t\tstencil: stencilBuffer\n\t\t},\n\n\t\tenable: enable,\n\t\tdisable: disable,\n\n\t\tuseProgram: useProgram,\n\n\t\tsetBlending: setBlending,\n\t\tsetMaterial: setMaterial,\n\n\t\tsetFlipSided: setFlipSided,\n\t\tsetCullFace: setCullFace,\n\n\t\tsetLineWidth: setLineWidth,\n\t\tsetPolygonOffset: setPolygonOffset,\n\n\t\tsetScissorTest: setScissorTest,\n\n\t\tactiveTexture: activeTexture,\n\t\tbindTexture: bindTexture,\n\t\tunbindTexture: unbindTexture,\n\t\tcompressedTexImage2D: compressedTexImage2D,\n\t\ttexImage2D: texImage2D,\n\t\ttexImage3D: texImage3D,\n\n\t\tscissor: scissor,\n\t\tviewport: viewport,\n\n\t\treset: reset\n\n\t};\n\n}\n\nfunction WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst maxTextures = capabilities.maxTextures;\n\tconst maxCubemapSize = capabilities.maxCubemapSize;\n\tconst maxTextureSize = capabilities.maxTextureSize;\n\tconst maxSamples = capabilities.maxSamples;\n\n\tconst _videoTextures = new WeakMap();\n\tlet _canvas;\n\n\t// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,\n\t// also OffscreenCanvas.getContext(\"webgl\"), but not OffscreenCanvas.getContext(\"2d\")!\n\t// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).\n\n\tlet useOffscreenCanvas = false;\n\n\ttry {\n\n\t\tuseOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'\n\t\t\t&& ( new OffscreenCanvas( 1, 1 ).getContext( \"2d\" ) ) !== null;\n\n\t} catch ( err ) {\n\n\t\t// Ignore any errors\n\n\t}\n\n\tfunction createCanvas( width, height ) {\n\n\t\t// Use OffscreenCanvas when available. Specially needed in web workers\n\n\t\treturn useOffscreenCanvas ?\n\t\t\tnew OffscreenCanvas( width, height ) :\n\t\t\tdocument.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t}\n\n\tfunction resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {\n\n\t\tlet scale = 1;\n\n\t\t// handle case if texture exceeds max size\n\n\t\tif ( image.width > maxSize || image.height > maxSize ) {\n\n\t\t\tscale = maxSize / Math.max( image.width, image.height );\n\n\t\t}\n\n\t\t// only perform resize if necessary\n\n\t\tif ( scale < 1 || needsPowerOfTwo === true ) {\n\n\t\t\t// only perform resize for certain image types\n\n\t\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\t\tconst floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;\n\n\t\t\t\tconst width = floor( scale * image.width );\n\t\t\t\tconst height = floor( scale * image.height );\n\n\t\t\t\tif ( _canvas === undefined ) _canvas = createCanvas( width, height );\n\n\t\t\t\t// cube textures can't reuse the same canvas\n\n\t\t\t\tconst canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;\n\n\t\t\t\tcanvas.width = width;\n\t\t\t\tcanvas.height = height;\n\n\t\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\t\tcontext.drawImage( image, 0, 0, width, height );\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );\n\n\t\t\t\treturn canvas;\n\n\t\t\t} else {\n\n\t\t\t\tif ( 'data' in image ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );\n\n\t\t\t\t}\n\n\t\t\t\treturn image;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction isPowerOfTwo( image ) {\n\n\t\treturn MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );\n\n\t}\n\n\tfunction textureNeedsPowerOfTwo( texture ) {\n\n\t\tif ( isWebGL2 ) return false;\n\n\t\treturn ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||\n\t\t\t( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );\n\n\t}\n\n\tfunction textureNeedsGenerateMipmaps( texture, supportsMips ) {\n\n\t\treturn texture.generateMipmaps && supportsMips &&\n\t\t\ttexture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n\n\t}\n\n\tfunction generateMipmap( target, texture, width, height ) {\n\n\t\t_gl.generateMipmap( target );\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\t// Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11\n\t\ttextureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;\n\n\t}\n\n\tfunction getInternalFormat( internalFormatName, glFormat, glType ) {\n\n\t\tif ( isWebGL2 === false ) return glFormat;\n\n\t\tif ( internalFormatName !== null ) {\n\n\t\t\tif ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \\'' + internalFormatName + '\\'' );\n\n\t\t}\n\n\t\tlet internalFormat = glFormat;\n\n\t\tif ( glFormat === 6403 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 33326;\n\t\t\tif ( glType === 5131 ) internalFormat = 33325;\n\t\t\tif ( glType === 5121 ) internalFormat = 33321;\n\n\t\t}\n\n\t\tif ( glFormat === 6407 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34837;\n\t\t\tif ( glType === 5131 ) internalFormat = 34843;\n\t\t\tif ( glType === 5121 ) internalFormat = 32849;\n\n\t\t}\n\n\t\tif ( glFormat === 6408 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34836;\n\t\t\tif ( glType === 5131 ) internalFormat = 34842;\n\t\t\tif ( glType === 5121 ) internalFormat = 32856;\n\n\t\t}\n\n\t\tif ( internalFormat === 33325 || internalFormat === 33326 ||\n\t\t\tinternalFormat === 34842 || internalFormat === 34836 ) {\n\n\t\t\textensions.get( 'EXT_color_buffer_float' );\n\n\t\t}\n\n\t\treturn internalFormat;\n\n\t}\n\n\t// Fallback filters for non-power-of-2 textures\n\n\tfunction filterFallback( f ) {\n\n\t\tif ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {\n\n\t\t\treturn 9728;\n\n\t\t}\n\n\t\treturn 9729;\n\n\t}\n\n\t//\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tdeallocateTexture( texture );\n\n\t\tif ( texture.isVideoTexture ) {\n\n\t\t\t_videoTextures.delete( texture );\n\n\t\t}\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\tfunction onRenderTargetDispose( event ) {\n\n\t\tconst renderTarget = event.target;\n\n\t\trenderTarget.removeEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tdeallocateRenderTarget( renderTarget );\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\t//\n\n\tfunction deallocateTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglInit === undefined ) return;\n\n\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deallocateRenderTarget( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( renderTarget.texture );\n\n\t\tif ( ! renderTarget ) return;\n\n\t\tif ( textureProperties.__webglTexture !== undefined ) {\n\n\t\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\t}\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\trenderTarget.depthTexture.dispose();\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );\n\t\t\tif ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );\n\n\t\t}\n\n\t\tproperties.remove( renderTarget.texture );\n\t\tproperties.remove( renderTarget );\n\n\t}\n\n\t//\n\n\tlet textureUnits = 0;\n\n\tfunction resetTextureUnits() {\n\n\t\ttextureUnits = 0;\n\n\t}\n\n\tfunction allocateTextureUnit() {\n\n\t\tconst textureUnit = textureUnits;\n\n\t\tif ( textureUnit >= maxTextures ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );\n\n\t\t}\n\n\t\ttextureUnits += 1;\n\n\t\treturn textureUnit;\n\n\t}\n\n\t//\n\n\tfunction setTexture2D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.isVideoTexture ) updateVideoTexture( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tconst image = texture.image;\n\n\t\t\tif ( image === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );\n\n\t\t\t} else if ( image.complete === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );\n\n\t\t\t} else {\n\n\t\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 3553, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture2DArray( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 35866, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture3D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 32879, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTextureCube( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadCubeTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t}\n\n\tconst wrappingToGL = {\n\t\t[ RepeatWrapping ]: 10497,\n\t\t[ ClampToEdgeWrapping ]: 33071,\n\t\t[ MirroredRepeatWrapping ]: 33648\n\t};\n\n\tconst filterToGL = {\n\t\t[ NearestFilter ]: 9728,\n\t\t[ NearestMipmapNearestFilter ]: 9984,\n\t\t[ NearestMipmapLinearFilter ]: 9986,\n\n\t\t[ LinearFilter ]: 9729,\n\t\t[ LinearMipmapNearestFilter ]: 9985,\n\t\t[ LinearMipmapLinearFilter ]: 9987\n\t};\n\n\tfunction setTextureParameters( textureType, texture, supportsMips ) {\n\n\t\tif ( supportsMips ) {\n\n\t\t\t_gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );\n\t\t\t_gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );\n\t\t\t_gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );\n\n\t\t} else {\n\n\t\t\t_gl.texParameteri( textureType, 10242, 33071 );\n\t\t\t_gl.texParameteri( textureType, 10243, 33071 );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, 33071 );\n\n\t\t\t}\n\n\t\t\tif ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );\n\t\t\t_gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );\n\n\t\t\tif ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\tif ( extension ) {\n\n\t\t\tif ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;\n\t\t\tif ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;\n\n\t\t\tif ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {\n\n\t\t\t\t_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );\n\t\t\t\tproperties.get( texture ).__currentAnisotropy = texture.anisotropy;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction initTexture( textureProperties, texture ) {\n\n\t\tif ( textureProperties.__webglInit === undefined ) {\n\n\t\t\ttextureProperties.__webglInit = true;\n\n\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\tinfo.memory.textures ++;\n\n\t\t}\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tlet textureType = 3553;\n\n\t\tif ( texture.isDataTexture2DArray ) textureType = 35866;\n\t\tif ( texture.isDataTexture3D ) textureType = 32879;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( textureType, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\n\t\tconst needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;\n\t\tconst image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );\n\n\t\tconst supportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format );\n\n\t\tlet glType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( textureType, texture, supportsMips );\n\n\t\tlet mipmap;\n\t\tconst mipmaps = texture.mipmaps;\n\n\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t// populate depth texture with dummy data\n\n\t\t\tglInternalFormat = 6402;\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t} else if ( texture.type === UnsignedIntType ) {\n\n\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t} else if ( texture.type === UnsignedInt248Type ) {\n\n\t\t\t\t\tglInternalFormat = 35056;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tglInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tconsole.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// validation checks for WebGL 1\n\n\t\t\tif ( texture.format === DepthFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedShortType;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// Depth stencil textures need the DEPTH_STENCIL internal format\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tglInternalFormat = 34041;\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedInt248Type ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedInt248Type;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\tstate.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else if ( texture.isDataTexture2DArray ) {\n\n\t\t\tstate.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else if ( texture.isDataTexture3D ) {\n\n\t\t\tstate.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else {\n\n\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tgenerateMipmap( textureType, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\tfunction uploadCubeTexture( textureProperties, texture, slot ) {\n\n\t\tif ( texture.image.length !== 6 ) return;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\n\t\tconst isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );\n\t\tconst isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\tconst cubeImage = [];\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\tcubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );\n\n\t\t\t} else {\n\n\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst image = cubeImage[ 0 ],\n\t\t\tsupportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format ),\n\t\t\tglType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\tlet mipmaps;\n\n\t\tif ( isCompressed ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tmipmaps = cubeImage[ i ].mipmaps;\n\n\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\tstate.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else {\n\n\t\t\tmipmaps = texture.mipmaps;\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\t\t\t\t\t\tconst mipmapImage = mipmap.image[ i ].image;\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length;\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t// We assume images for cube map have the same size.\n\t\t\tgenerateMipmap( 34067, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\t// Render targets\n\n\t// Setup storage for target texture and bind it to correct framebuffer\n\tfunction setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {\n\n\t\tconst glFormat = utils.convert( renderTarget.texture.format );\n\t\tconst glType = utils.convert( renderTarget.texture.type );\n\t\tconst glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );\n\t\tstate.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );\n\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\t\t_gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );\n\t\t_gl.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\tfunction setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {\n\n\t\t_gl.bindRenderbuffer( 36161, renderbuffer );\n\n\t\tif ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {\n\n\t\t\tlet glInternalFormat = 33189;\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst depthTexture = renderTarget.depthTexture;\n\n\t\t\t\tif ( depthTexture && depthTexture.isDepthTexture ) {\n\n\t\t\t\t\tif ( depthTexture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t\t} else if ( depthTexture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );\n\n\t\t} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );\n\n\t\t} else {\n\n\t\t\tconst glFormat = utils.convert( renderTarget.texture.format );\n\t\t\tconst glType = utils.convert( renderTarget.texture.type );\n\t\t\tconst glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t}\n\n\t// Setup resources for a Depth Texture for a FBO (needs an extension)\n\tfunction setupDepthTexture( framebuffer, renderTarget ) {\n\n\t\tconst isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );\n\t\tif ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );\n\n\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\n\t\tif ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {\n\n\t\t\tthrow new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );\n\n\t\t}\n\n\t\t// upload an empty depth texture with framebuffer size\n\t\tif ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||\n\t\t\t\trenderTarget.depthTexture.image.width !== renderTarget.width ||\n\t\t\t\trenderTarget.depthTexture.image.height !== renderTarget.height ) {\n\n\t\t\trenderTarget.depthTexture.image.width = renderTarget.width;\n\t\t\trenderTarget.depthTexture.image.height = renderTarget.height;\n\t\t\trenderTarget.depthTexture.needsUpdate = true;\n\n\t\t}\n\n\t\tsetTexture2D( renderTarget.depthTexture, 0 );\n\n\t\tconst webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Unknown depthTexture format' );\n\n\t\t}\n\n\t}\n\n\t// Setup GL resources for a non-texture depth buffer\n\tfunction setupDepthRenderbuffer( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\tif ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );\n\n\t\t\tsetupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );\n\n\t\t} else {\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = [];\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\t\trenderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Set up GL resources for the render target\n\tfunction setupRenderTarget( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( renderTarget.texture );\n\n\t\trenderTarget.addEventListener( 'dispose', onRenderTargetDispose );\n\n\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\tinfo.memory.textures ++;\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\t\tconst isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );\n\t\tconst supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\t// Handles WebGL2 RGBFormat fallback - #18858\n\n\t\tif ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {\n\n\t\t\trenderTarget.texture.format = RGBAFormat;\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );\n\n\t\t}\n\n\t\t// Setup framebuffer\n\n\t\tif ( isCube ) {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\trenderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n\t\t\t\t\trenderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();\n\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );\n\n\t\t\t\t\tconst glFormat = utils.convert( renderTarget.texture.format );\n\t\t\t\t\tconst glType = utils.convert( renderTarget.texture.type );\n\t\t\t\t\tconst glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );\n\t\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\t\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\t\trenderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n\t\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, null );\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Setup color buffer\n\n\t\tif ( isCube ) {\n\n\t\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( 34067, renderTarget.texture, supportsMips );\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 34067, null );\n\n\t\t} else {\n\n\t\t\tstate.bindTexture( 3553, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( 3553, renderTarget.texture, supportsMips );\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );\n\n\t\t\tif ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 3553, null );\n\n\t\t}\n\n\t\t// Setup depth and stencil buffers\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\tfunction updateRenderTargetMipmap( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\t\tconst supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tconst target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;\n\t\t\tconst webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\tgenerateMipmap( target, texture, renderTarget.width, renderTarget.height );\n\t\t\tstate.bindTexture( target, null );\n\n\t\t}\n\n\t}\n\n\tfunction updateMultisampleRenderTarget( renderTarget ) {\n\n\t\tif ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\t\t\t_gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t_gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );\n\n\t\t\t\tconst width = renderTarget.width;\n\t\t\t\tconst height = renderTarget.height;\n\t\t\t\tlet mask = 16384;\n\n\t\t\t\tif ( renderTarget.depthBuffer ) mask |= 256;\n\t\t\t\tif ( renderTarget.stencilBuffer ) mask |= 1024;\n\n\t\t\t\t_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );\n\n\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction getRenderTargetSamples( renderTarget ) {\n\n\t\treturn ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?\n\t\t\tMath.min( maxSamples, renderTarget.samples ) : 0;\n\n\t}\n\n\tfunction updateVideoTexture( texture ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\t// Check the last frame we updated the VideoTexture\n\n\t\tif ( _videoTextures.get( texture ) !== frame ) {\n\n\t\t\t_videoTextures.set( texture, frame );\n\t\t\ttexture.update();\n\n\t\t}\n\n\t}\n\n\t// backwards compatibility\n\n\tlet warnedTexture2D = false;\n\tlet warnedTextureCube = false;\n\n\tfunction safeSetTexture2D( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLRenderTarget ) {\n\n\t\t\tif ( warnedTexture2D === false ) {\n\n\t\t\t\tconsole.warn( \"THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead.\" );\n\t\t\t\twarnedTexture2D = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\t\tsetTexture2D( texture, slot );\n\n\t}\n\n\tfunction safeSetTextureCube( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLCubeRenderTarget ) {\n\n\t\t\tif ( warnedTextureCube === false ) {\n\n\t\t\t\tconsole.warn( \"THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead.\" );\n\t\t\t\twarnedTextureCube = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\n\t\tsetTextureCube( texture, slot );\n\n\t}\n\n\t//\n\n\tthis.allocateTextureUnit = allocateTextureUnit;\n\tthis.resetTextureUnits = resetTextureUnits;\n\n\tthis.setTexture2D = setTexture2D;\n\tthis.setTexture2DArray = setTexture2DArray;\n\tthis.setTexture3D = setTexture3D;\n\tthis.setTextureCube = setTextureCube;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\tthis.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n\n\tthis.safeSetTexture2D = safeSetTexture2D;\n\tthis.safeSetTextureCube = safeSetTextureCube;\n\n}\n\nfunction WebGLUtils( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction convert( p ) {\n\n\t\tlet extension;\n\n\t\tif ( p === UnsignedByteType ) return 5121;\n\t\tif ( p === UnsignedShort4444Type ) return 32819;\n\t\tif ( p === UnsignedShort5551Type ) return 32820;\n\t\tif ( p === UnsignedShort565Type ) return 33635;\n\n\t\tif ( p === ByteType ) return 5120;\n\t\tif ( p === ShortType ) return 5122;\n\t\tif ( p === UnsignedShortType ) return 5123;\n\t\tif ( p === IntType ) return 5124;\n\t\tif ( p === UnsignedIntType ) return 5125;\n\t\tif ( p === FloatType ) return 5126;\n\n\t\tif ( p === HalfFloatType ) {\n\n\t\t\tif ( isWebGL2 ) return 5131;\n\n\t\t\textension = extensions.get( 'OES_texture_half_float' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.HALF_FLOAT_OES;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === AlphaFormat ) return 6406;\n\t\tif ( p === RGBFormat ) return 6407;\n\t\tif ( p === RGBAFormat ) return 6408;\n\t\tif ( p === LuminanceFormat ) return 6409;\n\t\tif ( p === LuminanceAlphaFormat ) return 6410;\n\t\tif ( p === DepthFormat ) return 6402;\n\t\tif ( p === DepthStencilFormat ) return 34041;\n\t\tif ( p === RedFormat ) return 6403;\n\n\t\t// WebGL2 formats.\n\n\t\tif ( p === RedIntegerFormat ) return 36244;\n\t\tif ( p === RGFormat ) return 33319;\n\t\tif ( p === RGIntegerFormat ) return 33320;\n\t\tif ( p === RGBIntegerFormat ) return 36248;\n\t\tif ( p === RGBAIntegerFormat ) return 36249;\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||\n\t\t\tp === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||\n\t\t\tp === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc1' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.COMPRESSED_RGB_ETC1_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_ETC2_Format ) return extension.COMPRESSED_RGB8_ETC2;\n\t\t\t\tif ( p === RGBA_ETC2_EAC_Format ) return extension.COMPRESSED_RGBA8_ETC2_EAC;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||\n\t\t\tp === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||\n\t\t\tp === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||\n\t\t\tp === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||\n\t\t\tp === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_astc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_BPTC_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_bptc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === UnsignedInt248Type ) {\n\n\t\t\tif ( isWebGL2 ) return 34042;\n\n\t\t\textension = extensions.get( 'WEBGL_depth_texture' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.UNSIGNED_INT_24_8_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { convert: convert };\n\n}\n\nfunction ArrayCamera( array = [] ) {\n\n\tPerspectiveCamera.call( this );\n\n\tthis.cameras = array;\n\n}\n\nArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {\n\n\tconstructor: ArrayCamera,\n\n\tisArrayCamera: true\n\n} );\n\nfunction Group() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Group';\n\n}\n\nGroup.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Group,\n\n\tisGroup: true\n\n} );\n\nfunction WebXRController() {\n\n\tthis._targetRay = null;\n\tthis._grip = null;\n\tthis._hand = null;\n\n}\n\nObject.assign( WebXRController.prototype, {\n\n\tconstructor: WebXRController,\n\n\tgetHandSpace: function () {\n\n\t\tif ( this._hand === null ) {\n\n\t\t\tthis._hand = new Group();\n\t\t\tthis._hand.matrixAutoUpdate = false;\n\t\t\tthis._hand.visible = false;\n\n\t\t\tthis._hand.joints = [];\n\t\t\tthis._hand.inputState = { pinching: false };\n\n\t\t\tif ( window.XRHand ) {\n\n\t\t\t\tfor ( let i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i ++ ) {\n\n\t\t\t\t\t// The transform of this joint will be updated with the joint pose on each frame\n\t\t\t\t\tconst joint = new Group();\n\t\t\t\t\tjoint.matrixAutoUpdate = false;\n\t\t\t\t\tjoint.visible = false;\n\t\t\t\t\tthis._hand.joints.push( joint );\n\t\t\t\t\t// ??\n\t\t\t\t\tthis._hand.add( joint );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this._hand;\n\n\t},\n\n\tgetTargetRaySpace: function () {\n\n\t\tif ( this._targetRay === null ) {\n\n\t\t\tthis._targetRay = new Group();\n\t\t\tthis._targetRay.matrixAutoUpdate = false;\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\treturn this._targetRay;\n\n\t},\n\n\tgetGripSpace: function () {\n\n\t\tif ( this._grip === null ) {\n\n\t\t\tthis._grip = new Group();\n\t\t\tthis._grip.matrixAutoUpdate = false;\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\treturn this._grip;\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.dispatchEvent( event );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tdisconnect: function ( inputSource ) {\n\n\t\tthis.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.visible = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tupdate: function ( inputSource, frame, referenceSpace ) {\n\n\t\tlet inputPose = null;\n\t\tlet gripPose = null;\n\t\tlet handPose = null;\n\n\t\tconst targetRay = this._targetRay;\n\t\tconst grip = this._grip;\n\t\tconst hand = this._hand;\n\n\t\tif ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {\n\n\t\t\tif ( hand && inputSource.hand ) {\n\n\t\t\t\thandPose = true;\n\n\t\t\t\tfor ( let i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i ++ ) {\n\n\t\t\t\t\tif ( inputSource.hand[ i ] ) {\n\n\t\t\t\t\t\t// Update the joints groups with the XRJoint poses\n\t\t\t\t\t\tconst jointPose = frame.getJointPose( inputSource.hand[ i ], referenceSpace );\n\t\t\t\t\t\tconst joint = hand.joints[ i ];\n\n\t\t\t\t\t\tif ( jointPose !== null ) {\n\n\t\t\t\t\t\t\tjoint.matrix.fromArray( jointPose.transform.matrix );\n\t\t\t\t\t\t\tjoint.matrix.decompose( joint.position, joint.rotation, joint.scale );\n\t\t\t\t\t\t\tjoint.jointRadius = jointPose.radius;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tjoint.visible = jointPose !== null;\n\n\t\t\t\t\t\t// Custom events\n\n\t\t\t\t\t\t// Check pinch\n\t\t\t\t\t\tconst indexTip = hand.joints[ window.XRHand.INDEX_PHALANX_TIP ];\n\t\t\t\t\t\tconst thumbTip = hand.joints[ window.XRHand.THUMB_PHALANX_TIP ];\n\t\t\t\t\t\tconst distance = indexTip.position.distanceTo( thumbTip.position );\n\n\t\t\t\t\t\tconst distanceToPinch = 0.02;\n\t\t\t\t\t\tconst threshold = 0.005;\n\n\t\t\t\t\t\tif ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {\n\n\t\t\t\t\t\t\thand.inputState.pinching = false;\n\t\t\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\t\t\ttype: \"pinchend\",\n\t\t\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\t\t\ttarget: this\n\t\t\t\t\t\t\t} );\n\n\t\t\t\t\t\t} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {\n\n\t\t\t\t\t\t\thand.inputState.pinching = true;\n\t\t\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\t\t\ttype: \"pinchstart\",\n\t\t\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\t\t\ttarget: this\n\t\t\t\t\t\t\t} );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( targetRay !== null ) {\n\n\t\t\t\t\tinputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );\n\n\t\t\t\t\tif ( inputPose !== null ) {\n\n\t\t\t\t\t\ttargetRay.matrix.fromArray( inputPose.transform.matrix );\n\t\t\t\t\t\ttargetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( grip !== null && inputSource.gripSpace ) {\n\n\t\t\t\t\tgripPose = frame.getPose( inputSource.gripSpace, referenceSpace );\n\n\t\t\t\t\tif ( gripPose !== null ) {\n\n\t\t\t\t\t\tgrip.matrix.fromArray( gripPose.transform.matrix );\n\t\t\t\t\t\tgrip.matrix.decompose( grip.position, grip.rotation, grip.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( targetRay !== null ) {\n\n\t\t\ttargetRay.visible = ( inputPose !== null );\n\n\t\t}\n\n\t\tif ( grip !== null ) {\n\n\t\t\tgrip.visible = ( gripPose !== null );\n\n\t\t}\n\n\t\tif ( hand !== null ) {\n\n\t\t\thand.visible = ( handPose !== null );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction WebXRManager( renderer, gl ) {\n\n\tconst scope = this;\n\n\tlet session = null;\n\n\tlet framebufferScaleFactor = 1.0;\n\n\tlet referenceSpace = null;\n\tlet referenceSpaceType = 'local-floor';\n\n\tlet pose = null;\n\n\tconst controllers = [];\n\tconst inputSourcesMap = new Map();\n\n\t//\n\n\tconst cameraL = new PerspectiveCamera();\n\tcameraL.layers.enable( 1 );\n\tcameraL.viewport = new Vector4();\n\n\tconst cameraR = new PerspectiveCamera();\n\tcameraR.layers.enable( 2 );\n\tcameraR.viewport = new Vector4();\n\n\tconst cameras = [ cameraL, cameraR ];\n\n\tconst cameraVR = new ArrayCamera();\n\tcameraVR.layers.enable( 1 );\n\tcameraVR.layers.enable( 2 );\n\n\tlet _currentDepthNear = null;\n\tlet _currentDepthFar = null;\n\n\t//\n\n\tthis.enabled = false;\n\n\tthis.isPresenting = false;\n\n\tthis.getController = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getTargetRaySpace();\n\n\t};\n\n\tthis.getControllerGrip = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getGripSpace();\n\n\t};\n\n\tthis.getHand = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getHandSpace();\n\n\t};\n\n\t//\n\n\tfunction onSessionEvent( event ) {\n\n\t\tconst controller = inputSourcesMap.get( event.inputSource );\n\n\t\tif ( controller ) {\n\n\t\t\tcontroller.dispatchEvent( { type: event.type, data: event.inputSource } );\n\n\t\t}\n\n\t}\n\n\tfunction onSessionEnd() {\n\n\t\tinputSourcesMap.forEach( function ( controller, inputSource ) {\n\n\t\t\tcontroller.disconnect( inputSource );\n\n\t\t} );\n\n\t\tinputSourcesMap.clear();\n\n\t\t//\n\n\t\trenderer.setFramebuffer( null );\n\t\trenderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830\n\t\tanimation.stop();\n\n\t\tscope.isPresenting = false;\n\n\t\tscope.dispatchEvent( { type: 'sessionend' } );\n\n\t}\n\n\tfunction onRequestReferenceSpace( value ) {\n\n\t\treferenceSpace = value;\n\n\t\tanimation.setContext( session );\n\t\tanimation.start();\n\n\t\tscope.isPresenting = true;\n\n\t\tscope.dispatchEvent( { type: 'sessionstart' } );\n\n\t}\n\n\tthis.setFramebufferScaleFactor = function ( value ) {\n\n\t\tframebufferScaleFactor = value;\n\n\t\tif ( scope.isPresenting === true ) {\n\n\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );\n\n\t\t}\n\n\t};\n\n\tthis.setReferenceSpaceType = function ( value ) {\n\n\t\treferenceSpaceType = value;\n\n\t\tif ( scope.isPresenting === true ) {\n\n\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );\n\n\t\t}\n\n\t};\n\n\tthis.getReferenceSpace = function () {\n\n\t\treturn referenceSpace;\n\n\t};\n\n\tthis.getSession = function () {\n\n\t\treturn session;\n\n\t};\n\n\tthis.setSession = function ( value ) {\n\n\t\tsession = value;\n\n\t\tif ( session !== null ) {\n\n\t\t\tsession.addEventListener( 'select', onSessionEvent );\n\t\t\tsession.addEventListener( 'selectstart', onSessionEvent );\n\t\t\tsession.addEventListener( 'selectend', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeeze', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeezestart', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeezeend', onSessionEvent );\n\t\t\tsession.addEventListener( 'end', onSessionEnd );\n\n\t\t\tconst attributes = gl.getContextAttributes();\n\n\t\t\tif ( attributes.xrCompatible !== true ) {\n\n\t\t\t\tgl.makeXRCompatible();\n\n\t\t\t}\n\n\t\t\tconst layerInit = {\n\t\t\t\tantialias: attributes.antialias,\n\t\t\t\talpha: attributes.alpha,\n\t\t\t\tdepth: attributes.depth,\n\t\t\t\tstencil: attributes.stencil,\n\t\t\t\tframebufferScaleFactor: framebufferScaleFactor\n\t\t\t};\n\n\t\t\t// eslint-disable-next-line no-undef\n\t\t\tconst baseLayer = new XRWebGLLayer( session, gl, layerInit );\n\n\t\t\tsession.updateRenderState( { baseLayer: baseLayer } );\n\n\t\t\tsession.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );\n\n\t\t\t//\n\n\t\t\tsession.addEventListener( 'inputsourceschange', updateInputSources );\n\n\t\t}\n\n\t};\n\n\tfunction updateInputSources( event ) {\n\n\t\tconst inputSources = session.inputSources;\n\n\t\t// Assign inputSources to available controllers\n\n\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\tinputSourcesMap.set( inputSources[ i ], controllers[ i ] );\n\n\t\t}\n\n\t\t// Notify disconnected\n\n\t\tfor ( let i = 0; i < event.removed.length; i ++ ) {\n\n\t\t\tconst inputSource = event.removed[ i ];\n\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\t\t\t\tinputSourcesMap.delete( inputSource );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Notify connected\n\n\t\tfor ( let i = 0; i < event.added.length; i ++ ) {\n\n\t\t\tconst inputSource = event.added[ i ];\n\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: 'connected', data: inputSource } );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t//\n\n\tconst cameraLPos = new Vector3();\n\tconst cameraRPos = new Vector3();\n\n\t/**\n\t * Assumes 2 cameras that are parallel and share an X-axis, and that\n\t * the cameras' projection and world matrices have already been set.\n\t * And that near and far planes are identical for both cameras.\n\t * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n\t */\n\tfunction setProjectionFromUnion( camera, cameraL, cameraR ) {\n\n\t\tcameraLPos.setFromMatrixPosition( cameraL.matrixWorld );\n\t\tcameraRPos.setFromMatrixPosition( cameraR.matrixWorld );\n\n\t\tconst ipd = cameraLPos.distanceTo( cameraRPos );\n\n\t\tconst projL = cameraL.projectionMatrix.elements;\n\t\tconst projR = cameraR.projectionMatrix.elements;\n\n\t\t// VR systems will have identical far and near planes, and\n\t\t// most likely identical top and bottom frustum extents.\n\t\t// Use the left camera for these values.\n\t\tconst near = projL[ 14 ] / ( projL[ 10 ] - 1 );\n\t\tconst far = projL[ 14 ] / ( projL[ 10 ] + 1 );\n\t\tconst topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];\n\t\tconst bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];\n\n\t\tconst leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];\n\t\tconst rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];\n\t\tconst left = near * leftFov;\n\t\tconst right = near * rightFov;\n\n\t\t// Calculate the new camera's position offset from the\n\t\t// left camera. xOffset should be roughly half `ipd`.\n\t\tconst zOffset = ipd / ( - leftFov + rightFov );\n\t\tconst xOffset = zOffset * - leftFov;\n\n\t\t// TODO: Better way to apply this offset?\n\t\tcameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );\n\t\tcamera.translateX( xOffset );\n\t\tcamera.translateZ( zOffset );\n\t\tcamera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );\n\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t// Find the union of the frustum values of the cameras and scale\n\t\t// the values so that the near plane's position does not change in world space,\n\t\t// although must now be relative to the new union camera.\n\t\tconst near2 = near + zOffset;\n\t\tconst far2 = far + zOffset;\n\t\tconst left2 = left - xOffset;\n\t\tconst right2 = right + ( ipd - xOffset );\n\t\tconst top2 = topFov * far / far2 * near2;\n\t\tconst bottom2 = bottomFov * far / far2 * near2;\n\n\t\tcamera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );\n\n\t}\n\n\tfunction updateCamera( camera, parent ) {\n\n\t\tif ( parent === null ) {\n\n\t\t\tcamera.matrixWorld.copy( camera.matrix );\n\n\t\t} else {\n\n\t\t\tcamera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );\n\n\t\t}\n\n\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t}\n\n\tthis.getCamera = function ( camera ) {\n\n\t\tcameraVR.near = cameraR.near = cameraL.near = camera.near;\n\t\tcameraVR.far = cameraR.far = cameraL.far = camera.far;\n\n\t\tif ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {\n\n\t\t\t// Note that the new renderState won't apply until the next frame. See #18320\n\n\t\t\tsession.updateRenderState( {\n\t\t\t\tdepthNear: cameraVR.near,\n\t\t\t\tdepthFar: cameraVR.far\n\t\t\t} );\n\n\t\t\t_currentDepthNear = cameraVR.near;\n\t\t\t_currentDepthFar = cameraVR.far;\n\n\t\t}\n\n\t\tconst parent = camera.parent;\n\t\tconst cameras = cameraVR.cameras;\n\n\t\tupdateCamera( cameraVR, parent );\n\n\t\tfor ( let i = 0; i < cameras.length; i ++ ) {\n\n\t\t\tupdateCamera( cameras[ i ], parent );\n\n\t\t}\n\n\t\t// update camera and its children\n\n\t\tcamera.matrixWorld.copy( cameraVR.matrixWorld );\n\n\t\tconst children = camera.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( true );\n\n\t\t}\n\n\t\t// update projection matrix for proper view frustum culling\n\n\t\tif ( cameras.length === 2 ) {\n\n\t\t\tsetProjectionFromUnion( cameraVR, cameraL, cameraR );\n\n\t\t} else {\n\n\t\t\t// assume single camera setup (AR)\n\n\t\t\tcameraVR.projectionMatrix.copy( cameraL.projectionMatrix );\n\n\t\t}\n\n\t\treturn cameraVR;\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tpose = frame.getViewerPose( referenceSpace );\n\n\t\tif ( pose !== null ) {\n\n\t\t\tconst views = pose.views;\n\t\t\tconst baseLayer = session.renderState.baseLayer;\n\n\t\t\trenderer.setFramebuffer( baseLayer.framebuffer );\n\n\t\t\tlet cameraVRNeedsUpdate = false;\n\n\t\t\t// check if it's necessary to rebuild cameraVR's camera list\n\n\t\t\tif ( views.length !== cameraVR.cameras.length ) {\n\n\t\t\t\tcameraVR.cameras.length = 0;\n\t\t\t\tcameraVRNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0; i < views.length; i ++ ) {\n\n\t\t\t\tconst view = views[ i ];\n\t\t\t\tconst viewport = baseLayer.getViewport( view );\n\n\t\t\t\tconst camera = cameras[ i ];\n\t\t\t\tcamera.matrix.fromArray( view.transform.matrix );\n\t\t\t\tcamera.projectionMatrix.fromArray( view.projectionMatrix );\n\t\t\t\tcamera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );\n\n\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\tcameraVR.matrix.copy( camera.matrix );\n\n\t\t\t\t}\n\n\t\t\t\tif ( cameraVRNeedsUpdate === true ) {\n\n\t\t\t\t\tcameraVR.cameras.push( camera );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst inputSources = session.inputSources;\n\n\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\tconst controller = controllers[ i ];\n\t\t\tconst inputSource = inputSources[ i ];\n\n\t\t\tcontroller.update( inputSource, frame, referenceSpace );\n\n\t\t}\n\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\n\t};\n\n\tthis.dispose = function () {};\n\n}\n\nObject.assign( WebXRManager.prototype, EventDispatcher.prototype );\n\nfunction WebGLMaterials( properties ) {\n\n\tfunction refreshFogUniforms( uniforms, fog ) {\n\n\t\tuniforms.fogColor.value.copy( fog.color );\n\n\t\tif ( fog.isFog ) {\n\n\t\t\tuniforms.fogNear.value = fog.near;\n\t\t\tuniforms.fogFar.value = fog.far;\n\n\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\tuniforms.fogDensity.value = fog.density;\n\n\t\t}\n\n\t}\n\n\tfunction refreshMaterialUniforms( uniforms, material, pixelRatio, height ) {\n\n\t\tif ( material.isMeshBasicMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshLambertMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsLambert( uniforms, material );\n\n\t\t} else if ( material.isMeshToonMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsToon( uniforms, material );\n\n\t\t} else if ( material.isMeshPhongMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsPhong( uniforms, material );\n\n\t\t} else if ( material.isMeshStandardMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\trefreshUniformsPhysical( uniforms, material );\n\n\t\t\t} else {\n\n\t\t\t\trefreshUniformsStandard( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isMeshMatcapMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsMatcap( uniforms, material );\n\n\t\t} else if ( material.isMeshDepthMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDepth( uniforms, material );\n\n\t\t} else if ( material.isMeshDistanceMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDistance( uniforms, material );\n\n\t\t} else if ( material.isMeshNormalMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsNormal( uniforms, material );\n\n\t\t} else if ( material.isLineBasicMaterial ) {\n\n\t\t\trefreshUniformsLine( uniforms, material );\n\n\t\t\tif ( material.isLineDashedMaterial ) {\n\n\t\t\t\trefreshUniformsDash( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isPointsMaterial ) {\n\n\t\t\trefreshUniformsPoints( uniforms, material, pixelRatio, height );\n\n\t\t} else if ( material.isSpriteMaterial ) {\n\n\t\t\trefreshUniformsSprites( uniforms, material );\n\n\t\t} else if ( material.isShadowMaterial ) {\n\n\t\t\tuniforms.color.value.copy( material.color );\n\t\t\tuniforms.opacity.value = material.opacity;\n\n\t\t} else if ( material.isShaderMaterial ) {\n\n\t\t\tmaterial.uniformsNeedUpdate = false; // #15581\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsCommon( uniforms, material ) {\n\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.color ) {\n\n\t\t\tuniforms.diffuse.value.copy( material.color );\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\tuniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );\n\n\t\t}\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\tif ( material.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\tuniforms.envMap.value = envMap;\n\n\t\t\tuniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap._needsFlipEnvMap ) ? - 1 : 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\n\t\t\tuniforms.refractionRatio.value = material.refractionRatio;\n\n\t\t\tconst maxMipLevel = properties.get( envMap ).__maxMipLevel;\n\n\t\t\tif ( maxMipLevel !== undefined ) {\n\n\t\t\t\tuniforms.maxMipLevel.value = maxMipLevel;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.lightMap ) {\n\n\t\t\tuniforms.lightMap.value = material.lightMap;\n\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuniforms.aoMap.value = material.aoMap;\n\t\t\tuniforms.aoMapIntensity.value = material.aoMapIntensity;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. specular map\n\t\t// 3. displacementMap map\n\t\t// 4. normal map\n\t\t// 5. bump map\n\t\t// 6. roughnessMap map\n\t\t// 7. metalnessMap map\n\t\t// 8. alphaMap map\n\t\t// 9. emissiveMap map\n\t\t// 10. clearcoat map\n\t\t// 11. clearcoat normal map\n\t\t// 12. clearcoat roughnessMap map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.specularMap ) {\n\n\t\t\tuvScaleMap = material.specularMap;\n\n\t\t} else if ( material.displacementMap ) {\n\n\t\t\tuvScaleMap = material.displacementMap;\n\n\t\t} else if ( material.normalMap ) {\n\n\t\t\tuvScaleMap = material.normalMap;\n\n\t\t} else if ( material.bumpMap ) {\n\n\t\t\tuvScaleMap = material.bumpMap;\n\n\t\t} else if ( material.roughnessMap ) {\n\n\t\t\tuvScaleMap = material.roughnessMap;\n\n\t\t} else if ( material.metalnessMap ) {\n\n\t\t\tuvScaleMap = material.metalnessMap;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t} else if ( material.emissiveMap ) {\n\n\t\t\tuvScaleMap = material.emissiveMap;\n\n\t\t} else if ( material.clearcoatMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatMap;\n\n\t\t} else if ( material.clearcoatNormalMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatNormalMap;\n\n\t\t} else if ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatRoughnessMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uvScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuvScaleMap = uvScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities for uv2\n\t\t// 1. ao map\n\t\t// 2. light map\n\n\t\tlet uv2ScaleMap;\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuv2ScaleMap = material.aoMap;\n\n\t\t} else if ( material.lightMap ) {\n\n\t\t\tuv2ScaleMap = material.lightMap;\n\n\t\t}\n\n\t\tif ( uv2ScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uv2ScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuv2ScaleMap = uv2ScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uv2ScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuv2ScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLine( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\n\t}\n\n\tfunction refreshUniformsDash( uniforms, material ) {\n\n\t\tuniforms.dashSize.value = material.dashSize;\n\t\tuniforms.totalSize.value = material.dashSize + material.gapSize;\n\t\tuniforms.scale.value = material.scale;\n\n\t}\n\n\tfunction refreshUniformsPoints( uniforms, material, pixelRatio, height ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.size.value = material.size * pixelRatio;\n\t\tuniforms.scale.value = height * 0.5;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsSprites( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.rotation.value = material.rotation;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLambert( uniforms, material ) {\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhong( uniforms, material ) {\n\n\t\tuniforms.specular.value.copy( material.specular );\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsToon( uniforms, material ) {\n\n\t\tif ( material.gradientMap ) {\n\n\t\t\tuniforms.gradientMap.value = material.gradientMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsStandard( uniforms, material ) {\n\n\t\tuniforms.roughness.value = material.roughness;\n\t\tuniforms.metalness.value = material.metalness;\n\n\t\tif ( material.roughnessMap ) {\n\n\t\t\tuniforms.roughnessMap.value = material.roughnessMap;\n\n\t\t}\n\n\t\tif ( material.metalnessMap ) {\n\n\t\t\tuniforms.metalnessMap.value = material.metalnessMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\t//uniforms.envMap.value = material.envMap; // part of uniforms common\n\t\t\tuniforms.envMapIntensity.value = material.envMapIntensity;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhysical( uniforms, material ) {\n\n\t\trefreshUniformsStandard( uniforms, material );\n\n\t\tuniforms.reflectivity.value = material.reflectivity; // also part of uniforms common\n\n\t\tuniforms.clearcoat.value = material.clearcoat;\n\t\tuniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n\t\tif ( material.sheen ) uniforms.sheen.value.copy( material.sheen );\n\n\t\tif ( material.clearcoatMap ) {\n\n\t\t\tuniforms.clearcoatMap.value = material.clearcoatMap;\n\n\t\t}\n\n\t\tif ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;\n\n\t\t}\n\n\t\tif ( material.clearcoatNormalMap ) {\n\n\t\t\tuniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );\n\t\t\tuniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.clearcoatNormalScale.value.negate();\n\n\t\t\t}\n\n\t\t}\n\n\t\tuniforms.transmission.value = material.transmission;\n\n\t\tif ( material.transmissionMap ) {\n\n\t\t\tuniforms.transmissionMap.value = material.transmissionMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsMatcap( uniforms, material ) {\n\n\t\tif ( material.matcap ) {\n\n\t\t\tuniforms.matcap.value = material.matcap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDepth( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tuniforms.referencePosition.value.copy( material.referencePosition );\n\t\tuniforms.nearDistance.value = material.nearDistance;\n\t\tuniforms.farDistance.value = material.farDistance;\n\n\t}\n\n\tfunction refreshUniformsNormal( uniforms, material ) {\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\trefreshFogUniforms: refreshFogUniforms,\n\t\trefreshMaterialUniforms: refreshMaterialUniforms\n\t};\n\n}\n\nfunction createCanvasElement() {\n\n\tconst canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\tcanvas.style.display = 'block';\n\treturn canvas;\n\n}\n\nfunction WebGLRenderer( parameters ) {\n\n\tparameters = parameters || {};\n\n\tconst _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),\n\t\t_context = parameters.context !== undefined ? parameters.context : null,\n\n\t\t_alpha = parameters.alpha !== undefined ? parameters.alpha : false,\n\t\t_depth = parameters.depth !== undefined ? parameters.depth : true,\n\t\t_stencil = parameters.stencil !== undefined ? parameters.stencil : true,\n\t\t_antialias = parameters.antialias !== undefined ? parameters.antialias : false,\n\t\t_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,\n\t\t_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,\n\t\t_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',\n\t\t_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;\n\n\tlet currentRenderList = null;\n\tlet currentRenderState = null;\n\n\t// public properties\n\n\tthis.domElement = _canvas;\n\n\t// Debug configuration container\n\tthis.debug = {\n\n\t\t/**\n\t\t * Enables error checking and reporting when shader programs are being compiled\n\t\t * @type {boolean}\n\t\t */\n\t\tcheckShaderErrors: true\n\t};\n\n\t// clearing\n\n\tthis.autoClear = true;\n\tthis.autoClearColor = true;\n\tthis.autoClearDepth = true;\n\tthis.autoClearStencil = true;\n\n\t// scene graph\n\n\tthis.sortObjects = true;\n\n\t// user-defined clipping\n\n\tthis.clippingPlanes = [];\n\tthis.localClippingEnabled = false;\n\n\t// physically based shading\n\n\tthis.gammaFactor = 2.0;\t// for backwards compatibility\n\tthis.outputEncoding = LinearEncoding;\n\n\t// physical lights\n\n\tthis.physicallyCorrectLights = false;\n\n\t// tone mapping\n\n\tthis.toneMapping = NoToneMapping;\n\tthis.toneMappingExposure = 1.0;\n\n\t// morphs\n\n\tthis.maxMorphTargets = 8;\n\tthis.maxMorphNormals = 4;\n\n\t// internal properties\n\n\tconst _this = this;\n\n\tlet _isContextLost = false;\n\n\t// internal state cache\n\n\tlet _framebuffer = null;\n\n\tlet _currentActiveCubeFace = 0;\n\tlet _currentActiveMipmapLevel = 0;\n\tlet _currentRenderTarget = null;\n\tlet _currentFramebuffer = null;\n\tlet _currentMaterialId = - 1;\n\n\tlet _currentCamera = null;\n\tlet _currentArrayCamera = null;\n\n\tconst _currentViewport = new Vector4();\n\tconst _currentScissor = new Vector4();\n\tlet _currentScissorTest = null;\n\n\t//\n\n\tlet _width = _canvas.width;\n\tlet _height = _canvas.height;\n\n\tlet _pixelRatio = 1;\n\tlet _opaqueSort = null;\n\tlet _transparentSort = null;\n\n\tconst _viewport = new Vector4( 0, 0, _width, _height );\n\tconst _scissor = new Vector4( 0, 0, _width, _height );\n\tlet _scissorTest = false;\n\n\t// frustum\n\n\tconst _frustum = new Frustum();\n\n\t// clipping\n\n\tlet _clippingEnabled = false;\n\tlet _localClippingEnabled = false;\n\n\t// camera matrices cache\n\n\tconst _projScreenMatrix = new Matrix4();\n\n\tconst _vector3 = new Vector3();\n\n\tconst _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };\n\n\tfunction getTargetPixelRatio() {\n\n\t\treturn _currentRenderTarget === null ? _pixelRatio : 1;\n\n\t}\n\n\t// initialize\n\n\tlet _gl = _context;\n\n\tfunction getContext( contextNames, contextAttributes ) {\n\n\t\tfor ( let i = 0; i < contextNames.length; i ++ ) {\n\n\t\t\tconst contextName = contextNames[ i ];\n\t\t\tconst context = _canvas.getContext( contextName, contextAttributes );\n\t\t\tif ( context !== null ) return context;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\ttry {\n\n\t\tconst contextAttributes = {\n\t\t\talpha: _alpha,\n\t\t\tdepth: _depth,\n\t\t\tstencil: _stencil,\n\t\t\tantialias: _antialias,\n\t\t\tpremultipliedAlpha: _premultipliedAlpha,\n\t\t\tpreserveDrawingBuffer: _preserveDrawingBuffer,\n\t\t\tpowerPreference: _powerPreference,\n\t\t\tfailIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat\n\t\t};\n\n\t\t// event listeners must be registered before WebGL context is created, see #12753\n\n\t\t_canvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\tif ( _gl === null ) {\n\n\t\t\tconst contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];\n\n\t\t\tif ( _this.isWebGL1Renderer === true ) {\n\n\t\t\t\tcontextNames.shift();\n\n\t\t\t}\n\n\t\t\t_gl = getContext( contextNames, contextAttributes );\n\n\t\t\tif ( _gl === null ) {\n\n\t\t\t\tif ( getContext( contextNames ) ) {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context with your selected attributes.' );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Some experimental-webgl implementations do not have getShaderPrecisionFormat\n\n\t\tif ( _gl.getShaderPrecisionFormat === undefined ) {\n\n\t\t\t_gl.getShaderPrecisionFormat = function () {\n\n\t\t\t\treturn { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };\n\n\t\t\t};\n\n\t\t}\n\n\t} catch ( error ) {\n\n\t\tconsole.error( 'THREE.WebGLRenderer: ' + error.message );\n\t\tthrow error;\n\n\t}\n\n\tlet extensions, capabilities, state, info;\n\tlet properties, textures, cubemaps, attributes, geometries, objects;\n\tlet programCache, materials, renderLists, renderStates, clipping;\n\n\tlet background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\n\tlet utils, bindingStates;\n\n\tfunction initGLContext() {\n\n\t\textensions = new WebGLExtensions( _gl );\n\n\t\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters );\n\n\t\tif ( capabilities.isWebGL2 === false ) {\n\n\t\t\textensions.get( 'WEBGL_depth_texture' );\n\t\t\textensions.get( 'OES_texture_float' );\n\t\t\textensions.get( 'OES_texture_half_float' );\n\t\t\textensions.get( 'OES_texture_half_float_linear' );\n\t\t\textensions.get( 'OES_standard_derivatives' );\n\t\t\textensions.get( 'OES_element_index_uint' );\n\t\t\textensions.get( 'OES_vertex_array_object' );\n\t\t\textensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t}\n\n\t\textensions.get( 'OES_texture_float_linear' );\n\n\t\tutils = new WebGLUtils( _gl, extensions, capabilities );\n\n\t\tstate = new WebGLState( _gl, extensions, capabilities );\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\n\n\t\tinfo = new WebGLInfo( _gl );\n\t\tproperties = new WebGLProperties();\n\t\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );\n\t\tcubemaps = new WebGLCubeMaps( _this );\n\t\tattributes = new WebGLAttributes( _gl, capabilities );\n\t\tbindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );\n\t\tgeometries = new WebGLGeometries( _gl, attributes, info, bindingStates );\n\t\tobjects = new WebGLObjects( _gl, geometries, attributes, info );\n\t\tmorphtargets = new WebGLMorphtargets( _gl );\n\t\tclipping = new WebGLClipping( properties );\n\t\tprogramCache = new WebGLPrograms( _this, cubemaps, extensions, capabilities, bindingStates, clipping );\n\t\tmaterials = new WebGLMaterials( properties );\n\t\trenderLists = new WebGLRenderLists( properties );\n\t\trenderStates = new WebGLRenderStates( extensions, capabilities );\n\t\tbackground = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );\n\n\t\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );\n\t\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );\n\n\t\tinfo.programs = programCache.programs;\n\n\t\t_this.capabilities = capabilities;\n\t\t_this.extensions = extensions;\n\t\t_this.properties = properties;\n\t\t_this.renderLists = renderLists;\n\t\t_this.state = state;\n\t\t_this.info = info;\n\n\t}\n\n\tinitGLContext();\n\n\t// xr\n\n\tconst xr = new WebXRManager( _this, _gl );\n\n\tthis.xr = xr;\n\n\t// shadow map\n\n\tconst shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );\n\n\tthis.shadowMap = shadowMap;\n\n\t// API\n\n\tthis.getContext = function () {\n\n\t\treturn _gl;\n\n\t};\n\n\tthis.getContextAttributes = function () {\n\n\t\treturn _gl.getContextAttributes();\n\n\t};\n\n\tthis.forceContextLoss = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.loseContext();\n\n\t};\n\n\tthis.forceContextRestore = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.restoreContext();\n\n\t};\n\n\tthis.getPixelRatio = function () {\n\n\t\treturn _pixelRatio;\n\n\t};\n\n\tthis.setPixelRatio = function ( value ) {\n\n\t\tif ( value === undefined ) return;\n\n\t\t_pixelRatio = value;\n\n\t\tthis.setSize( _width, _height, false );\n\n\t};\n\n\tthis.getSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width, _height );\n\n\t};\n\n\tthis.setSize = function ( width, height, updateStyle ) {\n\n\t\tif ( xr.isPresenting ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_canvas.width = Math.floor( width * _pixelRatio );\n\t\t_canvas.height = Math.floor( height * _pixelRatio );\n\n\t\tif ( updateStyle !== false ) {\n\n\t\t\t_canvas.style.width = width + 'px';\n\t\t\t_canvas.style.height = height + 'px';\n\n\t\t}\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getDrawingBufferSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();\n\n\t};\n\n\tthis.setDrawingBufferSize = function ( width, height, pixelRatio ) {\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_pixelRatio = pixelRatio;\n\n\t\t_canvas.width = Math.floor( width * pixelRatio );\n\t\t_canvas.height = Math.floor( height * pixelRatio );\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getCurrentViewport = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );\n\n\t\t\ttarget = new Vector4();\n\n\t\t}\n\n\t\treturn target.copy( _currentViewport );\n\n\t};\n\n\tthis.getViewport = function ( target ) {\n\n\t\treturn target.copy( _viewport );\n\n\t};\n\n\tthis.setViewport = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_viewport.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_viewport.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissor = function ( target ) {\n\n\t\treturn target.copy( _scissor );\n\n\t};\n\n\tthis.setScissor = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_scissor.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_scissor.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissorTest = function () {\n\n\t\treturn _scissorTest;\n\n\t};\n\n\tthis.setScissorTest = function ( boolean ) {\n\n\t\tstate.setScissorTest( _scissorTest = boolean );\n\n\t};\n\n\tthis.setOpaqueSort = function ( method ) {\n\n\t\t_opaqueSort = method;\n\n\t};\n\n\tthis.setTransparentSort = function ( method ) {\n\n\t\t_transparentSort = method;\n\n\t};\n\n\t// Clearing\n\n\tthis.getClearColor = function () {\n\n\t\treturn background.getClearColor();\n\n\t};\n\n\tthis.setClearColor = function () {\n\n\t\tbackground.setClearColor.apply( background, arguments );\n\n\t};\n\n\tthis.getClearAlpha = function () {\n\n\t\treturn background.getClearAlpha();\n\n\t};\n\n\tthis.setClearAlpha = function () {\n\n\t\tbackground.setClearAlpha.apply( background, arguments );\n\n\t};\n\n\tthis.clear = function ( color, depth, stencil ) {\n\n\t\tlet bits = 0;\n\n\t\tif ( color === undefined || color ) bits |= 16384;\n\t\tif ( depth === undefined || depth ) bits |= 256;\n\t\tif ( stencil === undefined || stencil ) bits |= 1024;\n\n\t\t_gl.clear( bits );\n\n\t};\n\n\tthis.clearColor = function () {\n\n\t\tthis.clear( true, false, false );\n\n\t};\n\n\tthis.clearDepth = function () {\n\n\t\tthis.clear( false, true, false );\n\n\t};\n\n\tthis.clearStencil = function () {\n\n\t\tthis.clear( false, false, true );\n\n\t};\n\n\t//\n\n\tthis.dispose = function () {\n\n\t\t_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\trenderLists.dispose();\n\t\trenderStates.dispose();\n\t\tproperties.dispose();\n\t\tcubemaps.dispose();\n\t\tobjects.dispose();\n\t\tbindingStates.dispose();\n\n\t\txr.dispose();\n\n\t\tanimation.stop();\n\n\t};\n\n\t// Events\n\n\tfunction onContextLost( event ) {\n\n\t\tevent.preventDefault();\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\n\n\t\t_isContextLost = true;\n\n\t}\n\n\tfunction onContextRestore( /* event */ ) {\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\n\n\t\t_isContextLost = false;\n\n\t\tinitGLContext();\n\n\t}\n\n\tfunction onMaterialDispose( event ) {\n\n\t\tconst material = event.target;\n\n\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\tdeallocateMaterial( material );\n\n\t}\n\n\t// Buffer deallocation\n\n\tfunction deallocateMaterial( material ) {\n\n\t\treleaseMaterialProgramReference( material );\n\n\t\tproperties.remove( material );\n\n\t}\n\n\n\tfunction releaseMaterialProgramReference( material ) {\n\n\t\tconst programInfo = properties.get( material ).program;\n\n\t\tif ( programInfo !== undefined ) {\n\n\t\t\tprogramCache.releaseProgram( programInfo );\n\n\t\t}\n\n\t}\n\n\t// Buffer rendering\n\n\tfunction renderObjectImmediate( object, program ) {\n\n\t\tobject.render( function ( object ) {\n\n\t\t\t_this.renderBufferImmediate( object, program );\n\n\t\t} );\n\n\t}\n\n\tthis.renderBufferImmediate = function ( object, program ) {\n\n\t\tbindingStates.initAttributes();\n\n\t\tconst buffers = properties.get( object );\n\n\t\tif ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();\n\t\tif ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();\n\t\tif ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();\n\t\tif ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tif ( object.hasPositions ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.position );\n\t\t\t_gl.bufferData( 34962, object.positionArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.position );\n\t\t\t_gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasNormals ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.normal );\n\t\t\t_gl.bufferData( 34962, object.normalArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.normal );\n\t\t\t_gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasUvs ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.uv );\n\t\t\t_gl.bufferData( 34962, object.uvArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.uv );\n\t\t\t_gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasColors ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.color );\n\t\t\t_gl.bufferData( 34962, object.colorArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.color );\n\t\t\t_gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tbindingStates.disableUnusedAttributes();\n\n\t\t_gl.drawArrays( 4, 0, object.count );\n\n\t\tobject.count = 0;\n\n\t};\n\n\tthis.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {\n\n\t\tif ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)\n\n\t\tconst frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );\n\n\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\tstate.setMaterial( material, frontFaceCW );\n\n\t\t//\n\n\t\tlet index = geometry.index;\n\t\tconst position = geometry.attributes.position;\n\n\t\t//\n\n\t\tif ( index === null ) {\n\n\t\t\tif ( position === undefined || position.count === 0 ) return;\n\n\t\t} else if ( index.count === 0 ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t//\n\n\t\tlet rangeFactor = 1;\n\n\t\tif ( material.wireframe === true ) {\n\n\t\t\tindex = geometries.getWireframeAttribute( geometry );\n\t\t\trangeFactor = 2;\n\n\t\t}\n\n\t\tif ( material.morphTargets || material.morphNormals ) {\n\n\t\t\tmorphtargets.update( object, geometry, material, program );\n\n\t\t}\n\n\t\tbindingStates.setup( object, material, program, geometry, index );\n\n\t\tlet attribute;\n\t\tlet renderer = bufferRenderer;\n\n\t\tif ( index !== null ) {\n\n\t\t\tattribute = attributes.get( index );\n\n\t\t\trenderer = indexedBufferRenderer;\n\t\t\trenderer.setIndex( attribute );\n\n\t\t}\n\n\t\t//\n\n\t\tconst dataCount = ( index !== null ) ? index.count : position.count;\n\n\t\tconst rangeStart = geometry.drawRange.start * rangeFactor;\n\t\tconst rangeCount = geometry.drawRange.count * rangeFactor;\n\n\t\tconst groupStart = group !== null ? group.start * rangeFactor : 0;\n\t\tconst groupCount = group !== null ? group.count * rangeFactor : Infinity;\n\n\t\tconst drawStart = Math.max( rangeStart, groupStart );\n\t\tconst drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;\n\n\t\tconst drawCount = Math.max( 0, drawEnd - drawStart + 1 );\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\t//\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 4 );\n\n\t\t\t}\n\n\t\t} else if ( object.isLine ) {\n\n\t\t\tlet lineWidth = material.linewidth;\n\n\t\t\tif ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material\n\n\t\t\tstate.setLineWidth( lineWidth * getTargetPixelRatio() );\n\n\t\t\tif ( object.isLineSegments ) {\n\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else if ( object.isLineLoop ) {\n\n\t\t\t\trenderer.setMode( 2 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 3 );\n\n\t\t\t}\n\n\t\t} else if ( object.isPoints ) {\n\n\t\t\trenderer.setMode( 0 );\n\n\t\t} else if ( object.isSprite ) {\n\n\t\t\trenderer.setMode( 4 );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, object.count );\n\n\t\t} else if ( geometry.isInstancedBufferGeometry ) {\n\n\t\t\tconst instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, instanceCount );\n\n\t\t} else {\n\n\t\t\trenderer.render( drawStart, drawCount );\n\n\t\t}\n\n\t};\n\n\t// Compile\n\n\tthis.compile = function ( scene, camera ) {\n\n\t\tcurrentRenderState = renderStates.get( scene, camera );\n\t\tcurrentRenderState.init();\n\n\t\tscene.traverseVisible( function ( object ) {\n\n\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t\tcurrentRenderState.setupLights( camera );\n\n\t\tconst compiled = new WeakMap();\n\n\t\tscene.traverse( function ( object ) {\n\n\t\t\tconst material = object.material;\n\n\t\t\tif ( material ) {\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0; i < material.length; i ++ ) {\n\n\t\t\t\t\t\tconst material2 = material[ i ];\n\n\t\t\t\t\t\tif ( compiled.has( material2 ) === false ) {\n\n\t\t\t\t\t\t\tinitMaterial( material2, scene, object );\n\t\t\t\t\t\t\tcompiled.set( material2 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( compiled.has( material ) === false ) {\n\n\t\t\t\t\tinitMaterial( material, scene, object );\n\t\t\t\t\tcompiled.set( material );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time ) {\n\n\t\tif ( xr.isPresenting ) return;\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time );\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tif ( typeof window !== 'undefined' ) animation.setContext( window );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\t\txr.setAnimationLoop( callback );\n\n\t\t( callback === null ) ? animation.stop() : animation.start();\n\n\t};\n\n\t// Rendering\n\n\tthis.render = function ( scene, camera ) {\n\n\t\tlet renderTarget, forceClear;\n\n\t\tif ( arguments[ 2 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );\n\t\t\trenderTarget = arguments[ 2 ];\n\n\t\t}\n\n\t\tif ( arguments[ 3 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );\n\t\t\tforceClear = arguments[ 3 ];\n\n\t\t}\n\n\t\tif ( camera !== undefined && camera.isCamera !== true ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( _isContextLost === true ) return;\n\n\t\t// reset caching for this frame\n\n\t\tbindingStates.resetDefaultState();\n\t\t_currentMaterialId = - 1;\n\t\t_currentCamera = null;\n\n\t\t// update scene graph\n\n\t\tif ( scene.autoUpdate === true ) scene.updateMatrixWorld();\n\n\t\t// update camera matrices and frustum\n\n\t\tif ( camera.parent === null ) camera.updateMatrixWorld();\n\n\t\tif ( xr.enabled === true && xr.isPresenting === true ) {\n\n\t\t\tcamera = xr.getCamera( camera );\n\n\t\t}\n\n\t\t//\n\t\tif ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );\n\n\t\tcurrentRenderState = renderStates.get( scene, camera );\n\t\tcurrentRenderState.init();\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\t_frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t\t_localClippingEnabled = this.localClippingEnabled;\n\t\t_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );\n\n\t\tcurrentRenderList = renderLists.get( scene, camera );\n\t\tcurrentRenderList.init();\n\n\t\tprojectObject( scene, camera, 0, _this.sortObjects );\n\n\t\tcurrentRenderList.finish();\n\n\t\tif ( _this.sortObjects === true ) {\n\n\t\t\tcurrentRenderList.sort( _opaqueSort, _transparentSort );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( _clippingEnabled === true ) clipping.beginShadows();\n\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tshadowMap.render( shadowsArray, scene, camera );\n\n\t\tcurrentRenderState.setupLights( camera );\n\n\t\tif ( _clippingEnabled === true ) clipping.endShadows();\n\n\t\t//\n\n\t\tif ( this.info.autoReset === true ) this.info.reset();\n\n\t\tif ( renderTarget !== undefined ) {\n\n\t\t\tthis.setRenderTarget( renderTarget );\n\n\t\t}\n\n\t\t//\n\n\t\tbackground.render( currentRenderList, scene, camera, forceClear );\n\n\t\t// render scene\n\n\t\tconst opaqueObjects = currentRenderList.opaque;\n\t\tconst transparentObjects = currentRenderList.transparent;\n\n\t\tif ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );\n\t\tif ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );\n\n\t\t//\n\n\t\tif ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );\n\n\t\t//\n\n\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\t\ttextures.updateRenderTargetMipmap( _currentRenderTarget );\n\n\t\t\t// resolve multisample renderbuffers to a single-sample texture if necessary\n\n\t\t\ttextures.updateMultisampleRenderTarget( _currentRenderTarget );\n\n\t\t}\n\n\t\t// Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\t\tstate.buffers.depth.setTest( true );\n\t\tstate.buffers.depth.setMask( true );\n\t\tstate.buffers.color.setMask( true );\n\n\t\tstate.setPolygonOffset( false );\n\n\t\t// _gl.finish();\n\n\t\tcurrentRenderList = null;\n\t\tcurrentRenderState = null;\n\n\t};\n\n\tfunction projectObject( object, camera, groupOrder, sortObjects ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible ) {\n\n\t\t\tif ( object.isGroup ) {\n\n\t\t\t\tgroupOrder = object.renderOrder;\n\n\t\t\t} else if ( object.isLOD ) {\n\n\t\t\t\tif ( object.autoUpdate === true ) object.update( camera );\n\n\t\t\t} else if ( object.isLight ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isImmediateRenderObject ) {\n\n\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t}\n\n\t\t\t\tcurrentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );\n\n\t\t\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\t\t// update skeleton only once in a frame\n\n\t\t\t\t\tif ( object.skeleton.frame !== info.render.frame ) {\n\n\t\t\t\t\t\tobject.skeleton.update();\n\t\t\t\t\t\tobject.skeleton.frame = info.render.frame;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tprojectObject( children[ i ], camera, groupOrder, sortObjects );\n\n\t\t}\n\n\t}\n\n\tfunction renderObjects( renderList, scene, camera ) {\n\n\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\tfor ( let i = 0, l = renderList.length; i < l; i ++ ) {\n\n\t\t\tconst renderItem = renderList[ i ];\n\n\t\t\tconst object = renderItem.object;\n\t\t\tconst geometry = renderItem.geometry;\n\t\t\tconst material = overrideMaterial === null ? renderItem.material : overrideMaterial;\n\t\t\tconst group = renderItem.group;\n\n\t\t\tif ( camera.isArrayCamera ) {\n\n\t\t\t\t_currentArrayCamera = camera;\n\n\t\t\t\tconst cameras = camera.cameras;\n\n\t\t\t\tfor ( let j = 0, jl = cameras.length; j < jl; j ++ ) {\n\n\t\t\t\t\tconst camera2 = cameras[ j ];\n\n\t\t\t\t\tif ( object.layers.test( camera2.layers ) ) {\n\n\t\t\t\t\t\tstate.viewport( _currentViewport.copy( camera2.viewport ) );\n\n\t\t\t\t\t\tcurrentRenderState.setupLights( camera2 );\n\n\t\t\t\t\t\trenderObject( object, scene, camera2, geometry, material, group );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t_currentArrayCamera = null;\n\n\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction renderObject( object, scene, camera, geometry, material, group ) {\n\n\t\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\n\t\tcurrentRenderState = renderStates.get( scene, _currentArrayCamera || camera );\n\n\t\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\n\t\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\n\n\t\tif ( object.isImmediateRenderObject ) {\n\n\t\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\t\tstate.setMaterial( material );\n\n\t\t\tbindingStates.reset();\n\n\t\t\trenderObjectImmediate( object, program );\n\n\t\t} else {\n\n\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t}\n\n\t\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\n\t\tcurrentRenderState = renderStates.get( scene, _currentArrayCamera || camera );\n\n\t}\n\n\tfunction initMaterial( material, scene, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tconst lights = currentRenderState.state.lights;\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tconst lightsStateVersion = lights.state.version;\n\n\t\tconst parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );\n\t\tconst programCacheKey = programCache.getProgramCacheKey( parameters );\n\n\t\tlet program = materialProperties.program;\n\t\tlet programChange = true;\n\n\t\tif ( program === undefined ) {\n\n\t\t\t// new material\n\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t} else if ( program.cacheKey !== programCacheKey ) {\n\n\t\t\t// changed glsl or parameters\n\t\t\treleaseMaterialProgramReference( material );\n\n\t\t} else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {\n\n\t\t\tprogramChange = false;\n\n\t\t} else if ( parameters.shaderID !== undefined ) {\n\n\t\t\t// same glsl and uniform list, envMap still needs the update here to avoid a frame-late effect\n\n\t\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\t\tmaterialProperties.envMap = cubemaps.get( material.envMap || environment );\n\n\t\t\treturn;\n\n\t\t} else {\n\n\t\t\t// only rebuild uniform list\n\t\t\tprogramChange = false;\n\n\t\t}\n\n\t\tif ( programChange ) {\n\n\t\t\tparameters.uniforms = programCache.getUniforms( material );\n\n\t\t\tmaterial.onBeforeCompile( parameters, _this );\n\n\t\t\tprogram = programCache.acquireProgram( parameters, programCacheKey );\n\n\t\t\tmaterialProperties.program = program;\n\t\t\tmaterialProperties.uniforms = parameters.uniforms;\n\t\t\tmaterialProperties.outputEncoding = parameters.outputEncoding;\n\n\t\t}\n\n\t\tconst uniforms = materialProperties.uniforms;\n\n\t\tif ( ! material.isShaderMaterial &&\n\t\t\t! material.isRawShaderMaterial ||\n\t\t\tmaterial.clipping === true ) {\n\n\t\t\tmaterialProperties.numClippingPlanes = clipping.numPlanes;\n\t\t\tmaterialProperties.numIntersection = clipping.numIntersection;\n\t\t\tuniforms.clippingPlanes = clipping.uniform;\n\n\t\t}\n\n\t\tmaterialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tmaterialProperties.fog = scene.fog;\n\t\tmaterialProperties.envMap = cubemaps.get( material.envMap || materialProperties.environment );\n\n\t\t// store the light setup it was created for\n\n\t\tmaterialProperties.needsLights = materialNeedsLights( material );\n\t\tmaterialProperties.lightsStateVersion = lightsStateVersion;\n\n\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t// wire up the material to this renderer's lighting state\n\n\t\t\tuniforms.ambientLightColor.value = lights.state.ambient;\n\t\t\tuniforms.lightProbe.value = lights.state.probe;\n\t\t\tuniforms.directionalLights.value = lights.state.directional;\n\t\t\tuniforms.directionalLightShadows.value = lights.state.directionalShadow;\n\t\t\tuniforms.spotLights.value = lights.state.spot;\n\t\t\tuniforms.spotLightShadows.value = lights.state.spotShadow;\n\t\t\tuniforms.rectAreaLights.value = lights.state.rectArea;\n\t\t\tuniforms.ltc_1.value = lights.state.rectAreaLTC1;\n\t\t\tuniforms.ltc_2.value = lights.state.rectAreaLTC2;\n\t\t\tuniforms.pointLights.value = lights.state.point;\n\t\t\tuniforms.pointLightShadows.value = lights.state.pointShadow;\n\t\t\tuniforms.hemisphereLights.value = lights.state.hemi;\n\n\t\t\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n\t\t\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n\t\t\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\n\t\t\tuniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;\n\t\t\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\n\t\t\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n\t\t\t// TODO (abelnation): add area lights shadow info to uniforms\n\n\t\t}\n\n\t\tconst progUniforms = materialProperties.program.getUniforms();\n\t\tconst uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );\n\n\t\tmaterialProperties.uniformsList = uniformsList;\n\n\t}\n\n\tfunction setProgram( camera, scene, material, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\ttextures.resetTextureUnits();\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tconst encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;\n\t\tconst envMap = cubemaps.get( material.envMap || environment );\n\n\t\tconst materialProperties = properties.get( material );\n\t\tconst lights = currentRenderState.state.lights;\n\n\t\tif ( _clippingEnabled === true ) {\n\n\t\t\tif ( _localClippingEnabled === true || camera !== _currentCamera ) {\n\n\t\t\t\tconst useCache =\n\t\t\t\t\tcamera === _currentCamera &&\n\t\t\t\t\tmaterial.id === _currentMaterialId;\n\n\t\t\t\t// we might want to call this function with some ClippingGroup\n\t\t\t\t// object instead of the material, once it becomes feasible\n\t\t\t\t// (#8465, #8379)\n\t\t\t\tclipping.setState( material, camera, useCache );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.version === materialProperties.__version ) {\n\n\t\t\tif ( material.fog && materialProperties.fog !== fog ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.environment !== environment ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.numClippingPlanes !== undefined &&\n\t\t\t\t( materialProperties.numClippingPlanes !== clipping.numPlanes ||\n\t\t\t\tmaterialProperties.numIntersection !== clipping.numIntersection ) ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.outputEncoding !== encoding ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.envMap !== envMap ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tinitMaterial( material, scene, object );\n\t\t\tmaterialProperties.__version = material.version;\n\n\t\t}\n\n\t\tlet refreshProgram = false;\n\t\tlet refreshMaterial = false;\n\t\tlet refreshLights = false;\n\n\t\tconst program = materialProperties.program,\n\t\t\tp_uniforms = program.getUniforms(),\n\t\t\tm_uniforms = materialProperties.uniforms;\n\n\t\tif ( state.useProgram( program.program ) ) {\n\n\t\t\trefreshProgram = true;\n\t\t\trefreshMaterial = true;\n\t\t\trefreshLights = true;\n\n\t\t}\n\n\t\tif ( material.id !== _currentMaterialId ) {\n\n\t\t\t_currentMaterialId = material.id;\n\n\t\t\trefreshMaterial = true;\n\n\t\t}\n\n\t\tif ( refreshProgram || _currentCamera !== camera ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );\n\n\t\t\tif ( capabilities.logarithmicDepthBuffer ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'logDepthBufFC',\n\t\t\t\t\t2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );\n\n\t\t\t}\n\n\t\t\tif ( _currentCamera !== camera ) {\n\n\t\t\t\t_currentCamera = camera;\n\n\t\t\t\t// lighting uniforms depend on the camera so enforce an update\n\t\t\t\t// now, in case this material supports lights - or later, when\n\t\t\t\t// the next material that does gets activated:\n\n\t\t\t\trefreshMaterial = true;\t\t// set to true on material change\n\t\t\t\trefreshLights = true;\t\t// remains set until update done\n\n\t\t\t}\n\n\t\t\t// load material specific uniforms\n\t\t\t// (shader material also gets them for the sake of genericity)\n\n\t\t\tif ( material.isShaderMaterial ||\n\t\t\t\tmaterial.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.envMap ) {\n\n\t\t\t\tconst uCamPos = p_uniforms.map.cameraPosition;\n\n\t\t\t\tif ( uCamPos !== undefined ) {\n\n\t\t\t\t\tuCamPos.setValue( _gl,\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( camera.matrixWorld ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ||\n\t\t\t\tmaterial.isShadowMaterial ||\n\t\t\t\tmaterial.skinning ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// skinning uniforms must be set even if material didn't change\n\t\t// auto-setting of texture unit for bone texture must go before other textures\n\t\t// otherwise textures used for skinning can take over texture units reserved for other material textures\n\n\t\tif ( material.skinning ) {\n\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\n\n\t\t\tconst skeleton = object.skeleton;\n\n\t\t\tif ( skeleton ) {\n\n\t\t\t\tconst bones = skeleton.bones;\n\n\t\t\t\tif ( capabilities.floatVertexTextures ) {\n\n\t\t\t\t\tif ( skeleton.boneTexture === null ) {\n\n\t\t\t\t\t\t// layout (1 matrix = 4 pixels)\n\t\t\t\t\t\t// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t\t\t\t\t// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)\n\t\t\t\t\t\t// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)\n\t\t\t\t\t\t// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)\n\t\t\t\t\t\t// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n\n\n\t\t\t\t\t\tlet size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix\n\t\t\t\t\t\tsize = MathUtils.ceilPowerOfTwo( size );\n\t\t\t\t\t\tsize = Math.max( size, 4 );\n\n\t\t\t\t\t\tconst boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\t\t\t\t\tboneMatrices.set( skeleton.boneMatrices ); // copy current values\n\n\t\t\t\t\t\tconst boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );\n\n\t\t\t\t\t\tskeleton.boneMatrices = boneMatrices;\n\t\t\t\t\t\tskeleton.boneTexture = boneTexture;\n\t\t\t\t\t\tskeleton.boneTextureSize = size;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tp_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {\n\n\t\t\tmaterialProperties.receiveShadow = object.receiveShadow;\n\t\t\tp_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );\n\n\t\t}\n\n\t\tif ( refreshMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\n\n\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t// the current material requires lighting info\n\n\t\t\t\t// note: all lighting uniforms are always set correctly\n\t\t\t\t// they simply reference the renderer's state for their\n\t\t\t\t// values\n\t\t\t\t//\n\t\t\t\t// use the current material's .needsUpdate flags to set\n\t\t\t\t// the GL state when required\n\n\t\t\t\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\n\n\t\t\t}\n\n\t\t\t// refresh uniforms common to several materials\n\n\t\t\tif ( fog && material.fog ) {\n\n\t\t\t\tmaterials.refreshFogUniforms( m_uniforms, fog );\n\n\t\t\t}\n\n\t\t\tmaterials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height );\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\n\t\t}\n\n\t\tif ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\t\t\tmaterial.uniformsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( material.isSpriteMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'center', object.center );\n\n\t\t}\n\n\t\t// common matrices\n\n\t\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\n\t\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\n\t\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\n\n\t\treturn program;\n\n\t}\n\n\t// If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\tfunction markUniformsLightsNeedsUpdate( uniforms, value ) {\n\n\t\tuniforms.ambientLightColor.needsUpdate = value;\n\t\tuniforms.lightProbe.needsUpdate = value;\n\n\t\tuniforms.directionalLights.needsUpdate = value;\n\t\tuniforms.directionalLightShadows.needsUpdate = value;\n\t\tuniforms.pointLights.needsUpdate = value;\n\t\tuniforms.pointLightShadows.needsUpdate = value;\n\t\tuniforms.spotLights.needsUpdate = value;\n\t\tuniforms.spotLightShadows.needsUpdate = value;\n\t\tuniforms.rectAreaLights.needsUpdate = value;\n\t\tuniforms.hemisphereLights.needsUpdate = value;\n\n\t}\n\n\tfunction materialNeedsLights( material ) {\n\n\t\treturn material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||\n\t\t\tmaterial.isMeshStandardMaterial || material.isShadowMaterial ||\n\t\t\t( material.isShaderMaterial && material.lights === true );\n\n\t}\n\n\t//\n\tthis.setFramebuffer = function ( value ) {\n\n\t\tif ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( 36160, value );\n\n\t\t_framebuffer = value;\n\n\t};\n\n\tthis.getActiveCubeFace = function () {\n\n\t\treturn _currentActiveCubeFace;\n\n\t};\n\n\tthis.getActiveMipmapLevel = function () {\n\n\t\treturn _currentActiveMipmapLevel;\n\n\t};\n\n\tthis.getRenderList = function () {\n\n\t\treturn currentRenderList;\n\n\t};\n\n\tthis.setRenderList = function ( renderList ) {\n\n\t\tcurrentRenderList = renderList;\n\n\t};\n\n\tthis.getRenderState = function () {\n\n\t\treturn currentRenderState;\n\n\t};\n\n\tthis.setRenderState = function ( renderState ) {\n\n\t\tcurrentRenderState = renderState;\n\n\t};\n\n\tthis.getRenderTarget = function () {\n\n\t\treturn _currentRenderTarget;\n\n\t};\n\n\tthis.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {\n\n\t\t_currentRenderTarget = renderTarget;\n\t\t_currentActiveCubeFace = activeCubeFace;\n\t\t_currentActiveMipmapLevel = activeMipmapLevel;\n\n\t\tif ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {\n\n\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t}\n\n\t\tlet framebuffer = _framebuffer;\n\t\tlet isCube = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tconst __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ];\n\t\t\t\tisCube = true;\n\n\t\t\t} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\t\tframebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;\n\n\t\t\t} else {\n\n\t\t\t\tframebuffer = __webglFramebuffer;\n\n\t\t\t}\n\n\t\t\t_currentViewport.copy( renderTarget.viewport );\n\t\t\t_currentScissor.copy( renderTarget.scissor );\n\t\t\t_currentScissorTest = renderTarget.scissorTest;\n\n\t\t} else {\n\n\t\t\t_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissorTest = _scissorTest;\n\n\t\t}\n\n\t\tif ( _currentFramebuffer !== framebuffer ) {\n\n\t\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\t\t\t_currentFramebuffer = framebuffer;\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport );\n\t\tstate.scissor( _currentScissor );\n\t\tstate.setScissorTest( _currentScissorTest );\n\n\t\tif ( isCube ) {\n\n\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t_gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );\n\n\t\t}\n\n\t};\n\n\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\n\n\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tlet framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\n\n\t\t\tframebuffer = framebuffer[ activeCubeFaceIndex ];\n\n\t\t}\n\n\t\tif ( framebuffer ) {\n\n\t\t\tlet restore = false;\n\n\t\t\tif ( framebuffer !== _currentFramebuffer ) {\n\n\t\t\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\n\t\t\t\trestore = true;\n\n\t\t\t}\n\n\t\t\ttry {\n\n\t\t\t\tconst texture = renderTarget.texture;\n\t\t\t\tconst textureFormat = texture.format;\n\t\t\t\tconst textureType = texture.type;\n\n\t\t\t\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)\n\t\t\t\t\t! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox\n\t\t\t\t\t! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {\n\n\t\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );\n\n\t\t\t\t}\n\n\t\t\t} finally {\n\n\t\t\t\tif ( restore ) {\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, _currentFramebuffer );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.copyFramebufferToTexture = function ( position, texture, level = 0 ) {\n\n\t\tconst levelScale = Math.pow( 2, - level );\n\t\tconst width = Math.floor( texture.image.width * levelScale );\n\t\tconst height = Math.floor( texture.image.height * levelScale );\n\t\tconst glFormat = utils.convert( texture.format );\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t_gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {\n\n\t\tconst width = srcTexture.image.width;\n\t\tconst height = srcTexture.image.height;\n\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\tconst glType = utils.convert( dstTexture.type );\n\n\t\ttextures.setTexture2D( dstTexture, 0 );\n\n\t\t// As another texture upload may have changed pixelStorei\n\t\t// parameters, make sure they are correct for the dstTexture\n\t\t_gl.pixelStorei( 37440, dstTexture.flipY );\n\t\t_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, dstTexture.unpackAlignment );\n\n\t\tif ( srcTexture.isDataTexture ) {\n\n\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );\n\n\t\t} else {\n\n\t\t\tif ( srcTexture.isCompressedTexture ) {\n\n\t\t\t\t_gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Generate mipmaps only when copying level 0\n\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( 3553 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.initTexture = function ( texture ) {\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t}\n\n}\n\nfunction WebGL1Renderer( parameters ) {\n\n\tWebGLRenderer.call( this, parameters );\n\n}\n\nWebGL1Renderer.prototype = Object.assign( Object.create( WebGLRenderer.prototype ), {\n\n\tconstructor: WebGL1Renderer,\n\n\tisWebGL1Renderer: true\n\n} );\n\nclass FogExp2 {\n\n\tconstructor( color, density ) {\n\n\t\tObject.defineProperty( this, 'isFogExp2', { value: true } );\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\t\tthis.density = ( density !== undefined ) ? density : 0.00025;\n\n\t}\n\n\tclone() {\n\n\t\treturn new FogExp2( this.color, this.density );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'FogExp2',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tdensity: this.density\n\t\t};\n\n\t}\n\n}\n\nclass Fog {\n\n\tconstructor( color, near, far ) {\n\n\t\tObject.defineProperty( this, 'isFog', { value: true } );\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\n\t\tthis.near = ( near !== undefined ) ? near : 1;\n\t\tthis.far = ( far !== undefined ) ? far : 1000;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Fog( this.color, this.near, this.far );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'Fog',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tnear: this.near,\n\t\t\tfar: this.far\n\t\t};\n\n\t}\n\n}\n\nclass Scene extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'isScene', { value: true } );\n\n\t\tthis.type = 'Scene';\n\n\t\tthis.background = null;\n\t\tthis.environment = null;\n\t\tthis.fog = null;\n\n\t\tthis.overrideMaterial = null;\n\n\t\tthis.autoUpdate = true; // checked by the renderer\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.background !== null ) this.background = source.background.clone();\n\t\tif ( source.environment !== null ) this.environment = source.environment.clone();\n\t\tif ( source.fog !== null ) this.fog = source.fog.clone();\n\n\t\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.background !== null ) data.object.background = this.background.toJSON( meta );\n\t\tif ( this.environment !== null ) data.object.environment = this.environment.toJSON( meta );\n\t\tif ( this.fog !== null ) data.object.fog = this.fog.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nfunction InterleavedBuffer( array, stride ) {\n\n\tthis.array = array;\n\tthis.stride = stride;\n\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\tthis.usage = StaticDrawUsage;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.version = 0;\n\n\tthis.uuid = MathUtils.generateUUID();\n\n}\n\nObject.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( InterleavedBuffer.prototype, {\n\n\tisInterleavedBuffer: true,\n\n\tonUploadCallback: function () {},\n\n\tsetUsage: function ( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.count = source.count;\n\t\tthis.stride = source.stride;\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.stride;\n\t\tindex2 *= attribute.stride;\n\n\t\tfor ( let i = 0, l = this.stride; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = MathUtils.generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;\n\n\t\t}\n\n\t\tconst array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );\n\n\t\tconst ib = new InterleavedBuffer( array, this.stride );\n\t\tib.setUsage( this.usage );\n\n\t\treturn ib;\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\t// generate UUID for array buffer if necessary\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = MathUtils.generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );\n\n\t\t}\n\n\t\t//\n\n\t\treturn {\n\t\t\tuuid: this.uuid,\n\t\t\tbuffer: this.array.buffer._uuid,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tstride: this.stride\n\t\t};\n\n\t}\n\n} );\n\nconst _vector$6 = new Vector3();\n\nfunction InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {\n\n\tthis.name = '';\n\n\tthis.data = interleavedBuffer;\n\tthis.itemSize = itemSize;\n\tthis.offset = offset;\n\n\tthis.normalized = normalized === true;\n\n}\n\nObject.defineProperties( InterleavedBufferAttribute.prototype, {\n\n\tcount: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.count;\n\n\t\t}\n\n\t},\n\n\tarray: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.array;\n\n\t\t}\n\n\t},\n\n\tneedsUpdate: {\n\n\t\tset: function ( value ) {\n\n\t\t\tthis.data.needsUpdate = value;\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( InterleavedBufferAttribute.prototype, {\n\n\tisInterleavedBufferAttribute: true,\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.data.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset ];\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\t\tthis.data.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );\n\n\t\t} else {\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );\n\n\t\t\t}\n\n\t\t\treturn new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// deinterleave data and save it as an ordinary buffer attribute for now\n\n\t\t\treturn {\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\ttype: this.array.constructor.name,\n\t\t\t\tarray: array,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t} else {\n\n\t\t\t// save as true interlaved attribtue\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tisInterleavedBufferAttribute: true,\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\tdata: this.data.uuid,\n\t\t\t\toffset: this.offset,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t}\n\n\t}\n\n} );\n\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\n\tMaterial.call( this );\n\n\tthis.type = 'SpriteMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.rotation = 0;\n\n\tthis.sizeAttenuation = true;\n\n\tthis.transparent = true;\n\n\tthis.setValues( parameters );\n\n}\n\nSpriteMaterial.prototype = Object.create( Material.prototype );\nSpriteMaterial.prototype.constructor = SpriteMaterial;\nSpriteMaterial.prototype.isSpriteMaterial = true;\n\nSpriteMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.rotation = source.rotation;\n\n\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\treturn this;\n\n};\n\nlet _geometry;\n\nconst _intersectPoint = new Vector3();\nconst _worldScale = new Vector3();\nconst _mvPosition = new Vector3();\n\nconst _alignedPosition = new Vector2();\nconst _rotatedPosition = new Vector2();\nconst _viewWorldMatrix = new Matrix4();\n\nconst _vA$1 = new Vector3();\nconst _vB$1 = new Vector3();\nconst _vC$1 = new Vector3();\n\nconst _uvA$1 = new Vector2();\nconst _uvB$1 = new Vector2();\nconst _uvC$1 = new Vector2();\n\nfunction Sprite( material ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Sprite';\n\n\tif ( _geometry === undefined ) {\n\n\t\t_geometry = new BufferGeometry();\n\n\t\tconst float32Array = new Float32Array( [\n\t\t\t- 0.5, - 0.5, 0, 0, 0,\n\t\t\t0.5, - 0.5, 0, 1, 0,\n\t\t\t0.5, 0.5, 0, 1, 1,\n\t\t\t- 0.5, 0.5, 0, 0, 1\n\t\t] );\n\n\t\tconst interleavedBuffer = new InterleavedBuffer( float32Array, 5 );\n\n\t\t_geometry.setIndex( [ 0, 1, 2,\t0, 2, 3 ] );\n\t\t_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );\n\t\t_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );\n\n\t}\n\n\tthis.geometry = _geometry;\n\tthis.material = ( material !== undefined ) ? material : new SpriteMaterial();\n\n\tthis.center = new Vector2( 0.5, 0.5 );\n\n}\n\nSprite.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Sprite,\n\n\tisSprite: true,\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tif ( raycaster.camera === null ) {\n\n\t\t\tconsole.error( 'THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.' );\n\n\t\t}\n\n\t\t_worldScale.setFromMatrixScale( this.matrixWorld );\n\n\t\t_viewWorldMatrix.copy( raycaster.camera.matrixWorld );\n\t\tthis.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );\n\n\t\t_mvPosition.setFromMatrixPosition( this.modelViewMatrix );\n\n\t\tif ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {\n\n\t\t\t_worldScale.multiplyScalar( - _mvPosition.z );\n\n\t\t}\n\n\t\tconst rotation = this.material.rotation;\n\t\tlet sin, cos;\n\n\t\tif ( rotation !== 0 ) {\n\n\t\t\tcos = Math.cos( rotation );\n\t\t\tsin = Math.sin( rotation );\n\n\t\t}\n\n\t\tconst center = this.center;\n\n\t\ttransformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\n\t\t_uvA$1.set( 0, 0 );\n\t\t_uvB$1.set( 1, 0 );\n\t\t_uvC$1.set( 1, 1 );\n\n\t\t// check first triangle\n\t\tlet intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );\n\n\t\tif ( intersect === null ) {\n\n\t\t\t// check second triangle\n\t\t\ttransformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\t\t_uvB$1.set( 0, 1 );\n\n\t\t\tintersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );\n\t\t\tif ( intersect === null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( _intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tpoint: _intersectPoint.clone(),\n\t\t\tuv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),\n\t\t\tface: null,\n\t\t\tobject: this\n\n\t\t} );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tif ( source.center !== undefined ) this.center.copy( source.center );\n\n\t\tthis.material = source.material;\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {\n\n\t// compute position in camera space\n\t_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );\n\n\t// to check if rotation is not zero\n\tif ( sin !== undefined ) {\n\n\t\t_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );\n\t\t_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );\n\n\t} else {\n\n\t\t_rotatedPosition.copy( _alignedPosition );\n\n\t}\n\n\n\tvertexPosition.copy( mvPosition );\n\tvertexPosition.x += _rotatedPosition.x;\n\tvertexPosition.y += _rotatedPosition.y;\n\n\t// transform to world space\n\tvertexPosition.applyMatrix4( _viewWorldMatrix );\n\n}\n\nconst _v1$4 = new Vector3();\nconst _v2$2 = new Vector3();\n\nfunction LOD() {\n\n\tObject3D.call( this );\n\n\tthis._currentLevel = 0;\n\n\tthis.type = 'LOD';\n\n\tObject.defineProperties( this, {\n\t\tlevels: {\n\t\t\tenumerable: true,\n\t\t\tvalue: []\n\t\t}\n\t} );\n\n\tthis.autoUpdate = true;\n\n}\n\nLOD.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: LOD,\n\n\tisLOD: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source, false );\n\n\t\tconst levels = source.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tthis.addLevel( level.object.clone(), level.distance );\n\n\t\t}\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\n\t\treturn this;\n\n\t},\n\n\taddLevel: function ( object, distance = 0 ) {\n\n\t\tdistance = Math.abs( distance );\n\n\t\tconst levels = this.levels;\n\n\t\tlet l;\n\n\t\tfor ( l = 0; l < levels.length; l ++ ) {\n\n\t\t\tif ( distance < levels[ l ].distance ) {\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlevels.splice( l, 0, { distance: distance, object: object } );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t},\n\n\tgetCurrentLevel: function () {\n\n\t\treturn this._currentLevel;\n\n\t},\n\n\tgetObjectForDistance: function ( distance ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance < levels[ i ].distance ) {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn levels[ i - 1 ].object;\n\n\t\t}\n\n\t\treturn null;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\t_v1$4.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = raycaster.ray.origin.distanceTo( _v1$4 );\n\n\t\t\tthis.getObjectForDistance( distance ).raycast( raycaster, intersects );\n\n\t\t}\n\n\t},\n\n\tupdate: function ( camera ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 1 ) {\n\n\t\t\t_v1$4.setFromMatrixPosition( camera.matrixWorld );\n\t\t\t_v2$2.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;\n\n\t\t\tlevels[ 0 ].object.visible = true;\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance >= levels[ i ].distance ) {\n\n\t\t\t\t\tlevels[ i - 1 ].object.visible = false;\n\t\t\t\t\tlevels[ i ].object.visible = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._currentLevel = i - 1;\n\n\t\t\tfor ( ; i < l; i ++ ) {\n\n\t\t\t\tlevels[ i ].object.visible = false;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tif ( this.autoUpdate === false ) data.object.autoUpdate = false;\n\n\t\tdata.object.levels = [];\n\n\t\tconst levels = this.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tdata.object.levels.push( {\n\t\t\t\tobject: level.object.uuid,\n\t\t\t\tdistance: level.distance\n\t\t\t} );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction SkinnedMesh( geometry, material ) {\n\n\tif ( geometry && geometry.isGeometry ) {\n\n\t\tconsole.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t}\n\n\tMesh.call( this, geometry, material );\n\n\tthis.type = 'SkinnedMesh';\n\n\tthis.bindMode = 'attached';\n\tthis.bindMatrix = new Matrix4();\n\tthis.bindMatrixInverse = new Matrix4();\n\n}\n\nSkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: SkinnedMesh,\n\n\tisSkinnedMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tMesh.prototype.copy.call( this, source );\n\n\t\tthis.bindMode = source.bindMode;\n\t\tthis.bindMatrix.copy( source.bindMatrix );\n\t\tthis.bindMatrixInverse.copy( source.bindMatrixInverse );\n\n\t\tthis.skeleton = source.skeleton;\n\n\t\treturn this;\n\n\t},\n\n\tbind: function ( skeleton, bindMatrix ) {\n\n\t\tthis.skeleton = skeleton;\n\n\t\tif ( bindMatrix === undefined ) {\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.skeleton.calculateInverses();\n\n\t\t\tbindMatrix = this.matrixWorld;\n\n\t\t}\n\n\t\tthis.bindMatrix.copy( bindMatrix );\n\t\tthis.bindMatrixInverse.copy( bindMatrix ).invert();\n\n\t},\n\n\tpose: function () {\n\n\t\tthis.skeleton.pose();\n\n\t},\n\n\tnormalizeSkinWeights: function () {\n\n\t\tconst vector = new Vector4();\n\n\t\tconst skinWeight = this.geometry.attributes.skinWeight;\n\n\t\tfor ( let i = 0, l = skinWeight.count; i < l; i ++ ) {\n\n\t\t\tvector.x = skinWeight.getX( i );\n\t\t\tvector.y = skinWeight.getY( i );\n\t\t\tvector.z = skinWeight.getZ( i );\n\t\t\tvector.w = skinWeight.getW( i );\n\n\t\t\tconst scale = 1.0 / vector.manhattanLength();\n\n\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\tvector.multiplyScalar( scale );\n\n\t\t\t} else {\n\n\t\t\t\tvector.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t}\n\n\t\t\tskinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );\n\n\t\t}\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tMesh.prototype.updateMatrixWorld.call( this, force );\n\n\t\tif ( this.bindMode === 'attached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.matrixWorld ).invert();\n\n\t\t} else if ( this.bindMode === 'detached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.bindMatrix ).invert();\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );\n\n\t\t}\n\n\t},\n\n\tboneTransform: ( function () {\n\n\t\tconst basePosition = new Vector3();\n\n\t\tconst skinIndex = new Vector4();\n\t\tconst skinWeight = new Vector4();\n\n\t\tconst vector = new Vector3();\n\t\tconst matrix = new Matrix4();\n\n\t\treturn function ( index, target ) {\n\n\t\t\tconst skeleton = this.skeleton;\n\t\t\tconst geometry = this.geometry;\n\n\t\t\tskinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );\n\t\t\tskinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );\n\n\t\t\tbasePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );\n\n\t\t\ttarget.set( 0, 0, 0 );\n\n\t\t\tfor ( let i = 0; i < 4; i ++ ) {\n\n\t\t\t\tconst weight = skinWeight.getComponent( i );\n\n\t\t\t\tif ( weight !== 0 ) {\n\n\t\t\t\t\tconst boneIndex = skinIndex.getComponent( i );\n\n\t\t\t\t\tmatrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );\n\n\t\t\t\t\ttarget.addScaledVector( vector.copy( basePosition ).applyMatrix4( matrix ), weight );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn target.applyMatrix4( this.bindMatrixInverse );\n\n\t\t};\n\n\t}() )\n\n} );\n\nfunction Bone() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Bone';\n\n}\n\nBone.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Bone,\n\n\tisBone: true\n\n} );\n\nconst _offsetMatrix = new Matrix4();\nconst _identityMatrix = new Matrix4();\n\nfunction Skeleton( bones = [], boneInverses = [] ) {\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.bones = bones.slice( 0 );\n\tthis.boneInverses = boneInverses;\n\tthis.boneMatrices = null;\n\n\tthis.boneTexture = null;\n\tthis.boneTextureSize = 0;\n\n\tthis.frame = - 1;\n\n\tthis.init();\n\n}\n\nObject.assign( Skeleton.prototype, {\n\n\tinit: function () {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tthis.boneMatrices = new Float32Array( bones.length * 16 );\n\n\t\t// calculate inverse bone matrices if necessary\n\n\t\tif ( boneInverses.length === 0 ) {\n\n\t\t\tthis.calculateInverses();\n\n\t\t} else {\n\n\t\t\t// handle special case\n\n\t\t\tif ( bones.length !== boneInverses.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );\n\n\t\t\t\tthis.boneInverses = [];\n\n\t\t\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\t\t\tthis.boneInverses.push( new Matrix4() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tcalculateInverses: function () {\n\n\t\tthis.boneInverses.length = 0;\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst inverse = new Matrix4();\n\n\t\t\tif ( this.bones[ i ] ) {\n\n\t\t\t\tinverse.copy( this.bones[ i ].matrixWorld ).invert();\n\n\t\t\t}\n\n\t\t\tthis.boneInverses.push( inverse );\n\n\t\t}\n\n\t},\n\n\tpose: function () {\n\n\t\t// recover the bind-time world matrices\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tbone.matrixWorld.copy( this.boneInverses[ i ] ).invert();\n\n\t\t\t}\n\n\t\t}\n\n\t\t// compute the local matrices, positions, rotations and scales\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t\tbone.matrix.copy( bone.parent.matrixWorld ).invert();\n\t\t\t\t\tbone.matrix.multiply( bone.matrixWorld );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbone.matrix.copy( bone.matrixWorld );\n\n\t\t\t\t}\n\n\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tupdate: function () {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\t\tconst boneMatrices = this.boneMatrices;\n\t\tconst boneTexture = this.boneTexture;\n\n\t\t// flatten bone matrices to array\n\n\t\tfor ( let i = 0, il = bones.length; i < il; i ++ ) {\n\n\t\t\t// compute the offset between the current and the original transform\n\n\t\t\tconst matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;\n\n\t\t\t_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );\n\t\t\t_offsetMatrix.toArray( boneMatrices, i * 16 );\n\n\t\t}\n\n\t\tif ( boneTexture !== null ) {\n\n\t\t\tboneTexture.needsUpdate = true;\n\n\t\t}\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new Skeleton( this.bones, this.boneInverses );\n\n\t},\n\n\tgetBoneByName: function ( name ) {\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone.name === name ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t},\n\n\tdispose: function ( ) {\n\n\t\tif ( this.boneTexture !== null ) {\n\n\t\t\tthis.boneTexture.dispose();\n\n\t\t\tthis.boneTexture = null;\n\n\t\t}\n\n\t},\n\n\tfromJSON: function ( json, bones ) {\n\n\t\tthis.uuid = json.uuid;\n\n\t\tfor ( let i = 0, l = json.bones.length; i < l; i ++ ) {\n\n\t\t\tconst uuid = json.bones[ i ];\n\t\t\tlet bone = bones[ uuid ];\n\n\t\t\tif ( bone === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );\n\t\t\t\tbone = new Bone();\n\n\t\t\t}\n\n\t\t\tthis.bones.push( bone );\n\t\t\tthis.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );\n\n\t\t}\n\n\t\tthis.init();\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Skeleton',\n\t\t\t\tgenerator: 'Skeleton.toJSON'\n\t\t\t},\n\t\t\tbones: [],\n\t\t\tboneInverses: []\n\t\t};\n\n\t\tdata.uuid = this.uuid;\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tfor ( let i = 0, l = bones.length; i < l; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\t\t\tdata.bones.push( bone.uuid );\n\n\t\t\tconst boneInverse = boneInverses[ i ];\n\t\t\tdata.boneInverses.push( boneInverse.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n} );\n\nconst _instanceLocalMatrix = new Matrix4();\nconst _instanceWorldMatrix = new Matrix4();\n\nconst _instanceIntersects = [];\n\nconst _mesh = new Mesh();\n\nfunction InstancedMesh( geometry, material, count ) {\n\n\tMesh.call( this, geometry, material );\n\n\tthis.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );\n\tthis.instanceColor = null;\n\n\tthis.count = count;\n\n\tthis.frustumCulled = false;\n\n}\n\nInstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: InstancedMesh,\n\n\tisInstancedMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tMesh.prototype.copy.call( this, source );\n\n\t\tthis.instanceMatrix.copy( source.instanceMatrix );\n\t\tthis.count = source.count;\n\n\t\treturn this;\n\n\t},\n\n\tgetColorAt: function ( index, color ) {\n\n\t\tcolor.fromArray( this.instanceColor.array, index * 3 );\n\n\t},\n\n\tgetMatrixAt: function ( index, matrix ) {\n\n\t\tmatrix.fromArray( this.instanceMatrix.array, index * 16 );\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst raycastTimes = this.count;\n\n\t\t_mesh.geometry = this.geometry;\n\t\t_mesh.material = this.material;\n\n\t\tif ( _mesh.material === undefined ) return;\n\n\t\tfor ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {\n\n\t\t\t// calculate the world matrix for each instance\n\n\t\t\tthis.getMatrixAt( instanceId, _instanceLocalMatrix );\n\n\t\t\t_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );\n\n\t\t\t// the mesh represents this single instance\n\n\t\t\t_mesh.matrixWorld = _instanceWorldMatrix;\n\n\t\t\t_mesh.raycast( raycaster, _instanceIntersects );\n\n\t\t\t// process the result of raycast\n\n\t\t\tfor ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {\n\n\t\t\t\tconst intersect = _instanceIntersects[ i ];\n\t\t\t\tintersect.instanceId = instanceId;\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_instanceIntersects.length = 0;\n\n\t\t}\n\n\t},\n\n\tsetColorAt: function ( index, color ) {\n\n\t\tif ( this.instanceColor === null ) {\n\n\t\t\tthis.instanceColor = new BufferAttribute( new Float32Array( this.count * 3 ), 3 );\n\n\t\t}\n\n\t\tcolor.toArray( this.instanceColor.array, index * 3 );\n\n\t},\n\n\tsetMatrixAt: function ( index, matrix ) {\n\n\t\tmatrix.toArray( this.instanceMatrix.array, index * 16 );\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t}\n\n} );\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n * linecap: \"round\",\n * linejoin: \"round\"\n * }\n */\n\nfunction LineBasicMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'LineBasicMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.linewidth = 1;\n\tthis.linecap = 'round';\n\tthis.linejoin = 'round';\n\n\tthis.morphTargets = false;\n\n\tthis.setValues( parameters );\n\n}\n\nLineBasicMaterial.prototype = Object.create( Material.prototype );\nLineBasicMaterial.prototype.constructor = LineBasicMaterial;\n\nLineBasicMaterial.prototype.isLineBasicMaterial = true;\n\nLineBasicMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.linewidth = source.linewidth;\n\tthis.linecap = source.linecap;\n\tthis.linejoin = source.linejoin;\n\n\tthis.morphTargets = source.morphTargets;\n\n\treturn this;\n\n};\n\nconst _start = new Vector3();\nconst _end = new Vector3();\nconst _inverseMatrix$1 = new Matrix4();\nconst _ray$1 = new Ray();\nconst _sphere$2 = new Sphere();\n\nfunction Line( geometry, material, mode ) {\n\n\tif ( mode === 1 ) {\n\n\t\tconsole.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );\n\n\t}\n\n\tObject3D.call( this );\n\n\tthis.type = 'Line';\n\n\tthis.geometry = geometry !== undefined ? geometry : new BufferGeometry();\n\tthis.material = material !== undefined ? material : new LineBasicMaterial();\n\n\tthis.updateMorphTargets();\n\n}\n\nLine.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Line,\n\n\tisLine: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\tcomputeLineDistances: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [ 0 ];\n\n\t\t\t\tfor ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\t_start.fromBufferAttribute( positionAttribute, i - 1 );\n\t\t\t\t\t_end.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i ] += _start.distanceTo( _end );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconst vertices = geometry.vertices;\n\t\t\tconst lineDistances = geometry.lineDistances;\n\n\t\t\tlineDistances[ 0 ] = 0;\n\n\t\t\tfor ( let i = 1, l = vertices.length; i < l; i ++ ) {\n\n\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Line.threshold;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$2.copy( geometry.boundingSphere );\n\t\t_sphere$2.applyMatrix4( matrixWorld );\n\t\t_sphere$2.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$1.copy( matrixWorld ).invert();\n\t\t_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst vStart = new Vector3();\n\t\tconst vEnd = new Vector3();\n\t\tconst interSegment = new Vector3();\n\t\tconst interRay = new Vector3();\n\t\tconst step = this.isLineSegments ? 2 : 1;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst indices = index.array;\n\n\t\t\t\tfor ( let i = 0, l = indices.length - 1; i < l; i += step ) {\n\n\t\t\t\t\tconst a = indices[ i ];\n\t\t\t\t\tconst b = indices[ i + 1 ];\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, a );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, b );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count - 1; i < l; i += step ) {\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconst vertices = geometry.vertices;\n\t\t\tconst nbVertices = vertices.length;\n\n\t\t\tfor ( let i = 0; i < nbVertices - 1; i += step ) {\n\n\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );\n\n\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\tintersects.push( {\n\n\t\t\t\t\tdistance: distance,\n\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\tindex: i,\n\t\t\t\t\tface: null,\n\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\tobject: this\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nconst _start$1 = new Vector3();\nconst _end$1 = new Vector3();\n\nfunction LineSegments( geometry, material ) {\n\n\tLine.call( this, geometry, material );\n\n\tthis.type = 'LineSegments';\n\n}\n\nLineSegments.prototype = Object.assign( Object.create( Line.prototype ), {\n\n\tconstructor: LineSegments,\n\n\tisLineSegments: true,\n\n\tcomputeLineDistances: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [];\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {\n\n\t\t\t\t\t_start$1.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\t_end$1.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconst vertices = geometry.vertices;\n\t\t\tconst lineDistances = geometry.lineDistances;\n\n\t\t\tfor ( let i = 0, l = vertices.length; i < l; i += 2 ) {\n\n\t\t\t\t_start$1.copy( vertices[ i ] );\n\t\t\t\t_end$1.copy( vertices[ i + 1 ] );\n\n\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction LineLoop( geometry, material ) {\n\n\tLine.call( this, geometry, material );\n\n\tthis.type = 'LineLoop';\n\n}\n\nLineLoop.prototype = Object.assign( Object.create( Line.prototype ), {\n\n\tconstructor: LineLoop,\n\n\tisLineLoop: true,\n\n} );\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\n\tMaterial.call( this );\n\n\tthis.type = 'PointsMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.size = 1;\n\tthis.sizeAttenuation = true;\n\n\tthis.morphTargets = false;\n\n\tthis.setValues( parameters );\n\n}\n\nPointsMaterial.prototype = Object.create( Material.prototype );\nPointsMaterial.prototype.constructor = PointsMaterial;\n\nPointsMaterial.prototype.isPointsMaterial = true;\n\nPointsMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.size = source.size;\n\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\tthis.morphTargets = source.morphTargets;\n\n\treturn this;\n\n};\n\nconst _inverseMatrix$2 = new Matrix4();\nconst _ray$2 = new Ray();\nconst _sphere$3 = new Sphere();\nconst _position$1 = new Vector3();\n\nfunction Points( geometry, material ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Points';\n\n\tthis.geometry = geometry !== undefined ? geometry : new BufferGeometry();\n\tthis.material = material !== undefined ? material : new PointsMaterial();\n\n\tthis.updateMorphTargets();\n\n}\n\nPoints.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Points,\n\n\tisPoints: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Points.threshold;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$3.copy( geometry.boundingSphere );\n\t\t_sphere$3.applyMatrix4( matrixWorld );\n\t\t_sphere$3.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$2.copy( matrixWorld ).invert();\n\t\t_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst indices = index.array;\n\n\t\t\t\tfor ( let i = 0, il = indices.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst a = indices[ i ];\n\n\t\t\t\t\t_position$1.fromBufferAttribute( positionAttribute, a );\n\n\t\t\t\t\ttestPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\t_position$1.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\ttestPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst vertices = geometry.vertices;\n\n\t\t\tfor ( let i = 0, l = vertices.length; i < l; i ++ ) {\n\n\t\t\t\ttestPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nfunction testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {\n\n\tconst rayPointDistanceSq = _ray$2.distanceSqToPoint( point );\n\n\tif ( rayPointDistanceSq < localThresholdSq ) {\n\n\t\tconst intersectPoint = new Vector3();\n\n\t\t_ray$2.closestPointToPoint( point, intersectPoint );\n\t\tintersectPoint.applyMatrix4( matrixWorld );\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tdistanceToRay: Math.sqrt( rayPointDistanceSq ),\n\t\t\tpoint: intersectPoint,\n\t\t\tindex: index,\n\t\t\tface: null,\n\t\t\tobject: object\n\n\t\t} );\n\n\t}\n\n}\n\nfunction VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\tTexture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.format = format !== undefined ? format : RGBFormat;\n\n\tthis.minFilter = minFilter !== undefined ? minFilter : LinearFilter;\n\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\n\tthis.generateMipmaps = false;\n\n\tconst scope = this;\n\n\tfunction updateVideo() {\n\n\t\tscope.needsUpdate = true;\n\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t}\n\n\tif ( 'requestVideoFrameCallback' in video ) {\n\n\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t}\n\n}\n\nVideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {\n\n\tconstructor: VideoTexture,\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.image ).copy( this );\n\n\t},\n\n\tisVideoTexture: true,\n\n\tupdate: function () {\n\n\t\tconst video = this.image;\n\t\tconst hasVideoFrameCallback = 'requestVideoFrameCallback' in video;\n\n\t\tif ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {\n\n\t\t\tthis.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n} );\n\nfunction CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.image = { width: width, height: height };\n\tthis.mipmaps = mipmaps;\n\n\t// no flipping for cube textures\n\t// (also flipping doesn't work for compressed textures )\n\n\tthis.flipY = false;\n\n\t// can't generate mipmaps for compressed textures\n\t// mips must be embedded in DDS files\n\n\tthis.generateMipmaps = false;\n\n}\n\nCompressedTexture.prototype = Object.create( Texture.prototype );\nCompressedTexture.prototype.constructor = CompressedTexture;\n\nCompressedTexture.prototype.isCompressedTexture = true;\n\nfunction CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\tTexture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.needsUpdate = true;\n\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\n\tformat = format !== undefined ? format : DepthFormat;\n\n\tif ( format !== DepthFormat && format !== DepthStencilFormat ) {\n\n\t\tthrow new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );\n\n\t}\n\n\tif ( type === undefined && format === DepthFormat ) type = UnsignedShortType;\n\tif ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.image = { width: width, height: height };\n\n\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\tthis.flipY = false;\n\tthis.generateMipmaps = false;\n\n}\n\nDepthTexture.prototype = Object.create( Texture.prototype );\nDepthTexture.prototype.constructor = DepthTexture;\nDepthTexture.prototype.isDepthTexture = true;\n\nlet _geometryId = 0; // Geometry uses even numbers as Id\nconst _m1$3 = new Matrix4();\nconst _obj$1 = new Object3D();\nconst _offset$1 = new Vector3();\n\nfunction Geometry() {\n\n\tObject.defineProperty( this, 'id', { value: _geometryId += 2 } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Geometry';\n\n\tthis.vertices = [];\n\tthis.colors = [];\n\tthis.faces = [];\n\tthis.faceVertexUvs = [[]];\n\n\tthis.morphTargets = [];\n\tthis.morphNormals = [];\n\n\tthis.skinWeights = [];\n\tthis.skinIndices = [];\n\n\tthis.lineDistances = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\t// update flags\n\n\tthis.elementsNeedUpdate = false;\n\tthis.verticesNeedUpdate = false;\n\tthis.uvsNeedUpdate = false;\n\tthis.normalsNeedUpdate = false;\n\tthis.colorsNeedUpdate = false;\n\tthis.lineDistancesNeedUpdate = false;\n\tthis.groupsNeedUpdate = false;\n\n}\n\nGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Geometry,\n\n\tisGeometry: true,\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\tfor ( let i = 0, il = this.vertices.length; i < il; i ++ ) {\n\n\t\t\tconst vertex = this.vertices[ i ];\n\t\t\tvertex.applyMatrix4( matrix );\n\n\t\t}\n\n\t\tfor ( let i = 0, il = this.faces.length; i < il; i ++ ) {\n\n\t\t\tconst face = this.faces[ i ];\n\t\t\tface.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\t\tfor ( let j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {\n\n\t\t\t\tface.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\tthis.verticesNeedUpdate = true;\n\t\tthis.normalsNeedUpdate = true;\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1$3.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1$3.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1$3.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1$3.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\tscale: function ( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1$3.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\tlookAt: function ( vector ) {\n\n\t\t_obj$1.lookAt( vector );\n\n\t\t_obj$1.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj$1.matrix );\n\n\t\treturn this;\n\n\t},\n\n\tfromBufferGeometry: function ( geometry ) {\n\n\t\tconst scope = this;\n\n\t\tconst index = geometry.index !== null ? geometry.index : undefined;\n\t\tconst attributes = geometry.attributes;\n\n\t\tif ( attributes.position === undefined ) {\n\n\t\t\tconsole.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst position = attributes.position;\n\t\tconst normal = attributes.normal;\n\t\tconst color = attributes.color;\n\t\tconst uv = attributes.uv;\n\t\tconst uv2 = attributes.uv2;\n\n\t\tif ( uv2 !== undefined ) this.faceVertexUvs[ 1 ] = [];\n\n\t\tfor ( let i = 0; i < position.count; i ++ ) {\n\n\t\t\tscope.vertices.push( new Vector3().fromBufferAttribute( position, i ) );\n\n\t\t\tif ( color !== undefined ) {\n\n\t\t\t\tscope.colors.push( new Color().fromBufferAttribute( color, i ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction addFace( a, b, c, materialIndex ) {\n\n\t\t\tconst vertexColors = ( color === undefined ) ? [] : [\n\t\t\t\tscope.colors[ a ].clone(),\n\t\t\t\tscope.colors[ b ].clone(),\n\t\t\t\tscope.colors[ c ].clone()\n\t\t\t];\n\n\t\t\tconst vertexNormals = ( normal === undefined ) ? [] : [\n\t\t\t\tnew Vector3().fromBufferAttribute( normal, a ),\n\t\t\t\tnew Vector3().fromBufferAttribute( normal, b ),\n\t\t\t\tnew Vector3().fromBufferAttribute( normal, c )\n\t\t\t];\n\n\t\t\tconst face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );\n\n\t\t\tscope.faces.push( face );\n\n\t\t\tif ( uv !== undefined ) {\n\n\t\t\t\tscope.faceVertexUvs[ 0 ].push( [\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv, a ),\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv, b ),\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv, c )\n\t\t\t\t] );\n\n\t\t\t}\n\n\t\t\tif ( uv2 !== undefined ) {\n\n\t\t\t\tscope.faceVertexUvs[ 1 ].push( [\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv2, a ),\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv2, b ),\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv2, c )\n\t\t\t\t] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst groups = geometry.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tfor ( let i = 0; i < groups.length; i ++ ) {\n\n\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\tconst start = group.start;\n\t\t\t\tconst count = group.count;\n\n\t\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\t\tif ( index !== undefined ) {\n\n\t\t\t\t\t\taddFace( index.getX( j ), index.getX( j + 1 ), index.getX( j + 2 ), group.materialIndex );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\taddFace( j, j + 1, j + 2, group.materialIndex );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tfor ( let i = 0; i < index.count; i += 3 ) {\n\n\t\t\t\t\taddFace( index.getX( i ), index.getX( i + 1 ), index.getX( i + 2 ) );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tfor ( let i = 0; i < position.count; i += 3 ) {\n\n\t\t\t\t\taddFace( i, i + 1, i + 2 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.computeFaceNormals();\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t}\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcenter: function () {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset$1 ).negate();\n\n\t\tthis.translate( _offset$1.x, _offset$1.y, _offset$1.z );\n\n\t\treturn this;\n\n\t},\n\n\tnormalize: function () {\n\n\t\tthis.computeBoundingSphere();\n\n\t\tconst center = this.boundingSphere.center;\n\t\tconst radius = this.boundingSphere.radius;\n\n\t\tconst s = radius === 0 ? 1 : 1.0 / radius;\n\n\t\tconst matrix = new Matrix4();\n\t\tmatrix.set(\n\t\t\ts, 0, 0, - s * center.x,\n\t\t\t0, s, 0, - s * center.y,\n\t\t\t0, 0, s, - s * center.z,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\tthis.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t},\n\n\tcomputeFaceNormals: function () {\n\n\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tconst face = this.faces[ f ];\n\n\t\t\tconst vA = this.vertices[ face.a ];\n\t\t\tconst vB = this.vertices[ face.b ];\n\t\t\tconst vC = this.vertices[ face.c ];\n\n\t\t\tcb.subVectors( vC, vB );\n\t\t\tab.subVectors( vA, vB );\n\t\t\tcb.cross( ab );\n\n\t\t\tcb.normalize();\n\n\t\t\tface.normal.copy( cb );\n\n\t\t}\n\n\t},\n\n\tcomputeVertexNormals: function ( areaWeighted = true ) {\n\n\t\tconst vertices = new Array( this.vertices.length );\n\n\t\tfor ( let v = 0, vl = this.vertices.length; v < vl; v ++ ) {\n\n\t\t\tvertices[ v ] = new Vector3();\n\n\t\t}\n\n\t\tif ( areaWeighted ) {\n\n\t\t\t// vertex normals weighted by triangle areas\n\t\t\t// http://www.iquilezles.org/www/articles/normals/normals.htm\n\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\tconst face = this.faces[ f ];\n\n\t\t\t\tconst vA = this.vertices[ face.a ];\n\t\t\t\tconst vB = this.vertices[ face.b ];\n\t\t\t\tconst vC = this.vertices[ face.c ];\n\n\t\t\t\tcb.subVectors( vC, vB );\n\t\t\t\tab.subVectors( vA, vB );\n\t\t\t\tcb.cross( ab );\n\n\t\t\t\tvertices[ face.a ].add( cb );\n\t\t\t\tvertices[ face.b ].add( cb );\n\t\t\t\tvertices[ face.c ].add( cb );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.computeFaceNormals();\n\n\t\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\tconst face = this.faces[ f ];\n\n\t\t\t\tvertices[ face.a ].add( face.normal );\n\t\t\t\tvertices[ face.b ].add( face.normal );\n\t\t\t\tvertices[ face.c ].add( face.normal );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let v = 0, vl = this.vertices.length; v < vl; v ++ ) {\n\n\t\t\tvertices[ v ].normalize();\n\n\t\t}\n\n\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tconst face = this.faces[ f ];\n\n\t\t\tconst vertexNormals = face.vertexNormals;\n\n\t\t\tif ( vertexNormals.length === 3 ) {\n\n\t\t\t\tvertexNormals[ 0 ].copy( vertices[ face.a ] );\n\t\t\t\tvertexNormals[ 1 ].copy( vertices[ face.b ] );\n\t\t\t\tvertexNormals[ 2 ].copy( vertices[ face.c ] );\n\n\t\t\t} else {\n\n\t\t\t\tvertexNormals[ 0 ] = vertices[ face.a ].clone();\n\t\t\t\tvertexNormals[ 1 ] = vertices[ face.b ].clone();\n\t\t\t\tvertexNormals[ 2 ] = vertices[ face.c ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.faces.length > 0 ) {\n\n\t\t\tthis.normalsNeedUpdate = true;\n\n\t\t}\n\n\t},\n\n\tcomputeFlatVertexNormals: function () {\n\n\t\tthis.computeFaceNormals();\n\n\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tconst face = this.faces[ f ];\n\n\t\t\tconst vertexNormals = face.vertexNormals;\n\n\t\t\tif ( vertexNormals.length === 3 ) {\n\n\t\t\t\tvertexNormals[ 0 ].copy( face.normal );\n\t\t\t\tvertexNormals[ 1 ].copy( face.normal );\n\t\t\t\tvertexNormals[ 2 ].copy( face.normal );\n\n\t\t\t} else {\n\n\t\t\t\tvertexNormals[ 0 ] = face.normal.clone();\n\t\t\t\tvertexNormals[ 1 ] = face.normal.clone();\n\t\t\t\tvertexNormals[ 2 ] = face.normal.clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.faces.length > 0 ) {\n\n\t\t\tthis.normalsNeedUpdate = true;\n\n\t\t}\n\n\t},\n\n\tcomputeMorphNormals: function () {\n\n\t\t// save original normals\n\t\t// - create temp variables on first access\n\t\t// otherwise just copy (for faster repeated calls)\n\n\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tconst face = this.faces[ f ];\n\n\t\t\tif ( ! face.__originalFaceNormal ) {\n\n\t\t\t\tface.__originalFaceNormal = face.normal.clone();\n\n\t\t\t} else {\n\n\t\t\t\tface.__originalFaceNormal.copy( face.normal );\n\n\t\t\t}\n\n\t\t\tif ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];\n\n\t\t\tfor ( let i = 0, il = face.vertexNormals.length; i < il; i ++ ) {\n\n\t\t\t\tif ( ! face.__originalVertexNormals[ i ] ) {\n\n\t\t\t\t\tface.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();\n\n\t\t\t\t} else {\n\n\t\t\t\t\tface.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// use temp geometry to compute face and vertex normals for each morph\n\n\t\tconst tmpGeo = new Geometry();\n\t\ttmpGeo.faces = this.faces;\n\n\t\tfor ( let i = 0, il = this.morphTargets.length; i < il; i ++ ) {\n\n\t\t\t// create on first access\n\n\t\t\tif ( ! this.morphNormals[ i ] ) {\n\n\t\t\t\tthis.morphNormals[ i ] = {};\n\t\t\t\tthis.morphNormals[ i ].faceNormals = [];\n\t\t\t\tthis.morphNormals[ i ].vertexNormals = [];\n\n\t\t\t\tconst dstNormalsFace = this.morphNormals[ i ].faceNormals;\n\t\t\t\tconst dstNormalsVertex = this.morphNormals[ i ].vertexNormals;\n\n\t\t\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\t\tconst faceNormal = new Vector3();\n\t\t\t\t\tconst vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };\n\n\t\t\t\t\tdstNormalsFace.push( faceNormal );\n\t\t\t\t\tdstNormalsVertex.push( vertexNormals );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst morphNormals = this.morphNormals[ i ];\n\n\t\t\t// set vertices to morph target\n\n\t\t\ttmpGeo.vertices = this.morphTargets[ i ].vertices;\n\n\t\t\t// compute morph normals\n\n\t\t\ttmpGeo.computeFaceNormals();\n\t\t\ttmpGeo.computeVertexNormals();\n\n\t\t\t// store morph normals\n\n\t\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\tconst face = this.faces[ f ];\n\n\t\t\t\tconst faceNormal = morphNormals.faceNormals[ f ];\n\t\t\t\tconst vertexNormals = morphNormals.vertexNormals[ f ];\n\n\t\t\t\tfaceNormal.copy( face.normal );\n\n\t\t\t\tvertexNormals.a.copy( face.vertexNormals[ 0 ] );\n\t\t\t\tvertexNormals.b.copy( face.vertexNormals[ 1 ] );\n\t\t\t\tvertexNormals.c.copy( face.vertexNormals[ 2 ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// restore original normals\n\n\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tconst face = this.faces[ f ];\n\n\t\t\tface.normal = face.__originalFaceNormal;\n\t\t\tface.vertexNormals = face.__originalVertexNormals;\n\n\t\t}\n\n\t},\n\n\tcomputeBoundingBox: function () {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tthis.boundingBox.setFromPoints( this.vertices );\n\n\t},\n\n\tcomputeBoundingSphere: function () {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tthis.boundingSphere.setFromPoints( this.vertices );\n\n\t},\n\n\tmerge: function ( geometry, matrix, materialIndexOffset = 0 ) {\n\n\t\tif ( ! ( geometry && geometry.isGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tlet normalMatrix;\n\t\tconst vertexOffset = this.vertices.length,\n\t\t\tvertices1 = this.vertices,\n\t\t\tvertices2 = geometry.vertices,\n\t\t\tfaces1 = this.faces,\n\t\t\tfaces2 = geometry.faces,\n\t\t\tcolors1 = this.colors,\n\t\t\tcolors2 = geometry.colors;\n\n\t\tif ( matrix !== undefined ) {\n\n\t\t\tnormalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t}\n\n\t\t// vertices\n\n\t\tfor ( let i = 0, il = vertices2.length; i < il; i ++ ) {\n\n\t\t\tconst vertex = vertices2[ i ];\n\n\t\t\tconst vertexCopy = vertex.clone();\n\n\t\t\tif ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );\n\n\t\t\tvertices1.push( vertexCopy );\n\n\t\t}\n\n\t\t// colors\n\n\t\tfor ( let i = 0, il = colors2.length; i < il; i ++ ) {\n\n\t\t\tcolors1.push( colors2[ i ].clone() );\n\n\t\t}\n\n\t\t// faces\n\n\t\tfor ( let i = 0, il = faces2.length; i < il; i ++ ) {\n\n\t\t\tconst face = faces2[ i ];\n\t\t\tlet normal, color;\n\t\t\tconst faceVertexNormals = face.vertexNormals,\n\t\t\t\tfaceVertexColors = face.vertexColors;\n\n\t\t\tconst faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );\n\t\t\tfaceCopy.normal.copy( face.normal );\n\n\t\t\tif ( normalMatrix !== undefined ) {\n\n\t\t\t\tfaceCopy.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\t\t}\n\n\t\t\tfor ( let j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {\n\n\t\t\t\tnormal = faceVertexNormals[ j ].clone();\n\n\t\t\t\tif ( normalMatrix !== undefined ) {\n\n\t\t\t\t\tnormal.applyMatrix3( normalMatrix ).normalize();\n\n\t\t\t\t}\n\n\t\t\t\tfaceCopy.vertexNormals.push( normal );\n\n\t\t\t}\n\n\t\t\tfaceCopy.color.copy( face.color );\n\n\t\t\tfor ( let j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {\n\n\t\t\t\tcolor = faceVertexColors[ j ];\n\t\t\t\tfaceCopy.vertexColors.push( color.clone() );\n\n\t\t\t}\n\n\t\t\tfaceCopy.materialIndex = face.materialIndex + materialIndexOffset;\n\n\t\t\tfaces1.push( faceCopy );\n\n\t\t}\n\n\t\t// uvs\n\n\t\tfor ( let i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {\n\n\t\t\tconst faceVertexUvs2 = geometry.faceVertexUvs[ i ];\n\n\t\t\tif ( this.faceVertexUvs[ i ] === undefined ) this.faceVertexUvs[ i ] = [];\n\n\t\t\tfor ( let j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {\n\n\t\t\t\tconst uvs2 = faceVertexUvs2[ j ], uvsCopy = [];\n\n\t\t\t\tfor ( let k = 0, kl = uvs2.length; k < kl; k ++ ) {\n\n\t\t\t\t\tuvsCopy.push( uvs2[ k ].clone() );\n\n\t\t\t\t}\n\n\t\t\t\tthis.faceVertexUvs[ i ].push( uvsCopy );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tmergeMesh: function ( mesh ) {\n\n\t\tif ( ! ( mesh && mesh.isMesh ) ) {\n\n\t\t\tconsole.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( mesh.matrixAutoUpdate ) mesh.updateMatrix();\n\n\t\tthis.merge( mesh.geometry, mesh.matrix );\n\n\t},\n\n\t/*\n\t * Checks for duplicate vertices with hashmap.\n\t * Duplicated vertices are removed\n\t * and faces' vertices are updated.\n\t */\n\n\tmergeVertices: function ( precisionPoints = 4 ) {\n\n\t\tconst verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)\n\t\tconst unique = [], changes = [];\n\n\t\tconst precision = Math.pow( 10, precisionPoints );\n\n\t\tfor ( let i = 0, il = this.vertices.length; i < il; i ++ ) {\n\n\t\t\tconst v = this.vertices[ i ];\n\t\t\tconst key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );\n\n\t\t\tif ( verticesMap[ key ] === undefined ) {\n\n\t\t\t\tverticesMap[ key ] = i;\n\t\t\t\tunique.push( this.vertices[ i ] );\n\t\t\t\tchanges[ i ] = unique.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\t//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);\n\t\t\t\tchanges[ i ] = changes[ verticesMap[ key ] ];\n\n\t\t\t}\n\n\t\t}\n\n\n\t\t// if faces are completely degenerate after merging vertices, we\n\t\t// have to remove them from the geometry.\n\t\tconst faceIndicesToRemove = [];\n\n\t\tfor ( let i = 0, il = this.faces.length; i < il; i ++ ) {\n\n\t\t\tconst face = this.faces[ i ];\n\n\t\t\tface.a = changes[ face.a ];\n\t\t\tface.b = changes[ face.b ];\n\t\t\tface.c = changes[ face.c ];\n\n\t\t\tconst indices = [ face.a, face.b, face.c ];\n\n\t\t\t// if any duplicate vertices are found in a Face3\n\t\t\t// we have to remove the face as nothing can be saved\n\t\t\tfor ( let n = 0; n < 3; n ++ ) {\n\n\t\t\t\tif ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {\n\n\t\t\t\t\tfaceIndicesToRemove.push( i );\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {\n\n\t\t\tconst idx = faceIndicesToRemove[ i ];\n\n\t\t\tthis.faces.splice( idx, 1 );\n\n\t\t\tfor ( let j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {\n\n\t\t\t\tthis.faceVertexUvs[ j ].splice( idx, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Use unique set of vertices\n\n\t\tconst diff = this.vertices.length - unique.length;\n\t\tthis.vertices = unique;\n\t\treturn diff;\n\n\t},\n\n\tsetFromPoints: function ( points ) {\n\n\t\tthis.vertices = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tthis.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsortFacesByMaterialIndex: function () {\n\n\t\tconst faces = this.faces;\n\t\tconst length = faces.length;\n\n\t\t// tag faces\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tfaces[ i ]._id = i;\n\n\t\t}\n\n\t\t// sort faces\n\n\t\tfunction materialIndexSort( a, b ) {\n\n\t\t\treturn a.materialIndex - b.materialIndex;\n\n\t\t}\n\n\t\tfaces.sort( materialIndexSort );\n\n\t\t// sort uvs\n\n\t\tconst uvs1 = this.faceVertexUvs[ 0 ];\n\t\tconst uvs2 = this.faceVertexUvs[ 1 ];\n\n\t\tlet newUvs1, newUvs2;\n\n\t\tif ( uvs1 && uvs1.length === length ) newUvs1 = [];\n\t\tif ( uvs2 && uvs2.length === length ) newUvs2 = [];\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tconst id = faces[ i ]._id;\n\n\t\t\tif ( newUvs1 ) newUvs1.push( uvs1[ id ] );\n\t\t\tif ( newUvs2 ) newUvs2.push( uvs2[ id ] );\n\n\t\t}\n\n\t\tif ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;\n\t\tif ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Geometry',\n\t\t\t\tgenerator: 'Geometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Geometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tconst vertices = [];\n\n\t\tfor ( let i = 0; i < this.vertices.length; i ++ ) {\n\n\t\t\tconst vertex = this.vertices[ i ];\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tconst faces = [];\n\t\tconst normals = [];\n\t\tconst normalsHash = {};\n\t\tconst colors = [];\n\t\tconst colorsHash = {};\n\t\tconst uvs = [];\n\t\tconst uvsHash = {};\n\n\t\tfor ( let i = 0; i < this.faces.length; i ++ ) {\n\n\t\t\tconst face = this.faces[ i ];\n\n\t\t\tconst hasMaterial = true;\n\t\t\tconst hasFaceUv = false; // deprecated\n\t\t\tconst hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;\n\t\t\tconst hasFaceNormal = face.normal.length() > 0;\n\t\t\tconst hasFaceVertexNormal = face.vertexNormals.length > 0;\n\t\t\tconst hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;\n\t\t\tconst hasFaceVertexColor = face.vertexColors.length > 0;\n\n\t\t\tlet faceType = 0;\n\n\t\t\tfaceType = setBit( faceType, 0, 0 ); // isQuad\n\t\t\tfaceType = setBit( faceType, 1, hasMaterial );\n\t\t\tfaceType = setBit( faceType, 2, hasFaceUv );\n\t\t\tfaceType = setBit( faceType, 3, hasFaceVertexUv );\n\t\t\tfaceType = setBit( faceType, 4, hasFaceNormal );\n\t\t\tfaceType = setBit( faceType, 5, hasFaceVertexNormal );\n\t\t\tfaceType = setBit( faceType, 6, hasFaceColor );\n\t\t\tfaceType = setBit( faceType, 7, hasFaceVertexColor );\n\n\t\t\tfaces.push( faceType );\n\t\t\tfaces.push( face.a, face.b, face.c );\n\t\t\tfaces.push( face.materialIndex );\n\n\t\t\tif ( hasFaceVertexUv ) {\n\n\t\t\t\tconst faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];\n\n\t\t\t\tfaces.push(\n\t\t\t\t\tgetUvIndex( faceVertexUvs[ 0 ] ),\n\t\t\t\t\tgetUvIndex( faceVertexUvs[ 1 ] ),\n\t\t\t\t\tgetUvIndex( faceVertexUvs[ 2 ] )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t\tif ( hasFaceNormal ) {\n\n\t\t\t\tfaces.push( getNormalIndex( face.normal ) );\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexNormal ) {\n\n\t\t\t\tconst vertexNormals = face.vertexNormals;\n\n\t\t\t\tfaces.push(\n\t\t\t\t\tgetNormalIndex( vertexNormals[ 0 ] ),\n\t\t\t\t\tgetNormalIndex( vertexNormals[ 1 ] ),\n\t\t\t\t\tgetNormalIndex( vertexNormals[ 2 ] )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t\tif ( hasFaceColor ) {\n\n\t\t\t\tfaces.push( getColorIndex( face.color ) );\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexColor ) {\n\n\t\t\t\tconst vertexColors = face.vertexColors;\n\n\t\t\t\tfaces.push(\n\t\t\t\t\tgetColorIndex( vertexColors[ 0 ] ),\n\t\t\t\t\tgetColorIndex( vertexColors[ 1 ] ),\n\t\t\t\t\tgetColorIndex( vertexColors[ 2 ] )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction setBit( value, position, enabled ) {\n\n\t\t\treturn enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );\n\n\t\t}\n\n\t\tfunction getNormalIndex( normal ) {\n\n\t\t\tconst hash = normal.x.toString() + normal.y.toString() + normal.z.toString();\n\n\t\t\tif ( normalsHash[ hash ] !== undefined ) {\n\n\t\t\t\treturn normalsHash[ hash ];\n\n\t\t\t}\n\n\t\t\tnormalsHash[ hash ] = normals.length / 3;\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\treturn normalsHash[ hash ];\n\n\t\t}\n\n\t\tfunction getColorIndex( color ) {\n\n\t\t\tconst hash = color.r.toString() + color.g.toString() + color.b.toString();\n\n\t\t\tif ( colorsHash[ hash ] !== undefined ) {\n\n\t\t\t\treturn colorsHash[ hash ];\n\n\t\t\t}\n\n\t\t\tcolorsHash[ hash ] = colors.length;\n\t\t\tcolors.push( color.getHex() );\n\n\t\t\treturn colorsHash[ hash ];\n\n\t\t}\n\n\t\tfunction getUvIndex( uv ) {\n\n\t\t\tconst hash = uv.x.toString() + uv.y.toString();\n\n\t\t\tif ( uvsHash[ hash ] !== undefined ) {\n\n\t\t\t\treturn uvsHash[ hash ];\n\n\t\t\t}\n\n\t\t\tuvsHash[ hash ] = uvs.length / 2;\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\treturn uvsHash[ hash ];\n\n\t\t}\n\n\t\tdata.data = {};\n\n\t\tdata.data.vertices = vertices;\n\t\tdata.data.normals = normals;\n\t\tif ( colors.length > 0 ) data.data.colors = colors;\n\t\tif ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility\n\t\tdata.data.faces = faces;\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\t/*\n\t\t // Handle primitives\n\n\t\t const parameters = this.parameters;\n\n\t\t if ( parameters !== undefined ) {\n\n\t\t const values = [];\n\n\t\t for ( const key in parameters ) {\n\n\t\t values.push( parameters[ key ] );\n\n\t\t }\n\n\t\t const geometry = Object.create( this.constructor.prototype );\n\t\t this.constructor.apply( geometry, values );\n\t\t return geometry;\n\n\t\t }\n\n\t\t return new this.constructor().copy( this );\n\t\t */\n\n\t\treturn new Geometry().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\t// reset\n\n\t\tthis.vertices = [];\n\t\tthis.colors = [];\n\t\tthis.faces = [];\n\t\tthis.faceVertexUvs = [[]];\n\t\tthis.morphTargets = [];\n\t\tthis.morphNormals = [];\n\t\tthis.skinWeights = [];\n\t\tthis.skinIndices = [];\n\t\tthis.lineDistances = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// vertices\n\n\t\tconst vertices = source.vertices;\n\n\t\tfor ( let i = 0, il = vertices.length; i < il; i ++ ) {\n\n\t\t\tthis.vertices.push( vertices[ i ].clone() );\n\n\t\t}\n\n\t\t// colors\n\n\t\tconst colors = source.colors;\n\n\t\tfor ( let i = 0, il = colors.length; i < il; i ++ ) {\n\n\t\t\tthis.colors.push( colors[ i ].clone() );\n\n\t\t}\n\n\t\t// faces\n\n\t\tconst faces = source.faces;\n\n\t\tfor ( let i = 0, il = faces.length; i < il; i ++ ) {\n\n\t\t\tthis.faces.push( faces[ i ].clone() );\n\n\t\t}\n\n\t\t// face vertex uvs\n\n\t\tfor ( let i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {\n\n\t\t\tconst faceVertexUvs = source.faceVertexUvs[ i ];\n\n\t\t\tif ( this.faceVertexUvs[ i ] === undefined ) {\n\n\t\t\t\tthis.faceVertexUvs[ i ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( let j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {\n\n\t\t\t\tconst uvs = faceVertexUvs[ j ], uvsCopy = [];\n\n\t\t\t\tfor ( let k = 0, kl = uvs.length; k < kl; k ++ ) {\n\n\t\t\t\t\tconst uv = uvs[ k ];\n\n\t\t\t\t\tuvsCopy.push( uv.clone() );\n\n\t\t\t\t}\n\n\t\t\t\tthis.faceVertexUvs[ i ].push( uvsCopy );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphTargets = source.morphTargets;\n\n\t\tfor ( let i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tconst morphTarget = {};\n\t\t\tmorphTarget.name = morphTargets[ i ].name;\n\n\t\t\t// vertices\n\n\t\t\tif ( morphTargets[ i ].vertices !== undefined ) {\n\n\t\t\t\tmorphTarget.vertices = [];\n\n\t\t\t\tfor ( let j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {\n\n\t\t\t\t\tmorphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// normals\n\n\t\t\tif ( morphTargets[ i ].normals !== undefined ) {\n\n\t\t\t\tmorphTarget.normals = [];\n\n\t\t\t\tfor ( let j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {\n\n\t\t\t\t\tmorphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.morphTargets.push( morphTarget );\n\n\t\t}\n\n\t\t// morph normals\n\n\t\tconst morphNormals = source.morphNormals;\n\n\t\tfor ( let i = 0, il = morphNormals.length; i < il; i ++ ) {\n\n\t\t\tconst morphNormal = {};\n\n\t\t\t// vertex normals\n\n\t\t\tif ( morphNormals[ i ].vertexNormals !== undefined ) {\n\n\t\t\t\tmorphNormal.vertexNormals = [];\n\n\t\t\t\tfor ( let j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {\n\n\t\t\t\t\tconst srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];\n\t\t\t\t\tconst destVertexNormal = {};\n\n\t\t\t\t\tdestVertexNormal.a = srcVertexNormal.a.clone();\n\t\t\t\t\tdestVertexNormal.b = srcVertexNormal.b.clone();\n\t\t\t\t\tdestVertexNormal.c = srcVertexNormal.c.clone();\n\n\t\t\t\t\tmorphNormal.vertexNormals.push( destVertexNormal );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// face normals\n\n\t\t\tif ( morphNormals[ i ].faceNormals !== undefined ) {\n\n\t\t\t\tmorphNormal.faceNormals = [];\n\n\t\t\t\tfor ( let j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {\n\n\t\t\t\t\tmorphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.morphNormals.push( morphNormal );\n\n\t\t}\n\n\t\t// skin weights\n\n\t\tconst skinWeights = source.skinWeights;\n\n\t\tfor ( let i = 0, il = skinWeights.length; i < il; i ++ ) {\n\n\t\t\tthis.skinWeights.push( skinWeights[ i ].clone() );\n\n\t\t}\n\n\t\t// skin indices\n\n\t\tconst skinIndices = source.skinIndices;\n\n\t\tfor ( let i = 0, il = skinIndices.length; i < il; i ++ ) {\n\n\t\t\tthis.skinIndices.push( skinIndices[ i ].clone() );\n\n\t\t}\n\n\t\t// line distances\n\n\t\tconst lineDistances = source.lineDistances;\n\n\t\tfor ( let i = 0, il = lineDistances.length; i < il; i ++ ) {\n\n\t\t\tthis.lineDistances.push( lineDistances[ i ] );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// update flags\n\n\t\tthis.elementsNeedUpdate = source.elementsNeedUpdate;\n\t\tthis.verticesNeedUpdate = source.verticesNeedUpdate;\n\t\tthis.uvsNeedUpdate = source.uvsNeedUpdate;\n\t\tthis.normalsNeedUpdate = source.normalsNeedUpdate;\n\t\tthis.colorsNeedUpdate = source.colorsNeedUpdate;\n\t\tthis.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;\n\t\tthis.groupsNeedUpdate = source.groupsNeedUpdate;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nclass BoxGeometry extends Geometry {\n\n\tconstructor( width, height, depth, widthSegments, heightSegments, depthSegments ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tthis.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass CircleBufferGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, segments = 8, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CircleBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tsegments: segments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tsegments = Math.max( 3, segments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// center point\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tnormals.push( 0, 0, 1 );\n\t\tuvs.push( 0.5, 0.5 );\n\n\t\tfor ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {\n\n\t\t\tconst segment = thetaStart + s / segments * thetaLength;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t// uvs\n\n\t\t\tuv.x = ( vertices[ i ] / radius + 1 ) / 2;\n\t\t\tuv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tindices.push( i, i + 1, 0 );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass CircleGeometry extends Geometry {\n\n\tconstructor( radius, segments, thetaStart, thetaLength ) {\n\n\t\tsuper();\n\t\tthis.type = 'CircleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tsegments: segments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthis.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass CylinderBufferGeometry extends BufferGeometry {\n\n\tconstructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'CylinderBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradiusTop: radiusTop,\n\t\t\tradiusBottom: radiusBottom,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tconst scope = this;\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet index = 0;\n\t\tconst indexArray = [];\n\t\tconst halfHeight = height / 2;\n\t\tlet groupStart = 0;\n\n\t\t// generate geometry\n\n\t\tgenerateTorso();\n\n\t\tif ( openEnded === false ) {\n\n\t\t\tif ( radiusTop > 0 ) generateCap( true );\n\t\t\tif ( radiusBottom > 0 ) generateCap( false );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction generateTorso() {\n\n\t\t\tconst normal = new Vector3();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\t// this will be used to calculate the normal\n\t\t\tconst slope = ( radiusBottom - radiusTop ) / height;\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let y = 0; y <= heightSegments; y ++ ) {\n\n\t\t\t\tconst indexRow = [];\n\n\t\t\t\tconst v = y / heightSegments;\n\n\t\t\t\t// calculate the radius of the current row\n\n\t\t\t\tconst radius = v * ( radiusBottom - radiusTop ) + radiusTop;\n\n\t\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\t\tconst u = x / radialSegments;\n\n\t\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\t\tconst sinTheta = Math.sin( theta );\n\t\t\t\t\tconst cosTheta = Math.cos( theta );\n\n\t\t\t\t\t// vertex\n\n\t\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\t\tvertex.y = - v * height + halfHeight;\n\t\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t// normal\n\n\t\t\t\t\tnormal.set( sinTheta, slope, cosTheta ).normalize();\n\t\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\t// uv\n\n\t\t\t\t\tuvs.push( u, 1 - v );\n\n\t\t\t\t\t// save index of vertex in respective row\n\n\t\t\t\t\tindexRow.push( index ++ );\n\n\t\t\t\t}\n\n\t\t\t\t// now save vertices of the row in our index array\n\n\t\t\t\tindexArray.push( indexRow );\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tfor ( let y = 0; y < heightSegments; y ++ ) {\n\n\t\t\t\t\t// we use the index array to access the correct indices\n\n\t\t\t\t\tconst a = indexArray[ y ][ x ];\n\t\t\t\t\tconst b = indexArray[ y + 1 ][ x ];\n\t\t\t\t\tconst c = indexArray[ y + 1 ][ x + 1 ];\n\t\t\t\t\tconst d = indexArray[ y ][ x + 1 ];\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// update group counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, 0 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t\tfunction generateCap( top ) {\n\n\t\t\t// save the index of the first center vertex\n\t\t\tconst centerIndexStart = index;\n\n\t\t\tconst uv = new Vector2();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst radius = ( top === true ) ? radiusTop : radiusBottom;\n\t\t\tconst sign = ( top === true ) ? 1 : - 1;\n\n\t\t\t// first we generate the center vertex data of the cap.\n\t\t\t// because the geometry needs one set of uvs per face,\n\t\t\t// we must generate a center vertex per face/segment\n\n\t\t\tfor ( let x = 1; x <= radialSegments; x ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertices.push( 0, halfHeight * sign, 0 );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( 0.5, 0.5 );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// save the index of the last center vertex\n\t\t\tconst centerIndexEnd = index;\n\n\t\t\t// now we generate the surrounding vertices, normals and uvs\n\n\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\tconst u = x / radialSegments;\n\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\tconst cosTheta = Math.cos( theta );\n\t\t\t\tconst sinTheta = Math.sin( theta );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\tvertex.y = halfHeight * sign;\n\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( cosTheta * 0.5 ) + 0.5;\n\t\t\t\tuv.y = ( sinTheta * 0.5 * sign ) + 0.5;\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tconst c = centerIndexStart + x;\n\t\t\t\tconst i = centerIndexEnd + x;\n\n\t\t\t\tif ( top === true ) {\n\n\t\t\t\t\t// face top\n\n\t\t\t\t\tindices.push( i, i + 1, c );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// face bottom\n\n\t\t\t\t\tindices.push( i + 1, i, c );\n\n\t\t\t\t}\n\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t}\n\n}\n\nclass CylinderGeometry extends Geometry {\n\n\tconstructor( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {\n\n\t\tsuper();\n\t\tthis.type = 'CylinderGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradiusTop: radiusTop,\n\t\t\tradiusBottom: radiusBottom,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthis.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass ConeGeometry extends CylinderGeometry {\n\n\tconstructor( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {\n\n\t\tsuper( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\t\tthis.type = 'ConeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t}\n\n}\n\nclass ConeBufferGeometry extends CylinderBufferGeometry {\n\n\tconstructor( radius = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\n\t\tthis.type = 'ConeBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t}\n\n}\n\nclass PolyhedronBufferGeometry extends BufferGeometry {\n\n\tconstructor( vertices, indices, radius = 1, detail = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PolyhedronBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tvertices: vertices,\n\t\t\tindices: indices,\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\t// default buffer data\n\n\t\tconst vertexBuffer = [];\n\t\tconst uvBuffer = [];\n\n\t\t// the subdivision creates the vertex buffer data\n\n\t\tsubdivide( detail );\n\n\t\t// all vertices should lie on a conceptual sphere with a given radius\n\n\t\tapplyRadius( radius );\n\n\t\t// finally, create the uv data\n\n\t\tgenerateUVs();\n\n\t\t// build non-indexed geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );\n\n\t\tif ( detail === 0 ) {\n\n\t\t\tthis.computeVertexNormals(); // flat normals\n\n\t\t} else {\n\n\t\t\tthis.normalizeNormals(); // smooth normals\n\n\t\t}\n\n\t\t// helper functions\n\n\t\tfunction subdivide( detail ) {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\t// iterate over all faces and apply a subdivison with the given detail value\n\n\t\t\tfor ( let i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t\t// get the vertices of the face\n\n\t\t\t\tgetVertexByIndex( indices[ i + 0 ], a );\n\t\t\t\tgetVertexByIndex( indices[ i + 1 ], b );\n\t\t\t\tgetVertexByIndex( indices[ i + 2 ], c );\n\n\t\t\t\t// perform subdivision\n\n\t\t\t\tsubdivideFace( a, b, c, detail );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction subdivideFace( a, b, c, detail ) {\n\n\t\t\tconst cols = detail + 1;\n\n\t\t\t// we use this multidimensional array as a data structure for creating the subdivision\n\n\t\t\tconst v = [];\n\n\t\t\t// construct all of the vertices for this subdivision\n\n\t\t\tfor ( let i = 0; i <= cols; i ++ ) {\n\n\t\t\t\tv[ i ] = [];\n\n\t\t\t\tconst aj = a.clone().lerp( c, i / cols );\n\t\t\t\tconst bj = b.clone().lerp( c, i / cols );\n\n\t\t\t\tconst rows = cols - i;\n\n\t\t\t\tfor ( let j = 0; j <= rows; j ++ ) {\n\n\t\t\t\t\tif ( j === 0 && i === cols ) {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj.clone().lerp( bj, j / rows );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// construct all of the faces\n\n\t\t\tfor ( let i = 0; i < cols; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {\n\n\t\t\t\t\tconst k = Math.floor( j / 2 );\n\n\t\t\t\t\tif ( j % 2 === 0 ) {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\t\t\t\t\t\tpushVertex( v[ i ][ k ] );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction applyRadius( radius ) {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\t// iterate over the entire buffer and apply the radius to each vertex\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tvertex.normalize().multiplyScalar( radius );\n\n\t\t\t\tvertexBuffer[ i + 0 ] = vertex.x;\n\t\t\t\tvertexBuffer[ i + 1 ] = vertex.y;\n\t\t\t\tvertexBuffer[ i + 2 ] = vertex.z;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tconst u = azimuth( vertex ) / 2 / Math.PI + 0.5;\n\t\t\t\tconst v = inclination( vertex ) / Math.PI + 0.5;\n\t\t\t\tuvBuffer.push( u, 1 - v );\n\n\t\t\t}\n\n\t\t\tcorrectUVs();\n\n\t\t\tcorrectSeam();\n\n\t\t}\n\n\t\tfunction correctSeam() {\n\n\t\t\t// handle case when face straddles the seam, see #3269\n\n\t\t\tfor ( let i = 0; i < uvBuffer.length; i += 6 ) {\n\n\t\t\t\t// uv data of a single face\n\n\t\t\t\tconst x0 = uvBuffer[ i + 0 ];\n\t\t\t\tconst x1 = uvBuffer[ i + 2 ];\n\t\t\t\tconst x2 = uvBuffer[ i + 4 ];\n\n\t\t\t\tconst max = Math.max( x0, x1, x2 );\n\t\t\t\tconst min = Math.min( x0, x1, x2 );\n\n\t\t\t\t// 0.9 is somewhat arbitrary\n\n\t\t\t\tif ( max > 0.9 && min < 0.1 ) {\n\n\t\t\t\t\tif ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;\n\t\t\t\t\tif ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;\n\t\t\t\t\tif ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction pushVertex( vertex ) {\n\n\t\t\tvertexBuffer.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tfunction getVertexByIndex( index, vertex ) {\n\n\t\t\tconst stride = index * 3;\n\n\t\t\tvertex.x = vertices[ stride + 0 ];\n\t\t\tvertex.y = vertices[ stride + 1 ];\n\t\t\tvertex.z = vertices[ stride + 2 ];\n\n\t\t}\n\n\t\tfunction correctUVs() {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\tconst centroid = new Vector3();\n\n\t\t\tconst uvA = new Vector2();\n\t\t\tconst uvB = new Vector2();\n\t\t\tconst uvC = new Vector2();\n\n\t\t\tfor ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {\n\n\t\t\t\ta.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );\n\t\t\t\tb.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );\n\t\t\t\tc.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );\n\n\t\t\t\tuvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );\n\t\t\t\tuvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );\n\t\t\t\tuvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );\n\n\t\t\t\tcentroid.copy( a ).add( b ).add( c ).divideScalar( 3 );\n\n\t\t\t\tconst azi = azimuth( centroid );\n\n\t\t\t\tcorrectUV( uvA, j + 0, a, azi );\n\t\t\t\tcorrectUV( uvB, j + 2, b, azi );\n\t\t\t\tcorrectUV( uvC, j + 4, c, azi );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction correctUV( uv, stride, vector, azimuth ) {\n\n\t\t\tif ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = uv.x - 1;\n\n\t\t\t}\n\n\t\t\tif ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Angle around the Y axis, counter-clockwise when looking from above.\n\n\t\tfunction azimuth( vector ) {\n\n\t\t\treturn Math.atan2( vector.z, - vector.x );\n\n\t\t}\n\n\n\t\t// Angle above the XZ plane.\n\n\t\tfunction inclination( vector ) {\n\n\t\t\treturn Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );\n\n\t\t}\n\n\t}\n\n}\n\nclass DodecahedronBufferGeometry extends PolyhedronBufferGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\t\tconst r = 1 / t;\n\n\t\tconst vertices = [\n\n\t\t\t// (±1, ±1, ±1)\n\t\t\t- 1, - 1, - 1,\t- 1, - 1, 1,\n\t\t\t- 1, 1, - 1, - 1, 1, 1,\n\t\t\t1, - 1, - 1, 1, - 1, 1,\n\t\t\t1, 1, - 1, 1, 1, 1,\n\n\t\t\t// (0, ±1/φ, ±φ)\n\t\t\t0, - r, - t, 0, - r, t,\n\t\t\t0, r, - t, 0, r, t,\n\n\t\t\t// (±1/φ, ±φ, 0)\n\t\t\t- r, - t, 0, - r, t, 0,\n\t\t\tr, - t, 0, r, t, 0,\n\n\t\t\t// (±φ, 0, ±1/φ)\n\t\t\t- t, 0, - r, t, 0, - r,\n\t\t\t- t, 0, r, t, 0, r\n\t\t];\n\n\t\tconst indices = [\n\t\t\t3, 11, 7, \t3, 7, 15, \t3, 15, 13,\n\t\t\t7, 19, 17, \t7, 17, 6, \t7, 6, 15,\n\t\t\t17, 4, 8, \t17, 8, 10, \t17, 10, 6,\n\t\t\t8, 0, 16, \t8, 16, 2, \t8, 2, 10,\n\t\t\t0, 12, 1, \t0, 1, 18, \t0, 18, 16,\n\t\t\t6, 10, 2, \t6, 2, 13, \t6, 13, 15,\n\t\t\t2, 16, 18, \t2, 18, 3, \t2, 3, 13,\n\t\t\t18, 1, 9, \t18, 9, 11, \t18, 11, 3,\n\t\t\t4, 14, 12, \t4, 12, 0, \t4, 0, 8,\n\t\t\t11, 9, 5, \t11, 5, 19, \t11, 19, 7,\n\t\t\t19, 5, 14, \t19, 14, 4, \t19, 4, 17,\n\t\t\t1, 12, 14, \t1, 14, 5, \t1, 5, 9\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'DodecahedronBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nclass DodecahedronGeometry extends Geometry {\n\n\tconstructor( radius, detail ) {\n\n\t\tsuper();\n\t\tthis.type = 'DodecahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\tthis.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nconst _v0$2 = new Vector3();\nconst _v1$5 = new Vector3();\nconst _normal$1 = new Vector3();\nconst _triangle = new Triangle();\n\nclass EdgesGeometry extends BufferGeometry {\n\n\tconstructor( geometry, thresholdAngle ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EdgesGeometry';\n\n\t\tthis.parameters = {\n\t\t\tthresholdAngle: thresholdAngle\n\t\t};\n\n\t\tthresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;\n\n\t\tif ( geometry.isGeometry ) {\n\n\t\t\tgeometry = new BufferGeometry().fromGeometry( geometry );\n\n\t\t}\n\n\t\tconst precisionPoints = 4;\n\t\tconst precision = Math.pow( 10, precisionPoints );\n\t\tconst thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );\n\n\t\tconst indexAttr = geometry.getIndex();\n\t\tconst positionAttr = geometry.getAttribute( 'position' );\n\t\tconst indexCount = indexAttr ? indexAttr.count : positionAttr.count;\n\n\t\tconst indexArr = [ 0, 0, 0 ];\n\t\tconst vertKeys = [ 'a', 'b', 'c' ];\n\t\tconst hashes = new Array( 3 );\n\n\t\tconst edgeData = {};\n\t\tconst vertices = [];\n\t\tfor ( let i = 0; i < indexCount; i += 3 ) {\n\n\t\t\tif ( indexAttr ) {\n\n\t\t\t\tindexArr[ 0 ] = indexAttr.getX( i );\n\t\t\t\tindexArr[ 1 ] = indexAttr.getX( i + 1 );\n\t\t\t\tindexArr[ 2 ] = indexAttr.getX( i + 2 );\n\n\t\t\t} else {\n\n\t\t\t\tindexArr[ 0 ] = i;\n\t\t\t\tindexArr[ 1 ] = i + 1;\n\t\t\t\tindexArr[ 2 ] = i + 2;\n\n\t\t\t}\n\n\t\t\tconst { a, b, c } = _triangle;\n\t\t\ta.fromBufferAttribute( positionAttr, indexArr[ 0 ] );\n\t\t\tb.fromBufferAttribute( positionAttr, indexArr[ 1 ] );\n\t\t\tc.fromBufferAttribute( positionAttr, indexArr[ 2 ] );\n\t\t\t_triangle.getNormal( _normal$1 );\n\n\t\t\t// create hashes for the edge from the vertices\n\t\t\thashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;\n\t\t\thashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;\n\t\t\thashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;\n\n\t\t\t// skip degenerate triangles\n\t\t\tif ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// iterate over every edge\n\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t// get the first and next vertex making up the edge\n\t\t\t\tconst jNext = ( j + 1 ) % 3;\n\t\t\t\tconst vecHash0 = hashes[ j ];\n\t\t\t\tconst vecHash1 = hashes[ jNext ];\n\t\t\t\tconst v0 = _triangle[ vertKeys[ j ] ];\n\t\t\t\tconst v1 = _triangle[ vertKeys[ jNext ] ];\n\n\t\t\t\tconst hash = `${ vecHash0 }_${ vecHash1 }`;\n\t\t\t\tconst reverseHash = `${ vecHash1 }_${ vecHash0 }`;\n\n\t\t\t\tif ( reverseHash in edgeData && edgeData[ reverseHash ] ) {\n\n\t\t\t\t\t// if we found a sibling edge add it into the vertex array if\n\t\t\t\t\t// it meets the angle threshold and delete the edge from the map.\n\t\t\t\t\tif ( _normal$1.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {\n\n\t\t\t\t\t\tvertices.push( v0.x, v0.y, v0.z );\n\t\t\t\t\t\tvertices.push( v1.x, v1.y, v1.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tedgeData[ reverseHash ] = null;\n\n\t\t\t\t} else if ( ! ( hash in edgeData ) ) {\n\n\t\t\t\t\t// if we've already got an edge here then skip adding a new one\n\t\t\t\t\tedgeData[ hash ] = {\n\n\t\t\t\t\t\tindex0: indexArr[ j ],\n\t\t\t\t\t\tindex1: indexArr[ jNext ],\n\t\t\t\t\t\tnormal: _normal$1.clone(),\n\n\t\t\t\t\t};\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// iterate over all remaining, unmatched edges and add them to the vertex array\n\t\tfor ( const key in edgeData ) {\n\n\t\t\tif ( edgeData[ key ] ) {\n\n\t\t\t\tconst { index0, index1 } = edgeData[ key ];\n\t\t\t\t_v0$2.fromBufferAttribute( positionAttr, index0 );\n\t\t\t\t_v1$5.fromBufferAttribute( positionAttr, index1 );\n\n\t\t\t\tvertices.push( _v0$2.x, _v0$2.y, _v0$2.z );\n\t\t\t\tvertices.push( _v1$5.x, _v1$5.y, _v1$5.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\n/**\n * Port from https://github.com/mapbox/earcut (v2.2.2)\n */\n\nconst Earcut = {\n\n\ttriangulate: function ( data, holeIndices, dim ) {\n\n\t\tdim = dim || 2;\n\n\t\tconst hasHoles = holeIndices && holeIndices.length;\n\t\tconst outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;\n\t\tlet outerNode = linkedList( data, 0, outerLen, dim, true );\n\t\tconst triangles = [];\n\n\t\tif ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;\n\n\t\tlet minX, minY, maxX, maxY, x, y, invSize;\n\n\t\tif ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );\n\n\t\t// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n\t\tif ( data.length > 80 * dim ) {\n\n\t\t\tminX = maxX = data[ 0 ];\n\t\t\tminY = maxY = data[ 1 ];\n\n\t\t\tfor ( let i = dim; i < outerLen; i += dim ) {\n\n\t\t\t\tx = data[ i ];\n\t\t\t\ty = data[ i + 1 ];\n\t\t\t\tif ( x < minX ) minX = x;\n\t\t\t\tif ( y < minY ) minY = y;\n\t\t\t\tif ( x > maxX ) maxX = x;\n\t\t\t\tif ( y > maxY ) maxY = y;\n\n\t\t\t}\n\n\t\t\t// minX, minY and invSize are later used to transform coords into integers for z-order calculation\n\t\t\tinvSize = Math.max( maxX - minX, maxY - minY );\n\t\t\tinvSize = invSize !== 0 ? 1 / invSize : 0;\n\n\t\t}\n\n\t\tearcutLinked( outerNode, triangles, dim, minX, minY, invSize );\n\n\t\treturn triangles;\n\n\t}\n\n};\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList( data, start, end, dim, clockwise ) {\n\n\tlet i, last;\n\n\tif ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {\n\n\t\tfor ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t} else {\n\n\t\tfor ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t}\n\n\tif ( last && equals( last, last.next ) ) {\n\n\t\tremoveNode( last );\n\t\tlast = last.next;\n\n\t}\n\n\treturn last;\n\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints( start, end ) {\n\n\tif ( ! start ) return start;\n\tif ( ! end ) end = start;\n\n\tlet p = start,\n\t\tagain;\n\tdo {\n\n\t\tagain = false;\n\n\t\tif ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {\n\n\t\t\tremoveNode( p );\n\t\t\tp = end = p.prev;\n\t\t\tif ( p === p.next ) break;\n\t\t\tagain = true;\n\n\t\t} else {\n\n\t\t\tp = p.next;\n\n\t\t}\n\n\t} while ( again || p !== end );\n\n\treturn end;\n\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {\n\n\tif ( ! ear ) return;\n\n\t// interlink polygon nodes in z-order\n\tif ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );\n\n\tlet stop = ear,\n\t\tprev, next;\n\n\t// iterate through ears, slicing them one by one\n\twhile ( ear.prev !== ear.next ) {\n\n\t\tprev = ear.prev;\n\t\tnext = ear.next;\n\n\t\tif ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {\n\n\t\t\t// cut off the triangle\n\t\t\ttriangles.push( prev.i / dim );\n\t\t\ttriangles.push( ear.i / dim );\n\t\t\ttriangles.push( next.i / dim );\n\n\t\t\tremoveNode( ear );\n\n\t\t\t// skipping the next vertex leads to less sliver triangles\n\t\t\tear = next.next;\n\t\t\tstop = next.next;\n\n\t\t\tcontinue;\n\n\t\t}\n\n\t\tear = next;\n\n\t\t// if we looped through the whole remaining polygon and can't find any more ears\n\t\tif ( ear === stop ) {\n\n\t\t\t// try filtering points and slicing again\n\t\t\tif ( ! pass ) {\n\n\t\t\t\tearcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );\n\n\t\t\t\t// if this didn't work, try curing all small self-intersections locally\n\n\t\t\t} else if ( pass === 1 ) {\n\n\t\t\t\tear = cureLocalIntersections( filterPoints( ear ), triangles, dim );\n\t\t\t\tearcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );\n\n\t\t\t\t// as a last resort, try splitting the remaining polygon into two\n\n\t\t\t} else if ( pass === 2 ) {\n\n\t\t\t\tsplitEarcut( ear, triangles, dim, minX, minY, invSize );\n\n\t\t\t}\n\n\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar( ear ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// now make sure we don't have other points inside the potential ear\n\tlet p = ear.next.next;\n\n\twhile ( p !== ear.prev ) {\n\n\t\tif ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.next;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction isEarHashed( ear, minX, minY, invSize ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tconst minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),\n\t\tminTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),\n\t\tmaxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),\n\t\tmaxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );\n\n\t// z-order range for the current triangle bbox;\n\tconst minZ = zOrder( minTX, minTY, minX, minY, invSize ),\n\t\tmaxZ = zOrder( maxTX, maxTY, minX, minY, invSize );\n\n\tlet p = ear.prevZ,\n\t\tn = ear.nextZ;\n\n\t// look for points inside the triangle in both directions\n\twhile ( p && p.z >= minZ && n && n.z <= maxZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\t// look for remaining points in decreasing z-order\n\twhile ( p && p.z >= minZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t}\n\n\t// look for remaining points in increasing z-order\n\twhile ( n && n.z <= maxZ ) {\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\treturn true;\n\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections( start, triangles, dim ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tconst a = p.prev,\n\t\t\tb = p.next.next;\n\n\t\tif ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {\n\n\t\t\ttriangles.push( a.i / dim );\n\t\t\ttriangles.push( p.i / dim );\n\t\t\ttriangles.push( b.i / dim );\n\n\t\t\t// remove two nodes involved\n\t\t\tremoveNode( p );\n\t\t\tremoveNode( p.next );\n\n\t\t\tp = start = b;\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn filterPoints( p );\n\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut( start, triangles, dim, minX, minY, invSize ) {\n\n\t// look for a valid diagonal that divides the polygon into two\n\tlet a = start;\n\tdo {\n\n\t\tlet b = a.next.next;\n\t\twhile ( b !== a.prev ) {\n\n\t\t\tif ( a.i !== b.i && isValidDiagonal( a, b ) ) {\n\n\t\t\t\t// split the polygon in two by the diagonal\n\t\t\t\tlet c = splitPolygon( a, b );\n\n\t\t\t\t// filter colinear points around the cuts\n\t\t\t\ta = filterPoints( a, a.next );\n\t\t\t\tc = filterPoints( c, c.next );\n\n\t\t\t\t// run earcut on each half\n\t\t\t\tearcutLinked( a, triangles, dim, minX, minY, invSize );\n\t\t\t\tearcutLinked( c, triangles, dim, minX, minY, invSize );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tb = b.next;\n\n\t\t}\n\n\t\ta = a.next;\n\n\t} while ( a !== start );\n\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles( data, holeIndices, outerNode, dim ) {\n\n\tconst queue = [];\n\tlet i, len, start, end, list;\n\n\tfor ( i = 0, len = holeIndices.length; i < len; i ++ ) {\n\n\t\tstart = holeIndices[ i ] * dim;\n\t\tend = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;\n\t\tlist = linkedList( data, start, end, dim, false );\n\t\tif ( list === list.next ) list.steiner = true;\n\t\tqueue.push( getLeftmost( list ) );\n\n\t}\n\n\tqueue.sort( compareX );\n\n\t// process holes from left to right\n\tfor ( i = 0; i < queue.length; i ++ ) {\n\n\t\teliminateHole( queue[ i ], outerNode );\n\t\touterNode = filterPoints( outerNode, outerNode.next );\n\n\t}\n\n\treturn outerNode;\n\n}\n\nfunction compareX( a, b ) {\n\n\treturn a.x - b.x;\n\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole( hole, outerNode ) {\n\n\touterNode = findHoleBridge( hole, outerNode );\n\tif ( outerNode ) {\n\n\t\tconst b = splitPolygon( outerNode, hole );\n\n\t\t// filter collinear points around the cuts\n\t\tfilterPoints( outerNode, outerNode.next );\n\t\tfilterPoints( b, b.next );\n\n\t}\n\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge( hole, outerNode ) {\n\n\tlet p = outerNode;\n\tconst hx = hole.x;\n\tconst hy = hole.y;\n\tlet qx = - Infinity, m;\n\n\t// find a segment intersected by a ray from the hole's leftmost point to the left;\n\t// segment's endpoint with lesser x will be potential connection point\n\tdo {\n\n\t\tif ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {\n\n\t\t\tconst x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );\n\t\t\tif ( x <= hx && x > qx ) {\n\n\t\t\t\tqx = x;\n\t\t\t\tif ( x === hx ) {\n\n\t\t\t\t\tif ( hy === p.y ) return p;\n\t\t\t\t\tif ( hy === p.next.y ) return p.next;\n\n\t\t\t\t}\n\n\t\t\t\tm = p.x < p.next.x ? p : p.next;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== outerNode );\n\n\tif ( ! m ) return null;\n\n\tif ( hx === qx ) return m; // hole touches outer segment; pick leftmost endpoint\n\n\t// look for points inside the triangle of hole point, segment intersection and endpoint;\n\t// if there are no points found, we have a valid connection;\n\t// otherwise choose the point of the minimum angle with the ray as connection point\n\n\tconst stop = m,\n\t\tmx = m.x,\n\t\tmy = m.y;\n\tlet tanMin = Infinity, tan;\n\n\tp = m;\n\n\tdo {\n\n\t\tif ( hx >= p.x && p.x >= mx && hx !== p.x &&\n\t\t\t\tpointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {\n\n\t\t\ttan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential\n\n\t\t\tif ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {\n\n\t\t\t\tm = p;\n\t\t\t\ttanMin = tan;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== stop );\n\n\treturn m;\n\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector( m, p ) {\n\n\treturn area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;\n\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve( start, minX, minY, invSize ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tif ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );\n\t\tp.prevZ = p.prev;\n\t\tp.nextZ = p.next;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\tp.prevZ.nextZ = null;\n\tp.prevZ = null;\n\n\tsortLinked( p );\n\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked( list ) {\n\n\tlet i, p, q, e, tail, numMerges, pSize, qSize,\n\t\tinSize = 1;\n\n\tdo {\n\n\t\tp = list;\n\t\tlist = null;\n\t\ttail = null;\n\t\tnumMerges = 0;\n\n\t\twhile ( p ) {\n\n\t\t\tnumMerges ++;\n\t\t\tq = p;\n\t\t\tpSize = 0;\n\t\t\tfor ( i = 0; i < inSize; i ++ ) {\n\n\t\t\t\tpSize ++;\n\t\t\t\tq = q.nextZ;\n\t\t\t\tif ( ! q ) break;\n\n\t\t\t}\n\n\t\t\tqSize = inSize;\n\n\t\t\twhile ( pSize > 0 || ( qSize > 0 && q ) ) {\n\n\t\t\t\tif ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {\n\n\t\t\t\t\te = p;\n\t\t\t\t\tp = p.nextZ;\n\t\t\t\t\tpSize --;\n\n\t\t\t\t} else {\n\n\t\t\t\t\te = q;\n\t\t\t\t\tq = q.nextZ;\n\t\t\t\t\tqSize --;\n\n\t\t\t\t}\n\n\t\t\t\tif ( tail ) tail.nextZ = e;\n\t\t\t\telse list = e;\n\n\t\t\t\te.prevZ = tail;\n\t\t\t\ttail = e;\n\n\t\t\t}\n\n\t\t\tp = q;\n\n\t\t}\n\n\t\ttail.nextZ = null;\n\t\tinSize *= 2;\n\n\t} while ( numMerges > 1 );\n\n\treturn list;\n\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder( x, y, minX, minY, invSize ) {\n\n\t// coords are transformed into non-negative 15-bit integer range\n\tx = 32767 * ( x - minX ) * invSize;\n\ty = 32767 * ( y - minY ) * invSize;\n\n\tx = ( x | ( x << 8 ) ) & 0x00FF00FF;\n\tx = ( x | ( x << 4 ) ) & 0x0F0F0F0F;\n\tx = ( x | ( x << 2 ) ) & 0x33333333;\n\tx = ( x | ( x << 1 ) ) & 0x55555555;\n\n\ty = ( y | ( y << 8 ) ) & 0x00FF00FF;\n\ty = ( y | ( y << 4 ) ) & 0x0F0F0F0F;\n\ty = ( y | ( y << 2 ) ) & 0x33333333;\n\ty = ( y | ( y << 1 ) ) & 0x55555555;\n\n\treturn x | ( y << 1 );\n\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost( start ) {\n\n\tlet p = start,\n\t\tleftmost = start;\n\tdo {\n\n\t\tif ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn leftmost;\n\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {\n\n\treturn ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&\n\t\t\t( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&\n\t\t\t( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;\n\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal( a, b ) {\n\n\treturn a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges\n\t\t( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible\n\t\t( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors\n\t\tequals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case\n\n}\n\n// signed area of a triangle\nfunction area( p, q, r ) {\n\n\treturn ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );\n\n}\n\n// check if two points are equal\nfunction equals( p1, p2 ) {\n\n\treturn p1.x === p2.x && p1.y === p2.y;\n\n}\n\n// check if two segments intersect\nfunction intersects( p1, q1, p2, q2 ) {\n\n\tconst o1 = sign( area( p1, q1, p2 ) );\n\tconst o2 = sign( area( p1, q1, q2 ) );\n\tconst o3 = sign( area( p2, q2, p1 ) );\n\tconst o4 = sign( area( p2, q2, q1 ) );\n\n\tif ( o1 !== o2 && o3 !== o4 ) return true; // general case\n\n\tif ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n\tif ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n\tif ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n\tif ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n\treturn false;\n\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment( p, q, r ) {\n\n\treturn q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );\n\n}\n\nfunction sign( num ) {\n\n\treturn num > 0 ? 1 : num < 0 ? - 1 : 0;\n\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon( a, b ) {\n\n\tlet p = a;\n\tdo {\n\n\t\tif ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n\t\t\t\tintersects( p, p.next, a, b ) ) return true;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn false;\n\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside( a, b ) {\n\n\treturn area( a.prev, a, a.next ) < 0 ?\n\t\tarea( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :\n\t\tarea( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;\n\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside( a, b ) {\n\n\tlet p = a,\n\t\tinside = false;\n\tconst px = ( a.x + b.x ) / 2,\n\t\tpy = ( a.y + b.y ) / 2;\n\tdo {\n\n\t\tif ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&\n\t\t\t\t( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )\n\t\t\tinside = ! inside;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn inside;\n\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon( a, b ) {\n\n\tconst a2 = new Node( a.i, a.x, a.y ),\n\t\tb2 = new Node( b.i, b.x, b.y ),\n\t\tan = a.next,\n\t\tbp = b.prev;\n\n\ta.next = b;\n\tb.prev = a;\n\n\ta2.next = an;\n\tan.prev = a2;\n\n\tb2.next = a2;\n\ta2.prev = b2;\n\n\tbp.next = b2;\n\tb2.prev = bp;\n\n\treturn b2;\n\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode( i, x, y, last ) {\n\n\tconst p = new Node( i, x, y );\n\n\tif ( ! last ) {\n\n\t\tp.prev = p;\n\t\tp.next = p;\n\n\t} else {\n\n\t\tp.next = last.next;\n\t\tp.prev = last;\n\t\tlast.next.prev = p;\n\t\tlast.next = p;\n\n\t}\n\n\treturn p;\n\n}\n\nfunction removeNode( p ) {\n\n\tp.next.prev = p.prev;\n\tp.prev.next = p.next;\n\n\tif ( p.prevZ ) p.prevZ.nextZ = p.nextZ;\n\tif ( p.nextZ ) p.nextZ.prevZ = p.prevZ;\n\n}\n\nfunction Node( i, x, y ) {\n\n\t// vertex index in coordinates array\n\tthis.i = i;\n\n\t// vertex coordinates\n\tthis.x = x;\n\tthis.y = y;\n\n\t// previous and next vertex nodes in a polygon ring\n\tthis.prev = null;\n\tthis.next = null;\n\n\t// z-order curve value\n\tthis.z = null;\n\n\t// previous and next nodes in z-order\n\tthis.prevZ = null;\n\tthis.nextZ = null;\n\n\t// indicates whether this is a steiner point\n\tthis.steiner = false;\n\n}\n\nfunction signedArea( data, start, end, dim ) {\n\n\tlet sum = 0;\n\tfor ( let i = start, j = end - dim; i < end; i += dim ) {\n\n\t\tsum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );\n\t\tj = i;\n\n\t}\n\n\treturn sum;\n\n}\n\nconst ShapeUtils = {\n\n\t// calculate area of the contour polygon\n\n\tarea: function ( contour ) {\n\n\t\tconst n = contour.length;\n\t\tlet a = 0.0;\n\n\t\tfor ( let p = n - 1, q = 0; q < n; p = q ++ ) {\n\n\t\t\ta += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;\n\n\t\t}\n\n\t\treturn a * 0.5;\n\n\t},\n\n\tisClockWise: function ( pts ) {\n\n\t\treturn ShapeUtils.area( pts ) < 0;\n\n\t},\n\n\ttriangulateShape: function ( contour, holes ) {\n\n\t\tconst vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]\n\t\tconst holeIndices = []; // array of hole indices\n\t\tconst faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]\n\n\t\tremoveDupEndPts( contour );\n\t\taddContour( vertices, contour );\n\n\t\t//\n\n\t\tlet holeIndex = contour.length;\n\n\t\tholes.forEach( removeDupEndPts );\n\n\t\tfor ( let i = 0; i < holes.length; i ++ ) {\n\n\t\t\tholeIndices.push( holeIndex );\n\t\t\tholeIndex += holes[ i ].length;\n\t\t\taddContour( vertices, holes[ i ] );\n\n\t\t}\n\n\t\t//\n\n\t\tconst triangles = Earcut.triangulate( vertices, holeIndices );\n\n\t\t//\n\n\t\tfor ( let i = 0; i < triangles.length; i += 3 ) {\n\n\t\t\tfaces.push( triangles.slice( i, i + 3 ) );\n\n\t\t}\n\n\t\treturn faces;\n\n\t}\n\n};\n\nfunction removeDupEndPts( points ) {\n\n\tconst l = points.length;\n\n\tif ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {\n\n\t\tpoints.pop();\n\n\t}\n\n}\n\nfunction addContour( vertices, contour ) {\n\n\tfor ( let i = 0; i < contour.length; i ++ ) {\n\n\t\tvertices.push( contour[ i ].x );\n\t\tvertices.push( contour[ i ].y );\n\n\t}\n\n}\n\n/**\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n * curveSegments: , // 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\nclass ExtrudeBufferGeometry extends BufferGeometry {\n\n\tconstructor( shapes, options ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ExtrudeBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\toptions: options\n\t\t};\n\n\t\tshapes = Array.isArray( shapes ) ? shapes : [ shapes ];\n\n\t\tconst scope = this;\n\n\t\tconst verticesArray = [];\n\t\tconst uvArray = [];\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\t\t\taddShape( shape );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );\n\n\t\tthis.computeVertexNormals();\n\n\t\t// functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst placeholder = [];\n\n\t\t\t// options\n\n\t\t\tconst curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;\n\t\t\tconst steps = options.steps !== undefined ? options.steps : 1;\n\t\t\tlet depth = options.depth !== undefined ? options.depth : 100;\n\n\t\t\tlet bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;\n\t\t\tlet bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;\n\t\t\tlet bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;\n\t\t\tlet bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;\n\t\t\tlet bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;\n\n\t\t\tconst extrudePath = options.extrudePath;\n\n\t\t\tconst uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;\n\n\t\t\t// deprecated options\n\n\t\t\tif ( options.amount !== undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );\n\t\t\t\tdepth = options.amount;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet extrudePts, extrudeByPath = false;\n\t\t\tlet splineTube, binormal, normal, position2;\n\n\t\t\tif ( extrudePath ) {\n\n\t\t\t\textrudePts = extrudePath.getSpacedPoints( steps );\n\n\t\t\t\textrudeByPath = true;\n\t\t\t\tbevelEnabled = false; // bevels not supported for path extrusion\n\n\t\t\t\t// SETUP TNB variables\n\n\t\t\t\t// TODO1 - have a .isClosed in spline?\n\n\t\t\t\tsplineTube = extrudePath.computeFrenetFrames( steps, false );\n\n\t\t\t\t// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\n\n\t\t\t\tbinormal = new Vector3();\n\t\t\t\tnormal = new Vector3();\n\t\t\t\tposition2 = new Vector3();\n\n\t\t\t}\n\n\t\t\t// Safeguards if bevels are not enabled\n\n\t\t\tif ( ! bevelEnabled ) {\n\n\t\t\t\tbevelSegments = 0;\n\t\t\t\tbevelThickness = 0;\n\t\t\t\tbevelSize = 0;\n\t\t\t\tbevelOffset = 0;\n\n\t\t\t}\n\n\t\t\t// Variables initialization\n\n\t\t\tconst shapePoints = shape.extractPoints( curveSegments );\n\n\t\t\tlet vertices = shapePoints.shape;\n\t\t\tconst holes = shapePoints.holes;\n\n\t\t\tconst reverse = ! ShapeUtils.isClockWise( vertices );\n\n\t\t\tif ( reverse ) {\n\n\t\t\t\tvertices = vertices.reverse();\n\n\t\t\t\t// Maybe we should also check if holes are in the opposite direction, just to be safe ...\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\t\tif ( ShapeUtils.isClockWise( ahole ) ) {\n\n\t\t\t\t\t\tholes[ h ] = ahole.reverse();\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( vertices, holes );\n\n\t\t\t/* Vertices */\n\n\t\t\tconst contour = vertices; // vertices has all points but contour has only points of circumference\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\tvertices = vertices.concat( ahole );\n\n\t\t\t}\n\n\n\t\t\tfunction scalePt2( pt, vec, size ) {\n\n\t\t\t\tif ( ! vec ) console.error( \"THREE.ExtrudeGeometry: vec does not exist\" );\n\n\t\t\t\treturn vec.clone().multiplyScalar( size ).add( pt );\n\n\t\t\t}\n\n\t\t\tconst vlen = vertices.length, flen = faces.length;\n\n\n\t\t\t// Find directions for point movement\n\n\n\t\t\tfunction getBevelVec( inPt, inPrev, inNext ) {\n\n\t\t\t\t// computes for inPt the corresponding point inPt' on a new contour\n\t\t\t\t// shifted by 1 unit (length of normalized vector) to the left\n\t\t\t\t// if we walk along contour clockwise, this new contour is outside the old one\n\t\t\t\t//\n\t\t\t\t// inPt' is the intersection of the two lines parallel to the two\n\t\t\t\t// adjacent edges of inPt at a distance of 1 unit on the left side.\n\n\t\t\t\tlet v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt\n\n\t\t\t\t// good reading for geometry algorithms (here: line-line intersection)\n\t\t\t\t// http://geomalgorithms.com/a05-_intersect-1.html\n\n\t\t\t\tconst v_prev_x = inPt.x - inPrev.x,\n\t\t\t\t\tv_prev_y = inPt.y - inPrev.y;\n\t\t\t\tconst v_next_x = inNext.x - inPt.x,\n\t\t\t\t\tv_next_y = inNext.y - inPt.y;\n\n\t\t\t\tconst v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );\n\n\t\t\t\t// check for collinear edges\n\t\t\t\tconst collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\tif ( Math.abs( collinear0 ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not collinear\n\n\t\t\t\t\t// length of vectors for normalizing\n\n\t\t\t\t\tconst v_prev_len = Math.sqrt( v_prev_lensq );\n\t\t\t\t\tconst v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );\n\n\t\t\t\t\t// shift adjacent points by unit vectors to the left\n\n\t\t\t\t\tconst ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );\n\t\t\t\t\tconst ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );\n\n\t\t\t\t\tconst ptNextShift_x = ( inNext.x - v_next_y / v_next_len );\n\t\t\t\t\tconst ptNextShift_y = ( inNext.y + v_next_x / v_next_len );\n\n\t\t\t\t\t// scaling factor for v_prev to intersection point\n\n\t\t\t\t\tconst sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -\n\t\t\t\t\t\t\t( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /\n\t\t\t\t\t\t( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\t\t// vector from inPt to intersection point\n\n\t\t\t\t\tv_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );\n\t\t\t\t\tv_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );\n\n\t\t\t\t\t// Don't normalize!, otherwise sharp corners become ugly\n\t\t\t\t\t// but prevent crazy spikes\n\t\t\t\t\tconst v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );\n\t\t\t\t\tif ( v_trans_lensq <= 2 ) {\n\n\t\t\t\t\t\treturn new Vector2( v_trans_x, v_trans_y );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_trans_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// handle special case of collinear edges\n\n\t\t\t\t\tlet direction_eq = false; // assumes: opposite\n\n\t\t\t\t\tif ( v_prev_x > Number.EPSILON ) {\n\n\t\t\t\t\t\tif ( v_next_x > Number.EPSILON ) {\n\n\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( v_prev_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\tif ( v_next_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( direction_eq ) {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight sequence\");\n\t\t\t\t\t\tv_trans_x = - v_prev_y;\n\t\t\t\t\t\tv_trans_y = v_prev_x;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight spike\");\n\t\t\t\t\t\tv_trans_x = v_prev_x;\n\t\t\t\t\t\tv_trans_y = v_prev_y;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );\n\n\t\t\t}\n\n\n\t\t\tconst contourMovements = [];\n\n\t\t\tfor ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t// console.log('i,j,k', i, j , k)\n\n\t\t\t\tcontourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );\n\n\t\t\t}\n\n\t\t\tconst holesMovements = [];\n\t\t\tlet oneHoleMovements, verticesMovements = contourMovements.concat();\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\toneHoleMovements = [];\n\n\t\t\t\tfor ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t\toneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );\n\n\t\t\t\t}\n\n\t\t\t\tholesMovements.push( oneHoleMovements );\n\t\t\t\tverticesMovements = verticesMovements.concat( oneHoleMovements );\n\n\t\t\t}\n\n\n\t\t\t// Loop bevelSegments, 1 for the front, 1 for the back\n\n\t\t\tfor ( let b = 0; b < bevelSegments; b ++ ) {\n\n\t\t\t\t//for ( b = bevelSegments; b > 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\n\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst bs = bevelSize + bevelOffset;\n\n\t\t\t// Back facing vertices\n\n\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\tv( vert.x, vert.y, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\n\n\t\t\t\t\tnormal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );\n\t\t\t\t\tbinormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\tposition2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );\n\n\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Add stepped vertices...\n\t\t\t// Including front facing vertices\n\n\t\t\tfor ( let s = 1; s <= steps; s ++ ) {\n\n\t\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\tv( vert.x, vert.y, depth / steps * s );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\n\n\t\t\t\t\t\tnormal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );\n\t\t\t\t\t\tbinormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\t\tposition2.copy( extrudePts[ s ] ).add( normal ).add( binormal );\n\n\t\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\t// Add bevel segments planes\n\n\t\t\t//for ( b = 1; b <= bevelSegments; b ++ ) {\n\t\t\tfor ( let b = bevelSegments - 1; b >= 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t/* Faces */\n\n\t\t\t// Top and bottom faces\n\n\t\t\tbuildLidFaces();\n\n\t\t\t// Sides faces\n\n\t\t\tbuildSideFaces();\n\n\n\t\t\t///// Internal functions\n\n\t\t\tfunction buildLidFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\n\t\t\t\tif ( bevelEnabled ) {\n\n\t\t\t\t\tlet layer = 0; // steps + 1\n\t\t\t\t\tlet offset = vlen * layer;\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlayer = steps + bevelSegments * 2;\n\t\t\t\t\toffset = vlen * layer;\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ], face[ 1 ], face[ 0 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 0 );\n\n\t\t\t}\n\n\t\t\t// Create faces for the z-sides of the shape\n\n\t\t\tfunction buildSideFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\t\t\t\tlet layeroffset = 0;\n\t\t\t\tsidewalls( contour, layeroffset );\n\t\t\t\tlayeroffset += contour.length;\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\tsidewalls( ahole, layeroffset );\n\n\t\t\t\t\t//, true\n\t\t\t\t\tlayeroffset += ahole.length;\n\n\t\t\t\t}\n\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 1 );\n\n\n\t\t\t}\n\n\t\t\tfunction sidewalls( contour, layeroffset ) {\n\n\t\t\t\tlet i = contour.length;\n\n\t\t\t\twhile ( -- i >= 0 ) {\n\n\t\t\t\t\tconst j = i;\n\t\t\t\t\tlet k = i - 1;\n\t\t\t\t\tif ( k < 0 ) k = contour.length - 1;\n\n\t\t\t\t\t//console.log('b', i,j, i-1, k,vertices.length);\n\n\t\t\t\t\tfor ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {\n\n\t\t\t\t\t\tconst slen1 = vlen * s;\n\t\t\t\t\t\tconst slen2 = vlen * ( s + 1 );\n\n\t\t\t\t\t\tconst a = layeroffset + j + slen1,\n\t\t\t\t\t\t\tb = layeroffset + k + slen1,\n\t\t\t\t\t\t\tc = layeroffset + k + slen2,\n\t\t\t\t\t\t\td = layeroffset + j + slen2;\n\n\t\t\t\t\t\tf4( a, b, c, d );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfunction v( x, y, z ) {\n\n\t\t\t\tplaceholder.push( x );\n\t\t\t\tplaceholder.push( y );\n\t\t\t\tplaceholder.push( z );\n\n\t\t\t}\n\n\n\t\t\tfunction f3( a, b, c ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\n\t\t\t}\n\n\t\t\tfunction f4( a, b, c, d ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( d );\n\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\t\t\t\taddVertex( d );\n\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t}\n\n\t\t\tfunction addVertex( index ) {\n\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 0 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 1 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 2 ] );\n\n\t\t\t}\n\n\n\t\t\tfunction addUV( vector2 ) {\n\n\t\t\t\tuvArray.push( vector2.x );\n\t\t\t\tuvArray.push( vector2.y );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\t\tconst options = this.parameters.options;\n\n\t\treturn toJSON( shapes, options, data );\n\n\t}\n\n}\n\nconst WorldUVGenerator = {\n\n\tgenerateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\n\t\treturn [\n\t\t\tnew Vector2( a_x, a_y ),\n\t\t\tnew Vector2( b_x, b_y ),\n\t\t\tnew Vector2( c_x, c_y )\n\t\t];\n\n\t},\n\n\tgenerateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst a_z = vertices[ indexA * 3 + 2 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst b_z = vertices[ indexB * 3 + 2 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\t\tconst c_z = vertices[ indexC * 3 + 2 ];\n\t\tconst d_x = vertices[ indexD * 3 ];\n\t\tconst d_y = vertices[ indexD * 3 + 1 ];\n\t\tconst d_z = vertices[ indexD * 3 + 2 ];\n\n\t\tif ( Math.abs( a_y - b_y ) < 0.01 ) {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_x, 1 - a_z ),\n\t\t\t\tnew Vector2( b_x, 1 - b_z ),\n\t\t\t\tnew Vector2( c_x, 1 - c_z ),\n\t\t\t\tnew Vector2( d_x, 1 - d_z )\n\t\t\t];\n\n\t\t} else {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_y, 1 - a_z ),\n\t\t\t\tnew Vector2( b_y, 1 - b_z ),\n\t\t\t\tnew Vector2( c_y, 1 - c_z ),\n\t\t\t\tnew Vector2( d_y, 1 - d_z )\n\t\t\t];\n\n\t\t}\n\n\t}\n\n};\n\nfunction toJSON( shapes, options, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\tif ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();\n\n\treturn data;\n\n}\n\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\nclass ExtrudeGeometry extends Geometry {\n\n\tconstructor( shapes, options ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ExtrudeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\toptions: options\n\t\t};\n\n\t\tthis.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tconst shapes = this.parameters.shapes;\n\t\tconst options = this.parameters.options;\n\n\t\treturn toJSON$1( shapes, options, data );\n\n\t}\n\n}\n\nfunction toJSON$1( shapes, options, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\tif ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();\n\n\treturn data;\n\n}\n\nclass IcosahedronBufferGeometry extends PolyhedronBufferGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\n\t\tconst vertices = [\n\t\t\t- 1, t, 0, \t1, t, 0, \t- 1, - t, 0, \t1, - t, 0,\n\t\t\t0, - 1, t, \t0, 1, t,\t0, - 1, - t, \t0, 1, - t,\n\t\t\tt, 0, - 1, \tt, 0, 1, \t- t, 0, - 1, \t- t, 0, 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 11, 5, \t0, 5, 1, \t0, 1, 7, \t0, 7, 10, \t0, 10, 11,\n\t\t\t1, 5, 9, \t5, 11, 4,\t11, 10, 2,\t10, 7, 6,\t7, 1, 8,\n\t\t\t3, 9, 4, \t3, 4, 2,\t3, 2, 6,\t3, 6, 8,\t3, 8, 9,\n\t\t\t4, 9, 5, \t2, 4, 11,\t6, 2, 10,\t8, 6, 7,\t9, 8, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'IcosahedronBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nclass IcosahedronGeometry extends Geometry {\n\n\tconstructor( radius, detail ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'IcosahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\tthis.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass LatheBufferGeometry extends BufferGeometry {\n\n\tconstructor( points, segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LatheBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpoints: points,\n\t\t\tsegments: segments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength\n\t\t};\n\n\t\tsegments = Math.floor( segments );\n\n\t\t// clamp phiLength so it's in range of [ 0, 2PI ]\n\n\t\tphiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst inverseSegments = 1.0 / segments;\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices and uvs\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst phi = phiStart + i * inverseSegments * phiLength;\n\n\t\t\tconst sin = Math.sin( phi );\n\t\t\tconst cos = Math.cos( phi );\n\n\t\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = points[ j ].x * sin;\n\t\t\t\tvertex.y = points[ j ].y;\n\t\t\t\tvertex.z = points[ j ].x * cos;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = i / segments;\n\t\t\t\tuv.y = j / ( points.length - 1 );\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\n\t\t\t}\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 0; i < segments; i ++ ) {\n\n\t\t\tfor ( let j = 0; j < ( points.length - 1 ); j ++ ) {\n\n\t\t\t\tconst base = j + i * points.length;\n\n\t\t\t\tconst a = base;\n\t\t\t\tconst b = base + points.length;\n\t\t\t\tconst c = base + points.length + 1;\n\t\t\t\tconst d = base + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// generate normals\n\n\t\tthis.computeVertexNormals();\n\n\t\t// if the geometry is closed, we need to average the normals along the seam.\n\t\t// because the corresponding vertices are identical (but still have different UVs).\n\n\t\tif ( phiLength === Math.PI * 2 ) {\n\n\t\t\tconst normals = this.attributes.normal.array;\n\t\t\tconst n1 = new Vector3();\n\t\t\tconst n2 = new Vector3();\n\t\t\tconst n = new Vector3();\n\n\t\t\t// this is the buffer offset for the last line of vertices\n\n\t\t\tconst base = segments * points.length * 3;\n\n\t\t\tfor ( let i = 0, j = 0; i < points.length; i ++, j += 3 ) {\n\n\t\t\t\t// select the normal of the vertex in the first line\n\n\t\t\t\tn1.x = normals[ j + 0 ];\n\t\t\t\tn1.y = normals[ j + 1 ];\n\t\t\t\tn1.z = normals[ j + 2 ];\n\n\t\t\t\t// select the normal of the vertex in the last line\n\n\t\t\t\tn2.x = normals[ base + j + 0 ];\n\t\t\t\tn2.y = normals[ base + j + 1 ];\n\t\t\t\tn2.z = normals[ base + j + 2 ];\n\n\t\t\t\t// average normals\n\n\t\t\t\tn.addVectors( n1, n2 ).normalize();\n\n\t\t\t\t// assign the new values to both normals\n\n\t\t\t\tnormals[ j + 0 ] = normals[ base + j + 0 ] = n.x;\n\t\t\t\tnormals[ j + 1 ] = normals[ base + j + 1 ] = n.y;\n\t\t\t\tnormals[ j + 2 ] = normals[ base + j + 2 ] = n.z;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nclass LatheGeometry extends Geometry {\n\n\tconstructor( points, segments, phiStart, phiLength ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LatheGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpoints: points,\n\t\t\tsegments: segments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength\n\t\t};\n\n\t\tthis.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass OctahedronBufferGeometry extends PolyhedronBufferGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 0, 0, \t- 1, 0, 0,\t0, 1, 0,\n\t\t\t0, - 1, 0, \t0, 0, 1,\t0, 0, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 2, 4,\t0, 4, 3,\t0, 3, 5,\n\t\t\t0, 5, 2,\t1, 2, 5,\t1, 5, 3,\n\t\t\t1, 3, 4,\t1, 4, 2\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'OctahedronBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nclass OctahedronGeometry extends Geometry {\n\n\tconstructor( radius, detail ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'OctahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\tthis.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\n/**\n * Parametric Surfaces Geometry\n * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html\n */\n\nfunction ParametricBufferGeometry( func, slices, stacks ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'ParametricBufferGeometry';\n\n\tthis.parameters = {\n\t\tfunc: func,\n\t\tslices: slices,\n\t\tstacks: stacks\n\t};\n\n\t// buffers\n\n\tconst indices = [];\n\tconst vertices = [];\n\tconst normals = [];\n\tconst uvs = [];\n\n\tconst EPS = 0.00001;\n\n\tconst normal = new Vector3();\n\n\tconst p0 = new Vector3(), p1 = new Vector3();\n\tconst pu = new Vector3(), pv = new Vector3();\n\n\tif ( func.length < 3 ) {\n\n\t\tconsole.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );\n\n\t}\n\n\t// generate vertices, normals and uvs\n\n\tconst sliceCount = slices + 1;\n\n\tfor ( let i = 0; i <= stacks; i ++ ) {\n\n\t\tconst v = i / stacks;\n\n\t\tfor ( let j = 0; j <= slices; j ++ ) {\n\n\t\t\tconst u = j / slices;\n\n\t\t\t// vertex\n\n\t\t\tfunc( u, v, p0 );\n\t\t\tvertices.push( p0.x, p0.y, p0.z );\n\n\t\t\t// normal\n\n\t\t\t// approximate tangent vectors via finite differences\n\n\t\t\tif ( u - EPS >= 0 ) {\n\n\t\t\t\tfunc( u - EPS, v, p1 );\n\t\t\t\tpu.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tfunc( u + EPS, v, p1 );\n\t\t\t\tpu.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\tif ( v - EPS >= 0 ) {\n\n\t\t\t\tfunc( u, v - EPS, p1 );\n\t\t\t\tpv.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tfunc( u, v + EPS, p1 );\n\t\t\t\tpv.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\t// cross product of tangent vectors returns surface normal\n\n\t\t\tnormal.crossVectors( pu, pv ).normalize();\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( u, v );\n\n\t\t}\n\n\t}\n\n\t// generate indices\n\n\tfor ( let i = 0; i < stacks; i ++ ) {\n\n\t\tfor ( let j = 0; j < slices; j ++ ) {\n\n\t\t\tconst a = i * sliceCount + j;\n\t\t\tconst b = i * sliceCount + j + 1;\n\t\t\tconst c = ( i + 1 ) * sliceCount + j + 1;\n\t\t\tconst d = ( i + 1 ) * sliceCount + j;\n\n\t\t\t// faces one and two\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;\n\n/**\n * Parametric Surfaces Geometry\n * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html\n */\n\nfunction ParametricGeometry( func, slices, stacks ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'ParametricGeometry';\n\n\tthis.parameters = {\n\t\tfunc: func,\n\t\tslices: slices,\n\t\tstacks: stacks\n\t};\n\n\tthis.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );\n\tthis.mergeVertices();\n\n}\n\nParametricGeometry.prototype = Object.create( Geometry.prototype );\nParametricGeometry.prototype.constructor = ParametricGeometry;\n\nclass PlaneGeometry extends Geometry {\n\n\tconstructor( width, height, widthSegments, heightSegments ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PlaneGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tthis.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass PolyhedronGeometry extends Geometry {\n\n\tconstructor( vertices, indices, radius, detail ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PolyhedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tvertices: vertices,\n\t\t\tindices: indices,\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\tthis.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass RingBufferGeometry extends BufferGeometry {\n\n\tconstructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 8, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'RingBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tinnerRadius: innerRadius,\n\t\t\touterRadius: outerRadius,\n\t\t\tthetaSegments: thetaSegments,\n\t\t\tphiSegments: phiSegments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthetaSegments = Math.max( 3, thetaSegments );\n\t\tphiSegments = Math.max( 1, phiSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// some helper variables\n\n\t\tlet radius = innerRadius;\n\t\tconst radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= phiSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= thetaSegments; i ++ ) {\n\n\t\t\t\t// values are generate from the inside of the ring to the outside\n\n\t\t\t\tconst segment = thetaStart + i / thetaSegments * thetaLength;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( vertex.x / outerRadius + 1 ) / 2;\n\t\t\t\tuv.y = ( vertex.y / outerRadius + 1 ) / 2;\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t}\n\n\t\t\t// increase the radius for next row of vertices\n\n\t\t\tradius += radiusStep;\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let j = 0; j < phiSegments; j ++ ) {\n\n\t\t\tconst thetaSegmentLevel = j * ( thetaSegments + 1 );\n\n\t\t\tfor ( let i = 0; i < thetaSegments; i ++ ) {\n\n\t\t\t\tconst segment = i + thetaSegmentLevel;\n\n\t\t\t\tconst a = segment;\n\t\t\t\tconst b = segment + thetaSegments + 1;\n\t\t\t\tconst c = segment + thetaSegments + 2;\n\t\t\t\tconst d = segment + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass RingGeometry extends Geometry {\n\n\tconstructor( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'RingGeometry';\n\n\t\tthis.parameters = {\n\t\t\tinnerRadius: innerRadius,\n\t\t\touterRadius: outerRadius,\n\t\t\tthetaSegments: thetaSegments,\n\t\t\tphiSegments: phiSegments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthis.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass ShapeBufferGeometry extends BufferGeometry {\n\n\tconstructor( shapes, curveSegments = 12 ) {\n\n\t\tsuper();\n\t\tthis.type = 'ShapeBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\tcurveSegments: curveSegments\n\t\t};\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet groupStart = 0;\n\t\tlet groupCount = 0;\n\n\t\t// allow single and array values for \"shapes\" parameter\n\n\t\tif ( Array.isArray( shapes ) === false ) {\n\n\t\t\taddShape( shapes );\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0; i < shapes.length; i ++ ) {\n\n\t\t\t\taddShape( shapes[ i ] );\n\n\t\t\t\tthis.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support\n\n\t\t\t\tgroupStart += groupCount;\n\t\t\t\tgroupCount = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\n\t\t// helper functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst indexOffset = vertices.length / 3;\n\t\t\tconst points = shape.extractPoints( curveSegments );\n\n\t\t\tlet shapeVertices = points.shape;\n\t\t\tconst shapeHoles = points.holes;\n\n\t\t\t// check direction of vertices\n\n\t\t\tif ( ShapeUtils.isClockWise( shapeVertices ) === false ) {\n\n\t\t\t\tshapeVertices = shapeVertices.reverse();\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\n\t\t\t\tif ( ShapeUtils.isClockWise( shapeHole ) === true ) {\n\n\t\t\t\t\tshapeHoles[ i ] = shapeHole.reverse();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );\n\n\t\t\t// join vertices of inner and outer paths to a single array\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\t\t\t\tshapeVertices = shapeVertices.concat( shapeHole );\n\n\t\t\t}\n\n\t\t\t// vertices, normals, uvs\n\n\t\t\tfor ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {\n\n\t\t\t\tconst vertex = shapeVertices[ i ];\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, 0 );\n\t\t\t\tnormals.push( 0, 0, 1 );\n\t\t\t\tuvs.push( vertex.x, vertex.y ); // world uvs\n\n\t\t\t}\n\n\t\t\t// incides\n\n\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\tconst a = face[ 0 ] + indexOffset;\n\t\t\t\tconst b = face[ 1 ] + indexOffset;\n\t\t\t\tconst c = face[ 2 ] + indexOffset;\n\n\t\t\t\tindices.push( a, b, c );\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\n\t\treturn toJSON$2( shapes, data );\n\n\t}\n\n}\n\nfunction toJSON$2( shapes, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\treturn data;\n\n}\n\nclass ShapeGeometry extends Geometry {\n\n\tconstructor( shapes, curveSegments ) {\n\n\t\tsuper();\n\t\tthis.type = 'ShapeGeometry';\n\n\t\tif ( typeof curveSegments === 'object' ) {\n\n\t\t\tconsole.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );\n\n\t\t\tcurveSegments = curveSegments.curveSegments;\n\n\t\t}\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\tcurveSegments: curveSegments\n\t\t};\n\n\t\tthis.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = Geometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\n\t\treturn toJSON$3( shapes, data );\n\n\t}\n\n}\n\nfunction toJSON$3( shapes, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\treturn data;\n\n}\n\nclass SphereBufferGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, widthSegments = 8, heightSegments = 6, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {\n\n\t\tsuper();\n\t\tthis.type = 'SphereBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\twidthSegments = Math.max( 3, Math.floor( widthSegments ) );\n\t\theightSegments = Math.max( 2, Math.floor( heightSegments ) );\n\n\t\tconst thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );\n\n\t\tlet index = 0;\n\t\tconst grid = [];\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let iy = 0; iy <= heightSegments; iy ++ ) {\n\n\t\t\tconst verticesRow = [];\n\n\t\t\tconst v = iy / heightSegments;\n\n\t\t\t// special case for the poles\n\n\t\t\tlet uOffset = 0;\n\n\t\t\tif ( iy == 0 && thetaStart == 0 ) {\n\n\t\t\t\tuOffset = 0.5 / widthSegments;\n\n\t\t\t} else if ( iy == heightSegments && thetaEnd == Math.PI ) {\n\n\t\t\t\tuOffset = - 0.5 / widthSegments;\n\n\t\t\t}\n\n\t\t\tfor ( let ix = 0; ix <= widthSegments; ix ++ ) {\n\n\t\t\t\tconst u = ix / widthSegments;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\t\t\t\tvertex.y = radius * Math.cos( thetaStart + v * thetaLength );\n\t\t\t\tvertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.copy( vertex ).normalize();\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( u + uOffset, 1 - v );\n\n\t\t\t\tverticesRow.push( index ++ );\n\n\t\t\t}\n\n\t\t\tgrid.push( verticesRow );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let iy = 0; iy < heightSegments; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < widthSegments; ix ++ ) {\n\n\t\t\t\tconst a = grid[ iy ][ ix + 1 ];\n\t\t\t\tconst b = grid[ iy ][ ix ];\n\t\t\t\tconst c = grid[ iy + 1 ][ ix ];\n\t\t\t\tconst d = grid[ iy + 1 ][ ix + 1 ];\n\n\t\t\t\tif ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );\n\t\t\t\tif ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass SphereGeometry extends Geometry {\n\n\tconstructor( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {\n\n\t\tsuper();\n\t\tthis.type = 'SphereGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthis.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass TetrahedronBufferGeometry extends PolyhedronBufferGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 1, 1, \t- 1, - 1, 1, \t- 1, 1, - 1, \t1, - 1, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t2, 1, 0, \t0, 3, 2,\t1, 3, 0,\t2, 3, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'TetrahedronBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nclass TetrahedronGeometry extends Geometry {\n\n\tconstructor( radius, detail ) {\n\n\t\tsuper();\n\t\tthis.type = 'TetrahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\tthis.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\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\nclass TextBufferGeometry extends ExtrudeBufferGeometry {\n\n\tconstructor( text, parameters = {} ) {\n\n\t\tconst font = parameters.font;\n\n\t\tif ( ! ( font && font.isFont ) ) {\n\n\t\t\tconsole.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );\n\t\t\treturn new BufferGeometry();\n\n\t\t}\n\n\t\tconst shapes = font.generateShapes( text, parameters.size );\n\n\t\t// translate parameters to ExtrudeGeometry API\n\n\t\tparameters.depth = parameters.height !== undefined ? parameters.height : 50;\n\n\t\t// defaults\n\n\t\tif ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;\n\t\tif ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;\n\t\tif ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;\n\n\t\tsuper( shapes, parameters );\n\n\t\tthis.type = 'TextBufferGeometry';\n\n\t}\n\n}\n\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\nclass TextGeometry extends Geometry {\n\n\tconstructor( text, parameters ) {\n\n\t\tsuper();\n\t\tthis.type = 'TextGeometry';\n\n\t\tthis.parameters = {\n\t\t\ttext: text,\n\t\t\tparameters: parameters\n\t\t};\n\n\t\tthis.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass TorusBufferGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, radialSegments = 8, tubularSegments = 6, arc = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\tradialSegments: radialSegments,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tarc: arc\n\t\t};\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\ttubularSegments = Math.floor( tubularSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst center = new Vector3();\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tconst u = i / tubularSegments * arc;\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );\n\t\t\t\tvertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );\n\t\t\t\tvertex.z = tube * Math.sin( v );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tcenter.x = radius * Math.cos( u );\n\t\t\t\tcenter.y = radius * Math.sin( u );\n\t\t\t\tnormal.subVectors( vertex, center ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= tubularSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( tubularSegments + 1 ) * j + i - 1;\n\t\t\t\tconst b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;\n\t\t\t\tconst c = ( tubularSegments + 1 ) * ( j - 1 ) + i;\n\t\t\t\tconst d = ( tubularSegments + 1 ) * j + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass TorusGeometry extends Geometry {\n\n\tconstructor( radius, tube, radialSegments, tubularSegments, arc ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\tradialSegments: radialSegments,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tarc: arc\n\t\t};\n\n\t\tthis.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass TorusKnotBufferGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusKnotBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t\tp: p,\n\t\t\tq: q\n\t\t};\n\n\t\ttubularSegments = Math.floor( tubularSegments );\n\t\tradialSegments = Math.floor( radialSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\tconst P1 = new Vector3();\n\t\tconst P2 = new Vector3();\n\n\t\tconst B = new Vector3();\n\t\tconst T = new Vector3();\n\t\tconst N = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let i = 0; i <= tubularSegments; ++ i ) {\n\n\t\t\t// the radian \"u\" is used to calculate the position on the torus curve of the current tubular segement\n\n\t\t\tconst u = i / tubularSegments * p * Math.PI * 2;\n\n\t\t\t// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n\t\t\t// these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\n\n\t\t\tcalculatePositionOnCurve( u, p, q, radius, P1 );\n\t\t\tcalculatePositionOnCurve( u + 0.01, p, q, radius, P2 );\n\n\t\t\t// calculate orthonormal basis\n\n\t\t\tT.subVectors( P2, P1 );\n\t\t\tN.addVectors( P2, P1 );\n\t\t\tB.crossVectors( T, N );\n\t\t\tN.crossVectors( B, T );\n\n\t\t\t// normalize B, N. T can be ignored, we don't use it\n\n\t\t\tB.normalize();\n\t\t\tN.normalize();\n\n\t\t\tfor ( let j = 0; j <= radialSegments; ++ j ) {\n\n\t\t\t\t// now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n\t\t\t\t// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\t\t\t\tconst cx = - tube * Math.cos( v );\n\t\t\t\tconst cy = tube * Math.sin( v );\n\n\t\t\t\t// now calculate the final vertex position.\n\t\t\t\t// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve\n\n\t\t\t\tvertex.x = P1.x + ( cx * N.x + cy * B.x );\n\t\t\t\tvertex.y = P1.y + ( cx * N.y + cy * B.y );\n\t\t\t\tvertex.z = P1.z + ( cx * N.z + cy * B.z );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\n\n\t\t\t\tnormal.subVectors( vertex, P1 ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// this function calculates the current position on the torus curve\n\n\t\tfunction calculatePositionOnCurve( u, p, q, radius, position ) {\n\n\t\t\tconst cu = Math.cos( u );\n\t\t\tconst su = Math.sin( u );\n\t\t\tconst quOverP = q / p * u;\n\t\t\tconst cs = Math.cos( quOverP );\n\n\t\t\tposition.x = radius * ( 2 + cs ) * 0.5 * cu;\n\t\t\tposition.y = radius * ( 2 + cs ) * su * 0.5;\n\t\t\tposition.z = radius * Math.sin( quOverP ) * 0.5;\n\n\t\t}\n\n\t}\n\n}\n\nclass TorusKnotGeometry extends Geometry {\n\n\tconstructor( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusKnotGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t\tp: p,\n\t\t\tq: q\n\t\t};\n\n\t\tif ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );\n\n\t\tthis.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass TubeBufferGeometry extends BufferGeometry {\n\n\tconstructor( path, tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {\n\n\t\tsuper();\n\t\tthis.type = 'TubeBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpath: path,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradius: radius,\n\t\t\tradialSegments: radialSegments,\n\t\t\tclosed: closed\n\t\t};\n\n\t\tconst frames = path.computeFrenetFrames( tubularSegments, closed );\n\n\t\t// expose internals\n\n\t\tthis.tangents = frames.tangents;\n\t\tthis.normals = frames.normals;\n\t\tthis.binormals = frames.binormals;\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tlet P = new Vector3();\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\t\tconst indices = [];\n\n\t\t// create buffer data\n\n\t\tgenerateBufferData();\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// functions\n\n\t\tfunction generateBufferData() {\n\n\t\t\tfor ( let i = 0; i < tubularSegments; i ++ ) {\n\n\t\t\t\tgenerateSegment( i );\n\n\t\t\t}\n\n\t\t\t// if the geometry is not closed, generate the last row of vertices and normals\n\t\t\t// at the regular position on the given path\n\t\t\t//\n\t\t\t// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)\n\n\t\t\tgenerateSegment( ( closed === false ) ? tubularSegments : 0 );\n\n\t\t\t// uvs are generated in a separate function.\n\t\t\t// this makes it easy compute correct values for closed geometries\n\n\t\t\tgenerateUVs();\n\n\t\t\t// finally create faces\n\n\t\t\tgenerateIndices();\n\n\t\t}\n\n\t\tfunction generateSegment( i ) {\n\n\t\t\t// we use getPointAt to sample evenly distributed points from the given path\n\n\t\t\tP = path.getPointAt( i / tubularSegments, P );\n\n\t\t\t// retrieve corresponding normal and binormal\n\n\t\t\tconst N = frames.normals[ i ];\n\t\t\tconst B = frames.binormals[ i ];\n\n\t\t\t// generate normals and vertices for the current segment\n\n\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\tconst sin = Math.sin( v );\n\t\t\t\tconst cos = - Math.cos( v );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.x = ( cos * N.x + sin * B.x );\n\t\t\t\tnormal.y = ( cos * N.y + sin * B.y );\n\t\t\t\tnormal.z = ( cos * N.z + sin * B.z );\n\t\t\t\tnormal.normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = P.x + radius * normal.x;\n\t\t\t\tvertex.y = P.y + radius * normal.y;\n\t\t\t\tvertex.z = P.z + radius * normal.z;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateIndices() {\n\n\t\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\t\tuv.x = i / tubularSegments;\n\t\t\t\t\tuv.y = j / radialSegments;\n\n\t\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tdata.path = this.parameters.path.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass TubeGeometry extends Geometry {\n\n\tconstructor( path, tubularSegments, radius, radialSegments, closed, taper ) {\n\n\t\tsuper();\n\t\tthis.type = 'TubeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpath: path,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradius: radius,\n\t\t\tradialSegments: radialSegments,\n\t\t\tclosed: closed\n\t\t};\n\n\t\tif ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );\n\n\t\tconst bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );\n\n\t\t// expose internals\n\n\t\tthis.tangents = bufferGeometry.tangents;\n\t\tthis.normals = bufferGeometry.normals;\n\t\tthis.binormals = bufferGeometry.binormals;\n\n\t\t// create geometry\n\n\t\tthis.fromBufferGeometry( bufferGeometry );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass WireframeGeometry extends BufferGeometry {\n\n\tconstructor( geometry ) {\n\n\t\tsuper();\n\t\tthis.type = 'WireframeGeometry';\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\n\t\t// helper variables\n\n\t\tconst edge = [ 0, 0 ], edges = {};\n\t\tconst keys = [ 'a', 'b', 'c' ];\n\n\t\t// different logic for Geometry and BufferGeometry\n\n\t\tif ( geometry && geometry.isGeometry ) {\n\n\t\t\t// create a data structure that contains all edges without duplicates\n\n\t\t\tconst faces = geometry.faces;\n\n\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\tconst edge1 = face[ keys[ j ] ];\n\t\t\t\t\tconst edge2 = face[ keys[ ( j + 1 ) % 3 ] ];\n\t\t\t\t\tedge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates\n\t\t\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\t\t\tconst key = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// generate vertices\n\n\t\t\tfor ( const key in edges ) {\n\n\t\t\t\tconst e = edges[ key ];\n\n\t\t\t\tlet vertex = geometry.vertices[ e.index1 ];\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\tvertex = geometry.vertices[ e.index2 ];\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t} else if ( geometry && geometry.isBufferGeometry ) {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tif ( geometry.index !== null ) {\n\n\t\t\t\t// indexed BufferGeometry\n\n\t\t\t\tconst position = geometry.attributes.position;\n\t\t\t\tconst indices = geometry.index;\n\t\t\t\tlet groups = geometry.groups;\n\n\t\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\t\tgroups = [ { start: 0, count: indices.count, materialIndex: 0 } ];\n\n\t\t\t\t}\n\n\t\t\t\t// create a data structure that contains all eges without duplicates\n\n\t\t\t\tfor ( let o = 0, ol = groups.length; o < ol; ++ o ) {\n\n\t\t\t\t\tconst group = groups[ o ];\n\n\t\t\t\t\tconst start = group.start;\n\t\t\t\t\tconst count = group.count;\n\n\t\t\t\t\tfor ( let i = start, l = ( start + count ); i < l; i += 3 ) {\n\n\t\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t\tconst edge1 = indices.getX( i + j );\n\t\t\t\t\t\t\tconst edge2 = indices.getX( i + ( j + 1 ) % 3 );\n\t\t\t\t\t\t\tedge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates\n\t\t\t\t\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\t\t\t\t\tconst key = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\t\t\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\t\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// generate vertices\n\n\t\t\t\tfor ( const key in edges ) {\n\n\t\t\t\t\tconst e = edges[ key ];\n\n\t\t\t\t\tvertex.fromBufferAttribute( position, e.index1 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\tvertex.fromBufferAttribute( position, e.index2 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed BufferGeometry\n\n\t\t\t\tconst position = geometry.attributes.position;\n\n\t\t\t\tfor ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {\n\n\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t// three edges per triangle, an edge is represented as (index1, index2)\n\t\t\t\t\t\t// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n\n\t\t\t\t\t\tconst index1 = 3 * i + j;\n\t\t\t\t\t\tvertex.fromBufferAttribute( position, index1 );\n\t\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t\tconst index2 = 3 * i + ( ( j + 1 ) % 3 );\n\t\t\t\t\t\tvertex.fromBufferAttribute( position, index2 );\n\t\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\nvar Geometries = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tBoxGeometry: BoxGeometry,\n\tBoxBufferGeometry: BoxBufferGeometry,\n\tCircleGeometry: CircleGeometry,\n\tCircleBufferGeometry: CircleBufferGeometry,\n\tConeGeometry: ConeGeometry,\n\tConeBufferGeometry: ConeBufferGeometry,\n\tCylinderGeometry: CylinderGeometry,\n\tCylinderBufferGeometry: CylinderBufferGeometry,\n\tDodecahedronGeometry: DodecahedronGeometry,\n\tDodecahedronBufferGeometry: DodecahedronBufferGeometry,\n\tEdgesGeometry: EdgesGeometry,\n\tExtrudeGeometry: ExtrudeGeometry,\n\tExtrudeBufferGeometry: ExtrudeBufferGeometry,\n\tIcosahedronGeometry: IcosahedronGeometry,\n\tIcosahedronBufferGeometry: IcosahedronBufferGeometry,\n\tLatheGeometry: LatheGeometry,\n\tLatheBufferGeometry: LatheBufferGeometry,\n\tOctahedronGeometry: OctahedronGeometry,\n\tOctahedronBufferGeometry: OctahedronBufferGeometry,\n\tParametricGeometry: ParametricGeometry,\n\tParametricBufferGeometry: ParametricBufferGeometry,\n\tPlaneGeometry: PlaneGeometry,\n\tPlaneBufferGeometry: PlaneBufferGeometry,\n\tPolyhedronGeometry: PolyhedronGeometry,\n\tPolyhedronBufferGeometry: PolyhedronBufferGeometry,\n\tRingGeometry: RingGeometry,\n\tRingBufferGeometry: RingBufferGeometry,\n\tShapeGeometry: ShapeGeometry,\n\tShapeBufferGeometry: ShapeBufferGeometry,\n\tSphereGeometry: SphereGeometry,\n\tSphereBufferGeometry: SphereBufferGeometry,\n\tTetrahedronGeometry: TetrahedronGeometry,\n\tTetrahedronBufferGeometry: TetrahedronBufferGeometry,\n\tTextGeometry: TextGeometry,\n\tTextBufferGeometry: TextBufferGeometry,\n\tTorusGeometry: TorusGeometry,\n\tTorusBufferGeometry: TorusBufferGeometry,\n\tTorusKnotGeometry: TorusKnotGeometry,\n\tTorusKnotBufferGeometry: TorusKnotBufferGeometry,\n\tTubeGeometry: TubeGeometry,\n\tTubeBufferGeometry: TubeBufferGeometry,\n\tWireframeGeometry: WireframeGeometry\n});\n\n/**\n * parameters = {\n * color: \n * }\n */\n\nfunction ShadowMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'ShadowMaterial';\n\n\tthis.color = new Color( 0x000000 );\n\tthis.transparent = true;\n\n\tthis.setValues( parameters );\n\n}\n\nShadowMaterial.prototype = Object.create( Material.prototype );\nShadowMaterial.prototype.constructor = ShadowMaterial;\n\nShadowMaterial.prototype.isShadowMaterial = true;\n\nShadowMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\treturn this;\n\n};\n\nfunction RawShaderMaterial( parameters ) {\n\n\tShaderMaterial.call( this, parameters );\n\n\tthis.type = 'RawShaderMaterial';\n\n}\n\nRawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );\nRawShaderMaterial.prototype.constructor = RawShaderMaterial;\n\nRawShaderMaterial.prototype.isRawShaderMaterial = true;\n\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\n\tMaterial.call( this );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.type = 'MeshStandardMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\tthis.roughness = 1.0;\n\tthis.metalness = 0.0;\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.roughnessMap = null;\n\n\tthis.metalnessMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.envMapIntensity = 1.0;\n\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.vertexTangents = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshStandardMaterial.prototype = Object.create( Material.prototype );\nMeshStandardMaterial.prototype.constructor = MeshStandardMaterial;\n\nMeshStandardMaterial.prototype.isMeshStandardMaterial = true;\n\nMeshStandardMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.color.copy( source.color );\n\tthis.roughness = source.roughness;\n\tthis.metalness = source.metalness;\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.roughnessMap = source.roughnessMap;\n\n\tthis.metalnessMap = source.metalnessMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.envMapIntensity = source.envMapIntensity;\n\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\tthis.vertexTangents = source.vertexTangents;\n\n\treturn this;\n\n};\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\nfunction MeshPhysicalMaterial( parameters ) {\n\n\tMeshStandardMaterial.call( this );\n\n\tthis.defines = {\n\n\t\t'STANDARD': '',\n\t\t'PHYSICAL': ''\n\n\t};\n\n\tthis.type = 'MeshPhysicalMaterial';\n\n\tthis.clearcoat = 0.0;\n\tthis.clearcoatMap = null;\n\tthis.clearcoatRoughness = 0.0;\n\tthis.clearcoatRoughnessMap = null;\n\tthis.clearcoatNormalScale = new Vector2( 1, 1 );\n\tthis.clearcoatNormalMap = null;\n\n\tthis.reflectivity = 0.5; // maps to F0 = 0.04\n\n\tObject.defineProperty( this, 'ior', {\n\t\tget: function () {\n\n\t\t\treturn ( 1 + 0.4 * this.reflectivity ) / ( 1 - 0.4 * this.reflectivity );\n\n\t\t},\n\t\tset: function ( ior ) {\n\n\t\t\tthis.reflectivity = MathUtils.clamp( 2.5 * ( ior - 1 ) / ( ior + 1 ), 0, 1 );\n\n\t\t}\n\t} );\n\n\tthis.sheen = null; // null will disable sheen bsdf\n\n\tthis.transmission = 0.0;\n\tthis.transmissionMap = null;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );\nMeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;\n\nMeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;\n\nMeshPhysicalMaterial.prototype.copy = function ( source ) {\n\n\tMeshStandardMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = {\n\n\t\t'STANDARD': '',\n\t\t'PHYSICAL': ''\n\n\t};\n\n\tthis.clearcoat = source.clearcoat;\n\tthis.clearcoatMap = source.clearcoatMap;\n\tthis.clearcoatRoughness = source.clearcoatRoughness;\n\tthis.clearcoatRoughnessMap = source.clearcoatRoughnessMap;\n\tthis.clearcoatNormalMap = source.clearcoatNormalMap;\n\tthis.clearcoatNormalScale.copy( source.clearcoatNormalScale );\n\n\tthis.reflectivity = source.reflectivity;\n\n\tif ( source.sheen ) {\n\n\t\tthis.sheen = ( this.sheen || new Color() ).copy( source.sheen );\n\n\t} else {\n\n\t\tthis.sheen = null;\n\n\t}\n\n\tthis.transmission = source.transmission;\n\tthis.transmissionMap = source.transmissionMap;\n\n\treturn this;\n\n};\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\nfunction MeshPhongMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshPhongMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\tthis.specular = new Color( 0x111111 );\n\tthis.shininess = 30;\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshPhongMaterial.prototype = Object.create( Material.prototype );\nMeshPhongMaterial.prototype.constructor = MeshPhongMaterial;\n\nMeshPhongMaterial.prototype.isMeshPhongMaterial = true;\n\nMeshPhongMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\tthis.specular.copy( source.specular );\n\tthis.shininess = source.shininess;\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\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\nfunction MeshToonMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.defines = { 'TOON': '' };\n\n\tthis.type = 'MeshToonMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.map = null;\n\tthis.gradientMap = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.alphaMap = null;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshToonMaterial.prototype = Object.create( Material.prototype );\nMeshToonMaterial.prototype.constructor = MeshToonMaterial;\n\nMeshToonMaterial.prototype.isMeshToonMaterial = true;\n\nMeshToonMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\tthis.gradientMap = source.gradientMap;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\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\nfunction MeshNormalMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshNormalMaterial';\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshNormalMaterial.prototype = Object.create( Material.prototype );\nMeshNormalMaterial.prototype.constructor = MeshNormalMaterial;\n\nMeshNormalMaterial.prototype.isMeshNormalMaterial = true;\n\nMeshNormalMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\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\nfunction MeshLambertMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshLambertMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshLambertMaterial.prototype = Object.create( Material.prototype );\nMeshLambertMaterial.prototype.constructor = MeshLambertMaterial;\n\nMeshLambertMaterial.prototype.isMeshLambertMaterial = true;\n\nMeshLambertMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\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\nfunction MeshMatcapMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.defines = { 'MATCAP': '' };\n\n\tthis.type = 'MeshMatcapMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\n\tthis.matcap = null;\n\n\tthis.map = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.alphaMap = null;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshMatcapMaterial.prototype = Object.create( Material.prototype );\nMeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;\n\nMeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;\n\nMeshMatcapMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = { 'MATCAP': '' };\n\n\tthis.color.copy( source.color );\n\n\tthis.matcap = source.matcap;\n\n\tthis.map = source.map;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n *\n * scale: ,\n * dashSize: ,\n * gapSize: \n * }\n */\n\nfunction LineDashedMaterial( parameters ) {\n\n\tLineBasicMaterial.call( this );\n\n\tthis.type = 'LineDashedMaterial';\n\n\tthis.scale = 1;\n\tthis.dashSize = 3;\n\tthis.gapSize = 1;\n\n\tthis.setValues( parameters );\n\n}\n\nLineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );\nLineDashedMaterial.prototype.constructor = LineDashedMaterial;\n\nLineDashedMaterial.prototype.isLineDashedMaterial = true;\n\nLineDashedMaterial.prototype.copy = function ( source ) {\n\n\tLineBasicMaterial.prototype.copy.call( this, source );\n\n\tthis.scale = source.scale;\n\tthis.dashSize = source.dashSize;\n\tthis.gapSize = source.gapSize;\n\n\treturn this;\n\n};\n\nvar Materials = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tShadowMaterial: ShadowMaterial,\n\tSpriteMaterial: SpriteMaterial,\n\tRawShaderMaterial: RawShaderMaterial,\n\tShaderMaterial: ShaderMaterial,\n\tPointsMaterial: PointsMaterial,\n\tMeshPhysicalMaterial: MeshPhysicalMaterial,\n\tMeshStandardMaterial: MeshStandardMaterial,\n\tMeshPhongMaterial: MeshPhongMaterial,\n\tMeshToonMaterial: MeshToonMaterial,\n\tMeshNormalMaterial: MeshNormalMaterial,\n\tMeshLambertMaterial: MeshLambertMaterial,\n\tMeshDepthMaterial: MeshDepthMaterial,\n\tMeshDistanceMaterial: MeshDistanceMaterial,\n\tMeshBasicMaterial: MeshBasicMaterial,\n\tMeshMatcapMaterial: MeshMatcapMaterial,\n\tLineDashedMaterial: LineDashedMaterial,\n\tLineBasicMaterial: LineBasicMaterial,\n\tMaterial: Material\n});\n\nconst AnimationUtils = {\n\n\t// same as Array.prototype.slice, but also works on typed arrays\n\tarraySlice: function ( array, from, to ) {\n\n\t\tif ( AnimationUtils.isTypedArray( array ) ) {\n\n\t\t\t// in ios9 array.subarray(from, undefined) will return empty array\n\t\t\t// but array.subarray(from) or array.subarray(from, len) is correct\n\t\t\treturn new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );\n\n\t\t}\n\n\t\treturn array.slice( from, to );\n\n\t},\n\n\t// converts an array to a specific type\n\tconvertArray: function ( array, type, forceClone ) {\n\n\t\tif ( ! array || // let 'undefined' and 'null' pass\n\t\t\t! forceClone && array.constructor === type ) return array;\n\n\t\tif ( typeof type.BYTES_PER_ELEMENT === 'number' ) {\n\n\t\t\treturn new type( array ); // create typed array\n\n\t\t}\n\n\t\treturn Array.prototype.slice.call( array ); // create Array\n\n\t},\n\n\tisTypedArray: function ( object ) {\n\n\t\treturn ArrayBuffer.isView( object ) &&\n\t\t\t! ( object instanceof DataView );\n\n\t},\n\n\t// returns an array by which times and values can be sorted\n\tgetKeyframeOrder: function ( times ) {\n\n\t\tfunction compareTime( i, j ) {\n\n\t\t\treturn times[ i ] - times[ j ];\n\n\t\t}\n\n\t\tconst n = times.length;\n\t\tconst result = new Array( n );\n\t\tfor ( let i = 0; i !== n; ++ i ) result[ i ] = i;\n\n\t\tresult.sort( compareTime );\n\n\t\treturn result;\n\n\t},\n\n\t// uses the array previously returned by 'getKeyframeOrder' to sort data\n\tsortedArray: function ( values, stride, order ) {\n\n\t\tconst nValues = values.length;\n\t\tconst result = new values.constructor( nValues );\n\n\t\tfor ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {\n\n\t\t\tconst srcOffset = order[ i ] * stride;\n\n\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tresult[ dstOffset ++ ] = values[ srcOffset + j ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// function for parsing AOS keyframe formats\n\tflattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {\n\n\t\tlet i = 1, key = jsonKeys[ 0 ];\n\n\t\twhile ( key !== undefined && key[ valuePropertyName ] === undefined ) {\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t}\n\n\t\tif ( key === undefined ) return; // no data\n\n\t\tlet value = key[ valuePropertyName ];\n\t\tif ( value === undefined ) return; // no data\n\n\t\tif ( Array.isArray( value ) ) {\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push.apply( values, value ); // push all elements\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else if ( value.toArray !== undefined ) {\n\n\t\t\t// ...assume THREE.Math-ish\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalue.toArray( values, values.length );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else {\n\n\t\t\t// otherwise push as-is\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push( value );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t}\n\n\t},\n\n\tsubclip: function ( sourceClip, name, startFrame, endFrame, fps = 30 ) {\n\n\t\tconst clip = sourceClip.clone();\n\n\t\tclip.name = name;\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tconst track = clip.tracks[ i ];\n\t\t\tconst valueSize = track.getValueSize();\n\n\t\t\tconst times = [];\n\t\t\tconst values = [];\n\n\t\t\tfor ( let j = 0; j < track.times.length; ++ j ) {\n\n\t\t\t\tconst frame = track.times[ j ] * fps;\n\n\t\t\t\tif ( frame < startFrame || frame >= endFrame ) continue;\n\n\t\t\t\ttimes.push( track.times[ j ] );\n\n\t\t\t\tfor ( let k = 0; k < valueSize; ++ k ) {\n\n\t\t\t\t\tvalues.push( track.values[ j * valueSize + k ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( times.length === 0 ) continue;\n\n\t\t\ttrack.times = AnimationUtils.convertArray( times, track.times.constructor );\n\t\t\ttrack.values = AnimationUtils.convertArray( values, track.values.constructor );\n\n\t\t\ttracks.push( track );\n\n\t\t}\n\n\t\tclip.tracks = tracks;\n\n\t\t// find minimum .times value across all tracks in the trimmed clip\n\n\t\tlet minStartTime = Infinity;\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tif ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {\n\n\t\t\t\tminStartTime = clip.tracks[ i ].times[ 0 ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// shift all tracks such that clip begins at t=0\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tclip.tracks[ i ].shift( - 1 * minStartTime );\n\n\t\t}\n\n\t\tclip.resetDuration();\n\n\t\treturn clip;\n\n\t},\n\n\tmakeClipAdditive: function ( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {\n\n\t\tif ( fps <= 0 ) fps = 30;\n\n\t\tconst numTracks = referenceClip.tracks.length;\n\t\tconst referenceTime = referenceFrame / fps;\n\n\t\t// Make each track's values relative to the values at the reference frame\n\t\tfor ( let i = 0; i < numTracks; ++ i ) {\n\n\t\t\tconst referenceTrack = referenceClip.tracks[ i ];\n\t\t\tconst referenceTrackType = referenceTrack.ValueTypeName;\n\n\t\t\t// Skip this track if it's non-numeric\n\t\t\tif ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;\n\n\t\t\t// Find the track in the target clip whose name and type matches the reference track\n\t\t\tconst targetTrack = targetClip.tracks.find( function ( track ) {\n\n\t\t\t\treturn track.name === referenceTrack.name\n\t\t\t\t\t&& track.ValueTypeName === referenceTrackType;\n\n\t\t\t} );\n\n\t\t\tif ( targetTrack === undefined ) continue;\n\n\t\t\tlet referenceOffset = 0;\n\t\t\tconst referenceValueSize = referenceTrack.getValueSize();\n\n\t\t\tif ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\treferenceOffset = referenceValueSize / 3;\n\n\t\t\t}\n\n\t\t\tlet targetOffset = 0;\n\t\t\tconst targetValueSize = targetTrack.getValueSize();\n\n\t\t\tif ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\ttargetOffset = targetValueSize / 3;\n\n\t\t\t}\n\n\t\t\tconst lastIndex = referenceTrack.times.length - 1;\n\t\t\tlet referenceValue;\n\n\t\t\t// Find the value to subtract out of the track\n\t\t\tif ( referenceTime <= referenceTrack.times[ 0 ] ) {\n\n\t\t\t\t// Reference frame is earlier than the first keyframe, so just use the first keyframe\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {\n\n\t\t\t\t// Reference frame is after the last keyframe, so just use the last keyframe\n\t\t\t\tconst startIndex = lastIndex * referenceValueSize + referenceOffset;\n\t\t\t\tconst endIndex = startIndex + referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else {\n\n\t\t\t\t// Interpolate to the reference value\n\t\t\t\tconst interpolant = referenceTrack.createInterpolant();\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\tinterpolant.evaluate( referenceTime );\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( interpolant.resultBuffer, startIndex, endIndex );\n\n\t\t\t}\n\n\t\t\t// Conjugate the quaternion\n\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\tconst referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();\n\t\t\t\treferenceQuat.toArray( referenceValue );\n\n\t\t\t}\n\n\t\t\t// Subtract the reference value from all of the track values\n\n\t\t\tconst numTimes = targetTrack.times.length;\n\t\t\tfor ( let j = 0; j < numTimes; ++ j ) {\n\n\t\t\t\tconst valueStart = j * targetValueSize + targetOffset;\n\n\t\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\t\t// Multiply the conjugate for quaternion track types\n\t\t\t\t\tQuaternion.multiplyQuaternionsFlat(\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart,\n\t\t\t\t\t\treferenceValue,\n\t\t\t\t\t\t0,\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart\n\t\t\t\t\t);\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst valueEnd = targetValueSize - targetOffset * 2;\n\n\t\t\t\t\t// Subtract each value for all other numeric track types\n\t\t\t\t\tfor ( let k = 0; k < valueEnd; ++ k ) {\n\n\t\t\t\t\t\ttargetTrack.values[ valueStart + k ] -= referenceValue[ k ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\ttargetClip.blendMode = AdditiveAnimationBlendMode;\n\n\t\treturn targetClip;\n\n\t}\n\n};\n\n/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n */\n\nfunction Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tthis.parameterPositions = parameterPositions;\n\tthis._cachedIndex = 0;\n\n\tthis.resultBuffer = resultBuffer !== undefined ?\n\t\tresultBuffer : new sampleValues.constructor( sampleSize );\n\tthis.sampleValues = sampleValues;\n\tthis.valueSize = sampleSize;\n\n}\n\nObject.assign( Interpolant.prototype, {\n\n\tevaluate: function ( t ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet i1 = this._cachedIndex,\n\t\t\tt1 = pp[ i1 ],\n\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\tvalidate_interval: {\n\n\t\t\tseek: {\n\n\t\t\t\tlet right;\n\n\t\t\t\tlinear_scan: {\n\n\t\t\t\t\t//- See http://jsperf.com/comparison-to-undefined/3\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\n\t\t\t\t\t//- \t\t\t\tif ( t >= t1 || t1 === undefined ) {\n\t\t\t\t\tforward_scan: if ( ! ( t < t1 ) ) {\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 + 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\t\t\t\tif ( t < t0 ) break forward_scan;\n\n\t\t\t\t\t\t\t\t// after end\n\n\t\t\t\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\t\t\t\treturn this.afterEnd_( i1 - 1, t, t0 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt0 = t1;\n\t\t\t\t\t\t\tt1 = pp[ ++ i1 ];\n\n\t\t\t\t\t\t\tif ( t < t1 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the right side of the index\n\t\t\t\t\t\tright = pp.length;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\t\t\t\t\tif ( ! ( t >= t0 ) ) {\n\n\t\t\t\t\t\t// looping?\n\n\t\t\t\t\t\tconst t1global = pp[ 1 ];\n\n\t\t\t\t\t\tif ( t < t1global ) {\n\n\t\t\t\t\t\t\ti1 = 2; // + 1, using the scan for the details\n\t\t\t\t\t\t\tt0 = t1global;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// linear reverse scan\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 - 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\t\t\t\t// before start\n\n\t\t\t\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt1 = t0;\n\t\t\t\t\t\t\tt0 = pp[ -- i1 - 1 ];\n\n\t\t\t\t\t\t\tif ( t >= t0 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the left side of the index\n\t\t\t\t\t\tright = i1;\n\t\t\t\t\t\ti1 = 0;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the interval is valid\n\n\t\t\t\t\tbreak validate_interval;\n\n\t\t\t\t} // linear scan\n\n\t\t\t\t// binary search\n\n\t\t\t\twhile ( i1 < right ) {\n\n\t\t\t\t\tconst mid = ( i1 + right ) >>> 1;\n\n\t\t\t\t\tif ( t < pp[ mid ] ) {\n\n\t\t\t\t\t\tright = mid;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ti1 = mid + 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tt1 = pp[ i1 ];\n\t\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\t\t\t// check boundary cases, again\n\n\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\treturn this.afterEnd_( i1 - 1, t0, t );\n\n\t\t\t\t}\n\n\t\t\t} // seek\n\n\t\t\tthis._cachedIndex = i1;\n\n\t\t\tthis.intervalChanged_( i1, t0, t1 );\n\n\t\t} // validate_interval\n\n\t\treturn this.interpolate_( i1, t0, t, t1 );\n\n\t},\n\n\tsettings: null, // optional, subclass-specific settings structure\n\t// Note: The indirection allows central control of many interpolants.\n\n\t// --- Protected interface\n\n\tDefaultSettings_: {},\n\n\tgetSettings_: function () {\n\n\t\treturn this.settings || this.DefaultSettings_;\n\n\t},\n\n\tcopySampleValue_: function ( index ) {\n\n\t\t// copies a sample value to the result buffer\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = index * stride;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// Template methods for derived classes:\n\n\tinterpolate_: function ( /* i1, t0, t, t1 */ ) {\n\n\t\tthrow new Error( 'call to abstract method' );\n\t\t// implementations shall return this.resultBuffer\n\n\t},\n\n\tintervalChanged_: function ( /* i1, t0, t1 */ ) {\n\n\t\t// empty\n\n\t}\n\n} );\n\n// DECLARE ALIAS AFTER assign prototype\nObject.assign( Interpolant.prototype, {\n\n\t//( 0, t, t0 ), returns this.resultBuffer\n\tbeforeStart_: Interpolant.prototype.copySampleValue_,\n\n\t//( N-1, tN-1, t ), returns this.resultBuffer\n\tafterEnd_: Interpolant.prototype.copySampleValue_,\n\n} );\n\n/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n */\n\nfunction CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\tthis._weightPrev = - 0;\n\tthis._offsetPrev = - 0;\n\tthis._weightNext = - 0;\n\tthis._offsetNext = - 0;\n\n}\n\nCubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: CubicInterpolant,\n\n\tDefaultSettings_: {\n\n\t\tendingStart: ZeroCurvatureEnding,\n\t\tendingEnd: ZeroCurvatureEnding\n\n\t},\n\n\tintervalChanged_: function ( i1, t0, t1 ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet iPrev = i1 - 2,\n\t\t\tiNext = i1 + 1,\n\n\t\t\ttPrev = pp[ iPrev ],\n\t\t\ttNext = pp[ iNext ];\n\n\t\tif ( tPrev === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingStart ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(t0) = 0\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = 2 * t0 - t1;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiPrev = pp.length - 2;\n\t\t\t\t\ttPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(t0) = 0 a.k.a. Natural Spline\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = t1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tNext === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingEnd ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(tN) = 0\n\t\t\t\t\tiNext = i1;\n\t\t\t\t\ttNext = 2 * t1 - t0;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiNext = 1;\n\t\t\t\t\ttNext = t1 + pp[ 1 ] - pp[ 0 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(tN) = 0, a.k.a. Natural Spline\n\t\t\t\t\tiNext = i1 - 1;\n\t\t\t\t\ttNext = t0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst halfDt = ( t1 - t0 ) * 0.5,\n\t\t\tstride = this.valueSize;\n\n\t\tthis._weightPrev = halfDt / ( t0 - tPrev );\n\t\tthis._weightNext = halfDt / ( tNext - t1 );\n\t\tthis._offsetPrev = iPrev * stride;\n\t\tthis._offsetNext = iNext * stride;\n\n\t},\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\to1 = i1 * stride,\t\to0 = o1 - stride,\n\t\t\toP = this._offsetPrev, \toN = this._offsetNext,\n\t\t\twP = this._weightPrev,\twN = this._weightNext,\n\n\t\t\tp = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tpp = p * p,\n\t\t\tppp = pp * p;\n\n\t\t// evaluate polynomials\n\n\t\tconst sP = - wP * ppp + 2 * wP * pp - wP * p;\n\t\tconst s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;\n\t\tconst s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;\n\t\tconst sN = wN * ppp - wN * pp;\n\n\t\t// combine data linearly\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tsP * values[ oP + i ] +\n\t\t\t\t\ts0 * values[ o0 + i ] +\n\t\t\t\t\ts1 * values[ o1 + i ] +\n\t\t\t\t\tsN * values[ oN + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\nfunction LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: LinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\toffset1 = i1 * stride,\n\t\t\toffset0 = offset1 - stride,\n\n\t\t\tweight1 = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tweight0 = 1 - weight1;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tvalues[ offset0 + i ] * weight0 +\n\t\t\t\t\tvalues[ offset1 + i ] * weight1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n *\n * Interpolant that evaluates to the sample value at the position preceeding\n * the parameter.\n */\n\nfunction DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nDiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: DiscreteInterpolant,\n\n\tinterpolate_: function ( i1 /*, t0, t, t1 */ ) {\n\n\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t}\n\n} );\n\nfunction KeyframeTrack( name, times, values, interpolation ) {\n\n\tif ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );\n\tif ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );\n\n\tthis.name = name;\n\n\tthis.times = AnimationUtils.convertArray( times, this.TimeBufferType );\n\tthis.values = AnimationUtils.convertArray( values, this.ValueBufferType );\n\n\tthis.setInterpolation( interpolation || this.DefaultInterpolation );\n\n}\n\n// Static methods\n\nObject.assign( KeyframeTrack, {\n\n\t// Serialization (in static context, because of constructor invocation\n\t// and automatic invocation of .toJSON):\n\n\ttoJSON: function ( track ) {\n\n\t\tconst trackType = track.constructor;\n\n\t\tlet json;\n\n\t\t// derived classes can define a static toJSON method\n\t\tif ( trackType.toJSON !== undefined ) {\n\n\t\t\tjson = trackType.toJSON( track );\n\n\t\t} else {\n\n\t\t\t// by default, we assume the data can be serialized as-is\n\t\t\tjson = {\n\n\t\t\t\t'name': track.name,\n\t\t\t\t'times': AnimationUtils.convertArray( track.times, Array ),\n\t\t\t\t'values': AnimationUtils.convertArray( track.values, Array )\n\n\t\t\t};\n\n\t\t\tconst interpolation = track.getInterpolation();\n\n\t\t\tif ( interpolation !== track.DefaultInterpolation ) {\n\n\t\t\t\tjson.interpolation = interpolation;\n\n\t\t\t}\n\n\t\t}\n\n\t\tjson.type = track.ValueTypeName; // mandatory\n\n\t\treturn json;\n\n\t}\n\n} );\n\nObject.assign( KeyframeTrack.prototype, {\n\n\tconstructor: KeyframeTrack,\n\n\tTimeBufferType: Float32Array,\n\n\tValueBufferType: Float32Array,\n\n\tDefaultInterpolation: InterpolateLinear,\n\n\tInterpolantFactoryMethodDiscrete: function ( result ) {\n\n\t\treturn new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodLinear: function ( result ) {\n\n\t\treturn new LinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodSmooth: function ( result ) {\n\n\t\treturn new CubicInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tsetInterpolation: function ( interpolation ) {\n\n\t\tlet factoryMethod;\n\n\t\tswitch ( interpolation ) {\n\n\t\t\tcase InterpolateDiscrete:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodDiscrete;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateLinear:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodLinear;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateSmooth:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodSmooth;\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tif ( factoryMethod === undefined ) {\n\n\t\t\tconst message = \"unsupported interpolation for \" +\n\t\t\t\tthis.ValueTypeName + \" keyframe track named \" + this.name;\n\n\t\t\tif ( this.createInterpolant === undefined ) {\n\n\t\t\t\t// fall back to default, unless the default itself is messed up\n\t\t\t\tif ( interpolation !== this.DefaultInterpolation ) {\n\n\t\t\t\t\tthis.setInterpolation( this.DefaultInterpolation );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( message ); // fatal, in this case\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.KeyframeTrack:', message );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tthis.createInterpolant = factoryMethod;\n\n\t\treturn this;\n\n\t},\n\n\tgetInterpolation: function () {\n\n\t\tswitch ( this.createInterpolant ) {\n\n\t\t\tcase this.InterpolantFactoryMethodDiscrete:\n\n\t\t\t\treturn InterpolateDiscrete;\n\n\t\t\tcase this.InterpolantFactoryMethodLinear:\n\n\t\t\t\treturn InterpolateLinear;\n\n\t\t\tcase this.InterpolantFactoryMethodSmooth:\n\n\t\t\t\treturn InterpolateSmooth;\n\n\t\t}\n\n\t},\n\n\tgetValueSize: function () {\n\n\t\treturn this.values.length / this.times.length;\n\n\t},\n\n\t// move all keyframes either forwards or backwards in time\n\tshift: function ( timeOffset ) {\n\n\t\tif ( timeOffset !== 0.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] += timeOffset;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n\tscale: function ( timeScale ) {\n\n\t\tif ( timeScale !== 1.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] *= timeScale;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n\t// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n\ttrim: function ( startTime, endTime ) {\n\n\t\tconst times = this.times,\n\t\t\tnKeys = times.length;\n\n\t\tlet from = 0,\n\t\t\tto = nKeys - 1;\n\n\t\twhile ( from !== nKeys && times[ from ] < startTime ) {\n\n\t\t\t++ from;\n\n\t\t}\n\n\t\twhile ( to !== - 1 && times[ to ] > endTime ) {\n\n\t\t\t-- to;\n\n\t\t}\n\n\t\t++ to; // inclusive -> exclusive bound\n\n\t\tif ( from !== 0 || to !== nKeys ) {\n\n\t\t\t// empty tracks are forbidden, so keep at least one keyframe\n\t\t\tif ( from >= to ) {\n\n\t\t\t\tto = Math.max( to, 1 );\n\t\t\t\tfrom = to - 1;\n\n\t\t\t}\n\n\t\t\tconst stride = this.getValueSize();\n\t\t\tthis.times = AnimationUtils.arraySlice( times, from, to );\n\t\t\tthis.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n\tvalidate: function () {\n\n\t\tlet valid = true;\n\n\t\tconst valueSize = this.getValueSize();\n\t\tif ( valueSize - Math.floor( valueSize ) !== 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tconst times = this.times,\n\t\t\tvalues = this.values,\n\n\t\t\tnKeys = times.length;\n\n\t\tif ( nKeys === 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Track is empty.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tlet prevTime = null;\n\n\t\tfor ( let i = 0; i !== nKeys; i ++ ) {\n\n\t\t\tconst currTime = times[ i ];\n\n\t\t\tif ( typeof currTime === 'number' && isNaN( currTime ) ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( prevTime !== null && prevTime > currTime ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tprevTime = currTime;\n\n\t\t}\n\n\t\tif ( values !== undefined ) {\n\n\t\t\tif ( AnimationUtils.isTypedArray( values ) ) {\n\n\t\t\t\tfor ( let i = 0, n = values.length; i !== n; ++ i ) {\n\n\t\t\t\t\tconst value = values[ i ];\n\n\t\t\t\t\tif ( isNaN( value ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );\n\t\t\t\t\t\tvalid = false;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn valid;\n\n\t},\n\n\t// removes equivalent sequential keys as common in morph target sequences\n\t// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n\toptimize: function () {\n\n\t\t// times or values may be shared with other tracks, so overwriting is unsafe\n\t\tconst times = AnimationUtils.arraySlice( this.times ),\n\t\t\tvalues = AnimationUtils.arraySlice( this.values ),\n\t\t\tstride = this.getValueSize(),\n\n\t\t\tsmoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n\n\t\t\tlastIndex = times.length - 1;\n\n\t\tlet writeIndex = 1;\n\n\t\tfor ( let i = 1; i < lastIndex; ++ i ) {\n\n\t\t\tlet keep = false;\n\n\t\t\tconst time = times[ i ];\n\t\t\tconst timeNext = times[ i + 1 ];\n\n\t\t\t// remove adjacent keyframes scheduled at the same time\n\n\t\t\tif ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {\n\n\t\t\t\tif ( ! smoothInterpolation ) {\n\n\t\t\t\t\t// remove unnecessary keyframes same as their neighbors\n\n\t\t\t\t\tconst offset = i * stride,\n\t\t\t\t\t\toffsetP = offset - stride,\n\t\t\t\t\t\toffsetN = offset + stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tconst value = values[ offset + j ];\n\n\t\t\t\t\t\tif ( value !== values[ offsetP + j ] ||\n\t\t\t\t\t\t\tvalue !== values[ offsetN + j ] ) {\n\n\t\t\t\t\t\t\tkeep = true;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tkeep = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// in-place compaction\n\n\t\t\tif ( keep ) {\n\n\t\t\t\tif ( i !== writeIndex ) {\n\n\t\t\t\t\ttimes[ writeIndex ] = times[ i ];\n\n\t\t\t\t\tconst readOffset = i * stride,\n\t\t\t\t\t\twriteOffset = writeIndex * stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t++ writeIndex;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// flush last keyframe (compaction looks ahead)\n\n\t\tif ( lastIndex > 0 ) {\n\n\t\t\ttimes[ writeIndex ] = times[ lastIndex ];\n\n\t\t\tfor ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t}\n\n\t\t\t++ writeIndex;\n\n\t\t}\n\n\t\tif ( writeIndex !== times.length ) {\n\n\t\t\tthis.times = AnimationUtils.arraySlice( times, 0, writeIndex );\n\t\t\tthis.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );\n\n\t\t} else {\n\n\t\t\tthis.times = times;\n\t\t\tthis.values = values;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\tconst times = AnimationUtils.arraySlice( this.times, 0 );\n\t\tconst values = AnimationUtils.arraySlice( this.values, 0 );\n\n\t\tconst TypedKeyframeTrack = this.constructor;\n\t\tconst track = new TypedKeyframeTrack( this.name, times, values );\n\n\t\t// Interpolant argument to constructor is not saved, so copy the factory method directly.\n\t\ttrack.createInterpolant = this.createInterpolant;\n\n\t\treturn track;\n\n\t}\n\n} );\n\n/**\n * A Track of Boolean keyframe values.\n */\n\nfunction BooleanKeyframeTrack( name, times, values ) {\n\n\tKeyframeTrack.call( this, name, times, values );\n\n}\n\nBooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: BooleanKeyframeTrack,\n\n\tValueTypeName: 'bool',\n\tValueBufferType: Array,\n\n\tDefaultInterpolation: InterpolateDiscrete,\n\n\tInterpolantFactoryMethodLinear: undefined,\n\tInterpolantFactoryMethodSmooth: undefined\n\n\t// Note: Actually this track could have a optimized / compressed\n\t// representation of a single value and a custom interpolant that\n\t// computes \"firstValue ^ isOdd( index )\".\n\n} );\n\n/**\n * A Track of keyframe values that represent color.\n */\n\nfunction ColorKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: ColorKeyframeTrack,\n\n\tValueTypeName: 'color'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n\t// Note: Very basic implementation and nothing special yet.\n\t// However, this is the place for color space parameterization.\n\n} );\n\n/**\n * A Track of numeric keyframe values.\n */\n\nfunction NumberKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nNumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: NumberKeyframeTrack,\n\n\tValueTypeName: 'number'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n} );\n\n/**\n * Spherical linear unit quaternion interpolant.\n */\n\nfunction QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nQuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: QuaternionLinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\talpha = ( t - t0 ) / ( t1 - t0 );\n\n\t\tlet offset = i1 * stride;\n\n\t\tfor ( let end = offset + stride; offset !== end; offset += 4 ) {\n\n\t\t\tQuaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n * A Track of quaternion keyframe values.\n */\n\nfunction QuaternionKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nQuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: QuaternionKeyframeTrack,\n\n\tValueTypeName: 'quaternion',\n\n\t// ValueBufferType is inherited\n\n\tDefaultInterpolation: InterpolateLinear,\n\n\tInterpolantFactoryMethodLinear: function ( result ) {\n\n\t\treturn new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodSmooth: undefined // not yet implemented\n\n} );\n\n/**\n * A Track that interpolates Strings\n */\n\nfunction StringKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nStringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: StringKeyframeTrack,\n\n\tValueTypeName: 'string',\n\tValueBufferType: Array,\n\n\tDefaultInterpolation: InterpolateDiscrete,\n\n\tInterpolantFactoryMethodLinear: undefined,\n\n\tInterpolantFactoryMethodSmooth: undefined\n\n} );\n\n/**\n * A Track of vectored keyframe values.\n */\n\nfunction VectorKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nVectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: VectorKeyframeTrack,\n\n\tValueTypeName: 'vector'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n} );\n\nfunction AnimationClip( name, duration, tracks, blendMode ) {\n\n\tthis.name = name;\n\tthis.tracks = tracks;\n\tthis.duration = ( duration !== undefined ) ? duration : - 1;\n\tthis.blendMode = ( blendMode !== undefined ) ? blendMode : NormalAnimationBlendMode;\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\t// this means it should figure out its duration by scanning the tracks\n\tif ( this.duration < 0 ) {\n\n\t\tthis.resetDuration();\n\n\t}\n\n}\n\nfunction getTrackTypeForValueTypeName( typeName ) {\n\n\tswitch ( typeName.toLowerCase() ) {\n\n\t\tcase 'scalar':\n\t\tcase 'double':\n\t\tcase 'float':\n\t\tcase 'number':\n\t\tcase 'integer':\n\n\t\t\treturn NumberKeyframeTrack;\n\n\t\tcase 'vector':\n\t\tcase 'vector2':\n\t\tcase 'vector3':\n\t\tcase 'vector4':\n\n\t\t\treturn VectorKeyframeTrack;\n\n\t\tcase 'color':\n\n\t\t\treturn ColorKeyframeTrack;\n\n\t\tcase 'quaternion':\n\n\t\t\treturn QuaternionKeyframeTrack;\n\n\t\tcase 'bool':\n\t\tcase 'boolean':\n\n\t\t\treturn BooleanKeyframeTrack;\n\n\t\tcase 'string':\n\n\t\t\treturn StringKeyframeTrack;\n\n\t}\n\n\tthrow new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );\n\n}\n\nfunction parseKeyframeTrack( json ) {\n\n\tif ( json.type === undefined ) {\n\n\t\tthrow new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );\n\n\t}\n\n\tconst trackType = getTrackTypeForValueTypeName( json.type );\n\n\tif ( json.times === undefined ) {\n\n\t\tconst times = [], values = [];\n\n\t\tAnimationUtils.flattenJSON( json.keys, times, values, 'value' );\n\n\t\tjson.times = times;\n\t\tjson.values = values;\n\n\t}\n\n\t// derived classes can define a static parse method\n\tif ( trackType.parse !== undefined ) {\n\n\t\treturn trackType.parse( json );\n\n\t} else {\n\n\t\t// by default, we assume a constructor compatible with the base\n\t\treturn new trackType( json.name, json.times, json.values, json.interpolation );\n\n\t}\n\n}\n\nObject.assign( AnimationClip, {\n\n\tparse: function ( json ) {\n\n\t\tconst tracks = [],\n\t\t\tjsonTracks = json.tracks,\n\t\t\tframeTime = 1.0 / ( json.fps || 1.0 );\n\n\t\tfor ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );\n\n\t\t}\n\n\t\tconst clip = new AnimationClip( json.name, json.duration, tracks, json.blendMode );\n\t\tclip.uuid = json.uuid;\n\n\t\treturn clip;\n\n\t},\n\n\ttoJSON: function ( clip ) {\n\n\t\tconst tracks = [],\n\t\t\tclipTracks = clip.tracks;\n\n\t\tconst json = {\n\n\t\t\t'name': clip.name,\n\t\t\t'duration': clip.duration,\n\t\t\t'tracks': tracks,\n\t\t\t'uuid': clip.uuid,\n\t\t\t'blendMode': clip.blendMode\n\n\t\t};\n\n\t\tfor ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );\n\n\t\t}\n\n\t\treturn json;\n\n\t},\n\n\tCreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {\n\n\t\tconst numMorphTargets = morphTargetSequence.length;\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < numMorphTargets; i ++ ) {\n\n\t\t\tlet times = [];\n\t\t\tlet values = [];\n\n\t\t\ttimes.push(\n\t\t\t\t( i + numMorphTargets - 1 ) % numMorphTargets,\n\t\t\t\ti,\n\t\t\t\t( i + 1 ) % numMorphTargets );\n\n\t\t\tvalues.push( 0, 1, 0 );\n\n\t\t\tconst order = AnimationUtils.getKeyframeOrder( times );\n\t\t\ttimes = AnimationUtils.sortedArray( times, 1, order );\n\t\t\tvalues = AnimationUtils.sortedArray( values, 1, order );\n\n\t\t\t// if there is a key at the first frame, duplicate it as the\n\t\t\t// last frame as well for perfect loop.\n\t\t\tif ( ! noLoop && times[ 0 ] === 0 ) {\n\n\t\t\t\ttimes.push( numMorphTargets );\n\t\t\t\tvalues.push( values[ 0 ] );\n\n\t\t\t}\n\n\t\t\ttracks.push(\n\t\t\t\tnew NumberKeyframeTrack(\n\t\t\t\t\t'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',\n\t\t\t\t\ttimes, values\n\t\t\t\t).scale( 1.0 / fps ) );\n\n\t\t}\n\n\t\treturn new AnimationClip( name, - 1, tracks );\n\n\t},\n\n\tfindByName: function ( objectOrClipArray, name ) {\n\n\t\tlet clipArray = objectOrClipArray;\n\n\t\tif ( ! Array.isArray( objectOrClipArray ) ) {\n\n\t\t\tconst o = objectOrClipArray;\n\t\t\tclipArray = o.geometry && o.geometry.animations || o.animations;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < clipArray.length; i ++ ) {\n\n\t\t\tif ( clipArray[ i ].name === name ) {\n\n\t\t\t\treturn clipArray[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t},\n\n\tCreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {\n\n\t\tconst animationToMorphTargets = {};\n\n\t\t// tested with https://regex101.com/ on trick sequences\n\t\t// such flamingo_flyA_003, flamingo_run1_003, crdeath0059\n\t\tconst pattern = /^([\\w-]*?)([\\d]+)$/;\n\n\t\t// sort morph target names into animation groups based\n\t\t// patterns like Walk_001, Walk_002, Run_001, Run_002\n\t\tfor ( let i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\tconst parts = morphTarget.name.match( pattern );\n\n\t\t\tif ( parts && parts.length > 1 ) {\n\n\t\t\t\tconst name = parts[ 1 ];\n\n\t\t\t\tlet animationMorphTargets = animationToMorphTargets[ name ];\n\n\t\t\t\tif ( ! animationMorphTargets ) {\n\n\t\t\t\t\tanimationToMorphTargets[ name ] = animationMorphTargets = [];\n\n\t\t\t\t}\n\n\t\t\t\tanimationMorphTargets.push( morphTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst clips = [];\n\n\t\tfor ( const name in animationToMorphTargets ) {\n\n\t\t\tclips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );\n\n\t\t}\n\n\t\treturn clips;\n\n\t},\n\n\t// parse the animation.hierarchy format\n\tparseAnimation: function ( animation, bones ) {\n\n\t\tif ( ! animation ) {\n\n\t\t\tconsole.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {\n\n\t\t\t// only return track if there are actually keys.\n\t\t\tif ( animationKeys.length !== 0 ) {\n\n\t\t\t\tconst times = [];\n\t\t\t\tconst values = [];\n\n\t\t\t\tAnimationUtils.flattenJSON( animationKeys, times, values, propertyName );\n\n\t\t\t\t// empty keys are filtered out, so check again\n\t\t\t\tif ( times.length !== 0 ) {\n\n\t\t\t\t\tdestTracks.push( new trackType( trackName, times, values ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tconst tracks = [];\n\n\t\tconst clipName = animation.name || 'default';\n\t\tconst fps = animation.fps || 30;\n\t\tconst blendMode = animation.blendMode;\n\n\t\t// automatic length determination in AnimationClip.\n\t\tlet duration = animation.length || - 1;\n\n\t\tconst hierarchyTracks = animation.hierarchy || [];\n\n\t\tfor ( let h = 0; h < hierarchyTracks.length; h ++ ) {\n\n\t\t\tconst animationKeys = hierarchyTracks[ h ].keys;\n\n\t\t\t// skip empty tracks\n\t\t\tif ( ! animationKeys || animationKeys.length === 0 ) continue;\n\n\t\t\t// process morph targets\n\t\t\tif ( animationKeys[ 0 ].morphTargets ) {\n\n\t\t\t\t// figure out all morph targets used in this track\n\t\t\t\tconst morphTargetNames = {};\n\n\t\t\t\tlet k;\n\n\t\t\t\tfor ( k = 0; k < animationKeys.length; k ++ ) {\n\n\t\t\t\t\tif ( animationKeys[ k ].morphTargets ) {\n\n\t\t\t\t\t\tfor ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {\n\n\t\t\t\t\t\t\tmorphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// create a track for each morph target with all zero\n\t\t\t\t// morphTargetInfluences except for the keys in which\n\t\t\t\t// the morphTarget is named.\n\t\t\t\tfor ( const morphTargetName in morphTargetNames ) {\n\n\t\t\t\t\tconst times = [];\n\t\t\t\t\tconst values = [];\n\n\t\t\t\t\tfor ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {\n\n\t\t\t\t\t\tconst animationKey = animationKeys[ k ];\n\n\t\t\t\t\t\ttimes.push( animationKey.time );\n\t\t\t\t\t\tvalues.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );\n\n\t\t\t\t}\n\n\t\t\t\tduration = morphTargetNames.length * ( fps || 1.0 );\n\n\t\t\t} else {\n\n\t\t\t\t// ...assume skeletal animation\n\n\t\t\t\tconst boneName = '.bones[' + bones[ h ].name + ']';\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.position',\n\t\t\t\t\tanimationKeys, 'pos', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tQuaternionKeyframeTrack, boneName + '.quaternion',\n\t\t\t\t\tanimationKeys, 'rot', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.scale',\n\t\t\t\t\tanimationKeys, 'scl', tracks );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tracks.length === 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst clip = new AnimationClip( clipName, duration, tracks, blendMode );\n\n\t\treturn clip;\n\n\t}\n\n} );\n\nObject.assign( AnimationClip.prototype, {\n\n\tresetDuration: function () {\n\n\t\tconst tracks = this.tracks;\n\t\tlet duration = 0;\n\n\t\tfor ( let i = 0, n = tracks.length; i !== n; ++ i ) {\n\n\t\t\tconst track = this.tracks[ i ];\n\n\t\t\tduration = Math.max( duration, track.times[ track.times.length - 1 ] );\n\n\t\t}\n\n\t\tthis.duration = duration;\n\n\t\treturn this;\n\n\t},\n\n\ttrim: function () {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].trim( 0, this.duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tvalidate: function () {\n\n\t\tlet valid = true;\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tvalid = valid && this.tracks[ i ].validate();\n\n\t\t}\n\n\t\treturn valid;\n\n\t},\n\n\toptimize: function () {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].optimize();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\ttracks.push( this.tracks[ i ].clone() );\n\n\t\t}\n\n\t\treturn new AnimationClip( this.name, this.duration, tracks, this.blendMode );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\treturn AnimationClip.toJSON( this );\n\n\t}\n\n} );\n\nconst Cache = {\n\n\tenabled: false,\n\n\tfiles: {},\n\n\tadd: function ( key, file ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Adding key:', key );\n\n\t\tthis.files[ key ] = file;\n\n\t},\n\n\tget: function ( key ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Checking key:', key );\n\n\t\treturn this.files[ key ];\n\n\t},\n\n\tremove: function ( key ) {\n\n\t\tdelete this.files[ key ];\n\n\t},\n\n\tclear: function () {\n\n\t\tthis.files = {};\n\n\t}\n\n};\n\nfunction LoadingManager( onLoad, onProgress, onError ) {\n\n\tconst scope = this;\n\n\tlet isLoading = false;\n\tlet itemsLoaded = 0;\n\tlet itemsTotal = 0;\n\tlet urlModifier = undefined;\n\tconst handlers = [];\n\n\t// Refer to #5689 for the reason why we don't set .onStart\n\t// in the constructor\n\n\tthis.onStart = undefined;\n\tthis.onLoad = onLoad;\n\tthis.onProgress = onProgress;\n\tthis.onError = onError;\n\n\tthis.itemStart = function ( url ) {\n\n\t\titemsTotal ++;\n\n\t\tif ( isLoading === false ) {\n\n\t\t\tif ( scope.onStart !== undefined ) {\n\n\t\t\t\tscope.onStart( url, itemsLoaded, itemsTotal );\n\n\t\t\t}\n\n\t\t}\n\n\t\tisLoading = true;\n\n\t};\n\n\tthis.itemEnd = function ( url ) {\n\n\t\titemsLoaded ++;\n\n\t\tif ( scope.onProgress !== undefined ) {\n\n\t\t\tscope.onProgress( url, itemsLoaded, itemsTotal );\n\n\t\t}\n\n\t\tif ( itemsLoaded === itemsTotal ) {\n\n\t\t\tisLoading = false;\n\n\t\t\tif ( scope.onLoad !== undefined ) {\n\n\t\t\t\tscope.onLoad();\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.itemError = function ( url ) {\n\n\t\tif ( scope.onError !== undefined ) {\n\n\t\t\tscope.onError( url );\n\n\t\t}\n\n\t};\n\n\tthis.resolveURL = function ( url ) {\n\n\t\tif ( urlModifier ) {\n\n\t\t\treturn urlModifier( url );\n\n\t\t}\n\n\t\treturn url;\n\n\t};\n\n\tthis.setURLModifier = function ( transform ) {\n\n\t\turlModifier = transform;\n\n\t\treturn this;\n\n\t};\n\n\tthis.addHandler = function ( regex, loader ) {\n\n\t\thandlers.push( regex, loader );\n\n\t\treturn this;\n\n\t};\n\n\tthis.removeHandler = function ( regex ) {\n\n\t\tconst index = handlers.indexOf( regex );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\thandlers.splice( index, 2 );\n\n\t\t}\n\n\t\treturn this;\n\n\t};\n\n\tthis.getHandler = function ( file ) {\n\n\t\tfor ( let i = 0, l = handlers.length; i < l; i += 2 ) {\n\n\t\t\tconst regex = handlers[ i ];\n\t\t\tconst loader = handlers[ i + 1 ];\n\n\t\t\tif ( regex.global ) regex.lastIndex = 0; // see #17920\n\n\t\t\tif ( regex.test( file ) ) {\n\n\t\t\t\treturn loader;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t};\n\n}\n\nconst DefaultLoadingManager = new LoadingManager();\n\nfunction Loader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\tthis.crossOrigin = 'anonymous';\n\tthis.withCredentials = false;\n\tthis.path = '';\n\tthis.resourcePath = '';\n\tthis.requestHeader = {};\n\n}\n\nObject.assign( Loader.prototype, {\n\n\tload: function ( /* url, onLoad, onProgress, onError */ ) {},\n\n\tloadAsync: function ( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tscope.load( url, resolve, onProgress, reject );\n\n\t\t} );\n\n\t},\n\n\tparse: function ( /* data */ ) {},\n\n\tsetCrossOrigin: function ( crossOrigin ) {\n\n\t\tthis.crossOrigin = crossOrigin;\n\t\treturn this;\n\n\t},\n\n\tsetWithCredentials: function ( value ) {\n\n\t\tthis.withCredentials = value;\n\t\treturn this;\n\n\t},\n\n\tsetPath: function ( path ) {\n\n\t\tthis.path = path;\n\t\treturn this;\n\n\t},\n\n\tsetResourcePath: function ( resourcePath ) {\n\n\t\tthis.resourcePath = resourcePath;\n\t\treturn this;\n\n\t},\n\n\tsetRequestHeader: function ( requestHeader ) {\n\n\t\tthis.requestHeader = requestHeader;\n\t\treturn this;\n\n\t}\n\n} );\n\nconst loading = {};\n\nfunction FileLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nFileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: FileLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\t// Check if request is duplicate\n\n\t\tif ( loading[ url ] !== undefined ) {\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// Check for data: URI\n\t\tconst dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;\n\t\tconst dataUriRegexResult = url.match( dataUriRegex );\n\t\tlet request;\n\n\t\t// Safari can not handle Data URIs through XMLHttpRequest so process manually\n\t\tif ( dataUriRegexResult ) {\n\n\t\t\tconst mimeType = dataUriRegexResult[ 1 ];\n\t\t\tconst isBase64 = !! dataUriRegexResult[ 2 ];\n\n\t\t\tlet data = dataUriRegexResult[ 3 ];\n\t\t\tdata = decodeURIComponent( data );\n\n\t\t\tif ( isBase64 ) data = atob( data );\n\n\t\t\ttry {\n\n\t\t\t\tlet response;\n\t\t\t\tconst responseType = ( this.responseType || '' ).toLowerCase();\n\n\t\t\t\tswitch ( responseType ) {\n\n\t\t\t\t\tcase 'arraybuffer':\n\t\t\t\t\tcase 'blob':\n\n\t\t\t\t\t\tconst view = new Uint8Array( data.length );\n\n\t\t\t\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\t\t\t\tview[ i ] = data.charCodeAt( i );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( responseType === 'blob' ) {\n\n\t\t\t\t\t\t\tresponse = new Blob( [ view.buffer ], { type: mimeType } );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tresponse = view.buffer;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'document':\n\n\t\t\t\t\t\tconst parser = new DOMParser();\n\t\t\t\t\t\tresponse = parser.parseFromString( data, mimeType );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'json':\n\n\t\t\t\t\t\tresponse = JSON.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault: // 'text' or other\n\n\t\t\t\t\t\tresponse = data;\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onLoad ) onLoad( response );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onError ) onError( error );\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Initialise array for duplicate requests\n\n\t\t\tloading[ url ] = [];\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\trequest = new XMLHttpRequest();\n\n\t\t\trequest.open( 'GET', url, true );\n\n\t\t\trequest.addEventListener( 'load', function ( event ) {\n\n\t\t\t\tconst response = this.response;\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tif ( this.status === 200 || this.status === 0 ) {\n\n\t\t\t\t\t// Some browsers return HTTP Status 0 when using non-http protocol\n\t\t\t\t\t// e.g. 'file://' or 'data://'. Handle as success.\n\n\t\t\t\t\tif ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );\n\n\t\t\t\t\t// Add to cache only on HTTP success, so that we do not cache\n\t\t\t\t\t// error response bodies as proper responses to requests.\n\t\t\t\t\tCache.add( url, response );\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onLoad ) callback.onLoad( response );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'progress', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onProgress ) callback.onProgress( event );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'error', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'abort', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\tif ( this.responseType !== undefined ) request.responseType = this.responseType;\n\t\t\tif ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;\n\n\t\t\tif ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );\n\n\t\t\tfor ( const header in this.requestHeader ) {\n\n\t\t\t\trequest.setRequestHeader( header, this.requestHeader[ header ] );\n\n\t\t\t}\n\n\t\t\trequest.send( null );\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\treturn request;\n\n\t},\n\n\tsetResponseType: function ( value ) {\n\n\t\tthis.responseType = value;\n\t\treturn this;\n\n\t},\n\n\tsetMimeType: function ( value ) {\n\n\t\tthis.mimeType = value;\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction AnimationLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nAnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: AnimationLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\tconst animations = [];\n\n\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\tconst clip = AnimationClip.parse( json[ i ] );\n\n\t\t\tanimations.push( clip );\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n} );\n\n/**\n * Abstract Base class to block based textures loader (dds, pvr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction CompressedTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nCompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: CompressedTextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst images = [];\n\n\t\tconst texture = new CompressedTexture();\n\t\ttexture.image = images;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( url[ i ], function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\timages[ i ] = {\n\t\t\t\t\twidth: texDatas.width,\n\t\t\t\t\theight: texDatas.height,\n\t\t\t\t\tformat: texDatas.format,\n\t\t\t\t\tmipmaps: texDatas.mipmaps\n\t\t\t\t};\n\n\t\t\t\tloaded += 1;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\tif ( texDatas.mipmapCount === 1 )\n\t\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\tif ( Array.isArray( url ) ) {\n\n\t\t\tfor ( let i = 0, il = url.length; i < il; ++ i ) {\n\n\t\t\t\tloadTexture( i );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// compressed cubemap texture stored in a single DDS file\n\n\t\t\tloader.load( url, function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\tif ( texDatas.isCubemap ) {\n\n\t\t\t\t\tconst faces = texDatas.mipmaps.length / texDatas.mipmapCount;\n\n\t\t\t\t\tfor ( let f = 0; f < faces; f ++ ) {\n\n\t\t\t\t\t\timages[ f ] = { mipmaps: [] };\n\n\t\t\t\t\t\tfor ( let i = 0; i < texDatas.mipmapCount; i ++ ) {\n\n\t\t\t\t\t\t\timages[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );\n\t\t\t\t\t\t\timages[ f ].format = texDatas.format;\n\t\t\t\t\t\t\timages[ f ].width = texDatas.width;\n\t\t\t\t\t\t\timages[ f ].height = texDatas.height;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttexture.image.width = texDatas.width;\n\t\t\t\t\ttexture.image.height = texDatas.height;\n\t\t\t\t\ttexture.mipmaps = texDatas.mipmaps;\n\n\t\t\t\t}\n\n\t\t\t\tif ( texDatas.mipmapCount === 1 ) {\n\n\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t}\n\n\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n} );\n\nfunction ImageLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: ImageLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );\n\n\t\tfunction onImageLoad() {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tCache.add( url, this );\n\n\t\t\tif ( onLoad ) onLoad( this );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction onImageError( event ) {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tif ( onError ) onError( event );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\timage.addEventListener( 'load', onImageLoad, false );\n\t\timage.addEventListener( 'error', onImageError, false );\n\n\t\tif ( url.substr( 0, 5 ) !== 'data:' ) {\n\n\t\t\tif ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\timage.src = url;\n\n\t\treturn image;\n\n\t}\n\n} );\n\nfunction CubeTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nCubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: CubeTextureLoader,\n\n\tload: function ( urls, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new CubeTexture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( urls[ i ], function ( image ) {\n\n\t\t\t\ttexture.images[ i ] = image;\n\n\t\t\t\tloaded ++;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, undefined, onError );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < urls.length; ++ i ) {\n\n\t\t\tloadTexture( i );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n} );\n\n/**\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction DataTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nDataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: DataTextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst texture = new DataTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setPath( this.path );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tconst texData = scope.parse( buffer );\n\n\t\t\tif ( ! texData ) return;\n\n\t\t\tif ( texData.image !== undefined ) {\n\n\t\t\t\ttexture.image = texData.image;\n\n\t\t\t} else if ( texData.data !== undefined ) {\n\n\t\t\t\ttexture.image.width = texData.width;\n\t\t\t\ttexture.image.height = texData.height;\n\t\t\t\ttexture.image.data = texData.data;\n\n\t\t\t}\n\n\t\t\ttexture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;\n\t\t\ttexture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;\n\n\t\t\ttexture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;\n\t\t\ttexture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;\n\n\t\t\ttexture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;\n\n\t\t\tif ( texData.format !== undefined ) {\n\n\t\t\t\ttexture.format = texData.format;\n\n\t\t\t}\n\n\t\t\tif ( texData.type !== undefined ) {\n\n\t\t\t\ttexture.type = texData.type;\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmaps !== undefined ) {\n\n\t\t\t\ttexture.mipmaps = texData.mipmaps;\n\t\t\t\ttexture.minFilter = LinearMipmapLinearFilter; // presumably...\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmapCount === 1 ) {\n\n\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t}\n\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}, onProgress, onError );\n\n\n\t\treturn texture;\n\n\t}\n\n} );\n\nfunction TextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: TextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new Texture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tloader.load( url, function ( image ) {\n\n\t\t\ttexture.image = image;\n\n\t\t\t// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.\n\t\t\tconst isJPEG = url.search( /\\.jpe?g($|\\?)/i ) > 0 || url.search( /^data\\:image\\/jpeg/ ) === 0;\n\n\t\t\ttexture.format = isJPEG ? RGBFormat : RGBAFormat;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad !== undefined ) {\n\n\t\t\t\tonLoad( texture );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\treturn texture;\n\n\t}\n\n} );\n\n/**\n * 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\n\tthis.type = 'Curve';\n\n\tthis.arcLengthDivisions = 200;\n\n}\n\nObject.assign( Curve.prototype, {\n\n\t// Virtual base class method to overwrite and implement in subclasses\n\t//\t- t [0 .. 1]\n\n\tgetPoint: function ( /* t, optionalTarget */ ) {\n\n\t\tconsole.warn( 'THREE.Curve: .getPoint() not implemented.' );\n\t\treturn null;\n\n\t},\n\n\t// Get point at relative position in curve according to arc length\n\t// - u [0 .. 1]\n\n\tgetPointAt: function ( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getPoint( t, optionalTarget );\n\n\t},\n\n\t// Get sequence of points using getPoint( t )\n\n\tgetPoints: function ( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPoint( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get sequence of points using getPointAt( u )\n\n\tgetSpacedPoints: function ( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPointAt( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get total curve arc length\n\n\tgetLength: function () {\n\n\t\tconst lengths = this.getLengths();\n\t\treturn lengths[ lengths.length - 1 ];\n\n\t},\n\n\t// Get list of cumulative segment lengths\n\n\tgetLengths: function ( divisions ) {\n\n\t\tif ( divisions === undefined ) divisions = this.arcLengthDivisions;\n\n\t\tif ( this.cacheArcLengths &&\n\t\t\t( this.cacheArcLengths.length === divisions + 1 ) &&\n\t\t\t! this.needsUpdate ) {\n\n\t\t\treturn this.cacheArcLengths;\n\n\t\t}\n\n\t\tthis.needsUpdate = false;\n\n\t\tconst cache = [];\n\t\tlet current, last = this.getPoint( 0 );\n\t\tlet sum = 0;\n\n\t\tcache.push( 0 );\n\n\t\tfor ( let p = 1; p <= divisions; p ++ ) {\n\n\t\t\tcurrent = this.getPoint( p / divisions );\n\t\t\tsum += current.distanceTo( last );\n\t\t\tcache.push( sum );\n\t\t\tlast = current;\n\n\t\t}\n\n\t\tthis.cacheArcLengths = cache;\n\n\t\treturn cache; // { sums: cache, sum: sum }; Sum is in the last element.\n\n\t},\n\n\tupdateArcLengths: function () {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.getLengths();\n\n\t},\n\n\t// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\n\n\tgetUtoTmapping: function ( u, distance ) {\n\n\t\tconst arcLengths = this.getLengths();\n\n\t\tlet i = 0;\n\t\tconst il = arcLengths.length;\n\n\t\tlet targetArcLength; // The targeted u distance value to get\n\n\t\tif ( distance ) {\n\n\t\t\ttargetArcLength = distance;\n\n\t\t} else {\n\n\t\t\ttargetArcLength = u * arcLengths[ il - 1 ];\n\n\t\t}\n\n\t\t// binary search for the index with largest value smaller than target u distance\n\n\t\tlet low = 0, high = il - 1, comparison;\n\n\t\twhile ( low <= high ) {\n\n\t\t\ti = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats\n\n\t\t\tcomparison = arcLengths[ i ] - targetArcLength;\n\n\t\t\tif ( comparison < 0 ) {\n\n\t\t\t\tlow = i + 1;\n\n\t\t\t} else if ( comparison > 0 ) {\n\n\t\t\t\thigh = i - 1;\n\n\t\t\t} else {\n\n\t\t\t\thigh = i;\n\t\t\t\tbreak;\n\n\t\t\t\t// DONE\n\n\t\t\t}\n\n\t\t}\n\n\t\ti = high;\n\n\t\tif ( arcLengths[ i ] === targetArcLength ) {\n\n\t\t\treturn i / ( il - 1 );\n\n\t\t}\n\n\t\t// we could get finer grain at lengths, or use simple interpolation between two points\n\n\t\tconst lengthBefore = arcLengths[ i ];\n\t\tconst lengthAfter = arcLengths[ i + 1 ];\n\n\t\tconst segmentLength = lengthAfter - lengthBefore;\n\n\t\t// determine where we are between the 'before' and 'after' points\n\n\t\tconst segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;\n\n\t\t// add that fractional amount to t\n\n\t\tconst t = ( i + segmentFraction ) / ( il - 1 );\n\n\t\treturn t;\n\n\t},\n\n\t// Returns a unit vector tangent at t\n\t// In case any sub curve does not implement its tangent derivation,\n\t// 2 points a small delta apart will be used to find its gradient\n\t// which seems to give a reasonable approximation\n\n\tgetTangent: function ( t, optionalTarget ) {\n\n\t\tconst delta = 0.0001;\n\t\tlet t1 = t - delta;\n\t\tlet t2 = t + delta;\n\n\t\t// Capping in case of danger\n\n\t\tif ( t1 < 0 ) t1 = 0;\n\t\tif ( t2 > 1 ) t2 = 1;\n\n\t\tconst pt1 = this.getPoint( t1 );\n\t\tconst pt2 = this.getPoint( t2 );\n\n\t\tconst tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );\n\n\t\ttangent.copy( pt2 ).sub( pt1 ).normalize();\n\n\t\treturn tangent;\n\n\t},\n\n\tgetTangentAt: function ( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getTangent( t, optionalTarget );\n\n\t},\n\n\tcomputeFrenetFrames: function ( segments, closed ) {\n\n\t\t// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n\n\t\tconst normal = new Vector3();\n\n\t\tconst tangents = [];\n\t\tconst normals = [];\n\t\tconst binormals = [];\n\n\t\tconst vec = new Vector3();\n\t\tconst mat = new Matrix4();\n\n\t\t// compute the tangent vectors for each segment on the curve\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst u = i / segments;\n\n\t\t\ttangents[ i ] = this.getTangentAt( u, new Vector3() );\n\t\t\ttangents[ i ].normalize();\n\n\t\t}\n\n\t\t// select an initial normal vector perpendicular to the first tangent vector,\n\t\t// and in the direction of the minimum tangent xyz component\n\n\t\tnormals[ 0 ] = new Vector3();\n\t\tbinormals[ 0 ] = new Vector3();\n\t\tlet min = Number.MAX_VALUE;\n\t\tconst tx = Math.abs( tangents[ 0 ].x );\n\t\tconst ty = Math.abs( tangents[ 0 ].y );\n\t\tconst tz = Math.abs( tangents[ 0 ].z );\n\n\t\tif ( tx <= min ) {\n\n\t\t\tmin = tx;\n\t\t\tnormal.set( 1, 0, 0 );\n\n\t\t}\n\n\t\tif ( ty <= min ) {\n\n\t\t\tmin = ty;\n\t\t\tnormal.set( 0, 1, 0 );\n\n\t\t}\n\n\t\tif ( tz <= min ) {\n\n\t\t\tnormal.set( 0, 0, 1 );\n\n\t\t}\n\n\t\tvec.crossVectors( tangents[ 0 ], normal ).normalize();\n\n\t\tnormals[ 0 ].crossVectors( tangents[ 0 ], vec );\n\t\tbinormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );\n\n\n\t\t// compute the slowly-varying normal and binormal vectors for each segment on the curve\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tnormals[ i ] = normals[ i - 1 ].clone();\n\n\t\t\tbinormals[ i ] = binormals[ i - 1 ].clone();\n\n\t\t\tvec.crossVectors( tangents[ i - 1 ], tangents[ i ] );\n\n\t\t\tif ( vec.length() > Number.EPSILON ) {\n\n\t\t\t\tvec.normalize();\n\n\t\t\t\tconst theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors\n\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );\n\n\t\t\t}\n\n\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t}\n\n\t\t// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\n\n\t\tif ( closed === true ) {\n\n\t\t\tlet theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );\n\t\t\ttheta /= segments;\n\n\t\t\tif ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {\n\n\t\t\t\ttheta = - theta;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\t\t// twist a little...\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );\n\t\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\t\t\ttangents: tangents,\n\t\t\tnormals: normals,\n\t\t\tbinormals: binormals\n\t\t};\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.arcLengthDivisions = source.arcLengthDivisions;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Curve',\n\t\t\t\tgenerator: 'Curve.toJSON'\n\t\t\t}\n\t\t};\n\n\t\tdata.arcLengthDivisions = this.arcLengthDivisions;\n\t\tdata.type = this.type;\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tthis.arcLengthDivisions = json.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'EllipseCurve';\n\n\tthis.aX = aX || 0;\n\tthis.aY = aY || 0;\n\n\tthis.xRadius = xRadius || 1;\n\tthis.yRadius = yRadius || 1;\n\n\tthis.aStartAngle = aStartAngle || 0;\n\tthis.aEndAngle = aEndAngle || 2 * Math.PI;\n\n\tthis.aClockwise = aClockwise || false;\n\n\tthis.aRotation = aRotation || 0;\n\n}\n\nEllipseCurve.prototype = Object.create( Curve.prototype );\nEllipseCurve.prototype.constructor = EllipseCurve;\n\nEllipseCurve.prototype.isEllipseCurve = true;\n\nEllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tconst point = optionalTarget || new Vector2();\n\n\tconst twoPi = Math.PI * 2;\n\tlet deltaAngle = this.aEndAngle - this.aStartAngle;\n\tconst samePoints = Math.abs( deltaAngle ) < Number.EPSILON;\n\n\t// ensures that deltaAngle is 0 .. 2 PI\n\twhile ( deltaAngle < 0 ) deltaAngle += twoPi;\n\twhile ( deltaAngle > twoPi ) deltaAngle -= twoPi;\n\n\tif ( deltaAngle < Number.EPSILON ) {\n\n\t\tif ( samePoints ) {\n\n\t\t\tdeltaAngle = 0;\n\n\t\t} else {\n\n\t\t\tdeltaAngle = twoPi;\n\n\t\t}\n\n\t}\n\n\tif ( this.aClockwise === true && ! samePoints ) {\n\n\t\tif ( deltaAngle === twoPi ) {\n\n\t\t\tdeltaAngle = - twoPi;\n\n\t\t} else {\n\n\t\t\tdeltaAngle = deltaAngle - twoPi;\n\n\t\t}\n\n\t}\n\n\tconst angle = this.aStartAngle + t * deltaAngle;\n\tlet x = this.aX + this.xRadius * Math.cos( angle );\n\tlet y = this.aY + this.yRadius * Math.sin( angle );\n\n\tif ( this.aRotation !== 0 ) {\n\n\t\tconst cos = Math.cos( this.aRotation );\n\t\tconst sin = Math.sin( this.aRotation );\n\n\t\tconst tx = x - this.aX;\n\t\tconst ty = y - this.aY;\n\n\t\t// Rotate the point about the center of the ellipse.\n\t\tx = tx * cos - ty * sin + this.aX;\n\t\ty = tx * sin + ty * cos + this.aY;\n\n\t}\n\n\treturn point.set( x, y );\n\n};\n\nEllipseCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.aX = source.aX;\n\tthis.aY = source.aY;\n\n\tthis.xRadius = source.xRadius;\n\tthis.yRadius = source.yRadius;\n\n\tthis.aStartAngle = source.aStartAngle;\n\tthis.aEndAngle = source.aEndAngle;\n\n\tthis.aClockwise = source.aClockwise;\n\n\tthis.aRotation = source.aRotation;\n\n\treturn this;\n\n};\n\n\nEllipseCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.aX = this.aX;\n\tdata.aY = this.aY;\n\n\tdata.xRadius = this.xRadius;\n\tdata.yRadius = this.yRadius;\n\n\tdata.aStartAngle = this.aStartAngle;\n\tdata.aEndAngle = this.aEndAngle;\n\n\tdata.aClockwise = this.aClockwise;\n\n\tdata.aRotation = this.aRotation;\n\n\treturn data;\n\n};\n\nEllipseCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.aX = json.aX;\n\tthis.aY = json.aY;\n\n\tthis.xRadius = json.xRadius;\n\tthis.yRadius = json.yRadius;\n\n\tthis.aStartAngle = json.aStartAngle;\n\tthis.aEndAngle = json.aEndAngle;\n\n\tthis.aClockwise = json.aClockwise;\n\n\tthis.aRotation = json.aRotation;\n\n\treturn this;\n\n};\n\nfunction ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\tEllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\tthis.type = 'ArcCurve';\n\n}\n\nArcCurve.prototype = Object.create( EllipseCurve.prototype );\nArcCurve.prototype.constructor = ArcCurve;\n\nArcCurve.prototype.isArcCurve = true;\n\n/**\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */\n\n\n/*\nBased on an optimized c++ solution in\n - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n - http://ideone.com/NoEbVM\n\nThis CubicPoly class could be used for reusing some variables and calculations,\nbut for three.js curve use, it could be possible inlined and flatten into a single function call\nwhich can be placed in CurveUtils.\n*/\n\nfunction CubicPoly() {\n\n\tlet c0 = 0, c1 = 0, c2 = 0, c3 = 0;\n\n\t/*\n\t * Compute coefficients for a cubic polynomial\n\t * p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n\t * such that\n\t * p(0) = x0, p(1) = x1\n\t * and\n\t * p'(0) = t0, p'(1) = t1.\n\t */\n\tfunction init( x0, x1, t0, t1 ) {\n\n\t\tc0 = x0;\n\t\tc1 = t0;\n\t\tc2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;\n\t\tc3 = 2 * x0 - 2 * x1 + t0 + t1;\n\n\t}\n\n\treturn {\n\n\t\tinitCatmullRom: function ( x0, x1, x2, x3, tension ) {\n\n\t\t\tinit( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );\n\n\t\t},\n\n\t\tinitNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {\n\n\t\t\t// compute tangents when parameterized in [t1,t2]\n\t\t\tlet t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;\n\t\t\tlet t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;\n\n\t\t\t// rescale tangents for parametrization in [0,1]\n\t\t\tt1 *= dt1;\n\t\t\tt2 *= dt1;\n\n\t\t\tinit( x1, x2, t1, t2 );\n\n\t\t},\n\n\t\tcalc: function ( t ) {\n\n\t\t\tconst t2 = t * t;\n\t\t\tconst t3 = t2 * t;\n\t\t\treturn c0 + c1 * t + c2 * t2 + c3 * t3;\n\n\t\t}\n\n\t};\n\n}\n\n//\n\nconst tmp = new Vector3();\nconst px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();\n\nfunction CatmullRomCurve3( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'CatmullRomCurve3';\n\n\tthis.points = points;\n\tthis.closed = closed;\n\tthis.curveType = curveType;\n\tthis.tension = tension;\n\n}\n\nCatmullRomCurve3.prototype = Object.create( Curve.prototype );\nCatmullRomCurve3.prototype.constructor = CatmullRomCurve3;\n\nCatmullRomCurve3.prototype.isCatmullRomCurve3 = true;\n\nCatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget = new Vector3() ) {\n\n\tconst point = optionalTarget;\n\n\tconst points = this.points;\n\tconst l = points.length;\n\n\tconst p = ( l - ( this.closed ? 0 : 1 ) ) * t;\n\tlet intPoint = Math.floor( p );\n\tlet weight = p - intPoint;\n\n\tif ( this.closed ) {\n\n\t\tintPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;\n\n\t} else if ( weight === 0 && intPoint === l - 1 ) {\n\n\t\tintPoint = l - 2;\n\t\tweight = 1;\n\n\t}\n\n\tlet p0, p3; // 4 points (p1 & p2 defined below)\n\n\tif ( this.closed || intPoint > 0 ) {\n\n\t\tp0 = points[ ( intPoint - 1 ) % l ];\n\n\t} else {\n\n\t\t// extrapolate first point\n\t\ttmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );\n\t\tp0 = tmp;\n\n\t}\n\n\tconst p1 = points[ intPoint % l ];\n\tconst p2 = points[ ( intPoint + 1 ) % l ];\n\n\tif ( this.closed || intPoint + 2 < l ) {\n\n\t\tp3 = points[ ( intPoint + 2 ) % l ];\n\n\t} else {\n\n\t\t// extrapolate last point\n\t\ttmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );\n\t\tp3 = tmp;\n\n\t}\n\n\tif ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {\n\n\t\t// init Centripetal / Chordal Catmull-Rom\n\t\tconst pow = this.curveType === 'chordal' ? 0.5 : 0.25;\n\t\tlet dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );\n\t\tlet dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );\n\t\tlet dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );\n\n\t\t// safety check for repeated points\n\t\tif ( dt1 < 1e-4 ) dt1 = 1.0;\n\t\tif ( dt0 < 1e-4 ) dt0 = dt1;\n\t\tif ( dt2 < 1e-4 ) dt2 = dt1;\n\n\t\tpx.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );\n\t\tpy.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );\n\t\tpz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );\n\n\t} else if ( this.curveType === 'catmullrom' ) {\n\n\t\tpx.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );\n\t\tpy.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );\n\t\tpz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );\n\n\t}\n\n\tpoint.set(\n\t\tpx.calc( weight ),\n\t\tpy.calc( weight ),\n\t\tpz.calc( weight )\n\t);\n\n\treturn point;\n\n};\n\nCatmullRomCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.points = [];\n\n\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\tconst point = source.points[ i ];\n\n\t\tthis.points.push( point.clone() );\n\n\t}\n\n\tthis.closed = source.closed;\n\tthis.curveType = source.curveType;\n\tthis.tension = source.tension;\n\n\treturn this;\n\n};\n\nCatmullRomCurve3.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.points = [];\n\n\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\tconst point = this.points[ i ];\n\t\tdata.points.push( point.toArray() );\n\n\t}\n\n\tdata.closed = this.closed;\n\tdata.curveType = this.curveType;\n\tdata.tension = this.tension;\n\n\treturn data;\n\n};\n\nCatmullRomCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.points = [];\n\n\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\tconst point = json.points[ i ];\n\t\tthis.points.push( new Vector3().fromArray( point ) );\n\n\t}\n\n\tthis.closed = json.closed;\n\tthis.curveType = json.curveType;\n\tthis.tension = json.tension;\n\n\treturn this;\n\n};\n\n/**\n * Bezier Curves formulas obtained from\n * http://en.wikipedia.org/wiki/Bézier_curve\n */\n\nfunction CatmullRom( t, p0, p1, p2, p3 ) {\n\n\tconst v0 = ( p2 - p0 ) * 0.5;\n\tconst v1 = ( p3 - p1 ) * 0.5;\n\tconst t2 = t * t;\n\tconst t3 = t * t2;\n\treturn ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;\n\n}\n\n//\n\nfunction QuadraticBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * p;\n\n}\n\nfunction QuadraticBezierP1( t, p ) {\n\n\treturn 2 * ( 1 - t ) * t * p;\n\n}\n\nfunction QuadraticBezierP2( t, p ) {\n\n\treturn t * t * p;\n\n}\n\nfunction QuadraticBezier( t, p0, p1, p2 ) {\n\n\treturn QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +\n\t\tQuadraticBezierP2( t, p2 );\n\n}\n\n//\n\nfunction CubicBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * k * p;\n\n}\n\nfunction CubicBezierP1( t, p ) {\n\n\tconst k = 1 - t;\n\treturn 3 * k * k * t * p;\n\n}\n\nfunction CubicBezierP2( t, p ) {\n\n\treturn 3 * ( 1 - t ) * t * t * p;\n\n}\n\nfunction CubicBezierP3( t, p ) {\n\n\treturn t * t * t * p;\n\n}\n\nfunction CubicBezier( t, p0, p1, p2, p3 ) {\n\n\treturn CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +\n\t\tCubicBezierP3( t, p3 );\n\n}\n\nfunction CubicBezierCurve( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'CubicBezierCurve';\n\n\tthis.v0 = v0;\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\tthis.v3 = v3;\n\n}\n\nCubicBezierCurve.prototype = Object.create( Curve.prototype );\nCubicBezierCurve.prototype.constructor = CubicBezierCurve;\n\nCubicBezierCurve.prototype.isCubicBezierCurve = true;\n\nCubicBezierCurve.prototype.getPoint = function ( t, optionalTarget = new Vector2() ) {\n\n\tconst point = optionalTarget;\n\n\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\tpoint.set(\n\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y )\n\t);\n\n\treturn point;\n\n};\n\nCubicBezierCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\tthis.v3.copy( source.v3 );\n\n\treturn this;\n\n};\n\nCubicBezierCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\tdata.v3 = this.v3.toArray();\n\n\treturn data;\n\n};\n\nCubicBezierCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\tthis.v3.fromArray( json.v3 );\n\n\treturn this;\n\n};\n\nfunction CubicBezierCurve3( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'CubicBezierCurve3';\n\n\tthis.v0 = v0;\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\tthis.v3 = v3;\n\n}\n\nCubicBezierCurve3.prototype = Object.create( Curve.prototype );\nCubicBezierCurve3.prototype.constructor = CubicBezierCurve3;\n\nCubicBezierCurve3.prototype.isCubicBezierCurve3 = true;\n\nCubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget = new Vector3() ) {\n\n\tconst point = optionalTarget;\n\n\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\tpoint.set(\n\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y ),\n\t\tCubicBezier( t, v0.z, v1.z, v2.z, v3.z )\n\t);\n\n\treturn point;\n\n};\n\nCubicBezierCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\tthis.v3.copy( source.v3 );\n\n\treturn this;\n\n};\n\nCubicBezierCurve3.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\tdata.v3 = this.v3.toArray();\n\n\treturn data;\n\n};\n\nCubicBezierCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\tthis.v3.fromArray( json.v3 );\n\n\treturn this;\n\n};\n\nfunction LineCurve( v1 = new Vector2(), v2 = new Vector2() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'LineCurve';\n\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\n}\n\nLineCurve.prototype = Object.create( Curve.prototype );\nLineCurve.prototype.constructor = LineCurve;\n\nLineCurve.prototype.isLineCurve = true;\n\nLineCurve.prototype.getPoint = function ( t, optionalTarget = new Vector2() ) {\n\n\tconst point = optionalTarget;\n\n\tif ( t === 1 ) {\n\n\t\tpoint.copy( this.v2 );\n\n\t} else {\n\n\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t}\n\n\treturn point;\n\n};\n\n// Line curve is linear, so we can overwrite default getPointAt\n\nLineCurve.prototype.getPointAt = function ( u, optionalTarget ) {\n\n\treturn this.getPoint( u, optionalTarget );\n\n};\n\nLineCurve.prototype.getTangent = function ( t, optionalTarget ) {\n\n\tconst tangent = optionalTarget || new Vector2();\n\n\ttangent.copy( this.v2 ).sub( this.v1 ).normalize();\n\n\treturn tangent;\n\n};\n\nLineCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nLineCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nLineCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction LineCurve3( v1 = new Vector3(), v2 = new Vector3() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'LineCurve3';\n\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\n}\n\nLineCurve3.prototype = Object.create( Curve.prototype );\nLineCurve3.prototype.constructor = LineCurve3;\n\nLineCurve3.prototype.isLineCurve3 = true;\n\nLineCurve3.prototype.getPoint = function ( t, optionalTarget = new Vector3() ) {\n\n\tconst point = optionalTarget;\n\n\tif ( t === 1 ) {\n\n\t\tpoint.copy( this.v2 );\n\n\t} else {\n\n\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t}\n\n\treturn point;\n\n};\n\n// Line curve is linear, so we can overwrite default getPointAt\n\nLineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {\n\n\treturn this.getPoint( u, optionalTarget );\n\n};\n\nLineCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nLineCurve3.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nLineCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction QuadraticBezierCurve( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'QuadraticBezierCurve';\n\n\tthis.v0 = v0;\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\n}\n\nQuadraticBezierCurve.prototype = Object.create( Curve.prototype );\nQuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;\n\nQuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;\n\nQuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget = new Vector2() ) {\n\n\tconst point = optionalTarget;\n\n\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\tpoint.set(\n\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\tQuadraticBezier( t, v0.y, v1.y, v2.y )\n\t);\n\n\treturn point;\n\n};\n\nQuadraticBezierCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nQuadraticBezierCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nQuadraticBezierCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction QuadraticBezierCurve3( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'QuadraticBezierCurve3';\n\n\tthis.v0 = v0;\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\n}\n\nQuadraticBezierCurve3.prototype = Object.create( Curve.prototype );\nQuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;\n\nQuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;\n\nQuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget = new Vector3() ) {\n\n\tconst point = optionalTarget;\n\n\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\tpoint.set(\n\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\tQuadraticBezier( t, v0.y, v1.y, v2.y ),\n\t\tQuadraticBezier( t, v0.z, v1.z, v2.z )\n\t);\n\n\treturn point;\n\n};\n\nQuadraticBezierCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nQuadraticBezierCurve3.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nQuadraticBezierCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction SplineCurve( points = [] ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'SplineCurve';\n\n\tthis.points = points;\n\n}\n\nSplineCurve.prototype = Object.create( Curve.prototype );\nSplineCurve.prototype.constructor = SplineCurve;\n\nSplineCurve.prototype.isSplineCurve = true;\n\nSplineCurve.prototype.getPoint = function ( t, optionalTarget = new Vector2() ) {\n\n\tconst point = optionalTarget;\n\n\tconst points = this.points;\n\tconst p = ( points.length - 1 ) * t;\n\n\tconst intPoint = Math.floor( p );\n\tconst weight = p - intPoint;\n\n\tconst p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];\n\tconst p1 = points[ intPoint ];\n\tconst p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];\n\tconst p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];\n\n\tpoint.set(\n\t\tCatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),\n\t\tCatmullRom( weight, p0.y, p1.y, p2.y, p3.y )\n\t);\n\n\treturn point;\n\n};\n\nSplineCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.points = [];\n\n\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\tconst point = source.points[ i ];\n\n\t\tthis.points.push( point.clone() );\n\n\t}\n\n\treturn this;\n\n};\n\nSplineCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.points = [];\n\n\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\tconst point = this.points[ i ];\n\t\tdata.points.push( point.toArray() );\n\n\t}\n\n\treturn data;\n\n};\n\nSplineCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.points = [];\n\n\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\tconst point = json.points[ i ];\n\t\tthis.points.push( new Vector2().fromArray( point ) );\n\n\t}\n\n\treturn this;\n\n};\n\nvar Curves = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tArcCurve: ArcCurve,\n\tCatmullRomCurve3: CatmullRomCurve3,\n\tCubicBezierCurve: CubicBezierCurve,\n\tCubicBezierCurve3: CubicBezierCurve3,\n\tEllipseCurve: EllipseCurve,\n\tLineCurve: LineCurve,\n\tLineCurve3: LineCurve3,\n\tQuadraticBezierCurve: QuadraticBezierCurve,\n\tQuadraticBezierCurve3: QuadraticBezierCurve3,\n\tSplineCurve: SplineCurve\n});\n\n/**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n * curves, but retains the api of a curve\n **************************************************************/\n\nfunction CurvePath() {\n\n\tCurve.call( this );\n\n\tthis.type = 'CurvePath';\n\n\tthis.curves = [];\n\tthis.autoClose = false; // Automatically closes the path\n\n}\n\nCurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {\n\n\tconstructor: CurvePath,\n\n\tadd: function ( curve ) {\n\n\t\tthis.curves.push( curve );\n\n\t},\n\n\tclosePath: function () {\n\n\t\t// Add a line curve if start and end of lines are not connected\n\t\tconst startPoint = this.curves[ 0 ].getPoint( 0 );\n\t\tconst endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );\n\n\t\tif ( ! startPoint.equals( endPoint ) ) {\n\n\t\t\tthis.curves.push( new LineCurve( endPoint, startPoint ) );\n\n\t\t}\n\n\t},\n\n\t// To get accurate point with reference to\n\t// entire path distance at time t,\n\t// following has to be done:\n\n\t// 1. Length of each sub path have to be known\n\t// 2. Locate and identify type of curve\n\t// 3. Get t for the curve\n\t// 4. Return curve.getPointAt(t')\n\n\tgetPoint: function ( t ) {\n\n\t\tconst d = t * this.getLength();\n\t\tconst curveLengths = this.getCurveLengths();\n\t\tlet i = 0;\n\n\t\t// To think about boundaries points.\n\n\t\twhile ( i < curveLengths.length ) {\n\n\t\t\tif ( curveLengths[ i ] >= d ) {\n\n\t\t\t\tconst diff = curveLengths[ i ] - d;\n\t\t\t\tconst curve = this.curves[ i ];\n\n\t\t\t\tconst segmentLength = curve.getLength();\n\t\t\t\tconst u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n\n\t\t\t\treturn curve.getPointAt( u );\n\n\t\t\t}\n\n\t\t\ti ++;\n\n\t\t}\n\n\t\treturn null;\n\n\t\t// loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tCurve.prototype.copy.call( this, source );\n\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = source.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = source.curves[ i ];\n\n\t\t\tthis.curves.push( curve.clone() );\n\n\t\t}\n\n\t\tthis.autoClose = source.autoClose;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = Curve.prototype.toJSON.call( this );\n\n\t\tdata.autoClose = this.autoClose;\n\t\tdata.curves = [];\n\n\t\tfor ( let i = 0, l = this.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = this.curves[ i ];\n\t\t\tdata.curves.push( curve.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tCurve.prototype.fromJSON.call( this, json );\n\n\t\tthis.autoClose = json.autoClose;\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = json.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = json.curves[ i ];\n\t\t\tthis.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction Path( points ) {\n\n\tCurvePath.call( this );\n\n\tthis.type = 'Path';\n\n\tthis.currentPoint = new Vector2();\n\n\tif ( points ) {\n\n\t\tthis.setFromPoints( points );\n\n\t}\n\n}\n\nPath.prototype = Object.assign( Object.create( CurvePath.prototype ), {\n\n\tconstructor: Path,\n\n\tsetFromPoints: function ( points ) {\n\n\t\tthis.moveTo( points[ 0 ].x, points[ 0 ].y );\n\n\t\tfor ( let i = 1, l = points.length; i < l; i ++ ) {\n\n\t\t\tthis.lineTo( points[ i ].x, points[ i ].y );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tmoveTo: function ( x, y ) {\n\n\t\tthis.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?\n\n\t\treturn this;\n\n\t},\n\n\tlineTo: function ( x, y ) {\n\n\t\tconst curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( x, y );\n\n\t\treturn this;\n\n\t},\n\n\tquadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {\n\n\t\tconst curve = new QuadraticBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCPx, aCPy ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tbezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tconst curve = new CubicBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCP1x, aCP1y ),\n\t\t\tnew Vector2( aCP2x, aCP2y ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tsplineThru: function ( pts /*Array of Vector*/ ) {\n\n\t\tconst npts = [ this.currentPoint.clone() ].concat( pts );\n\n\t\tconst curve = new SplineCurve( npts );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.copy( pts[ pts.length - 1 ] );\n\n\t\treturn this;\n\n\t},\n\n\tarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absarc( aX + x0, aY + y0, aRadius,\n\t\t\taStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t},\n\n\tabsarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tthis.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t},\n\n\tellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\treturn this;\n\n\t},\n\n\tabsellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\tif ( this.curves.length > 0 ) {\n\n\t\t\t// if a previous curve is present, attempt to join\n\t\t\tconst firstPoint = curve.getPoint( 0 );\n\n\t\t\tif ( ! firstPoint.equals( this.currentPoint ) ) {\n\n\t\t\t\tthis.lineTo( firstPoint.x, firstPoint.y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.curves.push( curve );\n\n\t\tconst lastPoint = curve.getPoint( 1 );\n\t\tthis.currentPoint.copy( lastPoint );\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tCurvePath.prototype.copy.call( this, source );\n\n\t\tthis.currentPoint.copy( source.currentPoint );\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = CurvePath.prototype.toJSON.call( this );\n\n\t\tdata.currentPoint = this.currentPoint.toArray();\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tCurvePath.prototype.fromJSON.call( this, json );\n\n\t\tthis.currentPoint.fromArray( json.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction Shape( points ) {\n\n\tPath.call( this, points );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.type = 'Shape';\n\n\tthis.holes = [];\n\n}\n\nShape.prototype = Object.assign( Object.create( Path.prototype ), {\n\n\tconstructor: Shape,\n\n\tgetPointsHoles: function ( divisions ) {\n\n\t\tconst holesPts = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tholesPts[ i ] = this.holes[ i ].getPoints( divisions );\n\n\t\t}\n\n\t\treturn holesPts;\n\n\t},\n\n\t// get points of shape and holes (keypoints based on segments parameter)\n\n\textractPoints: function ( divisions ) {\n\n\t\treturn {\n\n\t\t\tshape: this.getPoints( divisions ),\n\t\t\tholes: this.getPointsHoles( divisions )\n\n\t\t};\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tPath.prototype.copy.call( this, source );\n\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = source.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = source.holes[ i ];\n\n\t\t\tthis.holes.push( hole.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = Path.prototype.toJSON.call( this );\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.holes = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = this.holes[ i ];\n\t\t\tdata.holes.push( hole.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tPath.prototype.fromJSON.call( this, json );\n\n\t\tthis.uuid = json.uuid;\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = json.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = json.holes[ i ];\n\t\t\tthis.holes.push( new Path().fromJSON( hole ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction Light( color, intensity = 1 ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Light';\n\n\tthis.color = new Color( color );\n\tthis.intensity = intensity;\n\n}\n\nLight.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Light,\n\n\tisLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.color = this.color.getHex();\n\t\tdata.object.intensity = this.intensity;\n\n\t\tif ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();\n\n\t\tif ( this.distance !== undefined ) data.object.distance = this.distance;\n\t\tif ( this.angle !== undefined ) data.object.angle = this.angle;\n\t\tif ( this.decay !== undefined ) data.object.decay = this.decay;\n\t\tif ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;\n\n\t\tif ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction HemisphereLight( skyColor, groundColor, intensity ) {\n\n\tLight.call( this, skyColor, intensity );\n\n\tthis.type = 'HemisphereLight';\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.groundColor = new Color( groundColor );\n\n}\n\nHemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: HemisphereLight,\n\n\tisHemisphereLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.groundColor.copy( source.groundColor );\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction LightShadow( camera ) {\n\n\tthis.camera = camera;\n\n\tthis.bias = 0;\n\tthis.normalBias = 0;\n\tthis.radius = 1;\n\n\tthis.mapSize = new Vector2( 512, 512 );\n\n\tthis.map = null;\n\tthis.mapPass = null;\n\tthis.matrix = new Matrix4();\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis._frustum = new Frustum();\n\tthis._frameExtents = new Vector2( 1, 1 );\n\n\tthis._viewportCount = 1;\n\n\tthis._viewports = [\n\n\t\tnew Vector4( 0, 0, 1, 1 )\n\n\t];\n\n}\n\nObject.assign( LightShadow.prototype, {\n\n\t_projScreenMatrix: new Matrix4(),\n\n\t_lightPositionWorld: new Vector3(),\n\n\t_lookTarget: new Vector3(),\n\n\tgetViewportCount: function () {\n\n\t\treturn this._viewportCount;\n\n\t},\n\n\tgetFrustum: function () {\n\n\t\treturn this._frustum;\n\n\t},\n\n\tupdateMatrices: function ( light ) {\n\n\t\tconst shadowCamera = this.camera,\n\t\t\tshadowMatrix = this.matrix,\n\t\t\tprojScreenMatrix = this._projScreenMatrix,\n\t\t\tlookTarget = this._lookTarget,\n\t\t\tlightPositionWorld = this._lightPositionWorld;\n\n\t\tlightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tshadowCamera.position.copy( lightPositionWorld );\n\n\t\tlookTarget.setFromMatrixPosition( light.target.matrixWorld );\n\t\tshadowCamera.lookAt( lookTarget );\n\t\tshadowCamera.updateMatrixWorld();\n\n\t\tprojScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( projScreenMatrix );\n\n\t\tshadowMatrix.set(\n\t\t\t0.5, 0.0, 0.0, 0.5,\n\t\t\t0.0, 0.5, 0.0, 0.5,\n\t\t\t0.0, 0.0, 0.5, 0.5,\n\t\t\t0.0, 0.0, 0.0, 1.0\n\t\t);\n\n\t\tshadowMatrix.multiply( shadowCamera.projectionMatrix );\n\t\tshadowMatrix.multiply( shadowCamera.matrixWorldInverse );\n\n\t},\n\n\tgetViewport: function ( viewportIndex ) {\n\n\t\treturn this._viewports[ viewportIndex ];\n\n\t},\n\n\tgetFrameExtents: function () {\n\n\t\treturn this._frameExtents;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.camera = source.camera.clone();\n\n\t\tthis.bias = source.bias;\n\t\tthis.radius = source.radius;\n\n\t\tthis.mapSize.copy( source.mapSize );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst object = {};\n\n\t\tif ( this.bias !== 0 ) object.bias = this.bias;\n\t\tif ( this.normalBias !== 0 ) object.normalBias = this.normalBias;\n\t\tif ( this.radius !== 1 ) object.radius = this.radius;\n\t\tif ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();\n\n\t\tobject.camera = this.camera.toJSON( false ).object;\n\t\tdelete object.camera.matrix;\n\n\t\treturn object;\n\n\t}\n\n} );\n\nfunction SpotLightShadow() {\n\n\tLightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );\n\n\tthis.focus = 1;\n\n}\n\nSpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {\n\n\tconstructor: SpotLightShadow,\n\n\tisSpotLightShadow: true,\n\n\tupdateMatrices: function ( light ) {\n\n\t\tconst camera = this.camera;\n\n\t\tconst fov = MathUtils.RAD2DEG * 2 * light.angle * this.focus;\n\t\tconst aspect = this.mapSize.width / this.mapSize.height;\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {\n\n\t\t\tcamera.fov = fov;\n\t\t\tcamera.aspect = aspect;\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\tLightShadow.prototype.updateMatrices.call( this, light );\n\n\t}\n\n} );\n\nfunction SpotLight( color, intensity, distance, angle, penumbra, decay ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'SpotLight';\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.target = new Object3D();\n\n\tObject.defineProperty( this, 'power', {\n\t\tget: function () {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\treturn this.intensity * Math.PI;\n\n\t\t},\n\t\tset: function ( power ) {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\tthis.intensity = power / Math.PI;\n\n\t\t}\n\t} );\n\n\tthis.distance = ( distance !== undefined ) ? distance : 0;\n\tthis.angle = ( angle !== undefined ) ? angle : Math.PI / 3;\n\tthis.penumbra = ( penumbra !== undefined ) ? penumbra : 0;\n\tthis.decay = ( decay !== undefined ) ? decay : 1;\t// for physically correct lights, should be 2.\n\n\tthis.shadow = new SpotLightShadow();\n\n}\n\nSpotLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: SpotLight,\n\n\tisSpotLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.angle = source.angle;\n\t\tthis.penumbra = source.penumbra;\n\t\tthis.decay = source.decay;\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction PointLightShadow() {\n\n\tLightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );\n\n\tthis._frameExtents = new Vector2( 4, 2 );\n\n\tthis._viewportCount = 6;\n\n\tthis._viewports = [\n\t\t// These viewports map a cube-map onto a 2D texture with the\n\t\t// following orientation:\n\t\t//\n\t\t// xzXZ\n\t\t// y Y\n\t\t//\n\t\t// X - Positive x direction\n\t\t// x - Negative x direction\n\t\t// Y - Positive y direction\n\t\t// y - Negative y direction\n\t\t// Z - Positive z direction\n\t\t// z - Negative z direction\n\n\t\t// positive X\n\t\tnew Vector4( 2, 1, 1, 1 ),\n\t\t// negative X\n\t\tnew Vector4( 0, 1, 1, 1 ),\n\t\t// positive Z\n\t\tnew Vector4( 3, 1, 1, 1 ),\n\t\t// negative Z\n\t\tnew Vector4( 1, 1, 1, 1 ),\n\t\t// positive Y\n\t\tnew Vector4( 3, 0, 1, 1 ),\n\t\t// negative Y\n\t\tnew Vector4( 1, 0, 1, 1 )\n\t];\n\n\tthis._cubeDirections = [\n\t\tnew Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),\n\t\tnew Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )\n\t];\n\n\tthis._cubeUps = [\n\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),\n\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),\tnew Vector3( 0, 0, - 1 )\n\t];\n\n}\n\nPointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {\n\n\tconstructor: PointLightShadow,\n\n\tisPointLightShadow: true,\n\n\tupdateMatrices: function ( light, viewportIndex = 0 ) {\n\n\t\tconst camera = this.camera,\n\t\t\tshadowMatrix = this.matrix,\n\t\t\tlightPositionWorld = this._lightPositionWorld,\n\t\t\tlookTarget = this._lookTarget,\n\t\t\tprojScreenMatrix = this._projScreenMatrix;\n\n\t\tlightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tcamera.position.copy( lightPositionWorld );\n\n\t\tlookTarget.copy( camera.position );\n\t\tlookTarget.add( this._cubeDirections[ viewportIndex ] );\n\t\tcamera.up.copy( this._cubeUps[ viewportIndex ] );\n\t\tcamera.lookAt( lookTarget );\n\t\tcamera.updateMatrixWorld();\n\n\t\tshadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );\n\n\t\tprojScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( projScreenMatrix );\n\n\t}\n\n} );\n\nfunction PointLight( color, intensity, distance, decay ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'PointLight';\n\n\tObject.defineProperty( this, 'power', {\n\t\tget: function () {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\treturn this.intensity * 4 * Math.PI;\n\n\t\t},\n\t\tset: function ( power ) {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\tthis.intensity = power / ( 4 * Math.PI );\n\n\t\t}\n\t} );\n\n\tthis.distance = ( distance !== undefined ) ? distance : 0;\n\tthis.decay = ( decay !== undefined ) ? decay : 1;\t// for physically correct lights, should be 2.\n\n\tthis.shadow = new PointLightShadow();\n\n}\n\nPointLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: PointLight,\n\n\tisPointLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.decay = source.decay;\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction OrthographicCamera( left, right, top, bottom, near, far ) {\n\n\tCamera.call( this );\n\n\tthis.type = 'OrthographicCamera';\n\n\tthis.zoom = 1;\n\tthis.view = null;\n\n\tthis.left = ( left !== undefined ) ? left : - 1;\n\tthis.right = ( right !== undefined ) ? right : 1;\n\tthis.top = ( top !== undefined ) ? top : 1;\n\tthis.bottom = ( bottom !== undefined ) ? bottom : - 1;\n\n\tthis.near = ( near !== undefined ) ? near : 0.1;\n\tthis.far = ( far !== undefined ) ? far : 2000;\n\n\tthis.updateProjectionMatrix();\n\n}\n\nOrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {\n\n\tconstructor: OrthographicCamera,\n\n\tisOrthographicCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tCamera.prototype.copy.call( this, source, recursive );\n\n\t\tthis.left = source.left;\n\t\tthis.right = source.right;\n\t\tthis.top = source.top;\n\t\tthis.bottom = source.bottom;\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\n\t\tthis.zoom = source.zoom;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\treturn this;\n\n\t},\n\n\tsetViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tclearViewOffset: function () {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tupdateProjectionMatrix: function () {\n\n\t\tconst dx = ( this.right - this.left ) / ( 2 * this.zoom );\n\t\tconst dy = ( this.top - this.bottom ) / ( 2 * this.zoom );\n\t\tconst cx = ( this.right + this.left ) / 2;\n\t\tconst cy = ( this.top + this.bottom ) / 2;\n\n\t\tlet left = cx - dx;\n\t\tlet right = cx + dx;\n\t\tlet top = cy + dy;\n\t\tlet bottom = cy - dy;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;\n\t\t\tconst scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;\n\n\t\t\tleft += scaleW * this.view.offsetX;\n\t\t\tright = left + scaleW * this.view.width;\n\t\t\ttop -= scaleH * this.view.offsetY;\n\t\t\tbottom = top - scaleH * this.view.height;\n\n\t\t}\n\n\t\tthis.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.zoom = this.zoom;\n\t\tdata.object.left = this.left;\n\t\tdata.object.right = this.right;\n\t\tdata.object.top = this.top;\n\t\tdata.object.bottom = this.bottom;\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction DirectionalLightShadow() {\n\n\tLightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );\n\n}\n\nDirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {\n\n\tconstructor: DirectionalLightShadow,\n\n\tisDirectionalLightShadow: true,\n\n\tupdateMatrices: function ( light ) {\n\n\t\tLightShadow.prototype.updateMatrices.call( this, light );\n\n\t}\n\n} );\n\nfunction DirectionalLight( color, intensity ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'DirectionalLight';\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.target = new Object3D();\n\n\tthis.shadow = new DirectionalLightShadow();\n\n}\n\nDirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: DirectionalLight,\n\n\tisDirectionalLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction AmbientLight( color, intensity ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'AmbientLight';\n\n}\n\nAmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: AmbientLight,\n\n\tisAmbientLight: true\n\n} );\n\nfunction RectAreaLight( color, intensity, width, height ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'RectAreaLight';\n\n\tthis.width = ( width !== undefined ) ? width : 10;\n\tthis.height = ( height !== undefined ) ? height : 10;\n\n}\n\nRectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: RectAreaLight,\n\n\tisRectAreaLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Light.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.width = this.width;\n\t\tdata.object.height = this.height;\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * Primary reference:\n * https://graphics.stanford.edu/papers/envmap/envmap.pdf\n *\n * Secondary reference:\n * https://www.ppsloan.org/publications/StupidSH36.pdf\n */\n\n// 3-band SH defined by 9 coefficients\n\nclass SphericalHarmonics3 {\n\n\tconstructor() {\n\n\t\tObject.defineProperty( this, 'isSphericalHarmonics3', { value: true } );\n\n\t\tthis.coefficients = [];\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients.push( new Vector3() );\n\n\t\t}\n\n\t}\n\n\tset( coefficients ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].copy( coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tzero() {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].set( 0, 0, 0 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// get the radiance in the direction of the normal\n\t// target is a Vector3\n\tgetAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 0.488603 * y );\n\t\ttarget.addScaledVector( coeff[ 2 ], 0.488603 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 0.488603 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );\n\t\ttarget.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );\n\t\ttarget.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );\n\n\t\treturn target;\n\n\t}\n\n\t// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal\n\t// target is a Vector3\n\t// https://graphics.stanford.edu/papers/envmap/envmap.pdf\n\tgetIrradianceAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603\n\t\ttarget.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548\n\t\ttarget.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3\n\t\ttarget.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274\n\n\t\treturn target;\n\n\t}\n\n\tadd( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].add( sh.coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\taddScaledSH( sh, s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tscale( s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].multiplyScalar( s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tlerp( sh, alpha ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcopy( sh ) {\n\n\t\treturn this.set( sh.coefficients );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].fromArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].toArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn array;\n\n\t}\n\n\t// evaluate the basis functions\n\t// shBasis is an Array[ 9 ]\n\tstatic getBasisAt( normal, shBasis ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\t// band 0\n\t\tshBasis[ 0 ] = 0.282095;\n\n\t\t// band 1\n\t\tshBasis[ 1 ] = 0.488603 * y;\n\t\tshBasis[ 2 ] = 0.488603 * z;\n\t\tshBasis[ 3 ] = 0.488603 * x;\n\n\t\t// band 2\n\t\tshBasis[ 4 ] = 1.092548 * x * y;\n\t\tshBasis[ 5 ] = 1.092548 * y * z;\n\t\tshBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );\n\t\tshBasis[ 7 ] = 1.092548 * x * z;\n\t\tshBasis[ 8 ] = 0.546274 * ( x * x - y * y );\n\n\t}\n\n}\n\nfunction LightProbe( sh, intensity ) {\n\n\tLight.call( this, undefined, intensity );\n\n\tthis.type = 'LightProbe';\n\n\tthis.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();\n\n}\n\nLightProbe.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: LightProbe,\n\n\tisLightProbe: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.sh.copy( source.sh );\n\n\t\treturn this;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tthis.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();\n\t\tthis.sh.fromArray( json.sh );\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Light.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.sh = this.sh.toArray();\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction MaterialLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n\tthis.textures = {};\n\n}\n\nMaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: MaterialLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\tconst textures = this.textures;\n\n\t\tfunction getTexture( name ) {\n\n\t\t\tif ( textures[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.MaterialLoader: Undefined texture', name );\n\n\t\t\t}\n\n\t\t\treturn textures[ name ];\n\n\t\t}\n\n\t\tconst material = new Materials[ json.type ]();\n\n\t\tif ( json.uuid !== undefined ) material.uuid = json.uuid;\n\t\tif ( json.name !== undefined ) material.name = json.name;\n\t\tif ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );\n\t\tif ( json.roughness !== undefined ) material.roughness = json.roughness;\n\t\tif ( json.metalness !== undefined ) material.metalness = json.metalness;\n\t\tif ( json.sheen !== undefined ) material.sheen = new Color().setHex( json.sheen );\n\t\tif ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );\n\t\tif ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );\n\t\tif ( json.shininess !== undefined ) material.shininess = json.shininess;\n\t\tif ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;\n\t\tif ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;\n\t\tif ( json.fog !== undefined ) material.fog = json.fog;\n\t\tif ( json.flatShading !== undefined ) material.flatShading = json.flatShading;\n\t\tif ( json.blending !== undefined ) material.blending = json.blending;\n\t\tif ( json.combine !== undefined ) material.combine = json.combine;\n\t\tif ( json.side !== undefined ) material.side = json.side;\n\t\tif ( json.opacity !== undefined ) material.opacity = json.opacity;\n\t\tif ( json.transparent !== undefined ) material.transparent = json.transparent;\n\t\tif ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;\n\t\tif ( json.depthTest !== undefined ) material.depthTest = json.depthTest;\n\t\tif ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;\n\t\tif ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;\n\n\t\tif ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;\n\t\tif ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;\n\t\tif ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;\n\t\tif ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;\n\t\tif ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;\n\t\tif ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;\n\t\tif ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;\n\t\tif ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;\n\n\t\tif ( json.wireframe !== undefined ) material.wireframe = json.wireframe;\n\t\tif ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;\n\t\tif ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;\n\t\tif ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;\n\n\t\tif ( json.rotation !== undefined ) material.rotation = json.rotation;\n\n\t\tif ( json.linewidth !== 1 ) material.linewidth = json.linewidth;\n\t\tif ( json.dashSize !== undefined ) material.dashSize = json.dashSize;\n\t\tif ( json.gapSize !== undefined ) material.gapSize = json.gapSize;\n\t\tif ( json.scale !== undefined ) material.scale = json.scale;\n\n\t\tif ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;\n\t\tif ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;\n\t\tif ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;\n\n\t\tif ( json.skinning !== undefined ) material.skinning = json.skinning;\n\t\tif ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;\n\t\tif ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;\n\t\tif ( json.dithering !== undefined ) material.dithering = json.dithering;\n\n\t\tif ( json.vertexTangents !== undefined ) material.vertexTangents = json.vertexTangents;\n\n\t\tif ( json.visible !== undefined ) material.visible = json.visible;\n\n\t\tif ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;\n\n\t\tif ( json.userData !== undefined ) material.userData = json.userData;\n\n\t\tif ( json.vertexColors !== undefined ) {\n\n\t\t\tif ( typeof json.vertexColors === 'number' ) {\n\n\t\t\t\tmaterial.vertexColors = ( json.vertexColors > 0 ) ? true : false;\n\n\t\t\t} else {\n\n\t\t\t\tmaterial.vertexColors = json.vertexColors;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Shader Material\n\n\t\tif ( json.uniforms !== undefined ) {\n\n\t\t\tfor ( const name in json.uniforms ) {\n\n\t\t\t\tconst uniform = json.uniforms[ name ];\n\n\t\t\t\tmaterial.uniforms[ name ] = {};\n\n\t\t\t\tswitch ( uniform.type ) {\n\n\t\t\t\t\tcase 't':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = getTexture( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'c':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Color().setHex( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v2':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector2().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = uniform.value;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.defines !== undefined ) material.defines = json.defines;\n\t\tif ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;\n\t\tif ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;\n\n\t\tif ( json.extensions !== undefined ) {\n\n\t\t\tfor ( const key in json.extensions ) {\n\n\t\t\t\tmaterial.extensions[ key ] = json.extensions[ key ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Deprecated\n\n\t\tif ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading\n\n\t\t// for PointsMaterial\n\n\t\tif ( json.size !== undefined ) material.size = json.size;\n\t\tif ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;\n\n\t\t// maps\n\n\t\tif ( json.map !== undefined ) material.map = getTexture( json.map );\n\t\tif ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );\n\n\t\tif ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );\n\n\t\tif ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );\n\t\tif ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;\n\n\t\tif ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );\n\t\tif ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;\n\t\tif ( json.normalScale !== undefined ) {\n\n\t\t\tlet normalScale = json.normalScale;\n\n\t\t\tif ( Array.isArray( normalScale ) === false ) {\n\n\t\t\t\t// Blender exporter used to export a scalar. See #7459\n\n\t\t\t\tnormalScale = [ normalScale, normalScale ];\n\n\t\t\t}\n\n\t\t\tmaterial.normalScale = new Vector2().fromArray( normalScale );\n\n\t\t}\n\n\t\tif ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );\n\t\tif ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;\n\t\tif ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;\n\n\t\tif ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );\n\t\tif ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );\n\n\t\tif ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );\n\t\tif ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;\n\n\t\tif ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );\n\n\t\tif ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );\n\t\tif ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;\n\n\t\tif ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;\n\t\tif ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;\n\n\t\tif ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );\n\t\tif ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;\n\n\t\tif ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );\n\t\tif ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;\n\n\t\tif ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );\n\n\t\tif ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );\n\t\tif ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );\n\t\tif ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );\n\t\tif ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );\n\n\t\tif ( json.transmission !== undefined ) material.transmission = json.transmission;\n\t\tif ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );\n\n\t\treturn material;\n\n\t},\n\n\tsetTextures: function ( value ) {\n\n\t\tthis.textures = value;\n\t\treturn this;\n\n\t}\n\n} );\n\nconst LoaderUtils = {\n\n\tdecodeText: function ( array ) {\n\n\t\tif ( typeof TextDecoder !== 'undefined' ) {\n\n\t\t\treturn new TextDecoder().decode( array );\n\n\t\t}\n\n\t\t// Avoid the String.fromCharCode.apply(null, array) shortcut, which\n\t\t// throws a \"maximum call stack size exceeded\" error for large arrays.\n\n\t\tlet s = '';\n\n\t\tfor ( let i = 0, il = array.length; i < il; i ++ ) {\n\n\t\t\t// Implicitly assumes little-endian.\n\t\t\ts += String.fromCharCode( array[ i ] );\n\n\t\t}\n\n\t\ttry {\n\n\t\t\t// merges multi-byte utf-8 characters.\n\n\t\t\treturn decodeURIComponent( escape( s ) );\n\n\t\t} catch ( e ) { // see #16358\n\n\t\t\treturn s;\n\n\t\t}\n\n\t},\n\n\textractUrlBase: function ( url ) {\n\n\t\tconst index = url.lastIndexOf( '/' );\n\n\t\tif ( index === - 1 ) return './';\n\n\t\treturn url.substr( 0, index + 1 );\n\n\t}\n\n};\n\nfunction InstancedBufferGeometry() {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'InstancedBufferGeometry';\n\tthis.instanceCount = Infinity;\n\n}\n\nInstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {\n\n\tconstructor: InstancedBufferGeometry,\n\n\tisInstancedBufferGeometry: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferGeometry.prototype.copy.call( this, source );\n\n\t\tthis.instanceCount = source.instanceCount;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tdata.instanceCount = this.instanceCount;\n\n\t\tdata.isInstancedBufferGeometry = true;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {\n\n\tif ( typeof ( normalized ) === 'number' ) {\n\n\t\tmeshPerAttribute = normalized;\n\n\t\tnormalized = false;\n\n\t\tconsole.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );\n\n\t}\n\n\tBufferAttribute.call( this, array, itemSize, normalized );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {\n\n\tconstructor: InstancedBufferAttribute,\n\n\tisInstancedBufferAttribute: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferAttribute.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ()\t{\n\n\t\tconst data = BufferAttribute.prototype.toJSON.call( this );\n\n\t\tdata.meshPerAttribute = this.meshPerAttribute;\n\n\t\tdata.isInstancedBufferAttribute = true;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction BufferGeometryLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nBufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: BufferGeometryLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\tconst interleavedBufferMap = {};\n\t\tconst arrayBufferMap = {};\n\n\t\tfunction getInterleavedBuffer( json, uuid ) {\n\n\t\t\tif ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];\n\n\t\t\tconst interleavedBuffers = json.interleavedBuffers;\n\t\t\tconst interleavedBuffer = interleavedBuffers[ uuid ];\n\n\t\t\tconst buffer = getArrayBuffer( json, interleavedBuffer.buffer );\n\n\t\t\tconst array = getTypedArray( interleavedBuffer.type, buffer );\n\t\t\tconst ib = new InterleavedBuffer( array, interleavedBuffer.stride );\n\t\t\tib.uuid = interleavedBuffer.uuid;\n\n\t\t\tinterleavedBufferMap[ uuid ] = ib;\n\n\t\t\treturn ib;\n\n\t\t}\n\n\t\tfunction getArrayBuffer( json, uuid ) {\n\n\t\t\tif ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];\n\n\t\t\tconst arrayBuffers = json.arrayBuffers;\n\t\t\tconst arrayBuffer = arrayBuffers[ uuid ];\n\n\t\t\tconst ab = new Uint32Array( arrayBuffer ).buffer;\n\n\t\t\tarrayBufferMap[ uuid ] = ab;\n\n\t\t\treturn ab;\n\n\t\t}\n\n\t\tconst geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();\n\n\t\tconst index = json.data.index;\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst typedArray = getTypedArray( index.type, index.array );\n\t\t\tgeometry.setIndex( new BufferAttribute( typedArray, 1 ) );\n\n\t\t}\n\n\t\tconst attributes = json.data.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\t\t\tlet bufferAttribute;\n\n\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t} else {\n\n\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\tconst bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;\n\t\t\t\tbufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t}\n\n\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\tgeometry.setAttribute( key, bufferAttribute );\n\n\t\t}\n\n\t\tconst morphAttributes = json.data.morphAttributes;\n\n\t\tif ( morphAttributes ) {\n\n\t\t\tfor ( const key in morphAttributes ) {\n\n\t\t\t\tconst attributeArray = morphAttributes[ key ];\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst attribute = attributeArray[ i ];\n\t\t\t\t\tlet bufferAttribute;\n\n\t\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\t\t\tbufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\t\t\tarray.push( bufferAttribute );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.morphAttributes[ key ] = array;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst morphTargetsRelative = json.data.morphTargetsRelative;\n\n\t\tif ( morphTargetsRelative ) {\n\n\t\t\tgeometry.morphTargetsRelative = true;\n\n\t\t}\n\n\t\tconst groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n\n\t\tif ( groups !== undefined ) {\n\n\t\t\tfor ( let i = 0, n = groups.length; i !== n; ++ i ) {\n\n\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\tgeometry.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst boundingSphere = json.data.boundingSphere;\n\n\t\tif ( boundingSphere !== undefined ) {\n\n\t\t\tconst center = new Vector3();\n\n\t\t\tif ( boundingSphere.center !== undefined ) {\n\n\t\t\t\tcenter.fromArray( boundingSphere.center );\n\n\t\t\t}\n\n\t\t\tgeometry.boundingSphere = new Sphere( center, boundingSphere.radius );\n\n\t\t}\n\n\t\tif ( json.name ) geometry.name = json.name;\n\t\tif ( json.userData ) geometry.userData = json.userData;\n\n\t\treturn geometry;\n\n\t}\n\n} );\n\nclass ObjectLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json = null;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( error );\n\n\t\t\t\tconsole.error( 'THREE:ObjectLoader: Can\\'t parse ' + url + '.', error.message );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst metadata = json.metadata;\n\n\t\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\t\tconsole.error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tscope.parse( json, onLoad );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json, onLoad ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = this.parseImages( json.images, function () {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t} );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\n\t\t//\n\n\t\tif ( onLoad !== undefined ) {\n\n\t\t\tlet hasImages = false;\n\n\t\t\tfor ( const uuid in images ) {\n\n\t\t\t\tif ( images[ uuid ] instanceof HTMLImageElement ) {\n\n\t\t\t\t\thasImages = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasImages === false ) onLoad( object );\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tparseShapes( json ) {\n\n\t\tconst shapes = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst shape = new Shape().fromJSON( json[ i ] );\n\n\t\t\t\tshapes[ shape.uuid ] = shape;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n\tparseSkeletons( json, object ) {\n\n\t\tconst skeletons = {};\n\t\tconst bones = {};\n\n\t\t// generate bone lookup table\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isBone ) bones[ child.uuid ] = child;\n\n\t\t} );\n\n\t\t// create skeletons\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst skeleton = new Skeleton().fromJSON( json[ i ], bones );\n\n\t\t\t\tskeletons[ skeleton.uuid ] = skeleton;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn skeletons;\n\n\t}\n\n\tparseGeometries( json, shapes ) {\n\n\t\tconst geometries = {};\n\t\tlet geometryShapes;\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst bufferGeometryLoader = new BufferGeometryLoader();\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tlet geometry;\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tswitch ( data.type ) {\n\n\t\t\t\t\tcase 'PlaneGeometry':\n\t\t\t\t\tcase 'PlaneBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BoxGeometry':\n\t\t\t\t\tcase 'BoxBufferGeometry':\n\t\t\t\t\tcase 'CubeGeometry': // backwards compatible\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.depth,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.depthSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CircleGeometry':\n\t\t\t\t\tcase 'CircleBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CylinderGeometry':\n\t\t\t\t\tcase 'CylinderBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radiusTop,\n\t\t\t\t\t\t\tdata.radiusBottom,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ConeGeometry':\n\t\t\t\t\tcase 'ConeBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'SphereGeometry':\n\t\t\t\t\tcase 'SphereBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'DodecahedronGeometry':\n\t\t\t\t\tcase 'DodecahedronBufferGeometry':\n\t\t\t\t\tcase 'IcosahedronGeometry':\n\t\t\t\t\tcase 'IcosahedronBufferGeometry':\n\t\t\t\t\tcase 'OctahedronGeometry':\n\t\t\t\t\tcase 'OctahedronBufferGeometry':\n\t\t\t\t\tcase 'TetrahedronGeometry':\n\t\t\t\t\tcase 'TetrahedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.detail\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'RingGeometry':\n\t\t\t\t\tcase 'RingBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.innerRadius,\n\t\t\t\t\t\t\tdata.outerRadius,\n\t\t\t\t\t\t\tdata.thetaSegments,\n\t\t\t\t\t\t\tdata.phiSegments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusGeometry':\n\t\t\t\t\tcase 'TorusBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.arc\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusKnotGeometry':\n\t\t\t\t\tcase 'TorusKnotBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.p,\n\t\t\t\t\t\t\tdata.q\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TubeGeometry':\n\t\t\t\t\tcase 'TubeBufferGeometry':\n\n\t\t\t\t\t\t// This only works for built-in curves (e.g. CatmullRomCurve3).\n\t\t\t\t\t\t// User defined curves or instances of CurvePath will not be deserialized.\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tnew Curves[ data.path.type ]().fromJSON( data.path ),\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.closed\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'LatheGeometry':\n\t\t\t\t\tcase 'LatheBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.points,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'PolyhedronGeometry':\n\t\t\t\t\tcase 'PolyhedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.vertices,\n\t\t\t\t\t\t\tdata.indices,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.details\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ShapeGeometry':\n\t\t\t\t\tcase 'ShapeBufferGeometry':\n\n\t\t\t\t\t\tgeometryShapes = [];\n\n\t\t\t\t\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.curveSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\n\t\t\t\t\tcase 'ExtrudeGeometry':\n\t\t\t\t\tcase 'ExtrudeBufferGeometry':\n\n\t\t\t\t\t\tgeometryShapes = [];\n\n\t\t\t\t\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst extrudePath = data.options.extrudePath;\n\n\t\t\t\t\t\tif ( extrudePath !== undefined ) {\n\n\t\t\t\t\t\t\tdata.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.options\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BufferGeometry':\n\t\t\t\t\tcase 'InstancedBufferGeometry':\n\n\t\t\t\t\t\tgeometry = bufferGeometryLoader.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'Geometry':\n\n\t\t\t\t\t\tconsole.error( 'THREE.ObjectLoader: Loading \"Geometry\" is not supported anymore.' );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Unsupported geometry type \"' + data.type + '\"' );\n\n\t\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) geometry.name = data.name;\n\t\t\t\tif ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;\n\n\t\t\t\tgeometries[ data.uuid ] = geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn geometries;\n\n\t}\n\n\tparseMaterials( json, textures ) {\n\n\t\tconst cache = {}; // MultiMaterial\n\t\tconst materials = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst loader = new MaterialLoader();\n\t\t\tloader.setTextures( textures );\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.type === 'MultiMaterial' ) {\n\n\t\t\t\t\t// Deprecated\n\n\t\t\t\t\tconst array = [];\n\n\t\t\t\t\tfor ( let j = 0; j < data.materials.length; j ++ ) {\n\n\t\t\t\t\t\tconst material = data.materials[ j ];\n\n\t\t\t\t\t\tif ( cache[ material.uuid ] === undefined ) {\n\n\t\t\t\t\t\t\tcache[ material.uuid ] = loader.parse( material );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tarray.push( cache[ material.uuid ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = array;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( cache[ data.uuid ] === undefined ) {\n\n\t\t\t\t\t\tcache[ data.uuid ] = loader.parse( data );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = cache[ data.uuid ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn materials;\n\n\t}\n\n\tparseAnimations( json ) {\n\n\t\tconst animations = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tconst clip = AnimationClip.parse( data );\n\n\t\t\t\tanimations[ clip.uuid ] = clip;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n\tparseImages( json, onLoad ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tfunction loadImage( url ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\treturn loader.load( url, function () {\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, undefined, function () {\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\t}\n\n\t\tfunction deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn loadImage( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tconst manager = new LoadingManager( onLoad );\n\n\t\t\tloader = new ImageLoader( manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\timages[ image.uuid ] = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = deserializeImage( image.url );\n\n\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\timages[ image.uuid ] = deserializedImage;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tparseTextures( json, images ) {\n\n\t\tfunction parseConstant( value, type ) {\n\n\t\t\tif ( typeof value === 'number' ) return value;\n\n\t\t\tconsole.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );\n\n\t\t\treturn type[ value ];\n\n\t\t}\n\n\t\tconst textures = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.image === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No \"image\" specified for', data.uuid );\n\n\t\t\t\t}\n\n\t\t\t\tif ( images[ data.image ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined image', data.image );\n\n\t\t\t\t}\n\n\t\t\t\tlet texture;\n\t\t\t\tconst image = images[ data.image ];\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\ttexture = new CubeTexture( image );\n\n\t\t\t\t\tif ( image.length === 6 ) texture.needsUpdate = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( image && image.data ) {\n\n\t\t\t\t\t\ttexture = new DataTexture( image.data, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttexture = new Texture( image );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( image ) texture.needsUpdate = true; // textures can have undefined image data\n\n\t\t\t\t}\n\n\t\t\t\ttexture.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) texture.name = data.name;\n\n\t\t\t\tif ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );\n\n\t\t\t\tif ( data.offset !== undefined ) texture.offset.fromArray( data.offset );\n\t\t\t\tif ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );\n\t\t\t\tif ( data.center !== undefined ) texture.center.fromArray( data.center );\n\t\t\t\tif ( data.rotation !== undefined ) texture.rotation = data.rotation;\n\n\t\t\t\tif ( data.wrap !== undefined ) {\n\n\t\t\t\t\ttexture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );\n\t\t\t\t\ttexture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.format !== undefined ) texture.format = data.format;\n\t\t\t\tif ( data.type !== undefined ) texture.type = data.type;\n\t\t\t\tif ( data.encoding !== undefined ) texture.encoding = data.encoding;\n\n\t\t\t\tif ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;\n\n\t\t\t\tif ( data.flipY !== undefined ) texture.flipY = data.flipY;\n\n\t\t\t\tif ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;\n\t\t\t\tif ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;\n\n\t\t\t\ttextures[ data.uuid ] = texture;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn textures;\n\n\t}\n\n\tparseObject( data, geometries, materials, animations ) {\n\n\t\tlet object;\n\n\t\tfunction getGeometry( name ) {\n\n\t\t\tif ( geometries[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined geometry', name );\n\n\t\t\t}\n\n\t\t\treturn geometries[ name ];\n\n\t\t}\n\n\t\tfunction getMaterial( name ) {\n\n\t\t\tif ( name === undefined ) return undefined;\n\n\t\t\tif ( Array.isArray( name ) ) {\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, l = name.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst uuid = name[ i ];\n\n\t\t\t\t\tif ( materials[ uuid ] === undefined ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', uuid );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tarray.push( materials[ uuid ] );\n\n\t\t\t\t}\n\n\t\t\t\treturn array;\n\n\t\t\t}\n\n\t\t\tif ( materials[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', name );\n\n\t\t\t}\n\n\t\t\treturn materials[ name ];\n\n\t\t}\n\n\t\tlet geometry, material;\n\n\t\tswitch ( data.type ) {\n\n\t\t\tcase 'Scene':\n\n\t\t\t\tobject = new Scene();\n\n\t\t\t\tif ( data.background !== undefined ) {\n\n\t\t\t\t\tif ( Number.isInteger( data.background ) ) {\n\n\t\t\t\t\t\tobject.background = new Color( data.background );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.fog !== undefined ) {\n\n\t\t\t\t\tif ( data.fog.type === 'Fog' ) {\n\n\t\t\t\t\t\tobject.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );\n\n\t\t\t\t\t} else if ( data.fog.type === 'FogExp2' ) {\n\n\t\t\t\t\t\tobject.fog = new FogExp2( data.fog.color, data.fog.density );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PerspectiveCamera':\n\n\t\t\t\tobject = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );\n\n\t\t\t\tif ( data.focus !== undefined ) object.focus = data.focus;\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;\n\t\t\t\tif ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'OrthographicCamera':\n\n\t\t\t\tobject = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );\n\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'AmbientLight':\n\n\t\t\t\tobject = new AmbientLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'DirectionalLight':\n\n\t\t\t\tobject = new DirectionalLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointLight':\n\n\t\t\t\tobject = new PointLight( data.color, data.intensity, data.distance, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'RectAreaLight':\n\n\t\t\t\tobject = new RectAreaLight( data.color, data.intensity, data.width, data.height );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SpotLight':\n\n\t\t\t\tobject = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'HemisphereLight':\n\n\t\t\t\tobject = new HemisphereLight( data.color, data.groundColor, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LightProbe':\n\n\t\t\t\tobject = new LightProbe().fromJSON( data );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SkinnedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t \tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new SkinnedMesh( geometry, material );\n\n\t\t\t\tif ( data.bindMode !== undefined ) object.bindMode = data.bindMode;\n\t\t\t\tif ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );\n\t\t\t\tif ( data.skeleton !== undefined ) object.skeleton = data.skeleton;\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Mesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new Mesh( geometry, material );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'InstancedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\t\t\t\tconst count = data.count;\n\t\t\t\tconst instanceMatrix = data.instanceMatrix;\n\n\t\t\t\tobject = new InstancedMesh( geometry, material, count );\n\t\t\t\tobject.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LOD':\n\n\t\t\t\tobject = new LOD();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Line':\n\n\t\t\t\tobject = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineLoop':\n\n\t\t\t\tobject = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineSegments':\n\n\t\t\t\tobject = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointCloud':\n\t\t\tcase 'Points':\n\n\t\t\t\tobject = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Sprite':\n\n\t\t\t\tobject = new Sprite( getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Group':\n\n\t\t\t\tobject = new Group();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Bone':\n\n\t\t\t\tobject = new Bone();\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tobject = new Object3D();\n\n\t\t}\n\n\t\tobject.uuid = data.uuid;\n\n\t\tif ( data.name !== undefined ) object.name = data.name;\n\n\t\tif ( data.matrix !== undefined ) {\n\n\t\t\tobject.matrix.fromArray( data.matrix );\n\n\t\t\tif ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;\n\t\t\tif ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );\n\n\t\t} else {\n\n\t\t\tif ( data.position !== undefined ) object.position.fromArray( data.position );\n\t\t\tif ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );\n\t\t\tif ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );\n\t\t\tif ( data.scale !== undefined ) object.scale.fromArray( data.scale );\n\n\t\t}\n\n\t\tif ( data.castShadow !== undefined ) object.castShadow = data.castShadow;\n\t\tif ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;\n\n\t\tif ( data.shadow ) {\n\n\t\t\tif ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;\n\t\t\tif ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;\n\t\t\tif ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;\n\t\t\tif ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );\n\t\t\tif ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );\n\n\t\t}\n\n\t\tif ( data.visible !== undefined ) object.visible = data.visible;\n\t\tif ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;\n\t\tif ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;\n\t\tif ( data.userData !== undefined ) object.userData = data.userData;\n\t\tif ( data.layers !== undefined ) object.layers.mask = data.layers;\n\n\t\tif ( data.children !== undefined ) {\n\n\t\t\tconst children = data.children;\n\n\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\tobject.add( this.parseObject( children[ i ], geometries, materials, animations ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.animations !== undefined ) {\n\n\t\t\tconst objectAnimations = data.animations;\n\n\t\t\tfor ( let i = 0; i < objectAnimations.length; i ++ ) {\n\n\t\t\t\tconst uuid = objectAnimations[ i ];\n\n\t\t\t\tobject.animations.push( animations[ uuid ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.type === 'LOD' ) {\n\n\t\t\tif ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;\n\n\t\t\tconst levels = data.levels;\n\n\t\t\tfor ( let l = 0; l < levels.length; l ++ ) {\n\n\t\t\t\tconst level = levels[ l ];\n\t\t\t\tconst child = object.getObjectByProperty( 'uuid', level.object );\n\n\t\t\t\tif ( child !== undefined ) {\n\n\t\t\t\t\tobject.addLevel( child, level.distance );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tbindSkeletons( object, skeletons ) {\n\n\t\tif ( Object.keys( skeletons ).length === 0 ) return;\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {\n\n\t\t\t\tconst skeleton = skeletons[ child.skeleton ];\n\n\t\t\t\tif ( skeleton === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tchild.bind( skeleton, child.bindMatrix );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t}\n\n\t/* DEPRECATED */\n\n\tsetTexturePath( value ) {\n\n\t\tconsole.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );\n\t\treturn this.setResourcePath( value );\n\n\t}\n\n}\n\nconst TEXTURE_MAPPING = {\n\tUVMapping: UVMapping,\n\tCubeReflectionMapping: CubeReflectionMapping,\n\tCubeRefractionMapping: CubeRefractionMapping,\n\tEquirectangularReflectionMapping: EquirectangularReflectionMapping,\n\tEquirectangularRefractionMapping: EquirectangularRefractionMapping,\n\tCubeUVReflectionMapping: CubeUVReflectionMapping,\n\tCubeUVRefractionMapping: CubeUVRefractionMapping\n};\n\nconst TEXTURE_WRAPPING = {\n\tRepeatWrapping: RepeatWrapping,\n\tClampToEdgeWrapping: ClampToEdgeWrapping,\n\tMirroredRepeatWrapping: MirroredRepeatWrapping\n};\n\nconst TEXTURE_FILTER = {\n\tNearestFilter: NearestFilter,\n\tNearestMipmapNearestFilter: NearestMipmapNearestFilter,\n\tNearestMipmapLinearFilter: NearestMipmapLinearFilter,\n\tLinearFilter: LinearFilter,\n\tLinearMipmapNearestFilter: LinearMipmapNearestFilter,\n\tLinearMipmapLinearFilter: LinearMipmapLinearFilter\n};\n\nfunction ImageBitmapLoader( manager ) {\n\n\tif ( typeof createImageBitmap === 'undefined' ) {\n\n\t\tconsole.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );\n\n\t}\n\n\tif ( typeof fetch === 'undefined' ) {\n\n\t\tconsole.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );\n\n\t}\n\n\tLoader.call( this, manager );\n\n\tthis.options = { premultiplyAlpha: 'none' };\n\n}\n\nImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: ImageBitmapLoader,\n\n\tisImageBitmapLoader: true,\n\n\tsetOptions: function setOptions( options ) {\n\n\t\tthis.options = options;\n\n\t\treturn this;\n\n\t},\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst fetchOptions = {};\n\t\tfetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';\n\n\t\tfetch( url, fetchOptions ).then( function ( res ) {\n\n\t\t\treturn res.blob();\n\n\t\t} ).then( function ( blob ) {\n\n\t\t\treturn createImageBitmap( blob, scope.options );\n\n\t\t} ).then( function ( imageBitmap ) {\n\n\t\t\tCache.add( url, imageBitmap );\n\n\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} ).catch( function ( e ) {\n\n\t\t\tif ( onError ) onError( e );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} );\n\n\t\tscope.manager.itemStart( url );\n\n\t}\n\n} );\n\nfunction ShapePath() {\n\n\tthis.type = 'ShapePath';\n\n\tthis.color = new Color();\n\n\tthis.subPaths = [];\n\tthis.currentPath = null;\n\n}\n\nObject.assign( ShapePath.prototype, {\n\n\tmoveTo: function ( x, y ) {\n\n\t\tthis.currentPath = new Path();\n\t\tthis.subPaths.push( this.currentPath );\n\t\tthis.currentPath.moveTo( x, y );\n\n\t\treturn this;\n\n\t},\n\n\tlineTo: function ( x, y ) {\n\n\t\tthis.currentPath.lineTo( x, y );\n\n\t\treturn this;\n\n\t},\n\n\tquadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {\n\n\t\tthis.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tbezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tthis.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tsplineThru: function ( pts ) {\n\n\t\tthis.currentPath.splineThru( pts );\n\n\t\treturn this;\n\n\t},\n\n\ttoShapes: function ( isCCW, noHoles ) {\n\n\t\tfunction toShapesNoHoles( inSubpaths ) {\n\n\t\t\tconst shapes = [];\n\n\t\t\tfor ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {\n\n\t\t\t\tconst tmpPath = inSubpaths[ i ];\n\n\t\t\t\tconst tmpShape = new Shape();\n\t\t\t\ttmpShape.curves = tmpPath.curves;\n\n\t\t\t\tshapes.push( tmpShape );\n\n\t\t\t}\n\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tfunction isPointInsidePolygon( inPt, inPolygon ) {\n\n\t\t\tconst polyLen = inPolygon.length;\n\n\t\t\t// inPt on polygon contour => immediate success or\n\t\t\t// toggling of inside/outside at every single! intersection point of an edge\n\t\t\t// with the horizontal line through inPt, left of inPt\n\t\t\t// not counting lowerY endpoints of edges and whole edges on that line\n\t\t\tlet inside = false;\n\t\t\tfor ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {\n\n\t\t\t\tlet edgeLowPt = inPolygon[ p ];\n\t\t\t\tlet edgeHighPt = inPolygon[ q ];\n\n\t\t\t\tlet edgeDx = edgeHighPt.x - edgeLowPt.x;\n\t\t\t\tlet edgeDy = edgeHighPt.y - edgeLowPt.y;\n\n\t\t\t\tif ( Math.abs( edgeDy ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not parallel\n\t\t\t\t\tif ( edgeDy < 0 ) {\n\n\t\t\t\t\t\tedgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;\n\t\t\t\t\t\tedgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) \t\tcontinue;\n\n\t\t\t\t\tif ( inPt.y === edgeLowPt.y ) {\n\n\t\t\t\t\t\tif ( inPt.x === edgeLowPt.x )\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\t// continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );\n\t\t\t\t\t\tif ( perpEdge === 0 )\t\t\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\tif ( perpEdge < 0 ) \t\t\t\tcontinue;\n\t\t\t\t\t\tinside = ! inside;\t\t// true intersection left of inPt\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// parallel or collinear\n\t\t\t\t\tif ( inPt.y !== edgeLowPt.y ) \t\tcontinue;\t\t\t// parallel\n\t\t\t\t\t// edge lies on the same horizontal line as inPt\n\t\t\t\t\tif ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||\n\t\t\t\t\t\t ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )\t\treturn\ttrue;\t// inPt: Point on contour !\n\t\t\t\t\t// continue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn\tinside;\n\n\t\t}\n\n\t\tconst isClockWise = ShapeUtils.isClockWise;\n\n\t\tconst subPaths = this.subPaths;\n\t\tif ( subPaths.length === 0 ) return [];\n\n\t\tif ( noHoles === true )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tlet solid, tmpPath, tmpShape;\n\t\tconst shapes = [];\n\n\t\tif ( subPaths.length === 1 ) {\n\n\t\t\ttmpPath = subPaths[ 0 ];\n\t\t\ttmpShape = new Shape();\n\t\t\ttmpShape.curves = tmpPath.curves;\n\t\t\tshapes.push( tmpShape );\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tlet holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );\n\t\tholesFirst = isCCW ? ! holesFirst : holesFirst;\n\n\t\t// console.log(\"Holes first\", holesFirst);\n\n\t\tconst betterShapeHoles = [];\n\t\tconst newShapes = [];\n\t\tlet newShapeHoles = [];\n\t\tlet mainIdx = 0;\n\t\tlet tmpPoints;\n\n\t\tnewShapes[ mainIdx ] = undefined;\n\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\tfor ( let i = 0, l = subPaths.length; i < l; i ++ ) {\n\n\t\t\ttmpPath = subPaths[ i ];\n\t\t\ttmpPoints = tmpPath.getPoints();\n\t\t\tsolid = isClockWise( tmpPoints );\n\t\t\tsolid = isCCW ? ! solid : solid;\n\n\t\t\tif ( solid ) {\n\n\t\t\t\tif ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )\tmainIdx ++;\n\n\t\t\t\tnewShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };\n\t\t\t\tnewShapes[ mainIdx ].s.curves = tmpPath.curves;\n\n\t\t\t\tif ( holesFirst )\tmainIdx ++;\n\t\t\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\t\t\t//console.log('cw', i);\n\n\t\t\t} else {\n\n\t\t\t\tnewShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );\n\n\t\t\t\t//console.log('ccw', i);\n\n\t\t\t}\n\n\t\t}\n\n\t\t// only Holes? -> probably all Shapes with wrong orientation\n\t\tif ( ! newShapes[ 0 ] )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tif ( newShapes.length > 1 ) {\n\n\t\t\tlet ambiguous = false;\n\t\t\tconst toChange = [];\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tbetterShapeHoles[ sIdx ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tconst sho = newShapeHoles[ sIdx ];\n\n\t\t\t\tfor ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {\n\n\t\t\t\t\tconst ho = sho[ hIdx ];\n\t\t\t\t\tlet hole_unassigned = true;\n\n\t\t\t\t\tfor ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {\n\n\t\t\t\t\t\tif ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {\n\n\t\t\t\t\t\t\tif ( sIdx !== s2Idx )\ttoChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );\n\t\t\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\t\t\thole_unassigned = false;\n\t\t\t\t\t\t\t\tbetterShapeHoles[ s2Idx ].push( ho );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tambiguous = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\tbetterShapeHoles[ sIdx ].push( ho );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t\t// console.log(\"ambiguous: \", ambiguous);\n\n\t\t\tif ( toChange.length > 0 ) {\n\n\t\t\t\t// console.log(\"to change: \", toChange);\n\t\t\t\tif ( ! ambiguous )\tnewShapeHoles = betterShapeHoles;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet tmpHoles;\n\n\t\tfor ( let i = 0, il = newShapes.length; i < il; i ++ ) {\n\n\t\t\ttmpShape = newShapes[ i ].s;\n\t\t\tshapes.push( tmpShape );\n\t\t\ttmpHoles = newShapeHoles[ i ];\n\n\t\t\tfor ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {\n\n\t\t\t\ttmpShape.holes.push( tmpHoles[ j ].h );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//console.log(\"shape\", shapes);\n\n\t\treturn shapes;\n\n\t}\n\n} );\n\nfunction Font( data ) {\n\n\tthis.type = 'Font';\n\n\tthis.data = data;\n\n}\n\nObject.assign( Font.prototype, {\n\n\tisFont: true,\n\n\tgenerateShapes: function ( text, size = 100 ) {\n\n\t\tconst shapes = [];\n\t\tconst paths = createPaths( text, size, this.data );\n\n\t\tfor ( let p = 0, pl = paths.length; p < pl; p ++ ) {\n\n\t\t\tArray.prototype.push.apply( shapes, paths[ p ].toShapes() );\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n} );\n\nfunction createPaths( text, size, data ) {\n\n\tconst chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988\n\tconst scale = size / data.resolution;\n\tconst line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;\n\n\tconst paths = [];\n\n\tlet offsetX = 0, offsetY = 0;\n\n\tfor ( let i = 0; i < chars.length; i ++ ) {\n\n\t\tconst char = chars[ i ];\n\n\t\tif ( char === '\\n' ) {\n\n\t\t\toffsetX = 0;\n\t\t\toffsetY -= line_height;\n\n\t\t} else {\n\n\t\t\tconst ret = createPath( char, scale, offsetX, offsetY, data );\n\t\t\toffsetX += ret.offsetX;\n\t\t\tpaths.push( ret.path );\n\n\t\t}\n\n\t}\n\n\treturn paths;\n\n}\n\nfunction createPath( char, scale, offsetX, offsetY, data ) {\n\n\tconst glyph = data.glyphs[ char ] || data.glyphs[ '?' ];\n\n\tif ( ! glyph ) {\n\n\t\tconsole.error( 'THREE.Font: character \"' + char + '\" does not exists in font family ' + data.familyName + '.' );\n\n\t\treturn;\n\n\t}\n\n\tconst path = new ShapePath();\n\n\tlet x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;\n\n\tif ( glyph.o ) {\n\n\t\tconst outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );\n\n\t\tfor ( let i = 0, l = outline.length; i < l; ) {\n\n\t\t\tconst action = outline[ i ++ ];\n\n\t\t\tswitch ( action ) {\n\n\t\t\t\tcase 'm': // moveTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.moveTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'l': // lineTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.lineTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'q': // quadraticCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.quadraticCurveTo( cpx1, cpy1, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'b': // bezierCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx2 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy2 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { offsetX: glyph.ha * scale, path: path };\n\n}\n\nfunction FontLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nFontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: FontLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tconsole.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );\n\t\t\t\tjson = JSON.parse( text.substring( 65, text.length - 2 ) );\n\n\t\t\t}\n\n\t\t\tconst font = scope.parse( json );\n\n\t\t\tif ( onLoad ) onLoad( font );\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\treturn new Font( json );\n\n\t}\n\n} );\n\nlet _context;\n\nconst AudioContext = {\n\n\tgetContext: function () {\n\n\t\tif ( _context === undefined ) {\n\n\t\t\t_context = new ( window.AudioContext || window.webkitAudioContext )();\n\n\t\t}\n\n\t\treturn _context;\n\n\t},\n\n\tsetContext: function ( value ) {\n\n\t\t_context = value;\n\n\t}\n\n};\n\nfunction AudioLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nAudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: AudioLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\ttry {\n\n\t\t\t\t// Create a copy of the buffer. The `decodeAudioData` method\n\t\t\t\t// detaches the buffer when complete, preventing reuse.\n\t\t\t\tconst bufferCopy = buffer.slice( 0 );\n\n\t\t\t\tconst context = AudioContext.getContext();\n\t\t\t\tcontext.decodeAudioData( bufferCopy, function ( audioBuffer ) {\n\n\t\t\t\t\tonLoad( audioBuffer );\n\n\t\t\t\t} );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n} );\n\nfunction HemisphereLightProbe( skyColor, groundColor, intensity ) {\n\n\tLightProbe.call( this, undefined, intensity );\n\n\tconst color1 = new Color().set( skyColor );\n\tconst color2 = new Color().set( groundColor );\n\n\tconst sky = new Vector3( color1.r, color1.g, color1.b );\n\tconst ground = new Vector3( color2.r, color2.g, color2.b );\n\n\t// without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );\n\tconst c0 = Math.sqrt( Math.PI );\n\tconst c1 = c0 * Math.sqrt( 0.75 );\n\n\tthis.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );\n\tthis.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );\n\n}\n\nHemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {\n\n\tconstructor: HemisphereLightProbe,\n\n\tisHemisphereLightProbe: true,\n\n\tcopy: function ( source ) { // modifying colors not currently supported\n\n\t\tLightProbe.prototype.copy.call( this, source );\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = LightProbe.prototype.toJSON.call( this, meta );\n\n\t\t// data.sh = this.sh.toArray(); // todo\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction AmbientLightProbe( color, intensity ) {\n\n\tLightProbe.call( this, undefined, intensity );\n\n\tconst color1 = new Color().set( color );\n\n\t// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );\n\tthis.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );\n\n}\n\nAmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {\n\n\tconstructor: AmbientLightProbe,\n\n\tisAmbientLightProbe: true,\n\n\tcopy: function ( source ) { // modifying color not currently supported\n\n\t\tLightProbe.prototype.copy.call( this, source );\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = LightProbe.prototype.toJSON.call( this, meta );\n\n\t\t// data.sh = this.sh.toArray(); // todo\n\n\t\treturn data;\n\n\t}\n\n} );\n\nconst _eyeRight = new Matrix4();\nconst _eyeLeft = new Matrix4();\n\nfunction StereoCamera() {\n\n\tthis.type = 'StereoCamera';\n\n\tthis.aspect = 1;\n\n\tthis.eyeSep = 0.064;\n\n\tthis.cameraL = new PerspectiveCamera();\n\tthis.cameraL.layers.enable( 1 );\n\tthis.cameraL.matrixAutoUpdate = false;\n\n\tthis.cameraR = new PerspectiveCamera();\n\tthis.cameraR.layers.enable( 2 );\n\tthis.cameraR.matrixAutoUpdate = false;\n\n\tthis._cache = {\n\t\tfocus: null,\n\t\tfov: null,\n\t\taspect: null,\n\t\tnear: null,\n\t\tfar: null,\n\t\tzoom: null,\n\t\teyeSep: null\n\t};\n\n}\n\nObject.assign( StereoCamera.prototype, {\n\n\tupdate: function ( camera ) {\n\n\t\tconst cache = this._cache;\n\n\t\tconst needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||\n\t\t\tcache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||\n\t\t\tcache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tcache.focus = camera.focus;\n\t\t\tcache.fov = camera.fov;\n\t\t\tcache.aspect = camera.aspect * this.aspect;\n\t\t\tcache.near = camera.near;\n\t\t\tcache.far = camera.far;\n\t\t\tcache.zoom = camera.zoom;\n\t\t\tcache.eyeSep = this.eyeSep;\n\n\t\t\t// Off-axis stereoscopic effect based on\n\t\t\t// http://paulbourke.net/stereographics/stereorender/\n\n\t\t\tconst projectionMatrix = camera.projectionMatrix.clone();\n\t\t\tconst eyeSepHalf = cache.eyeSep / 2;\n\t\t\tconst eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;\n\t\t\tconst ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;\n\t\t\tlet xmin, xmax;\n\n\t\t\t// translate xOffset\n\n\t\t\t_eyeLeft.elements[ 12 ] = - eyeSepHalf;\n\t\t\t_eyeRight.elements[ 12 ] = eyeSepHalf;\n\n\t\t\t// for left eye\n\n\t\t\txmin = - ymax * cache.aspect + eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect + eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraL.projectionMatrix.copy( projectionMatrix );\n\n\t\t\t// for right eye\n\n\t\t\txmin = - ymax * cache.aspect - eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect - eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraR.projectionMatrix.copy( projectionMatrix );\n\n\t\t}\n\n\t\tthis.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );\n\t\tthis.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );\n\n\t}\n\n} );\n\nclass Clock {\n\n\tconstructor( autoStart ) {\n\n\t\tthis.autoStart = ( autoStart !== undefined ) ? autoStart : true;\n\n\t\tthis.startTime = 0;\n\t\tthis.oldTime = 0;\n\t\tthis.elapsedTime = 0;\n\n\t\tthis.running = false;\n\n\t}\n\n\tstart() {\n\n\t\tthis.startTime = now();\n\n\t\tthis.oldTime = this.startTime;\n\t\tthis.elapsedTime = 0;\n\t\tthis.running = true;\n\n\t}\n\n\tstop() {\n\n\t\tthis.getElapsedTime();\n\t\tthis.running = false;\n\t\tthis.autoStart = false;\n\n\t}\n\n\tgetElapsedTime() {\n\n\t\tthis.getDelta();\n\t\treturn this.elapsedTime;\n\n\t}\n\n\tgetDelta() {\n\n\t\tlet diff = 0;\n\n\t\tif ( this.autoStart && ! this.running ) {\n\n\t\t\tthis.start();\n\t\t\treturn 0;\n\n\t\t}\n\n\t\tif ( this.running ) {\n\n\t\t\tconst newTime = now();\n\n\t\t\tdiff = ( newTime - this.oldTime ) / 1000;\n\t\t\tthis.oldTime = newTime;\n\n\t\t\tthis.elapsedTime += diff;\n\n\t\t}\n\n\t\treturn diff;\n\n\t}\n\n}\n\nfunction now() {\n\n\treturn ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732\n\n}\n\nconst _position$2 = /*@__PURE__*/ new Vector3();\nconst _quaternion$3 = /*@__PURE__*/ new Quaternion();\nconst _scale$1 = /*@__PURE__*/ new Vector3();\nconst _orientation = /*@__PURE__*/ new Vector3();\n\nclass AudioListener extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'AudioListener';\n\n\t\tthis.context = AudioContext.getContext();\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( this.context.destination );\n\n\t\tthis.filter = null;\n\n\t\tthis.timeDelta = 0;\n\n\t\t// private\n\n\t\tthis._clock = new Clock();\n\n\t}\n\n\tgetInput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tremoveFilter() {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\t\t\tthis.gain.connect( this.context.destination );\n\t\t\tthis.filter = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.filter;\n\n\t}\n\n\tsetFilter( value ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\n\t\t} else {\n\n\t\t\tthis.gain.disconnect( this.context.destination );\n\n\t\t}\n\n\t\tthis.filter = value;\n\t\tthis.gain.connect( this.filter );\n\t\tthis.filter.connect( this.context.destination );\n\n\t\treturn this;\n\n\t}\n\n\tgetMasterVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetMasterVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tconst listener = this.context.listener;\n\t\tconst up = this.up;\n\n\t\tthis.timeDelta = this._clock.getDelta();\n\n\t\tthis.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );\n\n\t\t_orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );\n\n\t\tif ( listener.positionX ) {\n\n\t\t\t// code path for Chrome (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.timeDelta;\n\n\t\t\tlistener.positionX.linearRampToValueAtTime( _position$2.x, endTime );\n\t\t\tlistener.positionY.linearRampToValueAtTime( _position$2.y, endTime );\n\t\t\tlistener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );\n\t\t\tlistener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );\n\t\t\tlistener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );\n\t\t\tlistener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );\n\t\t\tlistener.upX.linearRampToValueAtTime( up.x, endTime );\n\t\t\tlistener.upY.linearRampToValueAtTime( up.y, endTime );\n\t\t\tlistener.upZ.linearRampToValueAtTime( up.z, endTime );\n\n\t\t} else {\n\n\t\t\tlistener.setPosition( _position$2.x, _position$2.y, _position$2.z );\n\t\t\tlistener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass Audio extends Object3D {\n\n\tconstructor( listener ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Audio';\n\n\t\tthis.listener = listener;\n\t\tthis.context = listener.context;\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( listener.getInput() );\n\n\t\tthis.autoplay = false;\n\n\t\tthis.buffer = null;\n\t\tthis.detune = 0;\n\t\tthis.loop = false;\n\t\tthis.loopStart = 0;\n\t\tthis.loopEnd = 0;\n\t\tthis.offset = 0;\n\t\tthis.duration = undefined;\n\t\tthis.playbackRate = 1;\n\t\tthis.isPlaying = false;\n\t\tthis.hasPlaybackControl = true;\n\t\tthis.source = null;\n\t\tthis.sourceType = 'empty';\n\n\t\tthis._startedAt = 0;\n\t\tthis._progress = 0;\n\t\tthis._connected = false;\n\n\t\tthis.filters = [];\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tsetNodeSource( audioNode ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'audioNode';\n\t\tthis.source = audioNode;\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaElementSource( mediaElement ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaNode';\n\t\tthis.source = this.context.createMediaElementSource( mediaElement );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaStreamSource( mediaStream ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaStreamNode';\n\t\tthis.source = this.context.createMediaStreamSource( mediaStream );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetBuffer( audioBuffer ) {\n\n\t\tthis.buffer = audioBuffer;\n\t\tthis.sourceType = 'buffer';\n\n\t\tif ( this.autoplay ) this.play();\n\n\t\treturn this;\n\n\t}\n\n\tplay( delay = 0 ) {\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: Audio is already playing.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._startedAt = this.context.currentTime + delay;\n\n\t\tconst source = this.context.createBufferSource();\n\t\tsource.buffer = this.buffer;\n\t\tsource.loop = this.loop;\n\t\tsource.loopStart = this.loopStart;\n\t\tsource.loopEnd = this.loopEnd;\n\t\tsource.onended = this.onEnded.bind( this );\n\t\tsource.start( this._startedAt, this._progress + this.offset, this.duration );\n\n\t\tthis.isPlaying = true;\n\n\t\tthis.source = source;\n\n\t\tthis.setDetune( this.detune );\n\t\tthis.setPlaybackRate( this.playbackRate );\n\n\t\treturn this.connect();\n\n\t}\n\n\tpause() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\t// update current progress\n\n\t\t\tthis._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;\n\n\t\t\tif ( this.loop === true ) {\n\n\t\t\t\t// ensure _progress does not exceed duration with looped audios\n\n\t\t\t\tthis._progress = this._progress % ( this.duration || this.buffer.duration );\n\n\t\t\t}\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t\tthis.isPlaying = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._progress = 0;\n\n\t\tthis.source.stop();\n\t\tthis.source.onended = null;\n\t\tthis.isPlaying = false;\n\n\t\treturn this;\n\n\t}\n\n\tconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.connect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].connect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].connect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.connect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = true;\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.disconnect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].disconnect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.disconnect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = false;\n\n\t\treturn this;\n\n\t}\n\n\tgetFilters() {\n\n\t\treturn this.filters;\n\n\t}\n\n\tsetFilters( value ) {\n\n\t\tif ( ! value ) value = [];\n\n\t\tif ( this._connected === true ) {\n\n\t\t\tthis.disconnect();\n\t\t\tthis.filters = value.slice();\n\t\t\tthis.connect();\n\n\t\t} else {\n\n\t\t\tthis.filters = value.slice();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetDetune( value ) {\n\n\t\tthis.detune = value;\n\n\t\tif ( this.source.detune === undefined ) return; // only set detune when available\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetDetune() {\n\n\t\treturn this.detune;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.getFilters()[ 0 ];\n\n\t}\n\n\tsetFilter( filter ) {\n\n\t\treturn this.setFilters( filter ? [ filter ] : [] );\n\n\t}\n\n\tsetPlaybackRate( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.playbackRate = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetPlaybackRate() {\n\n\t\treturn this.playbackRate;\n\n\t}\n\n\tonEnded() {\n\n\t\tthis.isPlaying = false;\n\n\t}\n\n\tgetLoop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn this.loop;\n\n\t}\n\n\tsetLoop( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.loop = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.loop = this.loop;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopStart( value ) {\n\n\t\tthis.loopStart = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopEnd( value ) {\n\n\t\tthis.loopEnd = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _position$3 = /*@__PURE__*/ new Vector3();\nconst _quaternion$4 = /*@__PURE__*/ new Quaternion();\nconst _scale$2 = /*@__PURE__*/ new Vector3();\nconst _orientation$1 = /*@__PURE__*/ new Vector3();\n\nclass PositionalAudio extends Audio {\n\n\tconstructor( listener ) {\n\n\t\tsuper( listener );\n\n\t\tthis.panner = this.context.createPanner();\n\t\tthis.panner.panningModel = 'HRTF';\n\t\tthis.panner.connect( this.gain );\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.panner;\n\n\t}\n\n\tgetRefDistance() {\n\n\t\treturn this.panner.refDistance;\n\n\t}\n\n\tsetRefDistance( value ) {\n\n\t\tthis.panner.refDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetRolloffFactor() {\n\n\t\treturn this.panner.rolloffFactor;\n\n\t}\n\n\tsetRolloffFactor( value ) {\n\n\t\tthis.panner.rolloffFactor = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetDistanceModel() {\n\n\t\treturn this.panner.distanceModel;\n\n\t}\n\n\tsetDistanceModel( value ) {\n\n\t\tthis.panner.distanceModel = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxDistance() {\n\n\t\treturn this.panner.maxDistance;\n\n\t}\n\n\tsetMaxDistance( value ) {\n\n\t\tthis.panner.maxDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {\n\n\t\tthis.panner.coneInnerAngle = coneInnerAngle;\n\t\tthis.panner.coneOuterAngle = coneOuterAngle;\n\t\tthis.panner.coneOuterGain = coneOuterGain;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.hasPlaybackControl === true && this.isPlaying === false ) return;\n\n\t\tthis.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );\n\n\t\t_orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );\n\n\t\tconst panner = this.panner;\n\n\t\tif ( panner.positionX ) {\n\n\t\t\t// code path for Chrome and Firefox (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.listener.timeDelta;\n\n\t\t\tpanner.positionX.linearRampToValueAtTime( _position$3.x, endTime );\n\t\t\tpanner.positionY.linearRampToValueAtTime( _position$3.y, endTime );\n\t\t\tpanner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );\n\t\t\tpanner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );\n\t\t\tpanner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );\n\t\t\tpanner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );\n\n\t\t} else {\n\n\t\t\tpanner.setPosition( _position$3.x, _position$3.y, _position$3.z );\n\t\t\tpanner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass AudioAnalyser {\n\n\tconstructor( audio, fftSize = 2048 ) {\n\n\t\tthis.analyser = audio.context.createAnalyser();\n\t\tthis.analyser.fftSize = fftSize;\n\n\t\tthis.data = new Uint8Array( this.analyser.frequencyBinCount );\n\n\t\taudio.getOutput().connect( this.analyser );\n\n\t}\n\n\n\tgetFrequencyData() {\n\n\t\tthis.analyser.getByteFrequencyData( this.data );\n\n\t\treturn this.data;\n\n\t}\n\n\tgetAverageFrequency() {\n\n\t\tlet value = 0;\n\t\tconst data = this.getFrequencyData();\n\n\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\tvalue += data[ i ];\n\n\t\t}\n\n\t\treturn value / data.length;\n\n\t}\n\n}\n\nfunction PropertyMixer( binding, typeName, valueSize ) {\n\n\tthis.binding = binding;\n\tthis.valueSize = valueSize;\n\n\tlet mixFunction,\n\t\tmixFunctionAdditive,\n\t\tsetIdentity;\n\n\t// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]\n\t//\n\t// interpolators can use .buffer as their .result\n\t// the data then goes to 'incoming'\n\t//\n\t// 'accu0' and 'accu1' are used frame-interleaved for\n\t// the cumulative result and are compared to detect\n\t// changes\n\t//\n\t// 'orig' stores the original state of the property\n\t//\n\t// 'add' is used for additive cumulative results\n\t//\n\t// 'work' is optional and is only present for quaternion types. It is used\n\t// to store intermediate quaternion multiplication results\n\n\tswitch ( typeName ) {\n\n\t\tcase 'quaternion':\n\t\t\tmixFunction = this._slerp;\n\t\t\tmixFunctionAdditive = this._slerpAdditive;\n\t\t\tsetIdentity = this._setAdditiveIdentityQuaternion;\n\n\t\t\tthis.buffer = new Float64Array( valueSize * 6 );\n\t\t\tthis._workIndex = 5;\n\t\t\tbreak;\n\n\t\tcase 'string':\n\t\tcase 'bool':\n\t\t\tmixFunction = this._select;\n\n\t\t\t// Use the regular mix function and for additive on these types,\n\t\t\t// additive is not relevant for non-numeric types\n\t\t\tmixFunctionAdditive = this._select;\n\n\t\t\tsetIdentity = this._setAdditiveIdentityOther;\n\n\t\t\tthis.buffer = new Array( valueSize * 5 );\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tmixFunction = this._lerp;\n\t\t\tmixFunctionAdditive = this._lerpAdditive;\n\t\t\tsetIdentity = this._setAdditiveIdentityNumeric;\n\n\t\t\tthis.buffer = new Float64Array( valueSize * 5 );\n\n\t}\n\n\tthis._mixBufferRegion = mixFunction;\n\tthis._mixBufferRegionAdditive = mixFunctionAdditive;\n\tthis._setIdentity = setIdentity;\n\tthis._origIndex = 3;\n\tthis._addIndex = 4;\n\n\tthis.cumulativeWeight = 0;\n\tthis.cumulativeWeightAdditive = 0;\n\n\tthis.useCount = 0;\n\tthis.referenceCount = 0;\n\n}\n\nObject.assign( PropertyMixer.prototype, {\n\n\t// accumulate data in the 'incoming' region into 'accu'\n\taccumulate: function ( accuIndex, weight ) {\n\n\t\t// note: happily accumulating nothing when weight = 0, the caller knows\n\t\t// the weight and shouldn't have made the call in the first place\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = accuIndex * stride + stride;\n\n\t\tlet currentWeight = this.cumulativeWeight;\n\n\t\tif ( currentWeight === 0 ) {\n\n\t\t\t// accuN := incoming * weight\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ offset + i ] = buffer[ i ];\n\n\t\t\t}\n\n\t\t\tcurrentWeight = weight;\n\n\t\t} else {\n\n\t\t\t// accuN := accuN + incoming * weight\n\n\t\t\tcurrentWeight += weight;\n\t\t\tconst mix = weight / currentWeight;\n\t\t\tthis._mixBufferRegion( buffer, offset, 0, mix, stride );\n\n\t\t}\n\n\t\tthis.cumulativeWeight = currentWeight;\n\n\t},\n\n\t// accumulate data in the 'incoming' region into 'add'\n\taccumulateAdditive: function ( weight ) {\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = stride * this._addIndex;\n\n\t\tif ( this.cumulativeWeightAdditive === 0 ) {\n\n\t\t\t// add = identity\n\n\t\t\tthis._setIdentity();\n\n\t\t}\n\n\t\t// add := add + incoming * weight\n\n\t\tthis._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );\n\t\tthis.cumulativeWeightAdditive += weight;\n\n\t},\n\n\t// apply the state of 'accu' to the binding when accus differ\n\tapply: function ( accuIndex ) {\n\n\t\tconst stride = this.valueSize,\n\t\t\tbuffer = this.buffer,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tweight = this.cumulativeWeight,\n\t\t\tweightAdditive = this.cumulativeWeightAdditive,\n\n\t\t\tbinding = this.binding;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tif ( weight < 1 ) {\n\n\t\t\t// accuN := accuN + original * ( 1 - cumulativeWeight )\n\n\t\t\tconst originalValueOffset = stride * this._origIndex;\n\n\t\t\tthis._mixBufferRegion(\n\t\t\t\tbuffer, offset, originalValueOffset, 1 - weight, stride );\n\n\t\t}\n\n\t\tif ( weightAdditive > 0 ) {\n\n\t\t\t// accuN := accuN + additive accuN\n\n\t\t\tthis._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );\n\n\t\t}\n\n\t\tfor ( let i = stride, e = stride + stride; i !== e; ++ i ) {\n\n\t\t\tif ( buffer[ i ] !== buffer[ i + stride ] ) {\n\n\t\t\t\t// value has changed -> update scene graph\n\n\t\t\t\tbinding.setValue( buffer, offset );\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t// remember the state of the bound property and copy it to both accus\n\tsaveOriginalState: function () {\n\n\t\tconst binding = this.binding;\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\n\t\t\toriginalValueOffset = stride * this._origIndex;\n\n\t\tbinding.getValue( buffer, originalValueOffset );\n\n\t\t// accu[0..1] := orig -- initially detect changes against the original\n\t\tfor ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {\n\n\t\t\tbuffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];\n\n\t\t}\n\n\t\t// Add to identity for additive\n\t\tthis._setIdentity();\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t},\n\n\t// apply the state previously taken via 'saveOriginalState' to the binding\n\trestoreOriginalState: function () {\n\n\t\tconst originalValueOffset = this.valueSize * 3;\n\t\tthis.binding.setValue( this.buffer, originalValueOffset );\n\n\t},\n\n\t_setAdditiveIdentityNumeric: function () {\n\n\t\tconst startIndex = this._addIndex * this.valueSize;\n\t\tconst endIndex = startIndex + this.valueSize;\n\n\t\tfor ( let i = startIndex; i < endIndex; i ++ ) {\n\n\t\t\tthis.buffer[ i ] = 0;\n\n\t\t}\n\n\t},\n\n\t_setAdditiveIdentityQuaternion: function () {\n\n\t\tthis._setAdditiveIdentityNumeric();\n\t\tthis.buffer[ this._addIndex * this.valueSize + 3 ] = 1;\n\n\t},\n\n\t_setAdditiveIdentityOther: function () {\n\n\t\tconst startIndex = this._origIndex * this.valueSize;\n\t\tconst targetIndex = this._addIndex * this.valueSize;\n\n\t\tfor ( let i = 0; i < this.valueSize; i ++ ) {\n\n\t\t\tthis.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];\n\n\t\t}\n\n\t},\n\n\n\t// mix functions\n\n\t_select: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tif ( t >= 0.5 ) {\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ dstOffset + i ] = buffer[ srcOffset + i ];\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t_slerp: function ( buffer, dstOffset, srcOffset, t ) {\n\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );\n\n\t},\n\n\t_slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst workOffset = this._workIndex * stride;\n\n\t\t// Store result in intermediate buffer offset\n\t\tQuaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );\n\n\t\t// Slerp to the intermediate result\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );\n\n\t},\n\n\t_lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst s = 1 - t;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t},\n\n\t_lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n} );\n\n// Characters [].:/ are reserved for track binding syntax.\nconst _RESERVED_CHARS_RE = '\\\\[\\\\]\\\\.:\\\\/';\nconst _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );\n\n// Attempts to allow node names from any language. ES5's `\\w` regexp matches\n// only latin characters, and the unicode \\p{L} is not yet supported. So\n// instead, we exclude reserved characters and match everything else.\nconst _wordChar = '[^' + _RESERVED_CHARS_RE + ']';\nconst _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\\\.', '' ) + ']';\n\n// Parent directories, delimited by '/' or ':'. Currently unused, but must\n// be matched to parse the rest of the track name.\nconst _directoryRe = /((?:WC+[\\/:])*)/.source.replace( 'WC', _wordChar );\n\n// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\nconst _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );\n\n// Object on target node, and accessor. May not contain reserved\n// characters. Accessor may contain any character except closing bracket.\nconst _objectRe = /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace( 'WC', _wordChar );\n\n// Property and accessor. May not contain reserved characters. Accessor may\n// contain any non-bracket characters.\nconst _propertyRe = /\\.(WC+)(?:\\[(.+)\\])?/.source.replace( 'WC', _wordChar );\n\nconst _trackRe = new RegExp( ''\n\t+ '^'\n\t+ _directoryRe\n\t+ _nodeRe\n\t+ _objectRe\n\t+ _propertyRe\n\t+ '$'\n);\n\nconst _supportedObjectNames = [ 'material', 'materials', 'bones' ];\n\nfunction Composite( targetGroup, path, optionalParsedPath ) {\n\n\tconst parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis._targetGroup = targetGroup;\n\tthis._bindings = targetGroup.subscribe_( path, parsedPath );\n\n}\n\nObject.assign( Composite.prototype, {\n\n\tgetValue: function ( array, offset ) {\n\n\t\tthis.bind(); // bind all binding\n\n\t\tconst firstValidIndex = this._targetGroup.nCachedObjects_,\n\t\t\tbinding = this._bindings[ firstValidIndex ];\n\n\t\t// and only call .getValue on the first\n\t\tif ( binding !== undefined ) binding.getValue( array, offset );\n\n\t},\n\n\tsetValue: function ( array, offset ) {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].setValue( array, offset );\n\n\t\t}\n\n\t},\n\n\tbind: function () {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].bind();\n\n\t\t}\n\n\t},\n\n\tunbind: function () {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].unbind();\n\n\t\t}\n\n\t}\n\n} );\n\n\nfunction PropertyBinding( rootNode, path, parsedPath ) {\n\n\tthis.path = path;\n\tthis.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;\n\n\tthis.rootNode = rootNode;\n\n}\n\nObject.assign( PropertyBinding, {\n\n\tComposite: Composite,\n\n\tcreate: function ( root, path, parsedPath ) {\n\n\t\tif ( ! ( root && root.isAnimationObjectGroup ) ) {\n\n\t\t\treturn new PropertyBinding( root, path, parsedPath );\n\n\t\t} else {\n\n\t\t\treturn new PropertyBinding.Composite( root, path, parsedPath );\n\n\t\t}\n\n\t},\n\n\t/**\n\t * Replaces spaces with underscores and removes unsupported characters from\n\t * node names, to ensure compatibility with parseTrackName().\n\t *\n\t * @param {string} name Node name to be sanitized.\n\t * @return {string}\n\t */\n\tsanitizeNodeName: function ( name ) {\n\n\t\treturn name.replace( /\\s/g, '_' ).replace( _reservedRe, '' );\n\n\t},\n\n\tparseTrackName: function ( trackName ) {\n\n\t\tconst matches = _trackRe.exec( trackName );\n\n\t\tif ( ! matches ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );\n\n\t\t}\n\n\t\tconst results = {\n\t\t\t// directoryName: matches[ 1 ], // (tschw) currently unused\n\t\t\tnodeName: matches[ 2 ],\n\t\t\tobjectName: matches[ 3 ],\n\t\t\tobjectIndex: matches[ 4 ],\n\t\t\tpropertyName: matches[ 5 ], // required\n\t\t\tpropertyIndex: matches[ 6 ]\n\t\t};\n\n\t\tconst lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );\n\n\t\tif ( lastDot !== undefined && lastDot !== - 1 ) {\n\n\t\t\tconst objectName = results.nodeName.substring( lastDot + 1 );\n\n\t\t\t// Object names must be checked against an allowlist. Otherwise, there\n\t\t\t// is no way to parse 'foo.bar.baz': 'baz' must be a property, but\n\t\t\t// 'bar' could be the objectName, or part of a nodeName (which can\n\t\t\t// include '.' characters).\n\t\t\tif ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {\n\n\t\t\t\tresults.nodeName = results.nodeName.substring( 0, lastDot );\n\t\t\t\tresults.objectName = objectName;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( results.propertyName === null || results.propertyName.length === 0 ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );\n\n\t\t}\n\n\t\treturn results;\n\n\t},\n\n\tfindNode: function ( root, nodeName ) {\n\n\t\tif ( ! nodeName || nodeName === \"\" || nodeName === \".\" || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {\n\n\t\t\treturn root;\n\n\t\t}\n\n\t\t// search into skeleton bones.\n\t\tif ( root.skeleton ) {\n\n\t\t\tconst bone = root.skeleton.getBoneByName( nodeName );\n\n\t\t\tif ( bone !== undefined ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// search into node subtree.\n\t\tif ( root.children ) {\n\n\t\t\tconst searchNodeSubtree = function ( children ) {\n\n\t\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\t\tconst childNode = children[ i ];\n\n\t\t\t\t\tif ( childNode.name === nodeName || childNode.uuid === nodeName ) {\n\n\t\t\t\t\t\treturn childNode;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst result = searchNodeSubtree( childNode.children );\n\n\t\t\t\t\tif ( result ) return result;\n\n\t\t\t\t}\n\n\t\t\t\treturn null;\n\n\t\t\t};\n\n\t\t\tconst subTreeNode = searchNodeSubtree( root.children );\n\n\t\t\tif ( subTreeNode ) {\n\n\t\t\t\treturn subTreeNode;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n} );\n\nObject.assign( PropertyBinding.prototype, { // prototype, continued\n\n\t// these are used to \"bind\" a nonexistent property\n\t_getValue_unavailable: function () {},\n\t_setValue_unavailable: function () {},\n\n\tBindingType: {\n\t\tDirect: 0,\n\t\tEntireArray: 1,\n\t\tArrayElement: 2,\n\t\tHasFromToArray: 3\n\t},\n\n\tVersioning: {\n\t\tNone: 0,\n\t\tNeedsUpdate: 1,\n\t\tMatrixWorldNeedsUpdate: 2\n\t},\n\n\tGetterByBindingType: [\n\n\t\tfunction getValue_direct( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.node[ this.propertyName ];\n\n\t\t},\n\n\t\tfunction getValue_array( buffer, offset ) {\n\n\t\t\tconst source = this.resolvedProperty;\n\n\t\t\tfor ( let i = 0, n = source.length; i !== n; ++ i ) {\n\n\t\t\t\tbuffer[ offset ++ ] = source[ i ];\n\n\t\t\t}\n\n\t\t},\n\n\t\tfunction getValue_arrayElement( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];\n\n\t\t},\n\n\t\tfunction getValue_toArray( buffer, offset ) {\n\n\t\t\tthis.resolvedProperty.toArray( buffer, offset );\n\n\t\t}\n\n\t],\n\n\tSetterByBindingTypeAndVersioning: [\n\n\t\t[\n\t\t\t// Direct\n\n\t\t\tfunction setValue_direct( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// EntireArray\n\n\t\t\tfunction setValue_array( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// ArrayElement\n\n\t\t\tfunction setValue_arrayElement( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// HasToFromArray\n\n\t\t\tfunction setValue_fromArray( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t]\n\n\t],\n\n\tgetValue: function getValue_unbound( targetArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.getValue( targetArray, offset );\n\n\t\t// Note: This class uses a State pattern on a per-method basis:\n\t\t// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n\t\t// prototype version of these methods with one that represents\n\t\t// the bound state. When the property is not found, the methods\n\t\t// become no-ops.\n\n\t},\n\n\tsetValue: function getValue_unbound( sourceArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.setValue( sourceArray, offset );\n\n\t},\n\n\t// create getter / setter pair for a property in the scene graph\n\tbind: function () {\n\n\t\tlet targetObject = this.node;\n\t\tconst parsedPath = this.parsedPath;\n\n\t\tconst objectName = parsedPath.objectName;\n\t\tconst propertyName = parsedPath.propertyName;\n\t\tlet propertyIndex = parsedPath.propertyIndex;\n\n\t\tif ( ! targetObject ) {\n\n\t\t\ttargetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;\n\n\t\t\tthis.node = targetObject;\n\n\t\t}\n\n\t\t// set fail state so we can just 'return' on error\n\t\tthis.getValue = this._getValue_unavailable;\n\t\tthis.setValue = this._setValue_unavailable;\n\n\t\t// ensure there is a value node\n\t\tif ( ! targetObject ) {\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\\'t found.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( objectName ) {\n\n\t\t\tlet objectIndex = parsedPath.objectIndex;\n\n\t\t\t// special cases were we need to reach deeper into the hierarchy to get the face materials....\n\t\t\tswitch ( objectName ) {\n\n\t\t\t\tcase 'materials':\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.materials ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.materials;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bones':\n\n\t\t\t\t\tif ( ! targetObject.skeleton ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// potential future optimization: skip this if propertyIndex is already an integer\n\t\t\t\t\t// and convert the integer string to a true integer.\n\n\t\t\t\t\ttargetObject = targetObject.skeleton.bones;\n\n\t\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\t\tfor ( let i = 0; i < targetObject.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject[ i ].name === objectIndex ) {\n\n\t\t\t\t\t\t\tobjectIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tif ( targetObject[ objectName ] === undefined ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject[ objectName ];\n\n\t\t\t}\n\n\n\t\t\tif ( objectIndex !== undefined ) {\n\n\t\t\t\tif ( targetObject[ objectIndex ] === undefined ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\ttargetObject = targetObject[ objectIndex ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// resolve property\n\t\tconst nodeProperty = targetObject[ propertyName ];\n\n\t\tif ( nodeProperty === undefined ) {\n\n\t\t\tconst nodeName = parsedPath.nodeName;\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +\n\t\t\t\t'.' + propertyName + ' but it wasn\\'t found.', targetObject );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// determine versioning scheme\n\t\tlet versioning = this.Versioning.None;\n\n\t\tthis.targetObject = targetObject;\n\n\t\tif ( targetObject.needsUpdate !== undefined ) { // material\n\n\t\t\tversioning = this.Versioning.NeedsUpdate;\n\n\t\t} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform\n\n\t\t\tversioning = this.Versioning.MatrixWorldNeedsUpdate;\n\n\t\t}\n\n\t\t// determine how the property gets bound\n\t\tlet bindingType = this.BindingType.Direct;\n\n\t\tif ( propertyIndex !== undefined ) {\n\n\t\t\t// access a sub element of the property array (only primitives are supported right now)\n\n\t\t\tif ( propertyName === \"morphTargetInfluences\" ) {\n\n\t\t\t\t// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n\n\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\tif ( ! targetObject.geometry ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( targetObject.geometry.isBufferGeometry ) {\n\n\t\t\t\t\tif ( ! targetObject.geometry.morphAttributes ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {\n\n\t\t\t\t\t\tpropertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];\n\n\t\t\t\t\t}\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tbindingType = this.BindingType.ArrayElement;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\t\t\tthis.propertyIndex = propertyIndex;\n\n\t\t} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {\n\n\t\t\t// must use copy for Object3D.Euler/Quaternion\n\n\t\t\tbindingType = this.BindingType.HasFromToArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else if ( Array.isArray( nodeProperty ) ) {\n\n\t\t\tbindingType = this.BindingType.EntireArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else {\n\n\t\t\tthis.propertyName = propertyName;\n\n\t\t}\n\n\t\t// select getter / setter\n\t\tthis.getValue = this.GetterByBindingType[ bindingType ];\n\t\tthis.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];\n\n\t},\n\n\tunbind: function () {\n\n\t\tthis.node = null;\n\n\t\t// back to the prototype version of getValue / setValue\n\t\t// note: avoiding to mutate the shape of 'this' via 'delete'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n} );\n\n// DECLARE ALIAS AFTER assign prototype\nObject.assign( PropertyBinding.prototype, {\n\n\t// initial state of these methods that calls 'bind'\n\t_getValue_unbound: PropertyBinding.prototype.getValue,\n\t_setValue_unbound: PropertyBinding.prototype.setValue,\n\n} );\n\n/**\n *\n * A group of objects that receives a shared animation state.\n *\n * Usage:\n *\n * - Add objects you would otherwise pass as 'root' to the\n * constructor or the .clipAction method of AnimationMixer.\n *\n * - Instead pass this object as 'root'.\n *\n * - You can also add and remove objects later when the mixer\n * is running.\n *\n * Note:\n *\n * Objects of this class appear as one object to the mixer,\n * so cache control of the individual objects must be done\n * on the group.\n *\n * Limitation:\n *\n * - The animated properties must be compatible among the\n * all objects in the group.\n *\n * - A single property can either be controlled through a\n * target group or directly, but not both.\n */\n\nfunction AnimationObjectGroup() {\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\t// cached objects followed by the active ones\n\tthis._objects = Array.prototype.slice.call( arguments );\n\n\tthis.nCachedObjects_ = 0; // threshold\n\t// note: read by PropertyBinding.Composite\n\n\tconst indices = {};\n\tthis._indicesByUUID = indices; // for bookkeeping\n\n\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\tindices[ arguments[ i ].uuid ] = i;\n\n\t}\n\n\tthis._paths = []; // inside: string\n\tthis._parsedPaths = []; // inside: { we don't care, here }\n\tthis._bindings = []; // inside: Array< PropertyBinding >\n\tthis._bindingsIndicesByPath = {}; // inside: indices in these arrays\n\n\tconst scope = this;\n\n\tthis.stats = {\n\n\t\tobjects: {\n\t\t\tget total() {\n\n\t\t\t\treturn scope._objects.length;\n\n\t\t\t},\n\t\t\tget inUse() {\n\n\t\t\t\treturn this.total - scope.nCachedObjects_;\n\n\t\t\t}\n\t\t},\n\t\tget bindingsPerObject() {\n\n\t\t\treturn scope._bindings.length;\n\n\t\t}\n\n\t};\n\n}\n\nObject.assign( AnimationObjectGroup.prototype, {\n\n\tisAnimationObjectGroup: true,\n\n\tadd: function () {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tpaths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet knownObject = undefined,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid;\n\t\t\tlet index = indicesByUUID[ uuid ];\n\n\t\t\tif ( index === undefined ) {\n\n\t\t\t\t// unknown object -> add it to the ACTIVE region\n\n\t\t\t\tindex = nObjects ++;\n\t\t\t\tindicesByUUID[ uuid ] = index;\n\t\t\t\tobjects.push( object );\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tbindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );\n\n\t\t\t\t}\n\n\t\t\t} else if ( index < nCachedObjects ) {\n\n\t\t\t\tknownObject = objects[ index ];\n\n\t\t\t\t// move existing object to the ACTIVE region\n\n\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ];\n\n\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = firstActiveIndex;\n\t\t\t\tobjects[ firstActiveIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ];\n\n\t\t\t\t\tlet binding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\n\t\t\t\t\tif ( binding === undefined ) {\n\n\t\t\t\t\t\t// since we do not bother to create new bindings\n\t\t\t\t\t\t// for objects that are cached, the binding may\n\t\t\t\t\t\t// or may not exist\n\n\t\t\t\t\t\tbinding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t} else if ( objects[ index ] !== knownObject ) {\n\n\t\t\t\tconsole.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +\n\t\t\t\t\t'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );\n\n\t\t\t} // else the object is already where we want it to be\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\tremove: function () {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined && index >= nCachedObjects ) {\n\n\t\t\t\t// move existing object into the CACHED region\n\n\t\t\t\tconst lastCachedIndex = nCachedObjects ++,\n\t\t\t\t\tfirstActiveObject = objects[ lastCachedIndex ];\n\n\t\t\t\tindicesByUUID[ firstActiveObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = firstActiveObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = lastCachedIndex;\n\t\t\t\tobjects[ lastCachedIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tfirstActive = bindingsForPath[ lastCachedIndex ],\n\t\t\t\t\t\tbinding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = firstActive;\n\t\t\t\t\tbindingsForPath[ lastCachedIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\t// remove & forget\n\tuncache: function () {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_,\n\t\t\tnObjects = objects.length;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tdelete indicesByUUID[ uuid ];\n\n\t\t\t\tif ( index < nCachedObjects ) {\n\n\t\t\t\t\t// object is cached, shrink the CACHED region\n\n\t\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ],\n\t\t\t\t\t\tlastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\t// last cached object takes this object's place\n\t\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\t\t// last object goes to the activated slot and pop\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = firstActiveIndex;\n\t\t\t\t\tobjects[ firstActiveIndex ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ],\n\t\t\t\t\t\t\tlast = bindingsForPath[ lastIndex ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\t\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = last;\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// object is active, just swap with the last and pop\n\n\t\t\t\t\tconst lastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\tif ( lastIndex > 0 ) {\n\n\t\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = index;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobjects[ index ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = bindingsForPath[ lastIndex ];\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} // cached or active\n\n\t\t\t} // if object is known\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\t// Internal interface used by befriended PropertyBinding.Composite:\n\n\tsubscribe_: function ( path, parsedPath ) {\n\n\t\t// returns an array of bindings for the given path that is changed\n\t\t// according to the contained objects in the group\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath;\n\t\tlet index = indicesByPath[ path ];\n\t\tconst bindings = this._bindings;\n\n\t\tif ( index !== undefined ) return bindings[ index ];\n\n\t\tconst paths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tobjects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tbindingsForPath = new Array( nObjects );\n\n\t\tindex = bindings.length;\n\n\t\tindicesByPath[ path ] = index;\n\n\t\tpaths.push( path );\n\t\tparsedPaths.push( parsedPath );\n\t\tbindings.push( bindingsForPath );\n\n\t\tfor ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {\n\n\t\t\tconst object = objects[ i ];\n\t\t\tbindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );\n\n\t\t}\n\n\t\treturn bindingsForPath;\n\n\t},\n\n\tunsubscribe_: function ( path ) {\n\n\t\t// tells the group to forget about a property path and no longer\n\t\t// update the array previously obtained with 'subscribe_'\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath,\n\t\t\tindex = indicesByPath[ path ];\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst paths = this._paths,\n\t\t\t\tparsedPaths = this._parsedPaths,\n\t\t\t\tbindings = this._bindings,\n\t\t\t\tlastBindingsIndex = bindings.length - 1,\n\t\t\t\tlastBindings = bindings[ lastBindingsIndex ],\n\t\t\t\tlastBindingsPath = path[ lastBindingsIndex ];\n\n\t\t\tindicesByPath[ lastBindingsPath ] = index;\n\n\t\t\tbindings[ index ] = lastBindings;\n\t\t\tbindings.pop();\n\n\t\t\tparsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];\n\t\t\tparsedPaths.pop();\n\n\t\t\tpaths[ index ] = paths[ lastBindingsIndex ];\n\t\t\tpaths.pop();\n\n\t\t}\n\n\t}\n\n} );\n\nclass AnimationAction {\n\n\tconstructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {\n\n\t\tthis._mixer = mixer;\n\t\tthis._clip = clip;\n\t\tthis._localRoot = localRoot;\n\t\tthis.blendMode = blendMode;\n\n\t\tconst tracks = clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tinterpolants = new Array( nTracks );\n\n\t\tconst interpolantSettings = {\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\t\t};\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst interpolant = tracks[ i ].createInterpolant( null );\n\t\t\tinterpolants[ i ] = interpolant;\n\t\t\tinterpolant.settings = interpolantSettings;\n\n\t\t}\n\n\t\tthis._interpolantSettings = interpolantSettings;\n\n\t\tthis._interpolants = interpolants; // bound by the mixer\n\n\t\t// inside: PropertyMixer (managed by the mixer)\n\t\tthis._propertyBindings = new Array( nTracks );\n\n\t\tthis._cacheIndex = null; // for the memory manager\n\t\tthis._byClipCacheIndex = null; // for the memory manager\n\n\t\tthis._timeScaleInterpolant = null;\n\t\tthis._weightInterpolant = null;\n\n\t\tthis.loop = LoopRepeat;\n\t\tthis._loopCount = - 1;\n\n\t\t// global mixer time when the action is to be started\n\t\t// it's set back to 'null' upon start of the action\n\t\tthis._startTime = null;\n\n\t\t// scaled local time of the action\n\t\t// gets clamped or wrapped to 0..clip.duration according to loop\n\t\tthis.time = 0;\n\n\t\tthis.timeScale = 1;\n\t\tthis._effectiveTimeScale = 1;\n\n\t\tthis.weight = 1;\n\t\tthis._effectiveWeight = 1;\n\n\t\tthis.repetitions = Infinity; // no. of repetitions when looping\n\n\t\tthis.paused = false; // true -> zero effective time scale\n\t\tthis.enabled = true; // false -> zero effective weight\n\n\t\tthis.clampWhenFinished = false;// keep feeding the last frame?\n\n\t\tthis.zeroSlopeAtStart = true;// for smooth interpolation w/o separate\n\t\tthis.zeroSlopeAtEnd = true;// clips for start, loop and end\n\n\t}\n\n\t// State & Scheduling\n\n\tplay() {\n\n\t\tthis._mixer._activateAction( this );\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tthis._mixer._deactivateAction( this );\n\n\t\treturn this.reset();\n\n\t}\n\n\treset() {\n\n\t\tthis.paused = false;\n\t\tthis.enabled = true;\n\n\t\tthis.time = 0; // restart clip\n\t\tthis._loopCount = - 1;// forget previous loops\n\t\tthis._startTime = null;// forget scheduling\n\n\t\treturn this.stopFading().stopWarping();\n\n\t}\n\n\tisRunning() {\n\n\t\treturn this.enabled && ! this.paused && this.timeScale !== 0 &&\n\t\t\tthis._startTime === null && this._mixer._isActiveAction( this );\n\n\t}\n\n\t// return true when play has been called\n\tisScheduled() {\n\n\t\treturn this._mixer._isActiveAction( this );\n\n\t}\n\n\tstartAt( time ) {\n\n\t\tthis._startTime = time;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoop( mode, repetitions ) {\n\n\t\tthis.loop = mode;\n\t\tthis.repetitions = repetitions;\n\n\t\treturn this;\n\n\t}\n\n\t// Weight\n\n\t// set the weight stopping any scheduled fading\n\t// although .enabled = false yields an effective weight of zero, this\n\t// method does *not* change .enabled, because it would be confusing\n\tsetEffectiveWeight( weight ) {\n\n\t\tthis.weight = weight;\n\n\t\t// note: same logic as when updated at runtime\n\t\tthis._effectiveWeight = this.enabled ? weight : 0;\n\n\t\treturn this.stopFading();\n\n\t}\n\n\t// return the weight considering fading and .enabled\n\tgetEffectiveWeight() {\n\n\t\treturn this._effectiveWeight;\n\n\t}\n\n\tfadeIn( duration ) {\n\n\t\treturn this._scheduleFading( duration, 0, 1 );\n\n\t}\n\n\tfadeOut( duration ) {\n\n\t\treturn this._scheduleFading( duration, 1, 0 );\n\n\t}\n\n\tcrossFadeFrom( fadeOutAction, duration, warp ) {\n\n\t\tfadeOutAction.fadeOut( duration );\n\t\tthis.fadeIn( duration );\n\n\t\tif ( warp ) {\n\n\t\t\tconst fadeInDuration = this._clip.duration,\n\t\t\t\tfadeOutDuration = fadeOutAction._clip.duration,\n\n\t\t\t\tstartEndRatio = fadeOutDuration / fadeInDuration,\n\t\t\t\tendStartRatio = fadeInDuration / fadeOutDuration;\n\n\t\t\tfadeOutAction.warp( 1.0, startEndRatio, duration );\n\t\t\tthis.warp( endStartRatio, 1.0, duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcrossFadeTo( fadeInAction, duration, warp ) {\n\n\t\treturn fadeInAction.crossFadeFrom( this, duration, warp );\n\n\t}\n\n\tstopFading() {\n\n\t\tconst weightInterpolant = this._weightInterpolant;\n\n\t\tif ( weightInterpolant !== null ) {\n\n\t\t\tthis._weightInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( weightInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Time Scale Control\n\n\t// set the time scale stopping any scheduled warping\n\t// although .paused = true yields an effective time scale of zero, this\n\t// method does *not* change .paused, because it would be confusing\n\tsetEffectiveTimeScale( timeScale ) {\n\n\t\tthis.timeScale = timeScale;\n\t\tthis._effectiveTimeScale = this.paused ? 0 : timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\t// return the time scale considering warping and .paused\n\tgetEffectiveTimeScale() {\n\n\t\treturn this._effectiveTimeScale;\n\n\t}\n\n\tsetDuration( duration ) {\n\n\t\tthis.timeScale = this._clip.duration / duration;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\tsyncWith( action ) {\n\n\t\tthis.time = action.time;\n\t\tthis.timeScale = action.timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\thalt( duration ) {\n\n\t\treturn this.warp( this._effectiveTimeScale, 0, duration );\n\n\t}\n\n\twarp( startTimeScale, endTimeScale, duration ) {\n\n\t\tconst mixer = this._mixer,\n\t\t\tnow = mixer.time,\n\t\t\ttimeScale = this.timeScale;\n\n\t\tlet interpolant = this._timeScaleInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._timeScaleInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\ttimes[ 1 ] = now + duration;\n\n\t\tvalues[ 0 ] = startTimeScale / timeScale;\n\t\tvalues[ 1 ] = endTimeScale / timeScale;\n\n\t\treturn this;\n\n\t}\n\n\tstopWarping() {\n\n\t\tconst timeScaleInterpolant = this._timeScaleInterpolant;\n\n\t\tif ( timeScaleInterpolant !== null ) {\n\n\t\t\tthis._timeScaleInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( timeScaleInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Object Accessors\n\n\tgetMixer() {\n\n\t\treturn this._mixer;\n\n\t}\n\n\tgetClip() {\n\n\t\treturn this._clip;\n\n\t}\n\n\tgetRoot() {\n\n\t\treturn this._localRoot || this._mixer._root;\n\n\t}\n\n\t// Interna\n\n\t_update( time, deltaTime, timeDirection, accuIndex ) {\n\n\t\t// called by the mixer\n\n\t\tif ( ! this.enabled ) {\n\n\t\t\t// call ._updateWeight() to update ._effectiveWeight\n\n\t\t\tthis._updateWeight( time );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst startTime = this._startTime;\n\n\t\tif ( startTime !== null ) {\n\n\t\t\t// check for scheduled start of action\n\n\t\t\tconst timeRunning = ( time - startTime ) * timeDirection;\n\t\t\tif ( timeRunning < 0 || timeDirection === 0 ) {\n\n\t\t\t\treturn; // yet to come / don't decide when delta = 0\n\n\t\t\t}\n\n\t\t\t// start\n\n\t\t\tthis._startTime = null; // unschedule\n\t\t\tdeltaTime = timeDirection * timeRunning;\n\n\t\t}\n\n\t\t// apply time scale and advance time\n\n\t\tdeltaTime *= this._updateTimeScale( time );\n\t\tconst clipTime = this._updateTime( deltaTime );\n\n\t\t// note: _updateTime may disable the action resulting in\n\t\t// an effective weight of 0\n\n\t\tconst weight = this._updateWeight( time );\n\n\t\tif ( weight > 0 ) {\n\n\t\t\tconst interpolants = this._interpolants;\n\t\t\tconst propertyMixers = this._propertyBindings;\n\n\t\t\tswitch ( this.blendMode ) {\n\n\t\t\t\tcase AdditiveAnimationBlendMode:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulateAdditive( weight );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase NormalAnimationBlendMode:\n\t\t\t\tdefault:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulate( accuIndex, weight );\n\n\t\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_updateWeight( time ) {\n\n\t\tlet weight = 0;\n\n\t\tif ( this.enabled ) {\n\n\t\t\tweight = this.weight;\n\t\t\tconst interpolant = this._weightInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\tweight *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopFading();\n\n\t\t\t\t\tif ( interpolantValue === 0 ) {\n\n\t\t\t\t\t\t// faded out, disable\n\t\t\t\t\t\tthis.enabled = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveWeight = weight;\n\t\treturn weight;\n\n\t}\n\n\t_updateTimeScale( time ) {\n\n\t\tlet timeScale = 0;\n\n\t\tif ( ! this.paused ) {\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\t\tconst interpolant = this._timeScaleInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\ttimeScale *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopWarping();\n\n\t\t\t\t\tif ( timeScale === 0 ) {\n\n\t\t\t\t\t\t// motion has halted, pause\n\t\t\t\t\t\tthis.paused = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// warp done - apply final time scale\n\t\t\t\t\t\tthis.timeScale = timeScale;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveTimeScale = timeScale;\n\t\treturn timeScale;\n\n\t}\n\n\t_updateTime( deltaTime ) {\n\n\t\tconst duration = this._clip.duration;\n\t\tconst loop = this.loop;\n\n\t\tlet time = this.time + deltaTime;\n\t\tlet loopCount = this._loopCount;\n\n\t\tconst pingPong = ( loop === LoopPingPong );\n\n\t\tif ( deltaTime === 0 ) {\n\n\t\t\tif ( loopCount === - 1 ) return time;\n\n\t\t\treturn ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;\n\n\t\t}\n\n\t\tif ( loop === LoopOnce ) {\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tthis._loopCount = 0;\n\t\t\t\tthis._setEndings( true, true, false );\n\n\t\t\t}\n\n\t\t\thandle_stop: {\n\n\t\t\t\tif ( time >= duration ) {\n\n\t\t\t\t\ttime = duration;\n\n\t\t\t\t} else if ( time < 0 ) {\n\n\t\t\t\t\ttime = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tbreak handle_stop;\n\n\t\t\t\t}\n\n\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\telse this.enabled = false;\n\n\t\t\t\tthis.time = time;\n\n\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\tdirection: deltaTime < 0 ? - 1 : 1\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else { // repetitive Repeat or PingPong\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tif ( deltaTime >= 0 ) {\n\n\t\t\t\t\tloopCount = 0;\n\n\t\t\t\t\tthis._setEndings( true, this.repetitions === 0, pingPong );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// when looping in reverse direction, the initial\n\t\t\t\t\t// transition through zero counts as a repetition,\n\t\t\t\t\t// so leave loopCount at -1\n\n\t\t\t\t\tthis._setEndings( this.repetitions === 0, true, pingPong );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( time >= duration || time < 0 ) {\n\n\t\t\t\t// wrap around\n\n\t\t\t\tconst loopDelta = Math.floor( time / duration ); // signed\n\t\t\t\ttime -= duration * loopDelta;\n\n\t\t\t\tloopCount += Math.abs( loopDelta );\n\n\t\t\t\tconst pending = this.repetitions - loopCount;\n\n\t\t\t\tif ( pending <= 0 ) {\n\n\t\t\t\t\t// have to stop (switch state, clamp time, fire event)\n\n\t\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\t\telse this.enabled = false;\n\n\t\t\t\t\ttime = deltaTime > 0 ? duration : 0;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\t\tdirection: deltaTime > 0 ? 1 : - 1\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// keep running\n\n\t\t\t\t\tif ( pending === 1 ) {\n\n\t\t\t\t\t\t// entering the last round\n\n\t\t\t\t\t\tconst atStart = deltaTime < 0;\n\t\t\t\t\t\tthis._setEndings( atStart, ! atStart, pingPong );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis._setEndings( false, false, pingPong );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis._loopCount = loopCount;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'loop', action: this, loopDelta: loopDelta\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tthis.time = time;\n\n\t\t\t}\n\n\t\t\tif ( pingPong && ( loopCount & 1 ) === 1 ) {\n\n\t\t\t\t// invert time for the \"pong round\"\n\n\t\t\t\treturn duration - time;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn time;\n\n\t}\n\n\t_setEndings( atStart, atEnd, pingPong ) {\n\n\t\tconst settings = this._interpolantSettings;\n\n\t\tif ( pingPong ) {\n\n\t\t\tsettings.endingStart = ZeroSlopeEnding;\n\t\t\tsettings.endingEnd = ZeroSlopeEnding;\n\n\t\t} else {\n\n\t\t\t// assuming for LoopOnce atStart == atEnd == true\n\n\t\t\tif ( atStart ) {\n\n\t\t\t\tsettings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingStart = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t\tif ( atEnd ) {\n\n\t\t\t\tsettings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingEnd \t = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_scheduleFading( duration, weightNow, weightThen ) {\n\n\t\tconst mixer = this._mixer, now = mixer.time;\n\t\tlet interpolant = this._weightInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._weightInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\tvalues[ 0 ] = weightNow;\n\t\ttimes[ 1 ] = now + duration;\n\t\tvalues[ 1 ] = weightThen;\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction AnimationMixer( root ) {\n\n\tthis._root = root;\n\tthis._initMemoryManager();\n\tthis._accuIndex = 0;\n\n\tthis.time = 0;\n\n\tthis.timeScale = 1.0;\n\n}\n\nAnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: AnimationMixer,\n\n\t_bindAction: function ( action, prototypeAction ) {\n\n\t\tconst root = action._localRoot || this._root,\n\t\t\ttracks = action._clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tbindings = action._propertyBindings,\n\t\t\tinterpolants = action._interpolants,\n\t\t\trootUuid = root.uuid,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName;\n\n\t\tlet bindingsByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingsByName === undefined ) {\n\n\t\t\tbindingsByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingsByName;\n\n\t\t}\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst track = tracks[ i ],\n\t\t\t\ttrackName = track.name;\n\n\t\t\tlet binding = bindingsByName[ trackName ];\n\n\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t} else {\n\n\t\t\t\tbinding = bindings[ i ];\n\n\t\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t\t// existing binding, make sure the cache knows\n\n\t\t\t\t\tif ( binding._cacheIndex === null ) {\n\n\t\t\t\t\t\t++ binding.referenceCount;\n\t\t\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tconst path = prototypeAction && prototypeAction.\n\t\t\t\t\t_propertyBindings[ i ].binding.parsedPath;\n\n\t\t\t\tbinding = new PropertyMixer(\n\t\t\t\t\tPropertyBinding.create( root, trackName, path ),\n\t\t\t\t\ttrack.ValueTypeName, track.getValueSize() );\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t}\n\n\t\t\tinterpolants[ i ].resultBuffer = binding.buffer;\n\n\t\t}\n\n\t},\n\n\t_activateAction: function ( action ) {\n\n\t\tif ( ! this._isActiveAction( action ) ) {\n\n\t\t\tif ( action._cacheIndex === null ) {\n\n\t\t\t\t// this action has been forgotten by the cache, but the user\n\t\t\t\t// appears to be still using it -> rebind\n\n\t\t\t\tconst rootUuid = ( action._localRoot || this._root ).uuid,\n\t\t\t\t\tclipUuid = action._clip.uuid,\n\t\t\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\t\t\tthis._bindAction( action,\n\t\t\t\t\tactionsForClip && actionsForClip.knownActions[ 0 ] );\n\n\t\t\t\tthis._addInactiveAction( action, clipUuid, rootUuid );\n\n\t\t\t}\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// increment reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( binding.useCount ++ === 0 ) {\n\n\t\t\t\t\tthis._lendBinding( binding );\n\t\t\t\t\tbinding.saveOriginalState();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._lendAction( action );\n\n\t\t}\n\n\t},\n\n\t_deactivateAction: function ( action ) {\n\n\t\tif ( this._isActiveAction( action ) ) {\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// decrement reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( -- binding.useCount === 0 ) {\n\n\t\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\t\tthis._takeBackBinding( binding );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._takeBackAction( action );\n\n\t\t}\n\n\t},\n\n\t// Memory manager\n\n\t_initMemoryManager: function () {\n\n\t\tthis._actions = []; // 'nActiveActions' followed by inactive ones\n\t\tthis._nActiveActions = 0;\n\n\t\tthis._actionsByClip = {};\n\t\t// inside:\n\t\t// {\n\t\t// \tknownActions: Array< AnimationAction > - used as prototypes\n\t\t// \tactionByRoot: AnimationAction - lookup\n\t\t// }\n\n\n\t\tthis._bindings = []; // 'nActiveBindings' followed by inactive ones\n\t\tthis._nActiveBindings = 0;\n\n\t\tthis._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >\n\n\n\t\tthis._controlInterpolants = []; // same game as above\n\t\tthis._nActiveControlInterpolants = 0;\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tactions: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._actions.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveActions;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tbindings: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._bindings.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveBindings;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tcontrolInterpolants: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._controlInterpolants.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveControlInterpolants;\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t};\n\n\t},\n\n\t// Memory management for AnimationAction objects\n\n\t_isActiveAction: function ( action ) {\n\n\t\tconst index = action._cacheIndex;\n\t\treturn index !== null && index < this._nActiveActions;\n\n\t},\n\n\t_addInactiveAction: function ( action, clipUuid, rootUuid ) {\n\n\t\tconst actions = this._actions,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tlet actionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip === undefined ) {\n\n\t\t\tactionsForClip = {\n\n\t\t\t\tknownActions: [ action ],\n\t\t\t\tactionByRoot: {}\n\n\t\t\t};\n\n\t\t\taction._byClipCacheIndex = 0;\n\n\t\t\tactionsByClip[ clipUuid ] = actionsForClip;\n\n\t\t} else {\n\n\t\t\tconst knownActions = actionsForClip.knownActions;\n\n\t\t\taction._byClipCacheIndex = knownActions.length;\n\t\t\tknownActions.push( action );\n\n\t\t}\n\n\t\taction._cacheIndex = actions.length;\n\t\tactions.push( action );\n\n\t\tactionsForClip.actionByRoot[ rootUuid ] = action;\n\n\t},\n\n\t_removeInactiveAction: function ( action ) {\n\n\t\tconst actions = this._actions,\n\t\t\tlastInactiveAction = actions[ actions.length - 1 ],\n\t\t\tcacheIndex = action._cacheIndex;\n\n\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\tactions.pop();\n\n\t\taction._cacheIndex = null;\n\n\n\t\tconst clipUuid = action._clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ],\n\t\t\tknownActionsForClip = actionsForClip.knownActions,\n\n\t\t\tlastKnownAction =\n\t\t\t\tknownActionsForClip[ knownActionsForClip.length - 1 ],\n\n\t\t\tbyClipCacheIndex = action._byClipCacheIndex;\n\n\t\tlastKnownAction._byClipCacheIndex = byClipCacheIndex;\n\t\tknownActionsForClip[ byClipCacheIndex ] = lastKnownAction;\n\t\tknownActionsForClip.pop();\n\n\t\taction._byClipCacheIndex = null;\n\n\n\t\tconst actionByRoot = actionsForClip.actionByRoot,\n\t\t\trootUuid = ( action._localRoot || this._root ).uuid;\n\n\t\tdelete actionByRoot[ rootUuid ];\n\n\t\tif ( knownActionsForClip.length === 0 ) {\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t\tthis._removeInactiveBindingsForAction( action );\n\n\t},\n\n\t_removeInactiveBindingsForAction: function ( action ) {\n\n\t\tconst bindings = action._propertyBindings;\n\n\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tconst binding = bindings[ i ];\n\n\t\t\tif ( -- binding.referenceCount === 0 ) {\n\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t_lendAction: function ( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions >| inactive actions ]\n\t\t// s a\n\t\t// <-swap->\n\t\t// a s\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveActions ++,\n\n\t\t\tfirstInactiveAction = actions[ lastActiveIndex ];\n\n\t\taction._cacheIndex = lastActiveIndex;\n\t\tactions[ lastActiveIndex ] = action;\n\n\t\tfirstInactiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = firstInactiveAction;\n\n\t},\n\n\t_takeBackAction: function ( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions |< inactive actions ]\n\t\t// a s\n\t\t// <-swap->\n\t\t// s a\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveActions,\n\n\t\t\tlastActiveAction = actions[ firstInactiveIndex ];\n\n\t\taction._cacheIndex = firstInactiveIndex;\n\t\tactions[ firstInactiveIndex ] = action;\n\n\t\tlastActiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = lastActiveAction;\n\n\t},\n\n\t// Memory management for PropertyMixer objects\n\n\t_addInactiveBinding: function ( binding, rootUuid, trackName ) {\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindings = this._bindings;\n\n\t\tlet bindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName === undefined ) {\n\n\t\t\tbindingByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingByName;\n\n\t\t}\n\n\t\tbindingByName[ trackName ] = binding;\n\n\t\tbinding._cacheIndex = bindings.length;\n\t\tbindings.push( binding );\n\n\t},\n\n\t_removeInactiveBinding: function ( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tpropBinding = binding.binding,\n\t\t\trootUuid = propBinding.rootNode.uuid,\n\t\t\ttrackName = propBinding.path,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tlastInactiveBinding = bindings[ bindings.length - 1 ],\n\t\t\tcacheIndex = binding._cacheIndex;\n\n\t\tlastInactiveBinding._cacheIndex = cacheIndex;\n\t\tbindings[ cacheIndex ] = lastInactiveBinding;\n\t\tbindings.pop();\n\n\t\tdelete bindingByName[ trackName ];\n\n\t\tif ( Object.keys( bindingByName ).length === 0 ) {\n\n\t\t\tdelete bindingsByRoot[ rootUuid ];\n\n\t\t}\n\n\t},\n\n\t_lendBinding: function ( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveBindings ++,\n\n\t\t\tfirstInactiveBinding = bindings[ lastActiveIndex ];\n\n\t\tbinding._cacheIndex = lastActiveIndex;\n\t\tbindings[ lastActiveIndex ] = binding;\n\n\t\tfirstInactiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = firstInactiveBinding;\n\n\t},\n\n\t_takeBackBinding: function ( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveBindings,\n\n\t\t\tlastActiveBinding = bindings[ firstInactiveIndex ];\n\n\t\tbinding._cacheIndex = firstInactiveIndex;\n\t\tbindings[ firstInactiveIndex ] = binding;\n\n\t\tlastActiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = lastActiveBinding;\n\n\t},\n\n\n\t// Memory management of Interpolants for weight and time scale\n\n\t_lendControlInterpolant: function () {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tlastActiveIndex = this._nActiveControlInterpolants ++;\n\n\t\tlet interpolant = interpolants[ lastActiveIndex ];\n\n\t\tif ( interpolant === undefined ) {\n\n\t\t\tinterpolant = new LinearInterpolant(\n\t\t\t\tnew Float32Array( 2 ), new Float32Array( 2 ),\n\t\t\t\t1, this._controlInterpolantsResultBuffer );\n\n\t\t\tinterpolant.__cacheIndex = lastActiveIndex;\n\t\t\tinterpolants[ lastActiveIndex ] = interpolant;\n\n\t\t}\n\n\t\treturn interpolant;\n\n\t},\n\n\t_takeBackControlInterpolant: function ( interpolant ) {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tprevIndex = interpolant.__cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveControlInterpolants,\n\n\t\t\tlastActiveInterpolant = interpolants[ firstInactiveIndex ];\n\n\t\tinterpolant.__cacheIndex = firstInactiveIndex;\n\t\tinterpolants[ firstInactiveIndex ] = interpolant;\n\n\t\tlastActiveInterpolant.__cacheIndex = prevIndex;\n\t\tinterpolants[ prevIndex ] = lastActiveInterpolant;\n\n\t},\n\n\t_controlInterpolantsResultBuffer: new Float32Array( 1 ),\n\n\t// return an action for a clip optionally using a custom root target\n\t// object (this method allocates a lot of dynamic memory in case a\n\t// previously unknown clip/root combination is specified)\n\tclipAction: function ( clip, optionalRoot, blendMode ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid;\n\n\t\tlet clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;\n\n\t\tconst clipUuid = clipObject !== null ? clipObject.uuid : clip;\n\n\t\tconst actionsForClip = this._actionsByClip[ clipUuid ];\n\t\tlet prototypeAction = null;\n\n\t\tif ( blendMode === undefined ) {\n\n\t\t\tif ( clipObject !== null ) {\n\n\t\t\t\tblendMode = clipObject.blendMode;\n\n\t\t\t} else {\n\n\t\t\t\tblendMode = NormalAnimationBlendMode;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\tconst existingAction = actionsForClip.actionByRoot[ rootUuid ];\n\n\t\t\tif ( existingAction !== undefined && existingAction.blendMode === blendMode ) {\n\n\t\t\t\treturn existingAction;\n\n\t\t\t}\n\n\t\t\t// we know the clip, so we don't have to parse all\n\t\t\t// the bindings again but can just copy\n\t\t\tprototypeAction = actionsForClip.knownActions[ 0 ];\n\n\t\t\t// also, take the clip from the prototype action\n\t\t\tif ( clipObject === null )\n\t\t\t\tclipObject = prototypeAction._clip;\n\n\t\t}\n\n\t\t// clip must be known when specified via string\n\t\tif ( clipObject === null ) return null;\n\n\t\t// allocate all resources required to run it\n\t\tconst newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );\n\n\t\tthis._bindAction( newAction, prototypeAction );\n\n\t\t// and make the action known to the memory manager\n\t\tthis._addInactiveAction( newAction, clipUuid, rootUuid );\n\n\t\treturn newAction;\n\n\t},\n\n\t// get an existing action\n\texistingAction: function ( clip, optionalRoot ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\treturn actionsForClip.actionByRoot[ rootUuid ] || null;\n\n\t\t}\n\n\t\treturn null;\n\n\t},\n\n\t// deactivates all previously scheduled actions\n\tstopAllAction: function () {\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions;\n\n\t\tfor ( let i = nActions - 1; i >= 0; -- i ) {\n\n\t\t\tactions[ i ].stop();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// advance the time and update apply the animation\n\tupdate: function ( deltaTime ) {\n\n\t\tdeltaTime *= this.timeScale;\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\n\t\t\ttime = this.time += deltaTime,\n\t\t\ttimeDirection = Math.sign( deltaTime ),\n\n\t\t\taccuIndex = this._accuIndex ^= 1;\n\n\t\t// run active actions\n\n\t\tfor ( let i = 0; i !== nActions; ++ i ) {\n\n\t\t\tconst action = actions[ i ];\n\n\t\t\taction._update( time, deltaTime, timeDirection, accuIndex );\n\n\t\t}\n\n\t\t// update scene graph\n\n\t\tconst bindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tfor ( let i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].apply( accuIndex );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// Allows you to seek to a specific time in an animation.\n\tsetTime: function ( timeInSeconds ) {\n\n\t\tthis.time = 0; // Zero out time attribute for AnimationMixer object;\n\t\tfor ( let i = 0; i < this._actions.length; i ++ ) {\n\n\t\t\tthis._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.\n\n\t\t}\n\n\t\treturn this.update( timeInSeconds ); // Update used to set exact time. Returns \"this\" AnimationMixer object.\n\n\t},\n\n\t// return this mixer's root target object\n\tgetRoot: function () {\n\n\t\treturn this._root;\n\n\t},\n\n\t// free all resources specific to a particular clip\n\tuncacheClip: function ( clip ) {\n\n\t\tconst actions = this._actions,\n\t\t\tclipUuid = clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\t// note: just calling _removeInactiveAction would mess up the\n\t\t\t// iteration state and also require updating the state we can\n\t\t\t// just throw away\n\n\t\t\tconst actionsToRemove = actionsForClip.knownActions;\n\n\t\t\tfor ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {\n\n\t\t\t\tconst action = actionsToRemove[ i ];\n\n\t\t\t\tthis._deactivateAction( action );\n\n\t\t\t\tconst cacheIndex = action._cacheIndex,\n\t\t\t\t\tlastInactiveAction = actions[ actions.length - 1 ];\n\n\t\t\t\taction._cacheIndex = null;\n\t\t\t\taction._byClipCacheIndex = null;\n\n\t\t\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\t\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\t\t\tactions.pop();\n\n\t\t\t\tthis._removeInactiveBindingsForAction( action );\n\n\t\t\t}\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t},\n\n\t// free all resources specific to a particular root target object\n\tuncacheRoot: function ( root ) {\n\n\t\tconst rootUuid = root.uuid,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tfor ( const clipUuid in actionsByClip ) {\n\n\t\t\tconst actionByRoot = actionsByClip[ clipUuid ].actionByRoot,\n\t\t\t\taction = actionByRoot[ rootUuid ];\n\n\t\t\tif ( action !== undefined ) {\n\n\t\t\t\tthis._deactivateAction( action );\n\t\t\t\tthis._removeInactiveAction( action );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName !== undefined ) {\n\n\t\t\tfor ( const trackName in bindingByName ) {\n\n\t\t\t\tconst binding = bindingByName[ trackName ];\n\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t// remove a targeted clip from the cache\n\tuncacheAction: function ( clip, optionalRoot ) {\n\n\t\tconst action = this.existingAction( clip, optionalRoot );\n\n\t\tif ( action !== null ) {\n\n\t\t\tthis._deactivateAction( action );\n\t\t\tthis._removeInactiveAction( action );\n\n\t\t}\n\n\t}\n\n} );\n\nclass Uniform {\n\n\tconstructor( value ) {\n\n\t\tif ( typeof value === 'string' ) {\n\n\t\t\tconsole.warn( 'THREE.Uniform: Type parameter is no longer needed.' );\n\t\t\tvalue = arguments[ 1 ];\n\n\t\t}\n\n\t\tthis.value = value;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );\n\n\t}\n\n}\n\nfunction InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {\n\n\tInterleavedBuffer.call( this, array, stride );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {\n\n\tconstructor: InstancedInterleavedBuffer,\n\n\tisInstancedInterleavedBuffer: true,\n\n\tcopy: function ( source ) {\n\n\t\tInterleavedBuffer.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tconst ib = InterleavedBuffer.prototype.clone.call( this, data );\n\n\t\tib.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn ib;\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tconst json = InterleavedBuffer.prototype.toJSON.call( this, data );\n\n\t\tjson.isInstancedInterleavedBuffer = true;\n\t\tjson.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn json;\n\n\t}\n\n} );\n\nfunction GLBufferAttribute( buffer, type, itemSize, elementSize, count ) {\n\n\tthis.buffer = buffer;\n\tthis.type = type;\n\tthis.itemSize = itemSize;\n\tthis.elementSize = elementSize;\n\tthis.count = count;\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( GLBufferAttribute.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( GLBufferAttribute.prototype, {\n\n\tisGLBufferAttribute: true,\n\n\tsetBuffer: function ( buffer ) {\n\n\t\tthis.buffer = buffer;\n\n\t\treturn this;\n\n\t},\n\n\tsetType: function ( type, elementSize ) {\n\n\t\tthis.type = type;\n\t\tthis.elementSize = elementSize;\n\n\t\treturn this;\n\n\t},\n\n\tsetItemSize: function ( itemSize ) {\n\n\t\tthis.itemSize = itemSize;\n\n\t\treturn this;\n\n\t},\n\n\tsetCount: function ( count ) {\n\n\t\tthis.count = count;\n\n\t\treturn this;\n\n\t},\n\n} );\n\nfunction Raycaster( origin, direction, near, far ) {\n\n\tthis.ray = new Ray( origin, direction );\n\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\tthis.near = near || 0;\n\tthis.far = far || Infinity;\n\tthis.camera = null;\n\tthis.layers = new Layers();\n\n\tthis.params = {\n\t\tMesh: {},\n\t\tLine: { threshold: 1 },\n\t\tLOD: {},\n\t\tPoints: { threshold: 1 },\n\t\tSprite: {}\n\t};\n\n\tObject.defineProperties( this.params, {\n\t\tPointCloud: {\n\t\t\tget: function () {\n\n\t\t\t\tconsole.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );\n\t\t\t\treturn this.Points;\n\n\t\t\t}\n\t\t}\n\t} );\n\n}\n\nfunction ascSort( a, b ) {\n\n\treturn a.distance - b.distance;\n\n}\n\nfunction intersectObject( object, raycaster, intersects, recursive ) {\n\n\tif ( object.layers.test( raycaster.layers ) ) {\n\n\t\tobject.raycast( raycaster, intersects );\n\n\t}\n\n\tif ( recursive === true ) {\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( children[ i ], raycaster, intersects, true );\n\n\t\t}\n\n\t}\n\n}\n\nObject.assign( Raycaster.prototype, {\n\n\tset: function ( origin, direction ) {\n\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.ray.set( origin, direction );\n\n\t},\n\n\tsetFromCamera: function ( coords, camera ) {\n\n\t\tif ( ( camera && camera.isPerspectiveCamera ) ) {\n\n\t\t\tthis.ray.origin.setFromMatrixPosition( camera.matrixWorld );\n\t\t\tthis.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();\n\t\t\tthis.camera = camera;\n\n\t\t} else if ( ( camera && camera.isOrthographicCamera ) ) {\n\n\t\t\tthis.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera\n\t\t\tthis.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );\n\t\t\tthis.camera = camera;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Raycaster: Unsupported camera type.' );\n\n\t\t}\n\n\t},\n\n\tintersectObject: function ( object, recursive, optionalTarget ) {\n\n\t\tconst intersects = optionalTarget || [];\n\n\t\tintersectObject( object, this, intersects, recursive );\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t},\n\n\tintersectObjects: function ( objects, recursive, optionalTarget ) {\n\n\t\tconst intersects = optionalTarget || [];\n\n\t\tif ( Array.isArray( objects ) === false ) {\n\n\t\t\tconsole.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );\n\t\t\treturn intersects;\n\n\t\t}\n\n\t\tfor ( let i = 0, l = objects.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( objects[ i ], this, intersects, recursive );\n\n\t\t}\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n} );\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.\n * The azimuthal angle (theta) is measured from the positive z-axis.\n */\n\nclass Spherical {\n\n\tconstructor( radius = 1, phi = 0, theta = 0 ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi; // polar angle\n\t\tthis.theta = theta; // azimuthal angle\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, phi, theta ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi;\n\t\tthis.theta = theta;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.phi = other.phi;\n\t\tthis.theta = other.theta;\n\n\t\treturn this;\n\n\t}\n\n\t// restrict phi to be betwee EPS and PI-EPS\n\tmakeSafe() {\n\n\t\tconst EPS = 0.000001;\n\t\tthis.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + y * y + z * z );\n\n\t\tif ( this.radius === 0 ) {\n\n\t\t\tthis.theta = 0;\n\t\t\tthis.phi = 0;\n\n\t\t} else {\n\n\t\t\tthis.theta = Math.atan2( x, z );\n\t\t\tthis.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system\n */\n\nclass Cylindrical {\n\n\tconstructor( radius, theta, y ) {\n\n\t\tthis.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane\n\t\tthis.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis\n\t\tthis.y = ( y !== undefined ) ? y : 0; // height above the x-z plane\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, theta, y ) {\n\n\t\tthis.radius = radius;\n\t\tthis.theta = theta;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.theta = other.theta;\n\t\tthis.y = other.y;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + z * z );\n\t\tthis.theta = Math.atan2( x, z );\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _vector$7 = /*@__PURE__*/ new Vector2();\n\nclass Box2 {\n\n\tconstructor( min, max ) {\n\n\t\tObject.defineProperty( this, 'isBox2', { value: true } );\n\n\t\tthis.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );\n\t\tthis.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = + Infinity;\n\t\tthis.max.x = this.max.y = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getCenter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getSize() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getParameter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 4 splitting planes to rule out intersections\n\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ? false : true;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nconst _startP = /*@__PURE__*/ new Vector3();\nconst _startEnd = /*@__PURE__*/ new Vector3();\n\nclass Line3 {\n\n\tconstructor( start, end ) {\n\n\t\tthis.start = ( start !== undefined ) ? start : new Vector3();\n\t\tthis.end = ( end !== undefined ) ? end : new Vector3();\n\n\t}\n\n\tset( start, end ) {\n\n\t\tthis.start.copy( start );\n\t\tthis.end.copy( end );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( line ) {\n\n\t\tthis.start.copy( line.start );\n\t\tthis.end.copy( line.end );\n\n\t\treturn this;\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );\n\n\t}\n\n\tdelta( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .delta() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.subVectors( this.end, this.start );\n\n\t}\n\n\tdistanceSq() {\n\n\t\treturn this.start.distanceToSquared( this.end );\n\n\t}\n\n\tdistance() {\n\n\t\treturn this.start.distanceTo( this.end );\n\n\t}\n\n\tat( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tclosestPointToPointParameter( point, clampToLine ) {\n\n\t\t_startP.subVectors( point, this.start );\n\t\t_startEnd.subVectors( this.end, this.start );\n\n\t\tconst startEnd2 = _startEnd.dot( _startEnd );\n\t\tconst startEnd_startP = _startEnd.dot( _startP );\n\n\t\tlet t = startEnd_startP / startEnd2;\n\n\t\tif ( clampToLine ) {\n\n\t\t\tt = MathUtils.clamp( t, 0, 1 );\n\n\t\t}\n\n\t\treturn t;\n\n\t}\n\n\tclosestPointToPoint( point, clampToLine, target ) {\n\n\t\tconst t = this.closestPointToPointParameter( point, clampToLine );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.start.applyMatrix4( matrix );\n\t\tthis.end.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t}\n\n\tequals( line ) {\n\n\t\treturn line.start.equals( this.start ) && line.end.equals( this.end );\n\n\t}\n\n}\n\nfunction ImmediateRenderObject( material ) {\n\n\tObject3D.call( this );\n\n\tthis.material = material;\n\tthis.render = function ( /* renderCallback */ ) {};\n\n\tthis.hasPositions = false;\n\tthis.hasNormals = false;\n\tthis.hasColors = false;\n\tthis.hasUvs = false;\n\n\tthis.positionArray = null;\n\tthis.normalArray = null;\n\tthis.colorArray = null;\n\tthis.uvArray = null;\n\n\tthis.count = 0;\n\n}\n\nImmediateRenderObject.prototype = Object.create( Object3D.prototype );\nImmediateRenderObject.prototype.constructor = ImmediateRenderObject;\n\nImmediateRenderObject.prototype.isImmediateRenderObject = true;\n\nconst _vector$8 = /*@__PURE__*/ new Vector3();\n\nclass SpotLightHelper extends Object3D {\n\n\tconstructor( light, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst positions = [\n\t\t\t0, 0, 0, \t0, 0, 1,\n\t\t\t0, 0, 0, \t1, 0, 1,\n\t\t\t0, 0, 0,\t- 1, 0, 1,\n\t\t\t0, 0, 0, \t0, 1, 1,\n\t\t\t0, 0, 0, \t0, - 1, 1\n\t\t];\n\n\t\tfor ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {\n\n\t\t\tconst p1 = ( i / l ) * Math.PI * 2;\n\t\t\tconst p2 = ( j / l ) * Math.PI * 2;\n\n\t\t\tpositions.push(\n\t\t\t\tMath.cos( p1 ), Math.sin( p1 ), 1,\n\t\t\t\tMath.cos( p2 ), Math.sin( p2 ), 1\n\t\t\t);\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.cone = new LineSegments( geometry, material );\n\t\tthis.add( this.cone );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.cone.geometry.dispose();\n\t\tthis.cone.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateMatrixWorld();\n\n\t\tconst coneLength = this.light.distance ? this.light.distance : 1000;\n\t\tconst coneWidth = coneLength * Math.tan( this.light.angle );\n\n\t\tthis.cone.scale.set( coneWidth, coneWidth, coneLength );\n\n\t\t_vector$8.setFromMatrixPosition( this.light.target.matrixWorld );\n\n\t\tthis.cone.lookAt( _vector$8 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.cone.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.cone.material.color.copy( this.light.color );\n\n\t\t}\n\n\t}\n\n}\n\nconst _vector$9 = /*@__PURE__*/ new Vector3();\nconst _boneMatrix = /*@__PURE__*/ new Matrix4();\nconst _matrixWorldInv = /*@__PURE__*/ new Matrix4();\n\n\nclass SkeletonHelper extends LineSegments {\n\n\tconstructor( object ) {\n\n\t\tconst bones = getBoneList( object );\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst color1 = new Color( 0, 0, 1 );\n\t\tconst color2 = new Color( 0, 1, 0 );\n\n\t\tfor ( let i = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tcolors.push( color1.r, color1.g, color1.b );\n\t\t\t\tcolors.push( color2.r, color2.g, color2.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'SkeletonHelper';\n\t\tthis.isSkeletonHelper = true;\n\n\t\tthis.root = object;\n\t\tthis.bones = bones;\n\n\t\tthis.matrix = object.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst bones = this.bones;\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\t_matrixWorldInv.copy( this.root.matrixWorld ).invert();\n\n\t\tfor ( let i = 0, j = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );\n\t\t\t\t_vector$9.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );\n\t\t\t\t_vector$9.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t\t\tj += 2;\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\n\nfunction getBoneList( object ) {\n\n\tconst boneList = [];\n\n\tif ( object && object.isBone ) {\n\n\t\tboneList.push( object );\n\n\t}\n\n\tfor ( let i = 0; i < object.children.length; i ++ ) {\n\n\t\tboneList.push.apply( boneList, getBoneList( object.children[ i ] ) );\n\n\t}\n\n\treturn boneList;\n\n}\n\nclass PointLightHelper extends Mesh {\n\n\tconstructor( light, sphereSize, color ) {\n\n\t\tconst geometry = new SphereBufferGeometry( sphereSize, 4, 2 );\n\t\tconst material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'PointLightHelper';\n\n\t\tthis.matrix = this.light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\n\t\t/*\n\t// TODO: delete this comment?\n\tconst distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );\n\tconst distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n\n\tthis.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n\tthis.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n\n\tconst d = light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\n\tthis.add( this.lightDistance );\n\t*/\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\t/*\n\t\tconst d = this.light.distance;\n\n\t\tif ( d === 0.0 ) {\n\n\t\t\tthis.lightDistance.visible = false;\n\n\t\t} else {\n\n\t\t\tthis.lightDistance.visible = true;\n\t\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t\t}\n\t\t*/\n\n\t}\n\n}\n\nconst _vector$a = /*@__PURE__*/ new Vector3();\nconst _color1 = /*@__PURE__*/ new Color();\nconst _color2 = /*@__PURE__*/ new Color();\n\nclass HemisphereLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new OctahedronBufferGeometry( size );\n\t\tgeometry.rotateY( Math.PI * 0.5 );\n\n\t\tthis.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\t\tif ( this.color === undefined ) this.material.vertexColors = true;\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\t\tconst colors = new Float32Array( position.count * 3 );\n\n\t\tgeometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );\n\n\t\tthis.add( new Mesh( geometry, this.material ) );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.children[ 0 ].geometry.dispose();\n\t\tthis.children[ 0 ].material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tconst mesh = this.children[ 0 ];\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tconst colors = mesh.geometry.getAttribute( 'color' );\n\n\t\t\t_color1.copy( this.light.color );\n\t\t\t_color2.copy( this.light.groundColor );\n\n\t\t\tfor ( let i = 0, l = colors.count; i < l; i ++ ) {\n\n\t\t\t\tconst color = ( i < ( l / 2 ) ) ? _color1 : _color2;\n\n\t\t\t\tcolors.setXYZ( i, color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t\tcolors.needsUpdate = true;\n\n\t\t}\n\n\t\tmesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );\n\n\t}\n\n}\n\nclass GridHelper extends LineSegments {\n\n\tconstructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst center = divisions / 2;\n\t\tconst step = size / divisions;\n\t\tconst halfSize = size / 2;\n\n\t\tconst vertices = [], colors = [];\n\n\t\tfor ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {\n\n\t\t\tvertices.push( - halfSize, 0, k, halfSize, 0, k );\n\t\t\tvertices.push( k, 0, - halfSize, k, 0, halfSize );\n\n\t\t\tconst color = i === center ? color1 : color2;\n\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'GridHelper';\n\n\t}\n\n}\n\nclass PolarGridHelper extends LineSegments {\n\n\tconstructor( radius = 10, radials = 16, circles = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\t// create the radials\n\n\t\tfor ( let i = 0; i <= radials; i ++ ) {\n\n\t\t\tconst v = ( i / radials ) * ( Math.PI * 2 );\n\n\t\t\tconst x = Math.sin( v ) * radius;\n\t\t\tconst z = Math.cos( v ) * radius;\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tvertices.push( x, 0, z );\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tcolors.push( color.r, color.g, color.b );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t}\n\n\t\t// create the circles\n\n\t\tfor ( let i = 0; i <= circles; i ++ ) {\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tconst r = radius - ( radius / circles * i );\n\n\t\t\tfor ( let j = 0; j < divisions; j ++ ) {\n\n\t\t\t\t// first vertex\n\n\t\t\t\tlet v = ( j / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tlet x = Math.sin( v ) * r;\n\t\t\t\tlet z = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t\t// second vertex\n\n\t\t\t\tv = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tx = Math.sin( v ) * r;\n\t\t\t\tz = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'PolarGridHelper';\n\n\t}\n\n}\n\nconst _v1$6 = /*@__PURE__*/ new Vector3();\nconst _v2$3 = /*@__PURE__*/ new Vector3();\nconst _v3$1 = /*@__PURE__*/ new Vector3();\n\nclass DirectionalLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tif ( size === undefined ) size = 1;\n\n\t\tlet geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [\n\t\t\t- size, size, 0,\n\t\t\tsize, size, 0,\n\t\t\tsize, - size, 0,\n\t\t\t- size, - size, 0,\n\t\t\t- size, size, 0\n\t\t], 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.lightPlane = new Line( geometry, material );\n\t\tthis.add( this.lightPlane );\n\n\t\tgeometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );\n\n\t\tthis.targetLine = new Line( geometry, material );\n\t\tthis.add( this.targetLine );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.lightPlane.geometry.dispose();\n\t\tthis.lightPlane.material.dispose();\n\t\tthis.targetLine.geometry.dispose();\n\t\tthis.targetLine.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\t_v1$6.setFromMatrixPosition( this.light.matrixWorld );\n\t\t_v2$3.setFromMatrixPosition( this.light.target.matrixWorld );\n\t\t_v3$1.subVectors( _v2$3, _v1$6 );\n\n\t\tthis.lightPlane.lookAt( _v2$3 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.lightPlane.material.color.set( this.color );\n\t\t\tthis.targetLine.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.lightPlane.material.color.copy( this.light.color );\n\t\t\tthis.targetLine.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\tthis.targetLine.lookAt( _v2$3 );\n\t\tthis.targetLine.scale.z = _v3$1.length();\n\n\t}\n\n}\n\nconst _vector$b = /*@__PURE__*/ new Vector3();\nconst _camera = /*@__PURE__*/ new Camera();\n\n/**\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttp://evanw.github.com/lightgl.js/tests/shadowmap.html\n */\n\nclass CameraHelper extends LineSegments {\n\n\tconstructor( camera ) {\n\n\t\tconst geometry = new BufferGeometry();\n\t\tconst material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst pointMap = {};\n\n\t\t// colors\n\n\t\tconst colorFrustum = new Color( 0xffaa00 );\n\t\tconst colorCone = new Color( 0xff0000 );\n\t\tconst colorUp = new Color( 0x00aaff );\n\t\tconst colorTarget = new Color( 0xffffff );\n\t\tconst colorCross = new Color( 0x333333 );\n\n\t\t// near\n\n\t\taddLine( 'n1', 'n2', colorFrustum );\n\t\taddLine( 'n2', 'n4', colorFrustum );\n\t\taddLine( 'n4', 'n3', colorFrustum );\n\t\taddLine( 'n3', 'n1', colorFrustum );\n\n\t\t// far\n\n\t\taddLine( 'f1', 'f2', colorFrustum );\n\t\taddLine( 'f2', 'f4', colorFrustum );\n\t\taddLine( 'f4', 'f3', colorFrustum );\n\t\taddLine( 'f3', 'f1', colorFrustum );\n\n\t\t// sides\n\n\t\taddLine( 'n1', 'f1', colorFrustum );\n\t\taddLine( 'n2', 'f2', colorFrustum );\n\t\taddLine( 'n3', 'f3', colorFrustum );\n\t\taddLine( 'n4', 'f4', colorFrustum );\n\n\t\t// cone\n\n\t\taddLine( 'p', 'n1', colorCone );\n\t\taddLine( 'p', 'n2', colorCone );\n\t\taddLine( 'p', 'n3', colorCone );\n\t\taddLine( 'p', 'n4', colorCone );\n\n\t\t// up\n\n\t\taddLine( 'u1', 'u2', colorUp );\n\t\taddLine( 'u2', 'u3', colorUp );\n\t\taddLine( 'u3', 'u1', colorUp );\n\n\t\t// target\n\n\t\taddLine( 'c', 't', colorTarget );\n\t\taddLine( 'p', 'c', colorCross );\n\n\t\t// cross\n\n\t\taddLine( 'cn1', 'cn2', colorCross );\n\t\taddLine( 'cn3', 'cn4', colorCross );\n\n\t\taddLine( 'cf1', 'cf2', colorCross );\n\t\taddLine( 'cf3', 'cf4', colorCross );\n\n\t\tfunction addLine( a, b, color ) {\n\n\t\t\taddPoint( a, color );\n\t\t\taddPoint( b, color );\n\n\t\t}\n\n\t\tfunction addPoint( id, color ) {\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\tif ( pointMap[ id ] === undefined ) {\n\n\t\t\t\tpointMap[ id ] = [];\n\n\t\t\t}\n\n\t\t\tpointMap[ id ].push( ( vertices.length / 3 ) - 1 );\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'CameraHelper';\n\n\t\tthis.camera = camera;\n\t\tif ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();\n\n\t\tthis.matrix = camera.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.pointMap = pointMap;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst pointMap = this.pointMap;\n\n\t\tconst w = 1, h = 1;\n\n\t\t// we need just camera projection matrix inverse\n\t\t// world matrix must be identity\n\n\t\t_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );\n\n\t\t// center / target\n\n\t\tsetPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );\n\t\tsetPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );\n\n\t\t// near\n\n\t\tsetPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );\n\t\tsetPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );\n\t\tsetPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );\n\t\tsetPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );\n\n\t\t// far\n\n\t\tsetPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );\n\t\tsetPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );\n\t\tsetPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );\n\t\tsetPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );\n\n\t\t// up\n\n\t\tsetPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );\n\n\t\t// cross\n\n\t\tsetPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );\n\t\tsetPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );\n\t\tsetPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );\n\t\tsetPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );\n\n\t\tsetPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );\n\t\tsetPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );\n\t\tsetPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );\n\t\tsetPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t}\n\n}\n\n\nfunction setPoint( point, pointMap, geometry, camera, x, y, z ) {\n\n\t_vector$b.set( x, y, z ).unproject( camera );\n\n\tconst points = pointMap[ point ];\n\n\tif ( points !== undefined ) {\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tposition.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );\n\n\t\t}\n\n\t}\n\n}\n\nconst _box$3 = /*@__PURE__*/ new Box3();\n\nclass BoxHelper extends LineSegments {\n\n\tconstructor( object, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\t\tconst positions = new Float32Array( 8 * 3 );\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\t\tgeometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.object = object;\n\t\tthis.type = 'BoxHelper';\n\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate( object ) {\n\n\t\tif ( object !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );\n\n\t\t}\n\n\t\tif ( this.object !== undefined ) {\n\n\t\t\t_box$3.setFromObject( this.object );\n\n\t\t}\n\n\t\tif ( _box$3.isEmpty() ) return;\n\n\t\tconst min = _box$3.min;\n\t\tconst max = _box$3.max;\n\n\t\t/*\n\t\t\t5____4\n\t\t1/___0/|\n\t\t| 6__|_7\n\t\t2/___3/\n\n\t\t0: max.x, max.y, max.z\n\t\t1: min.x, max.y, max.z\n\t\t2: min.x, min.y, max.z\n\t\t3: max.x, min.y, max.z\n\t\t4: max.x, max.y, min.z\n\t\t5: min.x, max.y, min.z\n\t\t6: min.x, min.y, min.z\n\t\t7: max.x, min.y, min.z\n\t\t*/\n\n\t\tconst position = this.geometry.attributes.position;\n\t\tconst array = position.array;\n\n\t\tarray[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;\n\t\tarray[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;\n\t\tarray[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;\n\t\tarray[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;\n\t\tarray[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;\n\t\tarray[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;\n\t\tarray[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;\n\t\tarray[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;\n\n\t\tposition.needsUpdate = true;\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.object = object;\n\t\tthis.update();\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tLineSegments.prototype.copy.call( this, source );\n\n\t\tthis.object = source.object;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Box3Helper extends LineSegments {\n\n\tconstructor( box, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\n\t\tconst positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.box = box;\n\n\t\tthis.type = 'Box3Helper';\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst box = this.box;\n\n\t\tif ( box.isEmpty() ) return;\n\n\t\tbox.getCenter( this.position );\n\n\t\tbox.getSize( this.scale );\n\n\t\tthis.scale.multiplyScalar( 0.5 );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nclass PlaneHelper extends Line {\n\n\tconstructor( plane, size = 1, hex = 0xffff00 ) {\n\n\t\tconst color = hex;\n\n\t\tconst positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\t\tgeometry.computeBoundingSphere();\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.type = 'PlaneHelper';\n\n\t\tthis.plane = plane;\n\n\t\tthis.size = size;\n\n\t\tconst positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];\n\n\t\tconst geometry2 = new BufferGeometry();\n\t\tgeometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );\n\t\tgeometry2.computeBoundingSphere();\n\n\t\tthis.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tlet scale = - this.plane.constant;\n\n\t\tif ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter\n\n\t\tthis.scale.set( 0.5 * this.size, 0.5 * this.size, scale );\n\n\t\tthis.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here\n\n\t\tthis.lookAt( this.plane.normal );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nconst _axis = /*@__PURE__*/ new Vector3();\nlet _lineGeometry, _coneGeometry;\n\nclass ArrowHelper extends Object3D {\n\n\tconstructor( dir, origin, length, color, headLength, headWidth ) {\n\n\t\tsuper();\n\t\t// dir is assumed to be normalized\n\n\t\tthis.type = 'ArrowHelper';\n\n\t\tif ( dir === undefined ) dir = new Vector3( 0, 0, 1 );\n\t\tif ( origin === undefined ) origin = new Vector3( 0, 0, 0 );\n\t\tif ( length === undefined ) length = 1;\n\t\tif ( color === undefined ) color = 0xffff00;\n\t\tif ( headLength === undefined ) headLength = 0.2 * length;\n\t\tif ( headWidth === undefined ) headWidth = 0.2 * headLength;\n\n\t\tif ( _lineGeometry === undefined ) {\n\n\t\t\t_lineGeometry = new BufferGeometry();\n\t\t\t_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );\n\n\t\t\t_coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );\n\t\t\t_coneGeometry.translate( 0, - 0.5, 0 );\n\n\t\t}\n\n\t\tthis.position.copy( origin );\n\n\t\tthis.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.line.matrixAutoUpdate = false;\n\t\tthis.add( this.line );\n\n\t\tthis.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.cone.matrixAutoUpdate = false;\n\t\tthis.add( this.cone );\n\n\t\tthis.setDirection( dir );\n\t\tthis.setLength( length, headLength, headWidth );\n\n\t}\n\n\tsetDirection( dir ) {\n\n\t\t// dir is assumed to be normalized\n\n\t\tif ( dir.y > 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 0, 0, 0, 1 );\n\n\t\t} else if ( dir.y < - 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 1, 0, 0, 0 );\n\n\t\t} else {\n\n\t\t\t_axis.set( dir.z, 0, - dir.x ).normalize();\n\n\t\t\tconst radians = Math.acos( dir.y );\n\n\t\t\tthis.quaternion.setFromAxisAngle( _axis, radians );\n\n\t\t}\n\n\t}\n\n\tsetLength( length, headLength, headWidth ) {\n\n\t\tif ( headLength === undefined ) headLength = 0.2 * length;\n\t\tif ( headWidth === undefined ) headWidth = 0.2 * headLength;\n\n\t\tthis.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458\n\t\tthis.line.updateMatrix();\n\n\t\tthis.cone.scale.set( headWidth, headLength, headWidth );\n\t\tthis.cone.position.y = length;\n\t\tthis.cone.updateMatrix();\n\n\t}\n\n\tsetColor( color ) {\n\n\t\tthis.line.material.color.set( color );\n\t\tthis.cone.material.color.set( color );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tthis.line.copy( source.line );\n\t\tthis.cone.copy( source.cone );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AxesHelper extends LineSegments {\n\n\tconstructor( size = 1 ) {\n\n\t\tconst vertices = [\n\t\t\t0, 0, 0,\tsize, 0, 0,\n\t\t\t0, 0, 0,\t0, size, 0,\n\t\t\t0, 0, 0,\t0, 0, size\n\t\t];\n\n\t\tconst colors = [\n\t\t\t1, 0, 0,\t1, 0.6, 0,\n\t\t\t0, 1, 0,\t0.6, 1, 0,\n\t\t\t0, 0, 1,\t0, 0.6, 1\n\t\t];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'AxesHelper';\n\n\t}\n\n}\n\nconst _floatView = new Float32Array( 1 );\nconst _int32View = new Int32Array( _floatView.buffer );\n\nconst DataUtils = {\n\n\t// Converts float32 to float16 (stored as uint16 value).\n\n\ttoHalfFloat: function ( val ) {\n\n\t\t// Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410\n\n\t\t/* This method is faster than the OpenEXR implementation (very often\n\t\t* used, eg. in Ogre), with the additional benefit of rounding, inspired\n\t\t* by James Tursa?s half-precision code. */\n\n\t\t_floatView[ 0 ] = val;\n\t\tconst x = _int32View[ 0 ];\n\n\t\tlet bits = ( x >> 16 ) & 0x8000; /* Get the sign */\n\t\tlet m = ( x >> 12 ) & 0x07ff; /* Keep one extra bit for rounding */\n\t\tconst e = ( x >> 23 ) & 0xff; /* Using int is faster here */\n\n\t\t/* If zero, or denormal, or exponent underflows too much for a denormal\n\t\t\t* half, return signed zero. */\n\t\tif ( e < 103 ) return bits;\n\n\t\t/* If NaN, return NaN. If Inf or exponent overflow, return Inf. */\n\t\tif ( e > 142 ) {\n\n\t\t\tbits |= 0x7c00;\n\t\t\t/* If exponent was 0xff and one mantissa bit was set, it means NaN,\n\t\t\t\t\t\t* not Inf, so make sure we set one mantissa bit too. */\n\t\t\tbits |= ( ( e == 255 ) ? 0 : 1 ) && ( x & 0x007fffff );\n\t\t\treturn bits;\n\n\t\t}\n\n\t\t/* If exponent underflows but not too much, return a denormal */\n\t\tif ( e < 113 ) {\n\n\t\t\tm |= 0x0800;\n\t\t\t/* Extra rounding may overflow and set mantissa to 0 and exponent\n\t\t\t\t* to 1, which is OK. */\n\t\t\tbits |= ( m >> ( 114 - e ) ) + ( ( m >> ( 113 - e ) ) & 1 );\n\t\t\treturn bits;\n\n\t\t}\n\n\t\tbits |= ( ( e - 112 ) << 10 ) | ( m >> 1 );\n\t\t/* Extra rounding. An overflow will set mantissa to 0 and increment\n\t\t\t* the exponent, which is OK. */\n\t\tbits += m & 1;\n\t\treturn bits;\n\n\t}\n\n};\n\nconst LOD_MIN = 4;\nconst LOD_MAX = 8;\nconst SIZE_MAX = Math.pow( 2, LOD_MAX );\n\n// The standard deviations (radians) associated with the extra mips. These are\n// chosen to approximate a Trowbridge-Reitz distribution function times the\n// geometric shadowing function. These sigma values squared must match the\n// variance #defines in cube_uv_reflection_fragment.glsl.js.\nconst EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];\n\nconst TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;\n\n// The maximum length of the blur for loop. Smaller sigmas will use fewer\n// samples and exit early, but not recompile the shader.\nconst MAX_SAMPLES = 20;\n\nconst ENCODINGS = {\n\t[ LinearEncoding ]: 0,\n\t[ sRGBEncoding ]: 1,\n\t[ RGBEEncoding ]: 2,\n\t[ RGBM7Encoding ]: 3,\n\t[ RGBM16Encoding ]: 4,\n\t[ RGBDEncoding ]: 5,\n\t[ GammaEncoding ]: 6\n};\n\nconst _flatCamera = /*@__PURE__*/ new OrthographicCamera();\nconst { _lodPlanes, _sizeLods, _sigmas } = /*@__PURE__*/ _createPlanes();\nlet _oldTarget = null;\n\n// Golden Ratio\nconst PHI = ( 1 + Math.sqrt( 5 ) ) / 2;\nconst INV_PHI = 1 / PHI;\n\n// Vertices of a dodecahedron (except the opposites, which represent the\n// same axis), used as axis directions evenly spread on a sphere.\nconst _axisDirections = [\n\t/*@__PURE__*/ new Vector3( 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),\n\t/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),\n\t/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];\n\n/**\n * This class generates a Prefiltered, Mipmapped Radiance Environment Map\n * (PMREM) from a cubeMap environment texture. This allows different levels of\n * blur to be quickly accessed based on material roughness. It is packed into a\n * special CubeUV format that allows us to perform custom interpolation so that\n * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap\n * chain, it only goes down to the LOD_MIN level (above), and then creates extra\n * even more filtered 'mips' at the same LOD_MIN resolution, associated with\n * higher roughness levels. In this way we maintain resolution to smoothly\n * interpolate diffuse lighting while limiting sampling computation.\n */\n\nclass PMREMGenerator {\n\n\tconstructor( renderer ) {\n\n\t\tthis._renderer = renderer;\n\t\tthis._pingPongRenderTarget = null;\n\n\t\tthis._blurMaterial = _getBlurShader( MAX_SAMPLES );\n\t\tthis._equirectShader = null;\n\t\tthis._cubemapShader = null;\n\n\t\tthis._compileMaterial( this._blurMaterial );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from a supplied Scene, which can be faster than using an\n\t * image if networking bandwidth is low. Optional sigma specifies a blur radius\n\t * in radians to be applied to the scene before PMREM generation. Optional near\n\t * and far planes ensure the scene is rendered in its entirety (the cubeCamera\n\t * is placed at the origin).\n\t */\n\tfromScene( scene, sigma = 0, near = 0.1, far = 100 ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets();\n\n\t\tthis._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );\n\t\tif ( sigma > 0 ) {\n\n\t\t\tthis._blur( cubeUVRenderTarget, 0, 0, sigma );\n\n\t\t}\n\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an equirectangular texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromEquirectangular( equirectangular ) {\n\n\t\treturn this._fromTexture( equirectangular );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an cubemap texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromCubemap( cubemap ) {\n\n\t\treturn this._fromTexture( cubemap );\n\n\t}\n\n\t/**\n\t * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileCubemapShader() {\n\n\t\tif ( this._cubemapShader === null ) {\n\n\t\t\tthis._cubemapShader = _getCubemapShader();\n\t\t\tthis._compileMaterial( this._cubemapShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileEquirectangularShader() {\n\n\t\tif ( this._equirectShader === null ) {\n\n\t\t\tthis._equirectShader = _getEquirectShader();\n\t\t\tthis._compileMaterial( this._equirectShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n\t * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n\t * one of them will cause any others to also become unusable.\n\t */\n\tdispose() {\n\n\t\tthis._blurMaterial.dispose();\n\n\t\tif ( this._cubemapShader !== null ) this._cubemapShader.dispose();\n\t\tif ( this._equirectShader !== null ) this._equirectShader.dispose();\n\n\t\tfor ( let i = 0; i < _lodPlanes.length; i ++ ) {\n\n\t\t\t_lodPlanes[ i ].dispose();\n\n\t\t}\n\n\t}\n\n\t// private interface\n\n\t_cleanup( outputTarget ) {\n\n\t\tthis._pingPongRenderTarget.dispose();\n\t\tthis._renderer.setRenderTarget( _oldTarget );\n\t\toutputTarget.scissorTest = false;\n\t\t_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );\n\n\t}\n\n\t_fromTexture( texture ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets( texture );\n\t\tthis._textureToCubeUV( texture, cubeUVRenderTarget );\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_allocateTargets( texture ) { // warning: null texture is valid\n\n\t\tconst params = {\n\t\t\tmagFilter: NearestFilter,\n\t\t\tminFilter: NearestFilter,\n\t\t\tgenerateMipmaps: false,\n\t\t\ttype: UnsignedByteType,\n\t\t\tformat: RGBEFormat,\n\t\t\tencoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,\n\t\t\tdepthBuffer: false\n\t\t};\n\n\t\tconst cubeUVRenderTarget = _createRenderTarget( params );\n\t\tcubeUVRenderTarget.depthBuffer = texture ? false : true;\n\t\tthis._pingPongRenderTarget = _createRenderTarget( params );\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_compileMaterial( material ) {\n\n\t\tconst tmpMesh = new Mesh( _lodPlanes[ 0 ], material );\n\t\tthis._renderer.compile( tmpMesh, _flatCamera );\n\n\t}\n\n\t_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {\n\n\t\tconst fov = 90;\n\t\tconst aspect = 1;\n\t\tconst cubeCamera = new PerspectiveCamera( fov, aspect, near, far );\n\t\tconst upSign = [ 1, - 1, 1, 1, 1, 1 ];\n\t\tconst forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];\n\t\tconst renderer = this._renderer;\n\n\t\tconst outputEncoding = renderer.outputEncoding;\n\t\tconst toneMapping = renderer.toneMapping;\n\t\tconst clearColor = renderer.getClearColor();\n\t\tconst clearAlpha = renderer.getClearAlpha();\n\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.outputEncoding = LinearEncoding;\n\n\t\tlet background = scene.background;\n\t\tif ( background && background.isColor ) {\n\n\t\t\tbackground.convertSRGBToLinear();\n\t\t\t// Convert linear to RGBE\n\t\t\tconst maxComponent = Math.max( background.r, background.g, background.b );\n\t\t\tconst fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );\n\t\t\tbackground = background.multiplyScalar( Math.pow( 2.0, - fExp ) );\n\t\t\tconst alpha = ( fExp + 128.0 ) / 255.0;\n\t\t\trenderer.setClearColor( background, alpha );\n\t\t\tscene.background = null;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst col = i % 3;\n\t\t\tif ( col == 0 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( forwardSign[ i ], 0, 0 );\n\n\t\t\t} else if ( col == 1 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, 0, upSign[ i ] );\n\t\t\t\tcubeCamera.lookAt( 0, forwardSign[ i ], 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( 0, 0, forwardSign[ i ] );\n\n\t\t\t}\n\n\t\t\t_setViewport( cubeUVRenderTarget,\n\t\t\t\tcol * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );\n\t\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\t\trenderer.render( scene, cubeCamera );\n\n\t\t}\n\n\t\trenderer.toneMapping = toneMapping;\n\t\trenderer.outputEncoding = outputEncoding;\n\t\trenderer.setClearColor( clearColor, clearAlpha );\n\n\t}\n\n\t_textureToCubeUV( texture, cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\n\t\tif ( texture.isCubeTexture ) {\n\n\t\t\tif ( this._cubemapShader == null ) {\n\n\t\t\t\tthis._cubemapShader = _getCubemapShader();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( this._equirectShader == null ) {\n\n\t\t\t\tthis._equirectShader = _getEquirectShader();\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;\n\t\tconst mesh = new Mesh( _lodPlanes[ 0 ], material );\n\n\t\tconst uniforms = material.uniforms;\n\n\t\tuniforms[ 'envMap' ].value = texture;\n\n\t\tif ( ! texture.isCubeTexture ) {\n\n\t\t\tuniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );\n\n\t\t}\n\n\t\tuniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];\n\t\tuniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];\n\n\t\t_setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );\n\n\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\trenderer.render( mesh, _flatCamera );\n\n\t}\n\n\t_applyPMREM( cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst autoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\n\t\tfor ( let i = 1; i < TOTAL_LODS; i ++ ) {\n\n\t\t\tconst sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );\n\n\t\t\tconst poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];\n\n\t\t\tthis._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );\n\n\t\t}\n\n\t\trenderer.autoClear = autoClear;\n\n\t}\n\n\t/**\n\t * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n\t * vertically and horizontally, but this breaks down on a cube. Here we apply\n\t * the blur latitudinally (around the poles), and then longitudinally (towards\n\t * the poles) to approximate the orthogonally-separable blur. It is least\n\t * accurate at the poles, but still does a decent job.\n\t */\n\t_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {\n\n\t\tconst pingPongRenderTarget = this._pingPongRenderTarget;\n\n\t\tthis._halfBlur(\n\t\t\tcubeUVRenderTarget,\n\t\t\tpingPongRenderTarget,\n\t\t\tlodIn,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'latitudinal',\n\t\t\tpoleAxis );\n\n\t\tthis._halfBlur(\n\t\t\tpingPongRenderTarget,\n\t\t\tcubeUVRenderTarget,\n\t\t\tlodOut,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'longitudinal',\n\t\t\tpoleAxis );\n\n\t}\n\n\t_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst blurMaterial = this._blurMaterial;\n\n\t\tif ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {\n\n\t\t\tconsole.error(\n\t\t\t\t'blur direction must be either latitudinal or longitudinal!' );\n\n\t\t}\n\n\t\t// Number of standard deviations at which to cut off the discrete approximation.\n\t\tconst STANDARD_DEVIATIONS = 3;\n\n\t\tconst blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );\n\t\tconst blurUniforms = blurMaterial.uniforms;\n\n\t\tconst pixels = _sizeLods[ lodIn ] - 1;\n\t\tconst radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );\n\t\tconst sigmaPixels = sigmaRadians / radiansPerPixel;\n\t\tconst samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;\n\n\t\tif ( samples > MAX_SAMPLES ) {\n\n\t\t\tconsole.warn( `sigmaRadians, ${\n\t\t\t\tsigmaRadians}, is too large and will clip, as it requested ${\n\t\t\t\tsamples} samples when the maximum is set to ${MAX_SAMPLES}` );\n\n\t\t}\n\n\t\tconst weights = [];\n\t\tlet sum = 0;\n\n\t\tfor ( let i = 0; i < MAX_SAMPLES; ++ i ) {\n\n\t\t\tconst x = i / sigmaPixels;\n\t\t\tconst weight = Math.exp( - x * x / 2 );\n\t\t\tweights.push( weight );\n\n\t\t\tif ( i == 0 ) {\n\n\t\t\t\tsum += weight;\n\n\t\t\t} else if ( i < samples ) {\n\n\t\t\t\tsum += 2 * weight;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = 0; i < weights.length; i ++ ) {\n\n\t\t\tweights[ i ] = weights[ i ] / sum;\n\n\t\t}\n\n\t\tblurUniforms[ 'envMap' ].value = targetIn.texture;\n\t\tblurUniforms[ 'samples' ].value = samples;\n\t\tblurUniforms[ 'weights' ].value = weights;\n\t\tblurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';\n\n\t\tif ( poleAxis ) {\n\n\t\t\tblurUniforms[ 'poleAxis' ].value = poleAxis;\n\n\t\t}\n\n\t\tblurUniforms[ 'dTheta' ].value = radiansPerPixel;\n\t\tblurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;\n\t\tblurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\t\tblurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\n\t\tconst outputSize = _sizeLods[ lodOut ];\n\t\tconst x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );\n\t\tconst y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );\n\n\t\t_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );\n\t\trenderer.setRenderTarget( targetOut );\n\t\trenderer.render( blurMesh, _flatCamera );\n\n\t}\n\n}\n\nfunction _isLDR( texture ) {\n\n\tif ( texture === undefined || texture.type !== UnsignedByteType ) return false;\n\n\treturn texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;\n\n}\n\nfunction _createPlanes() {\n\n\tconst _lodPlanes = [];\n\tconst _sizeLods = [];\n\tconst _sigmas = [];\n\n\tlet lod = LOD_MAX;\n\n\tfor ( let i = 0; i < TOTAL_LODS; i ++ ) {\n\n\t\tconst sizeLod = Math.pow( 2, lod );\n\t\t_sizeLods.push( sizeLod );\n\t\tlet sigma = 1.0 / sizeLod;\n\n\t\tif ( i > LOD_MAX - LOD_MIN ) {\n\n\t\t\tsigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];\n\n\t\t} else if ( i == 0 ) {\n\n\t\t\tsigma = 0;\n\n\t\t}\n\n\t\t_sigmas.push( sigma );\n\n\t\tconst texelSize = 1.0 / ( sizeLod - 1 );\n\t\tconst min = - texelSize / 2;\n\t\tconst max = 1 + texelSize / 2;\n\t\tconst uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];\n\n\t\tconst cubeFaces = 6;\n\t\tconst vertices = 6;\n\t\tconst positionSize = 3;\n\t\tconst uvSize = 2;\n\t\tconst faceIndexSize = 1;\n\n\t\tconst position = new Float32Array( positionSize * vertices * cubeFaces );\n\t\tconst uv = new Float32Array( uvSize * vertices * cubeFaces );\n\t\tconst faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );\n\n\t\tfor ( let face = 0; face < cubeFaces; face ++ ) {\n\n\t\t\tconst x = ( face % 3 ) * 2 / 3 - 1;\n\t\t\tconst y = face > 2 ? 0 : - 1;\n\t\t\tconst coordinates = [\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y + 1, 0\n\t\t\t];\n\t\t\tposition.set( coordinates, positionSize * vertices * face );\n\t\t\tuv.set( uv1, uvSize * vertices * face );\n\t\t\tconst fill = [ face, face, face, face, face, face ];\n\t\t\tfaceIndex.set( fill, faceIndexSize * vertices * face );\n\n\t\t}\n\n\t\tconst planes = new BufferGeometry();\n\t\tplanes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );\n\t\tplanes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );\n\t\tplanes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );\n\t\t_lodPlanes.push( planes );\n\n\t\tif ( lod > LOD_MIN ) {\n\n\t\t\tlod --;\n\n\t\t}\n\n\t}\n\n\treturn { _lodPlanes, _sizeLods, _sigmas };\n\n}\n\nfunction _createRenderTarget( params ) {\n\n\tconst cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );\n\tcubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;\n\tcubeUVRenderTarget.texture.name = 'PMREM.cubeUv';\n\tcubeUVRenderTarget.scissorTest = true;\n\treturn cubeUVRenderTarget;\n\n}\n\nfunction _setViewport( target, x, y, width, height ) {\n\n\ttarget.viewport.set( x, y, width, height );\n\ttarget.scissor.set( x, y, width, height );\n\n}\n\nfunction _getBlurShader( maxSamples ) {\n\n\tconst weights = new Float32Array( maxSamples );\n\tconst poleAxis = new Vector3( 0, 1, 0 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'SphericalGaussianBlur',\n\n\t\tdefines: { 'n': maxSamples },\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'samples': { value: 1 },\n\t\t\t'weights': { value: weights },\n\t\t\t'latitudinal': { value: false },\n\t\t\t'dTheta': { value: 0 },\n\t\t\t'mipInt': { value: 0 },\n\t\t\t'poleAxis': { value: poleAxis },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include \n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getEquirectShader() {\n\n\tconst texelSize = new Vector2( 1, 1 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'EquirectangularToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'texelSize': { value: texelSize },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCubemapShader() {\n\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'CubemapToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCommonVertexShader() {\n\n\treturn /* glsl */`\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t`;\n\n}\n\nfunction _getEncodings() {\n\n\treturn /* glsl */`\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include \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\n\tconsole.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );\n\treturn new Face3( a, b, c, normal, color, materialIndex );\n\n}\n\nconst LineStrip = 0;\nconst LinePieces = 1;\nconst NoColors = 0;\nconst FaceColors = 1;\nconst VertexColors = 2;\n\nfunction MeshFaceMaterial( materials ) {\n\n\tconsole.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );\n\treturn materials;\n\n}\n\nfunction MultiMaterial( materials = [] ) {\n\n\tconsole.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );\n\tmaterials.isMultiMaterial = true;\n\tmaterials.materials = materials;\n\tmaterials.clone = function () {\n\n\t\treturn materials.slice();\n\n\t};\n\n\treturn materials;\n\n}\n\nfunction PointCloud( geometry, material ) {\n\n\tconsole.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction Particle( material ) {\n\n\tconsole.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );\n\treturn new Sprite( material );\n\n}\n\nfunction ParticleSystem( geometry, material ) {\n\n\tconsole.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction PointCloudMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleBasicMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleSystemMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction Vertex( x, y, z ) {\n\n\tconsole.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );\n\treturn new Vector3( x, y, z );\n\n}\n\n//\n\nfunction DynamicBufferAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );\n\treturn new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );\n\n}\n\nfunction Int8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );\n\treturn new Int8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );\n\treturn new Uint8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8ClampedAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );\n\treturn new Uint8ClampedBufferAttribute( array, itemSize );\n\n}\n\nfunction Int16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );\n\treturn new Int16BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );\n\treturn new Uint16BufferAttribute( array, itemSize );\n\n}\n\nfunction Int32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );\n\treturn new Int32BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );\n\treturn new Uint32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );\n\treturn new Float32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float64Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );\n\treturn new Float64BufferAttribute( array, itemSize );\n\n}\n\n//\n\nCurve.create = function ( construct, getPoint ) {\n\n\tconsole.log( 'THREE.Curve.create() has been deprecated' );\n\n\tconstruct.prototype = Object.create( Curve.prototype );\n\tconstruct.prototype.constructor = construct;\n\tconstruct.prototype.getPoint = getPoint;\n\n\treturn construct;\n\n};\n\n//\n\nObject.assign( CurvePath.prototype, {\n\n\tcreatePointsGeometry: function ( divisions ) {\n\n\t\tconsole.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );\n\n\t\t// generate geometry from path points (for Line or Points objects)\n\n\t\tconst pts = this.getPoints( divisions );\n\t\treturn this.createGeometry( pts );\n\n\t},\n\n\tcreateSpacedPointsGeometry: function ( divisions ) {\n\n\t\tconsole.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );\n\n\t\t// generate geometry from equidistant sampling along the path\n\n\t\tconst pts = this.getSpacedPoints( divisions );\n\t\treturn this.createGeometry( pts );\n\n\t},\n\n\tcreateGeometry: function ( points ) {\n\n\t\tconsole.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );\n\n\t\tconst geometry = new Geometry();\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tgeometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );\n\n\t\t}\n\n\t\treturn geometry;\n\n\t}\n\n} );\n\n//\n\nObject.assign( Path.prototype, {\n\n\tfromPoints: function ( points ) {\n\n\t\tconsole.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );\n\t\treturn this.setFromPoints( points );\n\n\t}\n\n} );\n\n//\n\nfunction ClosedSplineCurve3( points ) {\n\n\tconsole.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\tthis.closed = true;\n\n}\n\nClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );\n\n//\n\nfunction SplineCurve3( points ) {\n\n\tconsole.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\n}\n\nSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );\n\n//\n\nfunction Spline( points ) {\n\n\tconsole.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\n}\n\nSpline.prototype = Object.create( CatmullRomCurve3.prototype );\n\nObject.assign( Spline.prototype, {\n\n\tinitFromArray: function ( /* a */ ) {\n\n\t\tconsole.error( 'THREE.Spline: .initFromArray() has been removed.' );\n\n\t},\n\tgetControlPointsArray: function ( /* optionalTarget */ ) {\n\n\t\tconsole.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );\n\n\t},\n\treparametrizeByArcLength: function ( /* samplingCoef */ ) {\n\n\t\tconsole.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );\n\n\t}\n\n} );\n\n//\n\nfunction AxisHelper( size ) {\n\n\tconsole.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );\n\treturn new AxesHelper( size );\n\n}\n\nfunction BoundingBoxHelper( object, color ) {\n\n\tconsole.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );\n\treturn new BoxHelper( object, color );\n\n}\n\nfunction EdgesHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );\n\treturn new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\nGridHelper.prototype.setColors = function () {\n\n\tconsole.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );\n\n};\n\nSkeletonHelper.prototype.update = function () {\n\n\tconsole.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );\n\n};\n\nfunction WireframeHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );\n\treturn new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\n//\n\nObject.assign( Loader.prototype, {\n\n\textractUrlBase: function ( url ) {\n\n\t\tconsole.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );\n\t\treturn LoaderUtils.extractUrlBase( url );\n\n\t}\n\n} );\n\nLoader.Handlers = {\n\n\tadd: function ( /* regex, loader */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );\n\n\t},\n\n\tget: function ( /* file */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );\n\n\t}\n\n};\n\nfunction XHRLoader( manager ) {\n\n\tconsole.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );\n\treturn new FileLoader( manager );\n\n}\n\nfunction BinaryTextureLoader( manager ) {\n\n\tconsole.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );\n\treturn new DataTextureLoader( manager );\n\n}\n\n//\n\nObject.assign( Box2.prototype, {\n\n\tcenter: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );\n\t\treturn this.getCenter( optionalTarget );\n\n\t},\n\tempty: function () {\n\n\t\tconsole.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );\n\t\treturn this.isEmpty();\n\n\t},\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tsize: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );\n\t\treturn this.getSize( optionalTarget );\n\n\t}\n} );\n\nObject.assign( Box3.prototype, {\n\n\tcenter: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );\n\t\treturn this.getCenter( optionalTarget );\n\n\t},\n\tempty: function () {\n\n\t\tconsole.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );\n\t\treturn this.isEmpty();\n\n\t},\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tisIntersectionSphere: function ( sphere ) {\n\n\t\tconsole.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\t\treturn this.intersectsSphere( sphere );\n\n\t},\n\tsize: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );\n\t\treturn this.getSize( optionalTarget );\n\n\t}\n} );\n\nObject.assign( Sphere.prototype, {\n\n\tempty: function () {\n\n\t\tconsole.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );\n\t\treturn this.isEmpty();\n\n\t},\n\n} );\n\nFrustum.prototype.setFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );\n\treturn this.setFromProjectionMatrix( m );\n\n};\n\nLine3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\nObject.assign( MathUtils, {\n\n\trandom16: function () {\n\n\t\tconsole.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );\n\t\treturn Math.random();\n\n\t},\n\n\tnearestPowerOfTwo: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );\n\t\treturn MathUtils.floorPowerOfTwo( value );\n\n\t},\n\n\tnextPowerOfTwo: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );\n\t\treturn MathUtils.ceilPowerOfTwo( value );\n\n\t}\n\n} );\n\nObject.assign( Matrix3.prototype, {\n\n\tflattenToArrayOffset: function ( array, offset ) {\n\n\t\tconsole.warn( \"THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.\" );\n\t\treturn this.toArray( array, offset );\n\n\t},\n\tmultiplyVector3: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );\n\t\treturn vector.applyMatrix3( this );\n\n\t},\n\tmultiplyVector3Array: function ( /* a */ ) {\n\n\t\tconsole.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );\n\n\t},\n\tapplyToBufferAttribute: function ( attribute ) {\n\n\t\tconsole.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );\n\t\treturn attribute.applyMatrix3( this );\n\n\t},\n\tapplyToVector3Array: function ( /* array, offset, length */ ) {\n\n\t\tconsole.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );\n\n\t},\n\tgetInverse: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\t\treturn this.copy( matrix ).invert();\n\n\t}\n\n} );\n\nObject.assign( Matrix4.prototype, {\n\n\textractPosition: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );\n\t\treturn this.copyPosition( m );\n\n\t},\n\tflattenToArrayOffset: function ( array, offset ) {\n\n\t\tconsole.warn( \"THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.\" );\n\t\treturn this.toArray( array, offset );\n\n\t},\n\tgetPosition: function () {\n\n\t\tconsole.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );\n\t\treturn new Vector3().setFromMatrixColumn( this, 3 );\n\n\t},\n\tsetRotationFromQuaternion: function ( q ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );\n\t\treturn this.makeRotationFromQuaternion( q );\n\n\t},\n\tmultiplyToArray: function () {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );\n\n\t},\n\tmultiplyVector3: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\tmultiplyVector4: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\tmultiplyVector3Array: function ( /* a */ ) {\n\n\t\tconsole.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );\n\n\t},\n\trotateAxis: function ( v ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );\n\t\tv.transformDirection( this );\n\n\t},\n\tcrossVector: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\ttranslate: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .translate() has been removed.' );\n\n\t},\n\trotateX: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateX() has been removed.' );\n\n\t},\n\trotateY: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateY() has been removed.' );\n\n\t},\n\trotateZ: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateZ() has been removed.' );\n\n\t},\n\trotateByAxis: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );\n\n\t},\n\tapplyToBufferAttribute: function ( attribute ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );\n\t\treturn attribute.applyMatrix4( this );\n\n\t},\n\tapplyToVector3Array: function ( /* array, offset, length */ ) {\n\n\t\tconsole.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );\n\n\t},\n\tmakeFrustum: function ( left, right, bottom, top, near, far ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );\n\t\treturn this.makePerspective( left, right, top, bottom, near, far );\n\n\t},\n\tgetInverse: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\t\treturn this.copy( matrix ).invert();\n\n\t}\n\n} );\n\nPlane.prototype.isIntersectionLine = function ( line ) {\n\n\tconsole.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );\n\treturn this.intersectsLine( line );\n\n};\n\nObject.assign( Quaternion.prototype, {\n\n\tmultiplyVector3: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );\n\t\treturn vector.applyQuaternion( this );\n\n\t},\n\tinverse: function ( ) {\n\n\t\tconsole.warn( 'THREE.Quaternion: .inverse() has been renamed to invert().' );\n\t\treturn this.invert();\n\n\t}\n\n} );\n\nObject.assign( Ray.prototype, {\n\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tisIntersectionPlane: function ( plane ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );\n\t\treturn this.intersectsPlane( plane );\n\n\t},\n\tisIntersectionSphere: function ( sphere ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\t\treturn this.intersectsSphere( sphere );\n\n\t}\n\n} );\n\nObject.assign( Triangle.prototype, {\n\n\tarea: function () {\n\n\t\tconsole.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );\n\t\treturn this.getArea();\n\n\t},\n\tbarycoordFromPoint: function ( point, target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\t\treturn this.getBarycoord( point, target );\n\n\t},\n\tmidpoint: function ( target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );\n\t\treturn this.getMidpoint( target );\n\n\t},\n\tnormal: function ( target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\t\treturn this.getNormal( target );\n\n\t},\n\tplane: function ( target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );\n\t\treturn this.getPlane( target );\n\n\t}\n\n} );\n\nObject.assign( Triangle, {\n\n\tbarycoordFromPoint: function ( point, a, b, c, target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\t\treturn Triangle.getBarycoord( point, a, b, c, target );\n\n\t},\n\tnormal: function ( a, b, c, target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\t\treturn Triangle.getNormal( a, b, c, target );\n\n\t}\n\n} );\n\nObject.assign( Shape.prototype, {\n\n\textractAllPoints: function ( divisions ) {\n\n\t\tconsole.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );\n\t\treturn this.extractPoints( divisions );\n\n\t},\n\textrude: function ( options ) {\n\n\t\tconsole.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );\n\t\treturn new ExtrudeGeometry( this, options );\n\n\t},\n\tmakeGeometry: function ( options ) {\n\n\t\tconsole.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );\n\t\treturn new ShapeGeometry( this, options );\n\n\t}\n\n} );\n\nObject.assign( Vector2.prototype, {\n\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t},\n\tdistanceToManhattan: function ( v ) {\n\n\t\tconsole.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\t\treturn this.manhattanDistanceTo( v );\n\n\t},\n\tlengthManhattan: function () {\n\n\t\tconsole.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );\n\t\treturn this.manhattanLength();\n\n\t}\n\n} );\n\nObject.assign( Vector3.prototype, {\n\n\tsetEulerFromRotationMatrix: function () {\n\n\t\tconsole.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );\n\n\t},\n\tsetEulerFromQuaternion: function () {\n\n\t\tconsole.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );\n\n\t},\n\tgetPositionFromMatrix: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );\n\t\treturn this.setFromMatrixPosition( m );\n\n\t},\n\tgetScaleFromMatrix: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );\n\t\treturn this.setFromMatrixScale( m );\n\n\t},\n\tgetColumnFromMatrix: function ( index, matrix ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );\n\t\treturn this.setFromMatrixColumn( matrix, index );\n\n\t},\n\tapplyProjection: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );\n\t\treturn this.applyMatrix4( m );\n\n\t},\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t},\n\tdistanceToManhattan: function ( v ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\t\treturn this.manhattanDistanceTo( v );\n\n\t},\n\tlengthManhattan: function () {\n\n\t\tconsole.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );\n\t\treturn this.manhattanLength();\n\n\t}\n\n} );\n\nObject.assign( Vector4.prototype, {\n\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t},\n\tlengthManhattan: function () {\n\n\t\tconsole.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );\n\t\treturn this.manhattanLength();\n\n\t}\n\n} );\n\n//\n\nObject.assign( Geometry.prototype, {\n\n\tcomputeTangents: function () {\n\n\t\tconsole.error( 'THREE.Geometry: .computeTangents() has been removed.' );\n\n\t},\n\tcomputeLineDistances: function () {\n\n\t\tconsole.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );\n\n\t},\n\tapplyMatrix: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );\n\t\treturn this.applyMatrix4( matrix );\n\n\t}\n\n} );\n\nObject.assign( Object3D.prototype, {\n\n\tgetChildByName: function ( name ) {\n\n\t\tconsole.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );\n\t\treturn this.getObjectByName( name );\n\n\t},\n\trenderDepth: function () {\n\n\t\tconsole.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );\n\n\t},\n\ttranslate: function ( distance, axis ) {\n\n\t\tconsole.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );\n\t\treturn this.translateOnAxis( axis, distance );\n\n\t},\n\tgetWorldRotation: function () {\n\n\t\tconsole.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );\n\n\t},\n\tapplyMatrix: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );\n\t\treturn this.applyMatrix4( matrix );\n\n\t}\n\n} );\n\nObject.defineProperties( Object3D.prototype, {\n\n\teulerOrder: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\treturn this.rotation.order;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\tthis.rotation.order = value;\n\n\t\t}\n\t},\n\tuseQuaternion: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t}\n\t}\n\n} );\n\nObject.assign( Mesh.prototype, {\n\n\tsetDrawMode: function () {\n\n\t\tconsole.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n\t},\n\n} );\n\nObject.defineProperties( Mesh.prototype, {\n\n\tdrawMode: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );\n\t\t\treturn TrianglesDrawMode;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( LOD.prototype, {\n\n\tobjects: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.LOD: .objects has been renamed to .levels.' );\n\t\t\treturn this.levels;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperty( Skeleton.prototype, 'useVertexTexture', {\n\n\tget: function () {\n\n\t\tconsole.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );\n\n\t},\n\tset: function () {\n\n\t\tconsole.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );\n\n\t}\n\n} );\n\nSkinnedMesh.prototype.initBones = function () {\n\n\tconsole.error( 'THREE.SkinnedMesh: initBones() has been removed.' );\n\n};\n\nObject.defineProperty( Curve.prototype, '__arcLengthDivisions', {\n\n\tget: function () {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\treturn this.arcLengthDivisions;\n\n\t},\n\tset: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\tthis.arcLengthDivisions = value;\n\n\t}\n\n} );\n\n//\n\nPerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {\n\n\tconsole.warn( \"THREE.PerspectiveCamera.setLens is deprecated. \" +\n\t\t\t\"Use .setFocalLength and .filmGauge for a photographic setup.\" );\n\n\tif ( filmGauge !== undefined ) this.filmGauge = filmGauge;\n\tthis.setFocalLength( focalLength );\n\n};\n\n//\n\nObject.defineProperties( Light.prototype, {\n\tonlyShadow: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .onlyShadow has been removed.' );\n\n\t\t}\n\t},\n\tshadowCameraFov: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );\n\t\t\tthis.shadow.camera.fov = value;\n\n\t\t}\n\t},\n\tshadowCameraLeft: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );\n\t\t\tthis.shadow.camera.left = value;\n\n\t\t}\n\t},\n\tshadowCameraRight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );\n\t\t\tthis.shadow.camera.right = value;\n\n\t\t}\n\t},\n\tshadowCameraTop: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );\n\t\t\tthis.shadow.camera.top = value;\n\n\t\t}\n\t},\n\tshadowCameraBottom: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );\n\t\t\tthis.shadow.camera.bottom = value;\n\n\t\t}\n\t},\n\tshadowCameraNear: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );\n\t\t\tthis.shadow.camera.near = value;\n\n\t\t}\n\t},\n\tshadowCameraFar: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );\n\t\t\tthis.shadow.camera.far = value;\n\n\t\t}\n\t},\n\tshadowCameraVisible: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );\n\n\t\t}\n\t},\n\tshadowBias: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );\n\t\t\tthis.shadow.bias = value;\n\n\t\t}\n\t},\n\tshadowDarkness: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowDarkness has been removed.' );\n\n\t\t}\n\t},\n\tshadowMapWidth: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );\n\t\t\tthis.shadow.mapSize.width = value;\n\n\t\t}\n\t},\n\tshadowMapHeight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );\n\t\t\tthis.shadow.mapSize.height = value;\n\n\t\t}\n\t}\n} );\n\n//\n\nObject.defineProperties( BufferAttribute.prototype, {\n\n\tlength: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );\n\t\t\treturn this.array.length;\n\n\t\t}\n\t},\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( DynamicDrawUsage );\n\n\t\t}\n\t}\n\n} );\n\nObject.assign( BufferAttribute.prototype, {\n\tsetDynamic: function ( value ) {\n\n\t\tconsole.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\t\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\t\treturn this;\n\n\t},\n\tcopyIndicesArray: function ( /* indices */ ) {\n\n\t\tconsole.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );\n\n\t},\n\tsetArray: function ( /* array */ ) {\n\n\t\tconsole.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n\t}\n} );\n\nObject.assign( BufferGeometry.prototype, {\n\n\taddIndex: function ( index ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );\n\t\tthis.setIndex( index );\n\n\t},\n\taddAttribute: function ( name, attribute ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );\n\n\t\tif ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );\n\n\t\t\treturn this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );\n\n\t\t}\n\n\t\tif ( name === 'index' ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );\n\t\t\tthis.setIndex( attribute );\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\treturn this.setAttribute( name, attribute );\n\n\t},\n\taddDrawCall: function ( start, count, indexOffset ) {\n\n\t\tif ( indexOffset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );\n\n\t\t}\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );\n\t\tthis.addGroup( start, count );\n\n\t},\n\tclearDrawCalls: function () {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );\n\t\tthis.clearGroups();\n\n\t},\n\tcomputeTangents: function () {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );\n\n\t},\n\tcomputeOffsets: function () {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );\n\n\t},\n\tremoveAttribute: function ( name ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );\n\n\t\treturn this.deleteAttribute( name );\n\n\t},\n\tapplyMatrix: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );\n\t\treturn this.applyMatrix4( matrix );\n\n\t}\n\n} );\n\nObject.defineProperties( BufferGeometry.prototype, {\n\n\tdrawcalls: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t},\n\toffsets: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( InstancedBufferGeometry.prototype, {\n\n\tmaxInstancedCount: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );\n\t\t\treturn this.instanceCount;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );\n\t\t\tthis.instanceCount = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( Raycaster.prototype, {\n\n\tlinePrecision: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );\n\t\t\treturn this.params.Line.threshold;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );\n\t\t\tthis.params.Line.threshold = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( InterleavedBuffer.prototype, {\n\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( value );\n\n\t\t}\n\t}\n\n} );\n\nObject.assign( InterleavedBuffer.prototype, {\n\tsetDynamic: function ( value ) {\n\n\t\tconsole.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\t\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\t\treturn this;\n\n\t},\n\tsetArray: function ( /* array */ ) {\n\n\t\tconsole.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n\t}\n} );\n\n//\n\nObject.assign( ExtrudeBufferGeometry.prototype, {\n\n\tgetArrays: function () {\n\n\t\tconsole.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );\n\n\t},\n\n\taddShapeList: function () {\n\n\t\tconsole.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );\n\n\t},\n\n\taddShape: function () {\n\n\t\tconsole.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );\n\n\t}\n\n} );\n\n//\n\nObject.assign( Scene.prototype, {\n\n\tdispose: function () {\n\n\t\tconsole.error( 'THREE.Scene: .dispose() has been removed.' );\n\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Uniform.prototype, {\n\n\tdynamic: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );\n\n\t\t}\n\t},\n\tonUpdate: {\n\t\tvalue: function () {\n\n\t\t\tconsole.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );\n\t\t\treturn this;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Material.prototype, {\n\n\twrapAround: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t}\n\t},\n\n\toverdraw: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t}\n\t},\n\n\twrapRGB: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapRGB has been removed.' );\n\t\t\treturn new Color();\n\n\t\t}\n\t},\n\n\tshading: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\tthis.flatShading = ( value === FlatShading );\n\n\t\t}\n\t},\n\n\tstencilMask: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\treturn this.stencilFuncMask;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\tthis.stencilFuncMask = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( MeshPhongMaterial.prototype, {\n\n\tmetal: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( MeshPhysicalMaterial.prototype, {\n\n\ttransparency: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );\n\t\t\treturn this.transmission;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );\n\t\t\tthis.transmission = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( ShaderMaterial.prototype, {\n\n\tderivatives: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\treturn this.extensions.derivatives;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\tthis.extensions.derivatives = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.assign( WebGLRenderer.prototype, {\n\n\tclearTarget: function ( renderTarget, color, depth, stencil ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );\n\t\tthis.setRenderTarget( renderTarget );\n\t\tthis.clear( color, depth, stencil );\n\n\t},\n\tanimate: function ( callback ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );\n\t\tthis.setAnimationLoop( callback );\n\n\t},\n\tgetCurrentRenderTarget: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );\n\t\treturn this.getRenderTarget();\n\n\t},\n\tgetMaxAnisotropy: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );\n\t\treturn this.capabilities.getMaxAnisotropy();\n\n\t},\n\tgetPrecision: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );\n\t\treturn this.capabilities.precision;\n\n\t},\n\tresetGLState: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );\n\t\treturn this.state.reset();\n\n\t},\n\tsupportsFloatTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \\'OES_texture_float\\' ).' );\n\t\treturn this.extensions.get( 'OES_texture_float' );\n\n\t},\n\tsupportsHalfFloatTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \\'OES_texture_half_float\\' ).' );\n\t\treturn this.extensions.get( 'OES_texture_half_float' );\n\n\t},\n\tsupportsStandardDerivatives: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \\'OES_standard_derivatives\\' ).' );\n\t\treturn this.extensions.get( 'OES_standard_derivatives' );\n\n\t},\n\tsupportsCompressedTextureS3TC: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \\'WEBGL_compressed_texture_s3tc\\' ).' );\n\t\treturn this.extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t},\n\tsupportsCompressedTexturePVRTC: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \\'WEBGL_compressed_texture_pvrtc\\' ).' );\n\t\treturn this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t},\n\tsupportsBlendMinMax: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \\'EXT_blend_minmax\\' ).' );\n\t\treturn this.extensions.get( 'EXT_blend_minmax' );\n\n\t},\n\tsupportsVertexTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );\n\t\treturn this.capabilities.vertexTextures;\n\n\t},\n\tsupportsInstancedArrays: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \\'ANGLE_instanced_arrays\\' ).' );\n\t\treturn this.extensions.get( 'ANGLE_instanced_arrays' );\n\n\t},\n\tenableScissorTest: function ( boolean ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );\n\t\tthis.setScissorTest( boolean );\n\n\t},\n\tinitMaterial: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );\n\n\t},\n\taddPrePlugin: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );\n\n\t},\n\taddPostPlugin: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );\n\n\t},\n\tupdateShadowMap: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );\n\n\t},\n\tsetFaceCulling: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );\n\n\t},\n\tallocTextureUnit: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );\n\n\t},\n\tsetTexture: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );\n\n\t},\n\tsetTexture2D: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );\n\n\t},\n\tsetTextureCube: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );\n\n\t},\n\tgetActiveMipMapLevel: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );\n\t\treturn this.getActiveMipmapLevel();\n\n\t}\n\n} );\n\nObject.defineProperties( WebGLRenderer.prototype, {\n\n\tshadowMapEnabled: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.enabled;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );\n\t\t\tthis.shadowMap.enabled = value;\n\n\t\t}\n\t},\n\tshadowMapType: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );\n\t\t\tthis.shadowMap.type = value;\n\n\t\t}\n\t},\n\tshadowMapCullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\tcontext: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );\n\t\t\treturn this.getContext();\n\n\t\t}\n\t},\n\tvr: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );\n\t\t\treturn this.xr;\n\n\t\t}\n\t},\n\tgammaInput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\n\t\t}\n\t},\n\tgammaOutput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\tthis.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;\n\n\t\t}\n\t},\n\ttoneMappingWhitePoint: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\t\t\treturn 1.0;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\n\t\t}\n\t},\n\n} );\n\nObject.defineProperties( WebGLShadowMap.prototype, {\n\n\tcullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* cullFace */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderReverseSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderSingleSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t}\n\n} );\n\nfunction WebGLRenderTargetCube( width, height, options ) {\n\n\tconsole.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );\n\treturn new WebGLCubeRenderTarget( width, options );\n\n}\n\n//\n\nObject.defineProperties( WebGLRenderTarget.prototype, {\n\n\twrapS: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\treturn this.texture.wrapS;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\tthis.texture.wrapS = value;\n\n\t\t}\n\t},\n\twrapT: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\treturn this.texture.wrapT;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\tthis.texture.wrapT = value;\n\n\t\t}\n\t},\n\tmagFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\treturn this.texture.magFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\tthis.texture.magFilter = value;\n\n\t\t}\n\t},\n\tminFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\treturn this.texture.minFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\tthis.texture.minFilter = value;\n\n\t\t}\n\t},\n\tanisotropy: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\treturn this.texture.anisotropy;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\tthis.texture.anisotropy = value;\n\n\t\t}\n\t},\n\toffset: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\treturn this.texture.offset;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\tthis.texture.offset = value;\n\n\t\t}\n\t},\n\trepeat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\treturn this.texture.repeat;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\tthis.texture.repeat = value;\n\n\t\t}\n\t},\n\tformat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\treturn this.texture.format;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\tthis.texture.format = value;\n\n\t\t}\n\t},\n\ttype: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\treturn this.texture.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\tthis.texture.type = value;\n\n\t\t}\n\t},\n\tgenerateMipmaps: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\treturn this.texture.generateMipmaps;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\tthis.texture.generateMipmaps = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Audio.prototype, {\n\n\tload: {\n\t\tvalue: function ( file ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );\n\t\t\tconst scope = this;\n\t\t\tconst audioLoader = new AudioLoader();\n\t\t\taudioLoader.load( file, function ( buffer ) {\n\n\t\t\t\tscope.setBuffer( buffer );\n\n\t\t\t} );\n\t\t\treturn this;\n\n\t\t}\n\t},\n\tstartTime: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Audio: .startTime is now .play( delay ).' );\n\n\t\t}\n\t}\n\n} );\n\nAudioAnalyser.prototype.getData = function () {\n\n\tconsole.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );\n\treturn this.getFrequencyData();\n\n};\n\n//\n\nCubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );\n\treturn this.update( renderer, scene );\n\n};\n\nCubeCamera.prototype.clear = function ( renderer, color, depth, stencil ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .clear() is now .renderTarget.clear().' );\n\treturn this.renderTarget.clear( renderer, color, depth, stencil );\n\n};\n\n//\n\nconst GeometryUtils = {\n\n\tmerge: function ( geometry1, geometry2, materialIndexOffset ) {\n\n\t\tconsole.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );\n\t\tlet matrix;\n\n\t\tif ( geometry2.isMesh ) {\n\n\t\t\tgeometry2.matrixAutoUpdate && geometry2.updateMatrix();\n\n\t\t\tmatrix = geometry2.matrix;\n\t\t\tgeometry2 = geometry2.geometry;\n\n\t\t}\n\n\t\tgeometry1.merge( geometry2, matrix, materialIndexOffset );\n\n\t},\n\n\tcenter: function ( geometry ) {\n\n\t\tconsole.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );\n\t\treturn geometry.center();\n\n\t}\n\n};\n\nImageUtils.crossOrigin = undefined;\n\nImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );\n\n\tconst loader = new TextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( url, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );\n\n\tconst loader = new CubeTextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( urls, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadCompressedTexture = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\nImageUtils.loadCompressedTextureCube = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\n//\n\nfunction CanvasRenderer() {\n\n\tconsole.error( 'THREE.CanvasRenderer has been removed' );\n\n}\n\n//\n\nfunction JSONLoader() {\n\n\tconsole.error( 'THREE.JSONLoader has been removed.' );\n\n}\n\n//\n\nconst SceneUtils = {\n\n\tcreateMultiMaterialObject: function ( /* geometry, materials */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tdetach: function ( /* child, parent, scene */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tattach: function ( /* child, scene, parent */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t}\n\n};\n\n//\n\nfunction LensFlare() {\n\n\tconsole.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );\n\n}\n\nif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t/* eslint-disable no-undef */\n\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {\n\t\trevision: REVISION,\n\t} } ) );\n\t/* eslint-enable no-undef */\n\n}\n\n\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/three/build/three.module.js?"); +/***/ ((__unused_webpack_module, __webpack_exports__, __webpack_require__) => { + +"use strict"; +eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpack_require__.d(__webpack_exports__, {\n/* harmony export */ \"ACESFilmicToneMapping\": () => (/* binding */ ACESFilmicToneMapping),\n/* harmony export */ \"AddEquation\": () => (/* binding */ AddEquation),\n/* harmony export */ \"AddOperation\": () => (/* binding */ AddOperation),\n/* harmony export */ \"AdditiveAnimationBlendMode\": () => (/* binding */ AdditiveAnimationBlendMode),\n/* harmony export */ \"AdditiveBlending\": () => (/* binding */ AdditiveBlending),\n/* harmony export */ \"AlphaFormat\": () => (/* binding */ AlphaFormat),\n/* harmony export */ \"AlwaysDepth\": () => (/* binding */ AlwaysDepth),\n/* harmony export */ \"AlwaysStencilFunc\": () => (/* binding */ AlwaysStencilFunc),\n/* harmony export */ \"AmbientLight\": () => (/* binding */ AmbientLight),\n/* harmony export */ \"AmbientLightProbe\": () => (/* binding */ AmbientLightProbe),\n/* harmony export */ \"AnimationClip\": () => (/* binding */ AnimationClip),\n/* harmony export */ \"AnimationLoader\": () => (/* binding */ AnimationLoader),\n/* harmony export */ \"AnimationMixer\": () => (/* binding */ AnimationMixer),\n/* harmony export */ \"AnimationObjectGroup\": () => (/* binding */ AnimationObjectGroup),\n/* harmony export */ \"AnimationUtils\": () => (/* binding */ AnimationUtils),\n/* harmony export */ \"ArcCurve\": () => (/* binding */ ArcCurve),\n/* harmony export */ \"ArrayCamera\": () => (/* binding */ ArrayCamera),\n/* harmony export */ \"ArrowHelper\": () => (/* binding */ ArrowHelper),\n/* harmony export */ \"Audio\": () => (/* binding */ Audio),\n/* harmony export */ \"AudioAnalyser\": () => (/* binding */ AudioAnalyser),\n/* harmony export */ \"AudioContext\": () => (/* binding */ AudioContext),\n/* harmony export */ \"AudioListener\": () => (/* binding */ AudioListener),\n/* harmony export */ \"AudioLoader\": () => (/* binding */ AudioLoader),\n/* harmony export */ \"AxesHelper\": () => (/* binding */ AxesHelper),\n/* harmony export */ \"AxisHelper\": () => (/* binding */ AxisHelper),\n/* harmony export */ \"BackSide\": () => (/* binding */ BackSide),\n/* harmony export */ \"BasicDepthPacking\": () => (/* binding */ BasicDepthPacking),\n/* harmony export */ \"BasicShadowMap\": () => (/* binding */ BasicShadowMap),\n/* harmony export */ \"BinaryTextureLoader\": () => (/* binding */ BinaryTextureLoader),\n/* harmony export */ \"Bone\": () => (/* binding */ Bone),\n/* harmony export */ \"BooleanKeyframeTrack\": () => (/* binding */ BooleanKeyframeTrack),\n/* harmony export */ \"BoundingBoxHelper\": () => (/* binding */ BoundingBoxHelper),\n/* harmony export */ \"Box2\": () => (/* binding */ Box2),\n/* harmony export */ \"Box3\": () => (/* binding */ Box3),\n/* harmony export */ \"Box3Helper\": () => (/* binding */ Box3Helper),\n/* harmony export */ \"BoxBufferGeometry\": () => (/* binding */ BoxGeometry),\n/* harmony export */ \"BoxGeometry\": () => (/* binding */ BoxGeometry),\n/* harmony export */ \"BoxHelper\": () => (/* binding */ BoxHelper),\n/* harmony export */ \"BufferAttribute\": () => (/* binding */ BufferAttribute),\n/* harmony export */ \"BufferGeometry\": () => (/* binding */ BufferGeometry),\n/* harmony export */ \"BufferGeometryLoader\": () => (/* binding */ BufferGeometryLoader),\n/* harmony export */ \"ByteType\": () => (/* binding */ ByteType),\n/* harmony export */ \"Cache\": () => (/* binding */ Cache),\n/* harmony export */ \"Camera\": () => (/* binding */ Camera),\n/* harmony export */ \"CameraHelper\": () => (/* binding */ CameraHelper),\n/* harmony export */ \"CanvasRenderer\": () => (/* binding */ CanvasRenderer),\n/* harmony export */ \"CanvasTexture\": () => (/* binding */ CanvasTexture),\n/* harmony export */ \"CatmullRomCurve3\": () => (/* binding */ CatmullRomCurve3),\n/* harmony export */ \"CineonToneMapping\": () => (/* binding */ CineonToneMapping),\n/* harmony export */ \"CircleBufferGeometry\": () => (/* binding */ CircleGeometry),\n/* harmony export */ \"CircleGeometry\": () => (/* binding */ CircleGeometry),\n/* harmony export */ \"ClampToEdgeWrapping\": () => (/* binding */ ClampToEdgeWrapping),\n/* harmony export */ \"Clock\": () => (/* binding */ Clock),\n/* harmony export */ \"ClosedSplineCurve3\": () => (/* binding */ ClosedSplineCurve3),\n/* harmony export */ \"Color\": () => (/* binding */ Color),\n/* harmony export */ \"ColorKeyframeTrack\": () => (/* binding */ ColorKeyframeTrack),\n/* harmony export */ \"CompressedTexture\": () => (/* binding */ CompressedTexture),\n/* harmony export */ \"CompressedTextureLoader\": () => (/* binding */ CompressedTextureLoader),\n/* harmony export */ \"ConeBufferGeometry\": () => (/* binding */ ConeGeometry),\n/* harmony export */ \"ConeGeometry\": () => (/* binding */ ConeGeometry),\n/* harmony export */ \"CubeCamera\": () => (/* binding */ CubeCamera),\n/* harmony export */ \"CubeReflectionMapping\": () => (/* binding */ CubeReflectionMapping),\n/* harmony export */ \"CubeRefractionMapping\": () => (/* binding */ CubeRefractionMapping),\n/* harmony export */ \"CubeTexture\": () => (/* binding */ CubeTexture),\n/* harmony export */ \"CubeTextureLoader\": () => (/* binding */ CubeTextureLoader),\n/* harmony export */ \"CubeUVReflectionMapping\": () => (/* binding */ CubeUVReflectionMapping),\n/* harmony export */ \"CubeUVRefractionMapping\": () => (/* binding */ CubeUVRefractionMapping),\n/* harmony export */ \"CubicBezierCurve\": () => (/* binding */ CubicBezierCurve),\n/* harmony export */ \"CubicBezierCurve3\": () => (/* binding */ CubicBezierCurve3),\n/* harmony export */ \"CubicInterpolant\": () => (/* binding */ CubicInterpolant),\n/* harmony export */ \"CullFaceBack\": () => (/* binding */ CullFaceBack),\n/* harmony export */ \"CullFaceFront\": () => (/* binding */ CullFaceFront),\n/* harmony export */ \"CullFaceFrontBack\": () => (/* binding */ CullFaceFrontBack),\n/* harmony export */ \"CullFaceNone\": () => (/* binding */ CullFaceNone),\n/* harmony export */ \"Curve\": () => (/* binding */ Curve),\n/* harmony export */ \"CurvePath\": () => (/* binding */ CurvePath),\n/* harmony export */ \"CustomBlending\": () => (/* binding */ CustomBlending),\n/* harmony export */ \"CustomToneMapping\": () => (/* binding */ CustomToneMapping),\n/* harmony export */ \"CylinderBufferGeometry\": () => (/* binding */ CylinderGeometry),\n/* harmony export */ \"CylinderGeometry\": () => (/* binding */ CylinderGeometry),\n/* harmony export */ \"Cylindrical\": () => (/* binding */ Cylindrical),\n/* harmony export */ \"DataTexture\": () => (/* binding */ DataTexture),\n/* harmony export */ \"DataTexture2DArray\": () => (/* binding */ DataTexture2DArray),\n/* harmony export */ \"DataTexture3D\": () => (/* binding */ DataTexture3D),\n/* harmony export */ \"DataTextureLoader\": () => (/* binding */ DataTextureLoader),\n/* harmony export */ \"DataUtils\": () => (/* binding */ DataUtils),\n/* harmony export */ \"DecrementStencilOp\": () => (/* binding */ DecrementStencilOp),\n/* harmony export */ \"DecrementWrapStencilOp\": () => (/* binding */ DecrementWrapStencilOp),\n/* harmony export */ \"DefaultLoadingManager\": () => (/* binding */ DefaultLoadingManager),\n/* harmony export */ \"DepthFormat\": () => (/* binding */ DepthFormat),\n/* harmony export */ \"DepthStencilFormat\": () => (/* binding */ DepthStencilFormat),\n/* harmony export */ \"DepthTexture\": () => (/* binding */ DepthTexture),\n/* harmony export */ \"DirectionalLight\": () => (/* binding */ DirectionalLight),\n/* harmony export */ \"DirectionalLightHelper\": () => (/* binding */ DirectionalLightHelper),\n/* harmony export */ \"DiscreteInterpolant\": () => (/* binding */ DiscreteInterpolant),\n/* harmony export */ \"DodecahedronBufferGeometry\": () => (/* binding */ DodecahedronGeometry),\n/* harmony export */ \"DodecahedronGeometry\": () => (/* binding */ DodecahedronGeometry),\n/* harmony export */ \"DoubleSide\": () => (/* binding */ DoubleSide),\n/* harmony export */ \"DstAlphaFactor\": () => (/* binding */ DstAlphaFactor),\n/* harmony export */ \"DstColorFactor\": () => (/* binding */ DstColorFactor),\n/* harmony export */ \"DynamicBufferAttribute\": () => (/* binding */ DynamicBufferAttribute),\n/* harmony export */ \"DynamicCopyUsage\": () => (/* binding */ DynamicCopyUsage),\n/* harmony export */ \"DynamicDrawUsage\": () => (/* binding */ DynamicDrawUsage),\n/* harmony export */ \"DynamicReadUsage\": () => (/* binding */ DynamicReadUsage),\n/* harmony export */ \"EdgesGeometry\": () => (/* binding */ EdgesGeometry),\n/* harmony export */ \"EdgesHelper\": () => (/* binding */ EdgesHelper),\n/* harmony export */ \"EllipseCurve\": () => (/* binding */ EllipseCurve),\n/* harmony export */ \"EqualDepth\": () => (/* binding */ EqualDepth),\n/* harmony export */ \"EqualStencilFunc\": () => (/* binding */ EqualStencilFunc),\n/* harmony export */ \"EquirectangularReflectionMapping\": () => (/* binding */ EquirectangularReflectionMapping),\n/* harmony export */ \"EquirectangularRefractionMapping\": () => (/* binding */ EquirectangularRefractionMapping),\n/* harmony export */ \"Euler\": () => (/* binding */ Euler),\n/* harmony export */ \"EventDispatcher\": () => (/* binding */ EventDispatcher),\n/* harmony export */ \"ExtrudeBufferGeometry\": () => (/* binding */ ExtrudeGeometry),\n/* harmony export */ \"ExtrudeGeometry\": () => (/* binding */ ExtrudeGeometry),\n/* harmony export */ \"Face3\": () => (/* binding */ Face3),\n/* harmony export */ \"Face4\": () => (/* binding */ Face4),\n/* harmony export */ \"FaceColors\": () => (/* binding */ FaceColors),\n/* harmony export */ \"FileLoader\": () => (/* binding */ FileLoader),\n/* harmony export */ \"FlatShading\": () => (/* binding */ FlatShading),\n/* harmony export */ \"Float16BufferAttribute\": () => (/* binding */ Float16BufferAttribute),\n/* harmony export */ \"Float32Attribute\": () => (/* binding */ Float32Attribute),\n/* harmony export */ \"Float32BufferAttribute\": () => (/* binding */ Float32BufferAttribute),\n/* harmony export */ \"Float64Attribute\": () => (/* binding */ Float64Attribute),\n/* harmony export */ \"Float64BufferAttribute\": () => (/* binding */ Float64BufferAttribute),\n/* harmony export */ \"FloatType\": () => (/* binding */ FloatType),\n/* harmony export */ \"Fog\": () => (/* binding */ Fog),\n/* harmony export */ \"FogExp2\": () => (/* binding */ FogExp2),\n/* harmony export */ \"Font\": () => (/* binding */ Font),\n/* harmony export */ \"FontLoader\": () => (/* binding */ FontLoader),\n/* harmony export */ \"FrontSide\": () => (/* binding */ FrontSide),\n/* harmony export */ \"Frustum\": () => (/* binding */ Frustum),\n/* harmony export */ \"GLBufferAttribute\": () => (/* binding */ GLBufferAttribute),\n/* harmony export */ \"GLSL1\": () => (/* binding */ GLSL1),\n/* harmony export */ \"GLSL3\": () => (/* binding */ GLSL3),\n/* harmony export */ \"GammaEncoding\": () => (/* binding */ GammaEncoding),\n/* harmony export */ \"GeometryUtils\": () => (/* binding */ GeometryUtils),\n/* harmony export */ \"GreaterDepth\": () => (/* binding */ GreaterDepth),\n/* harmony export */ \"GreaterEqualDepth\": () => (/* binding */ GreaterEqualDepth),\n/* harmony export */ \"GreaterEqualStencilFunc\": () => (/* binding */ GreaterEqualStencilFunc),\n/* harmony export */ \"GreaterStencilFunc\": () => (/* binding */ GreaterStencilFunc),\n/* harmony export */ \"GridHelper\": () => (/* binding */ GridHelper),\n/* harmony export */ \"Group\": () => (/* binding */ Group),\n/* harmony export */ \"HalfFloatType\": () => (/* binding */ HalfFloatType),\n/* harmony export */ \"HemisphereLight\": () => (/* binding */ HemisphereLight),\n/* harmony export */ \"HemisphereLightHelper\": () => (/* binding */ HemisphereLightHelper),\n/* harmony export */ \"HemisphereLightProbe\": () => (/* binding */ HemisphereLightProbe),\n/* harmony export */ \"IcosahedronBufferGeometry\": () => (/* binding */ IcosahedronGeometry),\n/* harmony export */ \"IcosahedronGeometry\": () => (/* binding */ IcosahedronGeometry),\n/* harmony export */ \"ImageBitmapLoader\": () => (/* binding */ ImageBitmapLoader),\n/* harmony export */ \"ImageLoader\": () => (/* binding */ ImageLoader),\n/* harmony export */ \"ImageUtils\": () => (/* binding */ ImageUtils),\n/* harmony export */ \"ImmediateRenderObject\": () => (/* binding */ ImmediateRenderObject),\n/* harmony export */ \"IncrementStencilOp\": () => (/* binding */ IncrementStencilOp),\n/* harmony export */ \"IncrementWrapStencilOp\": () => (/* binding */ IncrementWrapStencilOp),\n/* harmony export */ \"InstancedBufferAttribute\": () => (/* binding */ InstancedBufferAttribute),\n/* harmony export */ \"InstancedBufferGeometry\": () => (/* binding */ InstancedBufferGeometry),\n/* harmony export */ \"InstancedInterleavedBuffer\": () => (/* binding */ InstancedInterleavedBuffer),\n/* harmony export */ \"InstancedMesh\": () => (/* binding */ InstancedMesh),\n/* harmony export */ \"Int16Attribute\": () => (/* binding */ Int16Attribute),\n/* harmony export */ \"Int16BufferAttribute\": () => (/* binding */ Int16BufferAttribute),\n/* harmony export */ \"Int32Attribute\": () => (/* binding */ Int32Attribute),\n/* harmony export */ \"Int32BufferAttribute\": () => (/* binding */ Int32BufferAttribute),\n/* harmony export */ \"Int8Attribute\": () => (/* binding */ Int8Attribute),\n/* harmony export */ \"Int8BufferAttribute\": () => (/* binding */ Int8BufferAttribute),\n/* harmony export */ \"IntType\": () => (/* binding */ IntType),\n/* harmony export */ \"InterleavedBuffer\": () => (/* binding */ InterleavedBuffer),\n/* harmony export */ \"InterleavedBufferAttribute\": () => (/* binding */ InterleavedBufferAttribute),\n/* harmony export */ \"Interpolant\": () => (/* binding */ Interpolant),\n/* harmony export */ \"InterpolateDiscrete\": () => (/* binding */ InterpolateDiscrete),\n/* harmony export */ \"InterpolateLinear\": () => (/* binding */ InterpolateLinear),\n/* harmony export */ \"InterpolateSmooth\": () => (/* binding */ InterpolateSmooth),\n/* harmony export */ \"InvertStencilOp\": () => (/* binding */ InvertStencilOp),\n/* harmony export */ \"JSONLoader\": () => (/* binding */ JSONLoader),\n/* harmony export */ \"KeepStencilOp\": () => (/* binding */ KeepStencilOp),\n/* harmony export */ \"KeyframeTrack\": () => (/* binding */ KeyframeTrack),\n/* harmony export */ \"LOD\": () => (/* binding */ LOD),\n/* harmony export */ \"LatheBufferGeometry\": () => (/* binding */ LatheGeometry),\n/* harmony export */ \"LatheGeometry\": () => (/* binding */ LatheGeometry),\n/* harmony export */ \"Layers\": () => (/* binding */ Layers),\n/* harmony export */ \"LensFlare\": () => (/* binding */ LensFlare),\n/* harmony export */ \"LessDepth\": () => (/* binding */ LessDepth),\n/* harmony export */ \"LessEqualDepth\": () => (/* binding */ LessEqualDepth),\n/* harmony export */ \"LessEqualStencilFunc\": () => (/* binding */ LessEqualStencilFunc),\n/* harmony export */ \"LessStencilFunc\": () => (/* binding */ LessStencilFunc),\n/* harmony export */ \"Light\": () => (/* binding */ Light),\n/* harmony export */ \"LightProbe\": () => (/* binding */ LightProbe),\n/* harmony export */ \"Line\": () => (/* binding */ Line),\n/* harmony export */ \"Line3\": () => (/* binding */ Line3),\n/* harmony export */ \"LineBasicMaterial\": () => (/* binding */ LineBasicMaterial),\n/* harmony export */ \"LineCurve\": () => (/* binding */ LineCurve),\n/* harmony export */ \"LineCurve3\": () => (/* binding */ LineCurve3),\n/* harmony export */ \"LineDashedMaterial\": () => (/* binding */ LineDashedMaterial),\n/* harmony export */ \"LineLoop\": () => (/* binding */ LineLoop),\n/* harmony export */ \"LinePieces\": () => (/* binding */ LinePieces),\n/* harmony export */ \"LineSegments\": () => (/* binding */ LineSegments),\n/* harmony export */ \"LineStrip\": () => (/* binding */ LineStrip),\n/* harmony export */ \"LinearEncoding\": () => (/* binding */ LinearEncoding),\n/* harmony export */ \"LinearFilter\": () => (/* binding */ LinearFilter),\n/* harmony export */ \"LinearInterpolant\": () => (/* binding */ LinearInterpolant),\n/* harmony export */ \"LinearMipMapLinearFilter\": () => (/* binding */ LinearMipMapLinearFilter),\n/* harmony export */ \"LinearMipMapNearestFilter\": () => (/* binding */ LinearMipMapNearestFilter),\n/* harmony export */ \"LinearMipmapLinearFilter\": () => (/* binding */ LinearMipmapLinearFilter),\n/* harmony export */ \"LinearMipmapNearestFilter\": () => (/* binding */ LinearMipmapNearestFilter),\n/* harmony export */ \"LinearToneMapping\": () => (/* binding */ LinearToneMapping),\n/* harmony export */ \"Loader\": () => (/* binding */ Loader),\n/* harmony export */ \"LoaderUtils\": () => (/* binding */ LoaderUtils),\n/* harmony export */ \"LoadingManager\": () => (/* binding */ LoadingManager),\n/* harmony export */ \"LogLuvEncoding\": () => (/* binding */ LogLuvEncoding),\n/* harmony export */ \"LoopOnce\": () => (/* binding */ LoopOnce),\n/* harmony export */ \"LoopPingPong\": () => (/* binding */ LoopPingPong),\n/* harmony export */ \"LoopRepeat\": () => (/* binding */ LoopRepeat),\n/* harmony export */ \"LuminanceAlphaFormat\": () => (/* binding */ LuminanceAlphaFormat),\n/* harmony export */ \"LuminanceFormat\": () => (/* binding */ LuminanceFormat),\n/* harmony export */ \"MOUSE\": () => (/* binding */ MOUSE),\n/* harmony export */ \"Material\": () => (/* binding */ Material),\n/* harmony export */ \"MaterialLoader\": () => (/* binding */ MaterialLoader),\n/* harmony export */ \"Math\": () => (/* binding */ MathUtils),\n/* harmony export */ \"MathUtils\": () => (/* binding */ MathUtils),\n/* harmony export */ \"Matrix3\": () => (/* binding */ Matrix3),\n/* harmony export */ \"Matrix4\": () => (/* binding */ Matrix4),\n/* harmony export */ \"MaxEquation\": () => (/* binding */ MaxEquation),\n/* harmony export */ \"Mesh\": () => (/* binding */ Mesh),\n/* harmony export */ \"MeshBasicMaterial\": () => (/* binding */ MeshBasicMaterial),\n/* harmony export */ \"MeshDepthMaterial\": () => (/* binding */ MeshDepthMaterial),\n/* harmony export */ \"MeshDistanceMaterial\": () => (/* binding */ MeshDistanceMaterial),\n/* harmony export */ \"MeshFaceMaterial\": () => (/* binding */ MeshFaceMaterial),\n/* harmony export */ \"MeshLambertMaterial\": () => (/* binding */ MeshLambertMaterial),\n/* harmony export */ \"MeshMatcapMaterial\": () => (/* binding */ MeshMatcapMaterial),\n/* harmony export */ \"MeshNormalMaterial\": () => (/* binding */ MeshNormalMaterial),\n/* harmony export */ \"MeshPhongMaterial\": () => (/* binding */ MeshPhongMaterial),\n/* harmony export */ \"MeshPhysicalMaterial\": () => (/* binding */ MeshPhysicalMaterial),\n/* harmony export */ \"MeshStandardMaterial\": () => (/* binding */ MeshStandardMaterial),\n/* harmony export */ \"MeshToonMaterial\": () => (/* binding */ MeshToonMaterial),\n/* harmony export */ \"MinEquation\": () => (/* binding */ MinEquation),\n/* harmony export */ \"MirroredRepeatWrapping\": () => (/* binding */ MirroredRepeatWrapping),\n/* harmony export */ \"MixOperation\": () => (/* binding */ MixOperation),\n/* harmony export */ \"MultiMaterial\": () => (/* binding */ MultiMaterial),\n/* harmony export */ \"MultiplyBlending\": () => (/* binding */ MultiplyBlending),\n/* harmony export */ \"MultiplyOperation\": () => (/* binding */ MultiplyOperation),\n/* harmony export */ \"NearestFilter\": () => (/* binding */ NearestFilter),\n/* harmony export */ \"NearestMipMapLinearFilter\": () => (/* binding */ NearestMipMapLinearFilter),\n/* harmony export */ \"NearestMipMapNearestFilter\": () => (/* binding */ NearestMipMapNearestFilter),\n/* harmony export */ \"NearestMipmapLinearFilter\": () => (/* binding */ NearestMipmapLinearFilter),\n/* harmony export */ \"NearestMipmapNearestFilter\": () => (/* binding */ NearestMipmapNearestFilter),\n/* harmony export */ \"NeverDepth\": () => (/* binding */ NeverDepth),\n/* harmony export */ \"NeverStencilFunc\": () => (/* binding */ NeverStencilFunc),\n/* harmony export */ \"NoBlending\": () => (/* binding */ NoBlending),\n/* harmony export */ \"NoColors\": () => (/* binding */ NoColors),\n/* harmony export */ \"NoToneMapping\": () => (/* binding */ NoToneMapping),\n/* harmony export */ \"NormalAnimationBlendMode\": () => (/* binding */ NormalAnimationBlendMode),\n/* harmony export */ \"NormalBlending\": () => (/* binding */ NormalBlending),\n/* harmony export */ \"NotEqualDepth\": () => (/* binding */ NotEqualDepth),\n/* harmony export */ \"NotEqualStencilFunc\": () => (/* binding */ NotEqualStencilFunc),\n/* harmony export */ \"NumberKeyframeTrack\": () => (/* binding */ NumberKeyframeTrack),\n/* harmony export */ \"Object3D\": () => (/* binding */ Object3D),\n/* harmony export */ \"ObjectLoader\": () => (/* binding */ ObjectLoader),\n/* harmony export */ \"ObjectSpaceNormalMap\": () => (/* binding */ ObjectSpaceNormalMap),\n/* harmony export */ \"OctahedronBufferGeometry\": () => (/* binding */ OctahedronGeometry),\n/* harmony export */ \"OctahedronGeometry\": () => (/* binding */ OctahedronGeometry),\n/* harmony export */ \"OneFactor\": () => (/* binding */ OneFactor),\n/* harmony export */ \"OneMinusDstAlphaFactor\": () => (/* binding */ OneMinusDstAlphaFactor),\n/* harmony export */ \"OneMinusDstColorFactor\": () => (/* binding */ OneMinusDstColorFactor),\n/* harmony export */ \"OneMinusSrcAlphaFactor\": () => (/* binding */ OneMinusSrcAlphaFactor),\n/* harmony export */ \"OneMinusSrcColorFactor\": () => (/* binding */ OneMinusSrcColorFactor),\n/* harmony export */ \"OrthographicCamera\": () => (/* binding */ OrthographicCamera),\n/* harmony export */ \"PCFShadowMap\": () => (/* binding */ PCFShadowMap),\n/* harmony export */ \"PCFSoftShadowMap\": () => (/* binding */ PCFSoftShadowMap),\n/* harmony export */ \"PMREMGenerator\": () => (/* binding */ PMREMGenerator),\n/* harmony export */ \"ParametricBufferGeometry\": () => (/* binding */ ParametricGeometry),\n/* harmony export */ \"ParametricGeometry\": () => (/* binding */ ParametricGeometry),\n/* harmony export */ \"Particle\": () => (/* binding */ Particle),\n/* harmony export */ \"ParticleBasicMaterial\": () => (/* binding */ ParticleBasicMaterial),\n/* harmony export */ \"ParticleSystem\": () => (/* binding */ ParticleSystem),\n/* harmony export */ \"ParticleSystemMaterial\": () => (/* binding */ ParticleSystemMaterial),\n/* harmony export */ \"Path\": () => (/* binding */ Path),\n/* harmony export */ \"PerspectiveCamera\": () => (/* binding */ PerspectiveCamera),\n/* harmony export */ \"Plane\": () => (/* binding */ Plane),\n/* harmony export */ \"PlaneBufferGeometry\": () => (/* binding */ PlaneGeometry),\n/* harmony export */ \"PlaneGeometry\": () => (/* binding */ PlaneGeometry),\n/* harmony export */ \"PlaneHelper\": () => (/* binding */ PlaneHelper),\n/* harmony export */ \"PointCloud\": () => (/* binding */ PointCloud),\n/* harmony export */ \"PointCloudMaterial\": () => (/* binding */ PointCloudMaterial),\n/* harmony export */ \"PointLight\": () => (/* binding */ PointLight),\n/* harmony export */ \"PointLightHelper\": () => (/* binding */ PointLightHelper),\n/* harmony export */ \"Points\": () => (/* binding */ Points),\n/* harmony export */ \"PointsMaterial\": () => (/* binding */ PointsMaterial),\n/* harmony export */ \"PolarGridHelper\": () => (/* binding */ PolarGridHelper),\n/* harmony export */ \"PolyhedronBufferGeometry\": () => (/* binding */ PolyhedronGeometry),\n/* harmony export */ \"PolyhedronGeometry\": () => (/* binding */ PolyhedronGeometry),\n/* harmony export */ \"PositionalAudio\": () => (/* binding */ PositionalAudio),\n/* harmony export */ \"PropertyBinding\": () => (/* binding */ PropertyBinding),\n/* harmony export */ \"PropertyMixer\": () => (/* binding */ PropertyMixer),\n/* harmony export */ \"QuadraticBezierCurve\": () => (/* binding */ QuadraticBezierCurve),\n/* harmony export */ \"QuadraticBezierCurve3\": () => (/* binding */ QuadraticBezierCurve3),\n/* harmony export */ \"Quaternion\": () => (/* binding */ Quaternion),\n/* harmony export */ \"QuaternionKeyframeTrack\": () => (/* binding */ QuaternionKeyframeTrack),\n/* harmony export */ \"QuaternionLinearInterpolant\": () => (/* binding */ QuaternionLinearInterpolant),\n/* harmony export */ \"REVISION\": () => (/* binding */ REVISION),\n/* harmony export */ \"RGBADepthPacking\": () => (/* binding */ RGBADepthPacking),\n/* harmony export */ \"RGBAFormat\": () => (/* binding */ RGBAFormat),\n/* harmony export */ \"RGBAIntegerFormat\": () => (/* binding */ RGBAIntegerFormat),\n/* harmony export */ \"RGBA_ASTC_10x10_Format\": () => (/* binding */ RGBA_ASTC_10x10_Format),\n/* harmony export */ \"RGBA_ASTC_10x5_Format\": () => (/* binding */ RGBA_ASTC_10x5_Format),\n/* harmony export */ \"RGBA_ASTC_10x6_Format\": () => (/* binding */ RGBA_ASTC_10x6_Format),\n/* harmony export */ \"RGBA_ASTC_10x8_Format\": () => (/* binding */ RGBA_ASTC_10x8_Format),\n/* harmony export */ \"RGBA_ASTC_12x10_Format\": () => (/* binding */ RGBA_ASTC_12x10_Format),\n/* harmony export */ \"RGBA_ASTC_12x12_Format\": () => (/* binding */ RGBA_ASTC_12x12_Format),\n/* harmony export */ \"RGBA_ASTC_4x4_Format\": () => (/* binding */ RGBA_ASTC_4x4_Format),\n/* harmony export */ \"RGBA_ASTC_5x4_Format\": () => (/* binding */ RGBA_ASTC_5x4_Format),\n/* harmony export */ \"RGBA_ASTC_5x5_Format\": () => (/* binding */ RGBA_ASTC_5x5_Format),\n/* harmony export */ \"RGBA_ASTC_6x5_Format\": () => (/* binding */ RGBA_ASTC_6x5_Format),\n/* harmony export */ \"RGBA_ASTC_6x6_Format\": () => (/* binding */ RGBA_ASTC_6x6_Format),\n/* harmony export */ \"RGBA_ASTC_8x5_Format\": () => (/* binding */ RGBA_ASTC_8x5_Format),\n/* harmony export */ \"RGBA_ASTC_8x6_Format\": () => (/* binding */ RGBA_ASTC_8x6_Format),\n/* harmony export */ \"RGBA_ASTC_8x8_Format\": () => (/* binding */ RGBA_ASTC_8x8_Format),\n/* harmony export */ \"RGBA_BPTC_Format\": () => (/* binding */ RGBA_BPTC_Format),\n/* harmony export */ \"RGBA_ETC2_EAC_Format\": () => (/* binding */ RGBA_ETC2_EAC_Format),\n/* harmony export */ \"RGBA_PVRTC_2BPPV1_Format\": () => (/* binding */ RGBA_PVRTC_2BPPV1_Format),\n/* harmony export */ \"RGBA_PVRTC_4BPPV1_Format\": () => (/* binding */ RGBA_PVRTC_4BPPV1_Format),\n/* harmony export */ \"RGBA_S3TC_DXT1_Format\": () => (/* binding */ RGBA_S3TC_DXT1_Format),\n/* harmony export */ \"RGBA_S3TC_DXT3_Format\": () => (/* binding */ RGBA_S3TC_DXT3_Format),\n/* harmony export */ \"RGBA_S3TC_DXT5_Format\": () => (/* binding */ RGBA_S3TC_DXT5_Format),\n/* harmony export */ \"RGBDEncoding\": () => (/* binding */ RGBDEncoding),\n/* harmony export */ \"RGBEEncoding\": () => (/* binding */ RGBEEncoding),\n/* harmony export */ \"RGBEFormat\": () => (/* binding */ RGBEFormat),\n/* harmony export */ \"RGBFormat\": () => (/* binding */ RGBFormat),\n/* harmony export */ \"RGBIntegerFormat\": () => (/* binding */ RGBIntegerFormat),\n/* harmony export */ \"RGBM16Encoding\": () => (/* binding */ RGBM16Encoding),\n/* harmony export */ \"RGBM7Encoding\": () => (/* binding */ RGBM7Encoding),\n/* harmony export */ \"RGB_ETC1_Format\": () => (/* binding */ RGB_ETC1_Format),\n/* harmony export */ \"RGB_ETC2_Format\": () => (/* binding */ RGB_ETC2_Format),\n/* harmony export */ \"RGB_PVRTC_2BPPV1_Format\": () => (/* binding */ RGB_PVRTC_2BPPV1_Format),\n/* harmony export */ \"RGB_PVRTC_4BPPV1_Format\": () => (/* binding */ RGB_PVRTC_4BPPV1_Format),\n/* harmony export */ \"RGB_S3TC_DXT1_Format\": () => (/* binding */ RGB_S3TC_DXT1_Format),\n/* harmony export */ \"RGFormat\": () => (/* binding */ RGFormat),\n/* harmony export */ \"RGIntegerFormat\": () => (/* binding */ RGIntegerFormat),\n/* harmony export */ \"RawShaderMaterial\": () => (/* binding */ RawShaderMaterial),\n/* harmony export */ \"Ray\": () => (/* binding */ Ray),\n/* harmony export */ \"Raycaster\": () => (/* binding */ Raycaster),\n/* harmony export */ \"RectAreaLight\": () => (/* binding */ RectAreaLight),\n/* harmony export */ \"RedFormat\": () => (/* binding */ RedFormat),\n/* harmony export */ \"RedIntegerFormat\": () => (/* binding */ RedIntegerFormat),\n/* harmony export */ \"ReinhardToneMapping\": () => (/* binding */ ReinhardToneMapping),\n/* harmony export */ \"RepeatWrapping\": () => (/* binding */ RepeatWrapping),\n/* harmony export */ \"ReplaceStencilOp\": () => (/* binding */ ReplaceStencilOp),\n/* harmony export */ \"ReverseSubtractEquation\": () => (/* binding */ ReverseSubtractEquation),\n/* harmony export */ \"RingBufferGeometry\": () => (/* binding */ RingGeometry),\n/* harmony export */ \"RingGeometry\": () => (/* binding */ RingGeometry),\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_10x10_Format\": () => (/* binding */ SRGB8_ALPHA8_ASTC_10x10_Format),\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_10x5_Format\": () => (/* binding */ SRGB8_ALPHA8_ASTC_10x5_Format),\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_10x6_Format\": () => (/* binding */ SRGB8_ALPHA8_ASTC_10x6_Format),\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_10x8_Format\": () => (/* binding */ SRGB8_ALPHA8_ASTC_10x8_Format),\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_12x10_Format\": () => (/* binding */ SRGB8_ALPHA8_ASTC_12x10_Format),\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_12x12_Format\": () => (/* binding */ SRGB8_ALPHA8_ASTC_12x12_Format),\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_4x4_Format\": () => (/* binding */ SRGB8_ALPHA8_ASTC_4x4_Format),\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_5x4_Format\": () => (/* binding */ SRGB8_ALPHA8_ASTC_5x4_Format),\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_5x5_Format\": () => (/* binding */ SRGB8_ALPHA8_ASTC_5x5_Format),\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_6x5_Format\": () => (/* binding */ SRGB8_ALPHA8_ASTC_6x5_Format),\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_6x6_Format\": () => (/* binding */ SRGB8_ALPHA8_ASTC_6x6_Format),\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_8x5_Format\": () => (/* binding */ SRGB8_ALPHA8_ASTC_8x5_Format),\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_8x6_Format\": () => (/* binding */ SRGB8_ALPHA8_ASTC_8x6_Format),\n/* harmony export */ \"SRGB8_ALPHA8_ASTC_8x8_Format\": () => (/* binding */ SRGB8_ALPHA8_ASTC_8x8_Format),\n/* harmony export */ \"Scene\": () => (/* binding */ Scene),\n/* harmony export */ \"SceneUtils\": () => (/* binding */ SceneUtils),\n/* harmony export */ \"ShaderChunk\": () => (/* binding */ ShaderChunk),\n/* harmony export */ \"ShaderLib\": () => (/* binding */ ShaderLib),\n/* harmony export */ \"ShaderMaterial\": () => (/* binding */ ShaderMaterial),\n/* harmony export */ \"ShadowMaterial\": () => (/* binding */ ShadowMaterial),\n/* harmony export */ \"Shape\": () => (/* binding */ Shape),\n/* harmony export */ \"ShapeBufferGeometry\": () => (/* binding */ ShapeGeometry),\n/* harmony export */ \"ShapeGeometry\": () => (/* binding */ ShapeGeometry),\n/* harmony export */ \"ShapePath\": () => (/* binding */ ShapePath),\n/* harmony export */ \"ShapeUtils\": () => (/* binding */ ShapeUtils),\n/* harmony export */ \"ShortType\": () => (/* binding */ ShortType),\n/* harmony export */ \"Skeleton\": () => (/* binding */ Skeleton),\n/* harmony export */ \"SkeletonHelper\": () => (/* binding */ SkeletonHelper),\n/* harmony export */ \"SkinnedMesh\": () => (/* binding */ SkinnedMesh),\n/* harmony export */ \"SmoothShading\": () => (/* binding */ SmoothShading),\n/* harmony export */ \"Sphere\": () => (/* binding */ Sphere),\n/* harmony export */ \"SphereBufferGeometry\": () => (/* binding */ SphereGeometry),\n/* harmony export */ \"SphereGeometry\": () => (/* binding */ SphereGeometry),\n/* harmony export */ \"Spherical\": () => (/* binding */ Spherical),\n/* harmony export */ \"SphericalHarmonics3\": () => (/* binding */ SphericalHarmonics3),\n/* harmony export */ \"Spline\": () => (/* binding */ Spline),\n/* harmony export */ \"SplineCurve\": () => (/* binding */ SplineCurve),\n/* harmony export */ \"SplineCurve3\": () => (/* binding */ SplineCurve3),\n/* harmony export */ \"SpotLight\": () => (/* binding */ SpotLight),\n/* harmony export */ \"SpotLightHelper\": () => (/* binding */ SpotLightHelper),\n/* harmony export */ \"Sprite\": () => (/* binding */ Sprite),\n/* harmony export */ \"SpriteMaterial\": () => (/* binding */ SpriteMaterial),\n/* harmony export */ \"SrcAlphaFactor\": () => (/* binding */ SrcAlphaFactor),\n/* harmony export */ \"SrcAlphaSaturateFactor\": () => (/* binding */ SrcAlphaSaturateFactor),\n/* harmony export */ \"SrcColorFactor\": () => (/* binding */ SrcColorFactor),\n/* harmony export */ \"StaticCopyUsage\": () => (/* binding */ StaticCopyUsage),\n/* harmony export */ \"StaticDrawUsage\": () => (/* binding */ StaticDrawUsage),\n/* harmony export */ \"StaticReadUsage\": () => (/* binding */ StaticReadUsage),\n/* harmony export */ \"StereoCamera\": () => (/* binding */ StereoCamera),\n/* harmony export */ \"StreamCopyUsage\": () => (/* binding */ StreamCopyUsage),\n/* harmony export */ \"StreamDrawUsage\": () => (/* binding */ StreamDrawUsage),\n/* harmony export */ \"StreamReadUsage\": () => (/* binding */ StreamReadUsage),\n/* harmony export */ \"StringKeyframeTrack\": () => (/* binding */ StringKeyframeTrack),\n/* harmony export */ \"SubtractEquation\": () => (/* binding */ SubtractEquation),\n/* harmony export */ \"SubtractiveBlending\": () => (/* binding */ SubtractiveBlending),\n/* harmony export */ \"TOUCH\": () => (/* binding */ TOUCH),\n/* harmony export */ \"TangentSpaceNormalMap\": () => (/* binding */ TangentSpaceNormalMap),\n/* harmony export */ \"TetrahedronBufferGeometry\": () => (/* binding */ TetrahedronGeometry),\n/* harmony export */ \"TetrahedronGeometry\": () => (/* binding */ TetrahedronGeometry),\n/* harmony export */ \"TextBufferGeometry\": () => (/* binding */ TextGeometry),\n/* harmony export */ \"TextGeometry\": () => (/* binding */ TextGeometry),\n/* harmony export */ \"Texture\": () => (/* binding */ Texture),\n/* harmony export */ \"TextureLoader\": () => (/* binding */ TextureLoader),\n/* harmony export */ \"TorusBufferGeometry\": () => (/* binding */ TorusGeometry),\n/* harmony export */ \"TorusGeometry\": () => (/* binding */ TorusGeometry),\n/* harmony export */ \"TorusKnotBufferGeometry\": () => (/* binding */ TorusKnotGeometry),\n/* harmony export */ \"TorusKnotGeometry\": () => (/* binding */ TorusKnotGeometry),\n/* harmony export */ \"Triangle\": () => (/* binding */ Triangle),\n/* harmony export */ \"TriangleFanDrawMode\": () => (/* binding */ TriangleFanDrawMode),\n/* harmony export */ \"TriangleStripDrawMode\": () => (/* binding */ TriangleStripDrawMode),\n/* harmony export */ \"TrianglesDrawMode\": () => (/* binding */ TrianglesDrawMode),\n/* harmony export */ \"TubeBufferGeometry\": () => (/* binding */ TubeGeometry),\n/* harmony export */ \"TubeGeometry\": () => (/* binding */ TubeGeometry),\n/* harmony export */ \"UVMapping\": () => (/* binding */ UVMapping),\n/* harmony export */ \"Uint16Attribute\": () => (/* binding */ Uint16Attribute),\n/* harmony export */ \"Uint16BufferAttribute\": () => (/* binding */ Uint16BufferAttribute),\n/* harmony export */ \"Uint32Attribute\": () => (/* binding */ Uint32Attribute),\n/* harmony export */ \"Uint32BufferAttribute\": () => (/* binding */ Uint32BufferAttribute),\n/* harmony export */ \"Uint8Attribute\": () => (/* binding */ Uint8Attribute),\n/* harmony export */ \"Uint8BufferAttribute\": () => (/* binding */ Uint8BufferAttribute),\n/* harmony export */ \"Uint8ClampedAttribute\": () => (/* binding */ Uint8ClampedAttribute),\n/* harmony export */ \"Uint8ClampedBufferAttribute\": () => (/* binding */ Uint8ClampedBufferAttribute),\n/* harmony export */ \"Uniform\": () => (/* binding */ Uniform),\n/* harmony export */ \"UniformsLib\": () => (/* binding */ UniformsLib),\n/* harmony export */ \"UniformsUtils\": () => (/* binding */ UniformsUtils),\n/* harmony export */ \"UnsignedByteType\": () => (/* binding */ UnsignedByteType),\n/* harmony export */ \"UnsignedInt248Type\": () => (/* binding */ UnsignedInt248Type),\n/* harmony export */ \"UnsignedIntType\": () => (/* binding */ UnsignedIntType),\n/* harmony export */ \"UnsignedShort4444Type\": () => (/* binding */ UnsignedShort4444Type),\n/* harmony export */ \"UnsignedShort5551Type\": () => (/* binding */ UnsignedShort5551Type),\n/* harmony export */ \"UnsignedShort565Type\": () => (/* binding */ UnsignedShort565Type),\n/* harmony export */ \"UnsignedShortType\": () => (/* binding */ UnsignedShortType),\n/* harmony export */ \"VSMShadowMap\": () => (/* binding */ VSMShadowMap),\n/* harmony export */ \"Vector2\": () => (/* binding */ Vector2),\n/* harmony export */ \"Vector3\": () => (/* binding */ Vector3),\n/* harmony export */ \"Vector4\": () => (/* binding */ Vector4),\n/* harmony export */ \"VectorKeyframeTrack\": () => (/* binding */ VectorKeyframeTrack),\n/* harmony export */ \"Vertex\": () => (/* binding */ Vertex),\n/* harmony export */ \"VertexColors\": () => (/* binding */ VertexColors),\n/* harmony export */ \"VideoTexture\": () => (/* binding */ VideoTexture),\n/* harmony export */ \"WebGL1Renderer\": () => (/* binding */ WebGL1Renderer),\n/* harmony export */ \"WebGLCubeRenderTarget\": () => (/* binding */ WebGLCubeRenderTarget),\n/* harmony export */ \"WebGLMultisampleRenderTarget\": () => (/* binding */ WebGLMultisampleRenderTarget),\n/* harmony export */ \"WebGLRenderTarget\": () => (/* binding */ WebGLRenderTarget),\n/* harmony export */ \"WebGLRenderTargetCube\": () => (/* binding */ WebGLRenderTargetCube),\n/* harmony export */ \"WebGLRenderer\": () => (/* binding */ WebGLRenderer),\n/* harmony export */ \"WebGLUtils\": () => (/* binding */ WebGLUtils),\n/* harmony export */ \"WireframeGeometry\": () => (/* binding */ WireframeGeometry),\n/* harmony export */ \"WireframeHelper\": () => (/* binding */ WireframeHelper),\n/* harmony export */ \"WrapAroundEnding\": () => (/* binding */ WrapAroundEnding),\n/* harmony export */ \"XHRLoader\": () => (/* binding */ XHRLoader),\n/* harmony export */ \"ZeroCurvatureEnding\": () => (/* binding */ ZeroCurvatureEnding),\n/* harmony export */ \"ZeroFactor\": () => (/* binding */ ZeroFactor),\n/* harmony export */ \"ZeroSlopeEnding\": () => (/* binding */ ZeroSlopeEnding),\n/* harmony export */ \"ZeroStencilOp\": () => (/* binding */ ZeroStencilOp),\n/* harmony export */ \"sRGBEncoding\": () => (/* binding */ sRGBEncoding)\n/* harmony export */ });\n// threejs.org/license\nconst REVISION = '125';\nconst MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };\nconst TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };\nconst CullFaceNone = 0;\nconst CullFaceBack = 1;\nconst CullFaceFront = 2;\nconst CullFaceFrontBack = 3;\nconst BasicShadowMap = 0;\nconst PCFShadowMap = 1;\nconst PCFSoftShadowMap = 2;\nconst VSMShadowMap = 3;\nconst FrontSide = 0;\nconst BackSide = 1;\nconst DoubleSide = 2;\nconst FlatShading = 1;\nconst SmoothShading = 2;\nconst NoBlending = 0;\nconst NormalBlending = 1;\nconst AdditiveBlending = 2;\nconst SubtractiveBlending = 3;\nconst MultiplyBlending = 4;\nconst CustomBlending = 5;\nconst AddEquation = 100;\nconst SubtractEquation = 101;\nconst ReverseSubtractEquation = 102;\nconst MinEquation = 103;\nconst MaxEquation = 104;\nconst ZeroFactor = 200;\nconst OneFactor = 201;\nconst SrcColorFactor = 202;\nconst OneMinusSrcColorFactor = 203;\nconst SrcAlphaFactor = 204;\nconst OneMinusSrcAlphaFactor = 205;\nconst DstAlphaFactor = 206;\nconst OneMinusDstAlphaFactor = 207;\nconst DstColorFactor = 208;\nconst OneMinusDstColorFactor = 209;\nconst SrcAlphaSaturateFactor = 210;\nconst NeverDepth = 0;\nconst AlwaysDepth = 1;\nconst LessDepth = 2;\nconst LessEqualDepth = 3;\nconst EqualDepth = 4;\nconst GreaterEqualDepth = 5;\nconst GreaterDepth = 6;\nconst NotEqualDepth = 7;\nconst MultiplyOperation = 0;\nconst MixOperation = 1;\nconst AddOperation = 2;\nconst NoToneMapping = 0;\nconst LinearToneMapping = 1;\nconst ReinhardToneMapping = 2;\nconst CineonToneMapping = 3;\nconst ACESFilmicToneMapping = 4;\nconst CustomToneMapping = 5;\n\nconst UVMapping = 300;\nconst CubeReflectionMapping = 301;\nconst CubeRefractionMapping = 302;\nconst EquirectangularReflectionMapping = 303;\nconst EquirectangularRefractionMapping = 304;\nconst CubeUVReflectionMapping = 306;\nconst CubeUVRefractionMapping = 307;\nconst RepeatWrapping = 1000;\nconst ClampToEdgeWrapping = 1001;\nconst MirroredRepeatWrapping = 1002;\nconst NearestFilter = 1003;\nconst NearestMipmapNearestFilter = 1004;\nconst NearestMipMapNearestFilter = 1004;\nconst NearestMipmapLinearFilter = 1005;\nconst NearestMipMapLinearFilter = 1005;\nconst LinearFilter = 1006;\nconst LinearMipmapNearestFilter = 1007;\nconst LinearMipMapNearestFilter = 1007;\nconst LinearMipmapLinearFilter = 1008;\nconst LinearMipMapLinearFilter = 1008;\nconst UnsignedByteType = 1009;\nconst ByteType = 1010;\nconst ShortType = 1011;\nconst UnsignedShortType = 1012;\nconst IntType = 1013;\nconst UnsignedIntType = 1014;\nconst FloatType = 1015;\nconst HalfFloatType = 1016;\nconst UnsignedShort4444Type = 1017;\nconst UnsignedShort5551Type = 1018;\nconst UnsignedShort565Type = 1019;\nconst UnsignedInt248Type = 1020;\nconst AlphaFormat = 1021;\nconst RGBFormat = 1022;\nconst RGBAFormat = 1023;\nconst LuminanceFormat = 1024;\nconst LuminanceAlphaFormat = 1025;\nconst RGBEFormat = RGBAFormat;\nconst DepthFormat = 1026;\nconst DepthStencilFormat = 1027;\nconst RedFormat = 1028;\nconst RedIntegerFormat = 1029;\nconst RGFormat = 1030;\nconst RGIntegerFormat = 1031;\nconst RGBIntegerFormat = 1032;\nconst RGBAIntegerFormat = 1033;\n\nconst RGB_S3TC_DXT1_Format = 33776;\nconst RGBA_S3TC_DXT1_Format = 33777;\nconst RGBA_S3TC_DXT3_Format = 33778;\nconst RGBA_S3TC_DXT5_Format = 33779;\nconst RGB_PVRTC_4BPPV1_Format = 35840;\nconst RGB_PVRTC_2BPPV1_Format = 35841;\nconst RGBA_PVRTC_4BPPV1_Format = 35842;\nconst RGBA_PVRTC_2BPPV1_Format = 35843;\nconst RGB_ETC1_Format = 36196;\nconst RGB_ETC2_Format = 37492;\nconst RGBA_ETC2_EAC_Format = 37496;\nconst RGBA_ASTC_4x4_Format = 37808;\nconst RGBA_ASTC_5x4_Format = 37809;\nconst RGBA_ASTC_5x5_Format = 37810;\nconst RGBA_ASTC_6x5_Format = 37811;\nconst RGBA_ASTC_6x6_Format = 37812;\nconst RGBA_ASTC_8x5_Format = 37813;\nconst RGBA_ASTC_8x6_Format = 37814;\nconst RGBA_ASTC_8x8_Format = 37815;\nconst RGBA_ASTC_10x5_Format = 37816;\nconst RGBA_ASTC_10x6_Format = 37817;\nconst RGBA_ASTC_10x8_Format = 37818;\nconst RGBA_ASTC_10x10_Format = 37819;\nconst RGBA_ASTC_12x10_Format = 37820;\nconst RGBA_ASTC_12x12_Format = 37821;\nconst RGBA_BPTC_Format = 36492;\nconst SRGB8_ALPHA8_ASTC_4x4_Format = 37840;\nconst SRGB8_ALPHA8_ASTC_5x4_Format = 37841;\nconst SRGB8_ALPHA8_ASTC_5x5_Format = 37842;\nconst SRGB8_ALPHA8_ASTC_6x5_Format = 37843;\nconst SRGB8_ALPHA8_ASTC_6x6_Format = 37844;\nconst SRGB8_ALPHA8_ASTC_8x5_Format = 37845;\nconst SRGB8_ALPHA8_ASTC_8x6_Format = 37846;\nconst SRGB8_ALPHA8_ASTC_8x8_Format = 37847;\nconst SRGB8_ALPHA8_ASTC_10x5_Format = 37848;\nconst SRGB8_ALPHA8_ASTC_10x6_Format = 37849;\nconst SRGB8_ALPHA8_ASTC_10x8_Format = 37850;\nconst SRGB8_ALPHA8_ASTC_10x10_Format = 37851;\nconst SRGB8_ALPHA8_ASTC_12x10_Format = 37852;\nconst SRGB8_ALPHA8_ASTC_12x12_Format = 37853;\nconst LoopOnce = 2200;\nconst LoopRepeat = 2201;\nconst LoopPingPong = 2202;\nconst InterpolateDiscrete = 2300;\nconst InterpolateLinear = 2301;\nconst InterpolateSmooth = 2302;\nconst ZeroCurvatureEnding = 2400;\nconst ZeroSlopeEnding = 2401;\nconst WrapAroundEnding = 2402;\nconst NormalAnimationBlendMode = 2500;\nconst AdditiveAnimationBlendMode = 2501;\nconst TrianglesDrawMode = 0;\nconst TriangleStripDrawMode = 1;\nconst TriangleFanDrawMode = 2;\nconst LinearEncoding = 3000;\nconst sRGBEncoding = 3001;\nconst GammaEncoding = 3007;\nconst RGBEEncoding = 3002;\nconst LogLuvEncoding = 3003;\nconst RGBM7Encoding = 3004;\nconst RGBM16Encoding = 3005;\nconst RGBDEncoding = 3006;\nconst BasicDepthPacking = 3200;\nconst RGBADepthPacking = 3201;\nconst TangentSpaceNormalMap = 0;\nconst ObjectSpaceNormalMap = 1;\n\nconst ZeroStencilOp = 0;\nconst KeepStencilOp = 7680;\nconst ReplaceStencilOp = 7681;\nconst IncrementStencilOp = 7682;\nconst DecrementStencilOp = 7683;\nconst IncrementWrapStencilOp = 34055;\nconst DecrementWrapStencilOp = 34056;\nconst InvertStencilOp = 5386;\n\nconst NeverStencilFunc = 512;\nconst LessStencilFunc = 513;\nconst EqualStencilFunc = 514;\nconst LessEqualStencilFunc = 515;\nconst GreaterStencilFunc = 516;\nconst NotEqualStencilFunc = 517;\nconst GreaterEqualStencilFunc = 518;\nconst AlwaysStencilFunc = 519;\n\nconst StaticDrawUsage = 35044;\nconst DynamicDrawUsage = 35048;\nconst StreamDrawUsage = 35040;\nconst StaticReadUsage = 35045;\nconst DynamicReadUsage = 35049;\nconst StreamReadUsage = 35041;\nconst StaticCopyUsage = 35046;\nconst DynamicCopyUsage = 35050;\nconst StreamCopyUsage = 35042;\n\nconst GLSL1 = '100';\nconst GLSL3 = '300 es';\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nfunction EventDispatcher() {}\n\nObject.assign( EventDispatcher.prototype, {\n\n\taddEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t},\n\n\thasEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tconst listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t},\n\n\tremoveEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tconst index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\t// Make a copy, in case listeners are removed while iterating.\n\t\t\tconst array = listenerArray.slice( 0 );\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nconst _lut = [];\n\nfor ( let i = 0; i < 256; i ++ ) {\n\n\t_lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );\n\n}\n\nlet _seed = 1234567;\n\nconst MathUtils = {\n\n\tDEG2RAD: Math.PI / 180,\n\tRAD2DEG: 180 / Math.PI,\n\n\tgenerateUUID: function () {\n\n\t\t// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\n\n\t\tconst d0 = Math.random() * 0xffffffff | 0;\n\t\tconst d1 = Math.random() * 0xffffffff | 0;\n\t\tconst d2 = Math.random() * 0xffffffff | 0;\n\t\tconst d3 = Math.random() * 0xffffffff | 0;\n\t\tconst uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t\t// .toUpperCase() here flattens concatenated strings to save heap memory space.\n\t\treturn uuid.toUpperCase();\n\n\t},\n\n\tclamp: function ( value, min, max ) {\n\n\t\treturn Math.max( min, Math.min( max, value ) );\n\n\t},\n\n\t// compute euclidian modulo of m % n\n\t// https://en.wikipedia.org/wiki/Modulo_operation\n\n\teuclideanModulo: function ( n, m ) {\n\n\t\treturn ( ( n % m ) + m ) % m;\n\n\t},\n\n\t// Linear mapping from range to range \n\n\tmapLinear: function ( x, a1, a2, b1, b2 ) {\n\n\t\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n\t},\n\n\t// https://en.wikipedia.org/wiki/Linear_interpolation\n\n\tlerp: function ( x, y, t ) {\n\n\t\treturn ( 1 - t ) * x + t * y;\n\n\t},\n\n\t// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/\n\n\tdamp: function ( x, y, lambda, dt ) {\n\n\t\treturn MathUtils.lerp( x, y, 1 - Math.exp( - lambda * dt ) );\n\n\t},\n\n\t// https://www.desmos.com/calculator/vcsjnyz7x4\n\n\tpingpong: function ( x, length = 1 ) {\n\n\t\treturn length - Math.abs( MathUtils.euclideanModulo( x, length * 2 ) - length );\n\n\t},\n\n\t// http://en.wikipedia.org/wiki/Smoothstep\n\n\tsmoothstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * ( 3 - 2 * x );\n\n\t},\n\n\tsmootherstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n\t},\n\n\t// Random integer from interval\n\n\trandInt: function ( low, high ) {\n\n\t\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n\t},\n\n\t// Random float from interval\n\n\trandFloat: function ( low, high ) {\n\n\t\treturn low + Math.random() * ( high - low );\n\n\t},\n\n\t// Random float from <-range/2, range/2> interval\n\n\trandFloatSpread: function ( range ) {\n\n\t\treturn range * ( 0.5 - Math.random() );\n\n\t},\n\n\t// Deterministic pseudo-random float in the interval [ 0, 1 ]\n\n\tseededRandom: function ( s ) {\n\n\t\tif ( s !== undefined ) _seed = s % 2147483647;\n\n\t\t// Park-Miller algorithm\n\n\t\t_seed = _seed * 16807 % 2147483647;\n\n\t\treturn ( _seed - 1 ) / 2147483646;\n\n\t},\n\n\tdegToRad: function ( degrees ) {\n\n\t\treturn degrees * MathUtils.DEG2RAD;\n\n\t},\n\n\tradToDeg: function ( radians ) {\n\n\t\treturn radians * MathUtils.RAD2DEG;\n\n\t},\n\n\tisPowerOfTwo: function ( value ) {\n\n\t\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n\t},\n\n\tceilPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tfloorPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tsetQuaternionFromProperEuler: function ( q, a, b, c, order ) {\n\n\t\t// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\n\n\t\t// rotations are applied to the axes in the order specified by 'order'\n\t\t// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'\n\t\t// angles are in radians\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c2 = cos( b / 2 );\n\t\tconst s2 = sin( b / 2 );\n\n\t\tconst c13 = cos( ( a + c ) / 2 );\n\t\tconst s13 = sin( ( a + c ) / 2 );\n\n\t\tconst c1_3 = cos( ( a - c ) / 2 );\n\t\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\t\tconst c3_1 = cos( ( c - a ) / 2 );\n\t\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYX':\n\t\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZY':\n\t\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXZ':\n\t\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZX':\n\t\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXY':\n\t\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYZ':\n\t\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t}\n\n};\n\nclass Vector2 {\n\n\tconstructor( x = 0, y = 0 ) {\n\n\t\tObject.defineProperty( this, 'isVector2', { value: true } );\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.x;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.x = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.y;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.y = value;\n\n\t}\n\n\tset( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.x * v.y - this.y * v.x;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tangle() {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tconst angle = Math.atan2( - this.y, - this.x ) + Math.PI;\n\n\t\treturn angle;\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t}\n\n\trotateAround( center, angle ) {\n\n\t\tconst c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tconst x = this.x - center.x;\n\t\tconst y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Matrix3 {\n\n\tconstructor() {\n\n\t\tObject.defineProperty( this, 'isMatrix3', { value: true } );\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrix3Column( this, 0 );\n\t\tyAxis.setFromMatrix3Column( this, 1 );\n\t\tzAxis.setFromMatrix3Column( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix4( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t}\n\n\tinvert() {\n\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],\n\t\t\tn12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],\n\t\t\tn13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\ttranspose() {\n\n\t\tlet tmp;\n\t\tconst m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tgetNormalMatrix( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).copy( this ).invert().transpose();\n\n\t}\n\n\ttransposeIntoArray( r ) {\n\n\t\tconst m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tconst c = Math.cos( rotation );\n\t\tconst s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tscale( sx, sy ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;\n\t\tte[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;\n\n\t\treturn this;\n\n\t}\n\n\trotate( theta ) {\n\n\t\tconst c = Math.cos( theta );\n\t\tconst s = Math.sin( theta );\n\n\t\tconst te = this.elements;\n\n\t\tconst a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];\n\t\tconst a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];\n\n\t\tte[ 0 ] = c * a11 + s * a21;\n\t\tte[ 3 ] = c * a12 + s * a22;\n\t\tte[ 6 ] = c * a13 + s * a23;\n\n\t\tte[ 1 ] = - s * a11 + c * a21;\n\t\tte[ 4 ] = - s * a12 + c * a22;\n\t\tte[ 7 ] = - s * a13 + c * a23;\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( tx, ty ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];\n\t\tte[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nlet _canvas;\n\nconst ImageUtils = {\n\n\tgetDataURL: function ( image ) {\n\n\t\tif ( /^data:/i.test( image.src ) ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tif ( typeof HTMLCanvasElement == 'undefined' ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tlet canvas;\n\n\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\tcanvas = image;\n\n\t\t} else {\n\n\t\t\tif ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t\t\t_canvas.width = image.width;\n\t\t\t_canvas.height = image.height;\n\n\t\t\tconst context = _canvas.getContext( '2d' );\n\n\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t}\n\n\t\t\tcanvas = _canvas;\n\n\t\t}\n\n\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t} else {\n\n\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t}\n\n\t}\n\n};\n\nlet textureId = 0;\n\nfunction Texture( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding ) {\n\n\tObject.defineProperty( this, 'id', { value: textureId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\n\tthis.image = image;\n\tthis.mipmaps = [];\n\n\tthis.mapping = mapping;\n\n\tthis.wrapS = wrapS;\n\tthis.wrapT = wrapT;\n\n\tthis.magFilter = magFilter;\n\tthis.minFilter = minFilter;\n\n\tthis.anisotropy = anisotropy;\n\n\tthis.format = format;\n\tthis.internalFormat = null;\n\tthis.type = type;\n\n\tthis.offset = new Vector2( 0, 0 );\n\tthis.repeat = new Vector2( 1, 1 );\n\tthis.center = new Vector2( 0, 0 );\n\tthis.rotation = 0;\n\n\tthis.matrixAutoUpdate = true;\n\tthis.matrix = new Matrix3();\n\n\tthis.generateMipmaps = true;\n\tthis.premultiplyAlpha = false;\n\tthis.flipY = true;\n\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.\n\t//\n\t// Also changing the encoding after already used by a Material will not automatically make the Material\n\t// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.\n\tthis.encoding = encoding;\n\n\tthis.version = 0;\n\tthis.onUpdate = null;\n\n}\n\nTexture.DEFAULT_IMAGE = undefined;\nTexture.DEFAULT_MAPPING = UVMapping;\n\nTexture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Texture,\n\n\tisTexture: true,\n\n\tupdateMatrix: function () {\n\n\t\tthis.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.image = source.image;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.internalFormat = source.internalFormat;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.encoding = source.encoding;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\tmapping: this.mapping,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tformat: this.format,\n\t\t\ttype: this.type,\n\t\t\tencoding: this.encoding,\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY,\n\n\t\t\tpremultiplyAlpha: this.premultiplyAlpha,\n\t\t\tunpackAlignment: this.unpackAlignment\n\n\t\t};\n\n\t\tif ( this.image !== undefined ) {\n\n\t\t\t// TODO: Move to THREE.Image\n\n\t\t\tconst image = this.image;\n\n\t\t\tif ( image.uuid === undefined ) {\n\n\t\t\t\timage.uuid = MathUtils.generateUUID(); // UGH\n\n\t\t\t}\n\n\t\t\tif ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {\n\n\t\t\t\tlet url;\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\t// process array of images e.g. CubeTexture\n\n\t\t\t\t\turl = [];\n\n\t\t\t\t\tfor ( let i = 0, l = image.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t// check cube texture with data textures\n\n\t\t\t\t\t\tif ( image[ i ].isDataTexture ) {\n\n\t\t\t\t\t\t\turl.push( serializeImage( image[ i ].image ) );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\turl.push( serializeImage( image[ i ] ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// process single image\n\n\t\t\t\t\turl = serializeImage( image );\n\n\t\t\t\t}\n\n\t\t\t\tmeta.images[ image.uuid ] = {\n\t\t\t\t\tuuid: image.uuid,\n\t\t\t\t\turl: url\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\toutput.image = image.uuid;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t},\n\n\ttransformUv: function ( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return uv;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t\treturn uv;\n\n\t}\n\n} );\n\nObject.defineProperty( Texture.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nfunction serializeImage( image ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t// default images\n\n\t\treturn ImageUtils.getDataURL( image );\n\n\t} else {\n\n\t\tif ( image.data ) {\n\n\t\t\t// images of DataTexture\n\n\t\t\treturn {\n\t\t\t\tdata: Array.prototype.slice.call( image.data ),\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height,\n\t\t\t\ttype: image.data.constructor.name\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Texture: Unable to serialize Texture.' );\n\t\t\treturn {};\n\n\t\t}\n\n\t}\n\n}\n\nclass Vector4 {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tObject.defineProperty( this, 'isVector4', { value: true } );\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.z;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.z = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.w;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.w = value;\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\t\tthis.w *= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tsetAxisAngleFromQuaternion( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tconst s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetAxisAngleFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tlet angle, x, y, z; // variables for result\n\t\tconst epsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tconst xx = ( m11 + 1 ) / 2;\n\t\t\tconst yy = ( m22 + 1 ) / 2;\n\t\t\tconst zz = ( m33 + 1 ) / 2;\n\t\t\tconst xy = ( m12 + m21 ) / 4;\n\t\t\tconst xz = ( m13 + m31 ) / 4;\n\t\t\tconst yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tlet s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t\t( m13 - m31 ) * ( m13 - m31 ) +\n\t\t\t( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\t\tthis.w = Math.max( minVal, Math.min( maxVal, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\t\tthis.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\t\tthis.w = v1.w + ( v2.w - v1.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\t\tthis.w = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\nclass WebGLRenderTarget extends EventDispatcher {\n\n\tconstructor( width, height, options ) {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'isWebGLRenderTarget', { value: true } );\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\n\t\tthis.scissor = new Vector4( 0, 0, width, height );\n\t\tthis.scissorTest = false;\n\n\t\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\t\toptions = options || {};\n\n\t\tthis.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\t\tthis.texture.image = {};\n\t\tthis.texture.image.width = width;\n\t\tthis.texture.image.height = height;\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t\tthis.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;\n\t\tthis.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;\n\t\tthis.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;\n\n\t}\n\n\tsetSize( width, height ) {\n\n\t\tif ( this.width !== width || this.height !== height ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\n\t\t\tthis.texture.image.width = width;\n\t\t\tthis.texture.image.height = height;\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.texture = source.texture.clone();\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\t\tthis.depthTexture = source.depthTexture;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nclass WebGLMultisampleRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width, height, options ) {\n\n\t\tsuper( width, height, options );\n\n\t\tObject.defineProperty( this, 'isWebGLMultisampleRenderTarget', { value: true } );\n\n\t\tthis.samples = 4;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy.call( this, source );\n\n\t\tthis.samples = source.samples;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Quaternion {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tObject.defineProperty( this, 'isQuaternion', { value: true } );\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\tstatic slerp( qa, qb, qm, t ) {\n\n\t\treturn qm.copy( qa ).slerp( qb, t );\n\n\t}\n\n\tstatic slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tlet x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tlet s = 1 - t;\n\t\t\tconst cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tconst sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tconst tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tconst f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n\tstatic multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {\n\n\t\tconst x0 = src0[ srcOffset0 ];\n\t\tconst y0 = src0[ srcOffset0 + 1 ];\n\t\tconst z0 = src0[ srcOffset0 + 2 ];\n\t\tconst w0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 ];\n\t\tconst y1 = src1[ srcOffset1 + 1 ];\n\t\tconst z1 = src1[ srcOffset1 + 2 ];\n\t\tconst w1 = src1[ srcOffset1 + 3 ];\n\n\t\tdst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n\t\tdst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n\t\tdst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n\t\tdst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n\n\t\treturn dst;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget w() {\n\n\t\treturn this._w;\n\n\t}\n\n\tset w( value ) {\n\n\t\tthis._w = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t}\n\n\tcopy( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromEuler( euler, update ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tthrow new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c1 = cos( x / 2 );\n\t\tconst c2 = cos( y / 2 );\n\t\tconst c3 = cos( z / 2 );\n\n\t\tconst s1 = sin( x / 2 );\n\t\tconst s2 = sin( y / 2 );\n\t\tconst s3 = sin( z / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAxisAngle( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tconst halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\tconst s = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromUnitVectors( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tconst EPS = 0.000001;\n\n\t\tlet r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < EPS ) {\n\n\t\t\tr = 0;\n\n\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\tthis._x = - vFrom.y;\n\t\t\t\tthis._y = vFrom.x;\n\t\t\t\tthis._z = 0;\n\t\t\t\tthis._w = r;\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = - vFrom.z;\n\t\t\t\tthis._z = vFrom.y;\n\t\t\t\tthis._w = r;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n\n\t\t\tthis._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n\t\t\tthis._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n\t\t\tthis._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n\t\t\tthis._w = r;\n\n\t\t}\n\n\t\treturn this.normalize();\n\n\t}\n\n\tangleTo( q ) {\n\n\t\treturn 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );\n\n\t}\n\n\trotateTowards( q, step ) {\n\n\t\tconst angle = this.angleTo( q );\n\n\t\tif ( angle === 0 ) return this;\n\n\t\tconst t = Math.min( 1, step / angle );\n\n\t\tthis.slerp( q, t );\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\treturn this.set( 0, 0, 0, 1 );\n\n\t}\n\n\tinvert() {\n\n\t\t// quaternion is assumed to have unit length\n\n\t\treturn this.conjugate();\n\n\t}\n\n\tconjugate() {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t}\n\n\tnormalize() {\n\n\t\tlet l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( q, p ) {\n\n\t\tif ( p !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );\n\t\t\treturn this.multiplyQuaternions( q, p );\n\n\t\t}\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t}\n\n\tpremultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t}\n\n\tmultiplyQuaternions( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tconst qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tconst qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerp( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tconst x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tlet cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n\t\tif ( sqrSinHalfTheta <= Number.EPSILON ) {\n\n\t\t\tconst s = 1 - t;\n\t\t\tthis._w = s * w + t * this._w;\n\t\t\tthis._x = s * x + t * this._x;\n\t\t\tthis._y = s * y + t * this._y;\n\t\t\tthis._z = s * z + t * this._z;\n\n\t\t\tthis.normalize();\n\t\t\tthis._onChangeCallback();\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sinHalfTheta = Math.sqrt( sqrSinHalfTheta );\n\t\tconst halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tconst ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tequals( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis._x = attribute.getX( index );\n\t\tthis._y = attribute.getY( index );\n\t\tthis._z = attribute.getZ( index );\n\t\tthis._w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nclass Vector3 {\n\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\tObject.defineProperty( this, 'isVector3', { value: true } );\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t}\n\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );\n\t\t\treturn this.multiplyVectors( v, w );\n\n\t\t}\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyVectors( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\treturn this.applyQuaternion( _quaternion.setFromEuler( euler ) );\n\n\t}\n\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tconst w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// calculate quat * vector\n\n\t\tconst ix = qw * x + qy * z - qz * y;\n\t\tconst iy = qw * y + qz * x - qx * z;\n\t\tconst iz = qw * z + qx * y - qy * x;\n\t\tconst iw = - qx * x - qy * y - qz * z;\n\n\t\t// calculate result * inverse quat\n\n\t\tthis.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;\n\t\tthis.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;\n\t\tthis.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;\n\n\t\treturn this;\n\n\t}\n\n\tproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t}\n\n\tunproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t}\n\n\t// TODO lengthSquared?\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tcross( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );\n\t\t\treturn this.crossVectors( v, w );\n\n\t\t}\n\n\t\treturn this.crossVectors( this, v );\n\n\t}\n\n\tcrossVectors( a, b ) {\n\n\t\tconst ax = a.x, ay = a.y, az = a.z;\n\t\tconst bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t}\n\n\tprojectOnVector( v ) {\n\n\t\tconst denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tconst scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t}\n\n\tprojectOnPlane( planeNormal ) {\n\n\t\t_vector.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector );\n\n\t}\n\n\treflect( normal ) {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\treturn this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( MathUtils.clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t}\n\n\tsetFromSpherical( s ) {\n\n\t\treturn this.setFromSphericalCoords( s.radius, s.phi, s.theta );\n\n\t}\n\n\tsetFromSphericalCoords( radius, phi, theta ) {\n\n\t\tconst sinPhiRadius = Math.sin( phi ) * radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( theta );\n\t\tthis.y = Math.cos( phi ) * radius;\n\t\tthis.z = sinPhiRadius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCylindrical( c ) {\n\n\t\treturn this.setFromCylindricalCoords( c.radius, c.theta, c.y );\n\n\t}\n\n\tsetFromCylindricalCoords( radius, theta, y ) {\n\n\t\tthis.x = radius * Math.sin( theta );\n\t\tthis.y = y;\n\t\tthis.z = radius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixScale( m ) {\n\n\t\tconst sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tconst sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tconst sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixColumn( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t}\n\n\tsetFromMatrix3Column( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 3 );\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _vector = /*@__PURE__*/ new Vector3();\nconst _quaternion = /*@__PURE__*/ new Quaternion();\n\nclass Box3 {\n\n\tconstructor( min, max ) {\n\n\t\tObject.defineProperty( this, 'isBox3', { value: true } );\n\n\t\tthis.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );\n\t\tthis.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromArray( array ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\tconst x = array[ i ];\n\t\t\tconst y = array[ i + 1 ];\n\t\t\tconst z = array[ i + 2 ];\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromBufferAttribute( attribute ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\tconst x = attribute.getX( i );\n\t\t\tconst y = attribute.getY( i );\n\t\t\tconst z = attribute.getZ( i );\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );\n\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = this.min.z = + Infinity;\n\t\tthis.max.x = this.max.y = this.max.z = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getSize() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\texpandByObject( object ) {\n\n\t\t// Computes the world-axis-aligned bounding box of an object (including its children),\n\t\t// accounting for both the object's, and children's, world transforms\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry !== undefined ) {\n\n\t\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\t\tgeometry.computeBoundingBox();\n\n\t\t\t}\n\n\t\t\t_box.copy( geometry.boundingBox );\n\t\t\t_box.applyMatrix4( object.matrixWorld );\n\n\t\t\tthis.union( _box );\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tthis.expandByObject( children[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ||\n\t\t\tpoint.z < this.min.z || point.z > this.max.z ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getParameter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ||\n\t\t\tbox.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\t// Find the point on the AABB closest to the sphere center.\n\t\tthis.clampPoint( sphere.center, _vector$1 );\n\n\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\treturn _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// We compute the minimum and maximum dot product values. If those values\n\t\t// are on the same side (back or front) of the plane, then there is no intersection.\n\n\t\tlet min, max;\n\n\t\tif ( plane.normal.x > 0 ) {\n\n\t\t\tmin = plane.normal.x * this.min.x;\n\t\t\tmax = plane.normal.x * this.max.x;\n\n\t\t} else {\n\n\t\t\tmin = plane.normal.x * this.max.x;\n\t\t\tmax = plane.normal.x * this.min.x;\n\n\t\t}\n\n\t\tif ( plane.normal.y > 0 ) {\n\n\t\t\tmin += plane.normal.y * this.min.y;\n\t\t\tmax += plane.normal.y * this.max.y;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.y * this.max.y;\n\t\t\tmax += plane.normal.y * this.min.y;\n\n\t\t}\n\n\t\tif ( plane.normal.z > 0 ) {\n\n\t\t\tmin += plane.normal.z * this.min.z;\n\t\t\tmax += plane.normal.z * this.max.z;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.z * this.max.z;\n\t\t\tmax += plane.normal.z * this.min.z;\n\n\t\t}\n\n\t\treturn ( min <= - plane.constant && max >= - plane.constant );\n\n\t}\n\n\tintersectsTriangle( triangle ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// compute box center and extents\n\t\tthis.getCenter( _center );\n\t\t_extents.subVectors( this.max, _center );\n\n\t\t// translate triangle to aabb origin\n\t\t_v0.subVectors( triangle.a, _center );\n\t\t_v1.subVectors( triangle.b, _center );\n\t\t_v2.subVectors( triangle.c, _center );\n\n\t\t// compute edge vectors for triangle\n\t\t_f0.subVectors( _v1, _v0 );\n\t\t_f1.subVectors( _v2, _v1 );\n\t\t_f2.subVectors( _v0, _v2 );\n\n\t\t// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n\t\t// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation\n\t\t// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\t\tlet axes = [\n\t\t\t0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,\n\t\t\t_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,\n\t\t\t- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0\n\t\t];\n\t\tif ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// test 3 face normals from the aabb\n\t\taxes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];\n\t\tif ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// finally testing the face normal of the triangle\n\t\t// use already existing triangle edge vectors here\n\t\t_triangleNormal.crossVectors( _f0, _f1 );\n\t\taxes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];\n\n\t\treturn satForAxes( axes, _v0, _v1, _v2, _extents );\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );\n\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tgetBoundingSphere( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.error( 'THREE.Box3: .getBoundingSphere() target is now required' );\n\t\t\t//target = new Sphere(); // removed to avoid cyclic dependency\n\n\t\t}\n\n\t\tthis.getCenter( target.center );\n\n\t\ttarget.radius = this.getSize( _vector$1 ).length() * 0.5;\n\n\t\treturn target;\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\t// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\t// transform of empty box is an empty box.\n\t\tif ( this.isEmpty() ) return this;\n\n\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111\n\n\t\tthis.setFromPoints( _points );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nfunction satForAxes( axes, v0, v1, v2, extents ) {\n\n\tfor ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {\n\n\t\t_testAxis.fromArray( axes, i );\n\t\t// project the aabb onto the seperating axis\n\t\tconst r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );\n\t\t// project all 3 vertices of the triangle onto the seperating axis\n\t\tconst p0 = v0.dot( _testAxis );\n\t\tconst p1 = v1.dot( _testAxis );\n\t\tconst p2 = v2.dot( _testAxis );\n\t\t// actual test, basically see if either of the most extreme of the triangle points intersects r\n\t\tif ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {\n\n\t\t\t// points of the projected triangle are outside the projected half-length of the aabb\n\t\t\t// the axis is seperating and we can exit\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nconst _points = [\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3()\n];\n\nconst _vector$1 = /*@__PURE__*/ new Vector3();\n\nconst _box = /*@__PURE__*/ new Box3();\n\n// triangle centered vertices\n\nconst _v0 = /*@__PURE__*/ new Vector3();\nconst _v1 = /*@__PURE__*/ new Vector3();\nconst _v2 = /*@__PURE__*/ new Vector3();\n\n// triangle edge vectors\n\nconst _f0 = /*@__PURE__*/ new Vector3();\nconst _f1 = /*@__PURE__*/ new Vector3();\nconst _f2 = /*@__PURE__*/ new Vector3();\n\nconst _center = /*@__PURE__*/ new Vector3();\nconst _extents = /*@__PURE__*/ new Vector3();\nconst _triangleNormal = /*@__PURE__*/ new Vector3();\nconst _testAxis = /*@__PURE__*/ new Vector3();\n\nconst _box$1 = /*@__PURE__*/ new Box3();\n\nclass Sphere {\n\n\tconstructor( center, radius ) {\n\n\t\tthis.center = ( center !== undefined ) ? center : new Vector3();\n\t\tthis.radius = ( radius !== undefined ) ? radius : - 1;\n\n\t}\n\n\tset( center, radius ) {\n\n\t\tthis.center.copy( center );\n\t\tthis.radius = radius;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points, optionalCenter ) {\n\n\t\tconst center = this.center;\n\n\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\tcenter.copy( optionalCenter );\n\n\t\t} else {\n\n\t\t\t_box$1.setFromPoints( points ).getCenter( center );\n\n\t\t}\n\n\t\tlet maxRadiusSq = 0;\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t}\n\n\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( sphere ) {\n\n\t\tthis.center.copy( sphere.center );\n\t\tthis.radius = sphere.radius;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\treturn ( this.radius < 0 );\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.center.set( 0, 0, 0 );\n\t\tthis.radius = - 1;\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tconst deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\ttarget.sub( this.center ).normalize();\n\t\t\ttarget.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tgetBoundingBox( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );\n\t\t\ttarget = new Box3();\n\n\t\t}\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\t// Empty sphere produces empty bounding box\n\t\t\ttarget.makeEmpty();\n\t\t\treturn target;\n\n\t\t}\n\n\t\ttarget.set( this.center, this.center );\n\t\ttarget.expandByScalar( this.radius );\n\n\t\treturn target;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.center.applyMatrix4( matrix );\n\t\tthis.radius = this.radius * matrix.getMaxScaleOnAxis();\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n}\n\nconst _vector$2 = /*@__PURE__*/ new Vector3();\nconst _segCenter = /*@__PURE__*/ new Vector3();\nconst _segDir = /*@__PURE__*/ new Vector3();\nconst _diff = /*@__PURE__*/ new Vector3();\n\nconst _edge1 = /*@__PURE__*/ new Vector3();\nconst _edge2 = /*@__PURE__*/ new Vector3();\nconst _normal = /*@__PURE__*/ new Vector3();\n\nclass Ray {\n\n\tconstructor( origin, direction ) {\n\n\t\tthis.origin = ( origin !== undefined ) ? origin : new Vector3();\n\t\tthis.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t}\n\n\tat( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( t ).add( this.origin );\n\n\t}\n\n\tlookAt( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\trecast( t ) {\n\n\t\tthis.origin.copy( this.at( t, _vector$2 ) );\n\n\t\treturn this;\n\n\t}\n\n\tclosestPointToPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( point, this.origin );\n\n\t\tconst directionDistance = target.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn target.copy( this.origin );\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t}\n\n\tdistanceSqToPoint( point ) {\n\n\t\tconst directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t// point behind the ray\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t}\n\n\t\t_vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t\treturn _vector$2.distanceToSquared( point );\n\n\t}\n\n\tdistanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t// It returns the min distance between the ray and the segment\n\t\t// defined by v0 and v1\n\t\t// It can also set two optional targets :\n\t\t// - The closest point on the ray\n\t\t// - The closest point on the segment\n\n\t\t_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t_segDir.copy( v1 ).sub( v0 ).normalize();\n\t\t_diff.copy( this.origin ).sub( _segCenter );\n\n\t\tconst segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\tconst a01 = - this.direction.dot( _segDir );\n\t\tconst b0 = _diff.dot( this.direction );\n\t\tconst b1 = - _diff.dot( _segDir );\n\t\tconst c = _diff.lengthSq();\n\t\tconst det = Math.abs( 1 - a01 * a01 );\n\t\tlet s0, s1, sqrDist, extDet;\n\n\t\tif ( det > 0 ) {\n\n\t\t\t// The ray and segment are not parallel.\n\n\t\t\ts0 = a01 * b1 - b0;\n\t\t\ts1 = a01 * b0 - b1;\n\t\t\textDet = segExtent * det;\n\n\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\tconst invDet = 1 / det;\n\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\ts1 *= invDet;\n\t\t\t\t\t\tsqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 5\n\n\t\t\t\t\ts1 = - segExtent;\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t// region 4\n\n\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t// region 3\n\n\t\t\t\t\ts0 = 0;\n\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 2\n\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Ray and segment are parallel.\n\n\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t}\n\n\t\tif ( optionalPointOnRay ) {\n\n\t\t\toptionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );\n\n\t\t}\n\n\t\tif ( optionalPointOnSegment ) {\n\n\t\t\toptionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );\n\n\t\t}\n\n\t\treturn sqrDist;\n\n\t}\n\n\tintersectSphere( sphere, target ) {\n\n\t\t_vector$2.subVectors( sphere.center, this.origin );\n\t\tconst tca = _vector$2.dot( this.direction );\n\t\tconst d2 = _vector$2.dot( _vector$2 ) - tca * tca;\n\t\tconst radius2 = sphere.radius * sphere.radius;\n\n\t\tif ( d2 > radius2 ) return null;\n\n\t\tconst thc = Math.sqrt( radius2 - d2 );\n\n\t\t// t0 = first intersect point - entrance on front of sphere\n\t\tconst t0 = tca - thc;\n\n\t\t// t1 = second intersect point - exit point on back of sphere\n\t\tconst t1 = tca + thc;\n\n\t\t// test to see if both t0 and t1 are behind the ray - if so, return null\n\t\tif ( t0 < 0 && t1 < 0 ) return null;\n\n\t\t// test to see if t0 is behind the ray:\n\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t// in order to always return an intersect point that is in front of the ray.\n\t\tif ( t0 < 0 ) return this.at( t1, target );\n\n\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\treturn this.at( t0, target );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tdistanceToPlane( plane ) {\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( plane.distanceToPoint( this.origin ) === 0 ) {\n\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;\n\n\t\t// Return if the ray never intersects the plane\n\n\t\treturn t >= 0 ? t : null;\n\n\t}\n\n\tintersectPlane( plane, target ) {\n\n\t\tconst t = this.distanceToPlane( plane );\n\n\t\tif ( t === null ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn this.at( t, target );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tconst distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator * distToPoint < 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// ray origin is behind the plane (and is pointing behind it)\n\n\t\treturn false;\n\n\t}\n\n\tintersectBox( box, target ) {\n\n\t\tlet tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tconst invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tconst origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\t// These lines also handle the case where tmin or tmax is NaN\n\t\t// (result of 0 * Infinity). x !== x returns true if x is NaN\n\n\t\tif ( tymin > tmin || tmin !== tmin ) tmin = tymin;\n\n\t\tif ( tymax < tmax || tmax !== tmax ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, target );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn this.intersectBox( box, _vector$2 ) !== null;\n\n\t}\n\n\tintersectTriangle( a, b, c, backfaceCulling, target ) {\n\n\t\t// Compute the offset origin, edges, and normal.\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t_edge1.subVectors( b, a );\n\t\t_edge2.subVectors( c, a );\n\t\t_normal.crossVectors( _edge1, _edge2 );\n\n\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\tlet DdN = this.direction.dot( _normal );\n\t\tlet sign;\n\n\t\tif ( DdN > 0 ) {\n\n\t\t\tif ( backfaceCulling ) return null;\n\t\t\tsign = 1;\n\n\t\t} else if ( DdN < 0 ) {\n\n\t\t\tsign = - 1;\n\t\t\tDdN = - DdN;\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t_diff.subVectors( this.origin, a );\n\t\tconst DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );\n\n\t\t// b1 < 0, no intersection\n\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );\n\n\t\t// b2 < 0, no intersection\n\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// b1+b2 > 1, no intersection\n\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Line intersects triangle, check if ray does.\n\t\tconst QdN = - sign * _diff.dot( _normal );\n\n\t\t// t < 0, no intersection\n\t\tif ( QdN < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Ray intersects triangle.\n\t\treturn this.at( QdN / DdN, target );\n\n\t}\n\n\tapplyMatrix4( matrix4 ) {\n\n\t\tthis.origin.applyMatrix4( matrix4 );\n\t\tthis.direction.transformDirection( matrix4 );\n\n\t\treturn this;\n\n\t}\n\n\tequals( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n}\n\nclass Matrix4 {\n\n\tconstructor() {\n\n\t\tObject.defineProperty( this, 'isMatrix4', { value: true } );\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t}\n\n\tcopyPosition( m ) {\n\n\t\tconst te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix3( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 3 ], me[ 6 ], 0,\n\t\t\tme[ 1 ], me[ 4 ], me[ 7 ], 0,\n\t\t\tme[ 2 ], me[ 5 ], me[ 8 ], 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmakeBasis( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractRotation( m ) {\n\n\t\t// this method does not support reflection matrices\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tconst scaleX = 1 / _v1$1.setFromMatrixColumn( m, 0 ).length();\n\t\tconst scaleY = 1 / _v1$1.setFromMatrixColumn( m, 1 ).length();\n\t\tconst scaleZ = 1 / _v1$1.setFromMatrixColumn( m, 2 ).length();\n\n\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\n\t\tconst x = euler.x, y = euler.y, z = euler.z;\n\t\tconst a = Math.cos( x ), b = Math.sin( x );\n\t\tconst c = Math.cos( y ), d = Math.sin( y );\n\t\tconst e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// bottom row\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// last column\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromQuaternion( q ) {\n\n\t\treturn this.compose( _zero, q, _one );\n\n\t}\n\n\tlookAt( eye, target, up ) {\n\n\t\tconst te = this.elements;\n\n\t\t_z.subVectors( eye, target );\n\n\t\tif ( _z.lengthSq() === 0 ) {\n\n\t\t\t// eye and target are in the same position\n\n\t\t\t_z.z = 1;\n\n\t\t}\n\n\t\t_z.normalize();\n\t\t_x.crossVectors( up, _z );\n\n\t\tif ( _x.lengthSq() === 0 ) {\n\n\t\t\t// up and z are parallel\n\n\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t_z.x += 0.0001;\n\n\t\t\t} else {\n\n\t\t\t\t_z.z += 0.0001;\n\n\t\t\t}\n\n\t\t\t_z.normalize();\n\t\t\t_x.crossVectors( up, _z );\n\n\t\t}\n\n\t\t_x.normalize();\n\t\t_y.crossVectors( _z, _x );\n\n\t\tte[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;\n\t\tte[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;\n\t\tte[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m, n ) {\n\n\t\tif ( n !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );\n\t\t\treturn this.multiplyMatrices( m, n );\n\n\t\t}\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tconst a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tconst b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tconst n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tconst n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tconst n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t}\n\n\ttranspose() {\n\n\t\tconst te = this.elements;\n\t\tlet tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tsetPosition( x, y, z ) {\n\n\t\tconst te = this.elements;\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tte[ 12 ] = x.x;\n\t\t\tte[ 13 ] = x.y;\n\t\t\tte[ 14 ] = x.z;\n\n\t\t} else {\n\n\t\t\tte[ 12 ] = x;\n\t\t\tte[ 13 ] = y;\n\t\t\tte[ 14 ] = z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tinvert() {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],\n\t\t\tn12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],\n\t\t\tn13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],\n\t\t\tn14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tconst det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\tscale( v ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxScaleOnAxis() {\n\n\t\tconst te = this.elements;\n\n\t\tconst scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tconst scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tconst scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t}\n\n\tmakeTranslation( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, x,\n\t\t\t0, 1, 0, y,\n\t\t\t0, 0, 1, z,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationX( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationY( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationZ( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationAxis( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tconst c = Math.cos( angle );\n\t\tconst s = Math.sin( angle );\n\t\tconst t = 1 - c;\n\t\tconst x = axis.x, y = axis.y, z = axis.z;\n\t\tconst tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeShear( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, y, z, 0,\n\t\t\tx, 1, z, 0,\n\t\t\tx, y, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;\n\t\tconst x2 = x + x,\ty2 = y + y, z2 = z + z;\n\t\tconst xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tconst yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tconst wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tconst sx = scale.x, sy = scale.y, sz = scale.z;\n\n\t\tte[ 0 ] = ( 1 - ( yy + zz ) ) * sx;\n\t\tte[ 1 ] = ( xy + wz ) * sx;\n\t\tte[ 2 ] = ( xz - wy ) * sx;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = ( xy - wz ) * sy;\n\t\tte[ 5 ] = ( 1 - ( xx + zz ) ) * sy;\n\t\tte[ 6 ] = ( yz + wx ) * sy;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = ( xz + wy ) * sz;\n\t\tte[ 9 ] = ( yz - wx ) * sz;\n\t\tte[ 10 ] = ( 1 - ( xx + yy ) ) * sz;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = position.x;\n\t\tte[ 13 ] = position.y;\n\t\tte[ 14 ] = position.z;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tdecompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tlet sx = _v1$1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\tconst sy = _v1$1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\tconst sz = _v1$1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t// if determine is negative, we need to invert one scale\n\t\tconst det = this.determinant();\n\t\tif ( det < 0 ) sx = - sx;\n\n\t\tposition.x = te[ 12 ];\n\t\tposition.y = te[ 13 ];\n\t\tposition.z = te[ 14 ];\n\n\t\t// scale the rotation part\n\t\t_m1.copy( this );\n\n\t\tconst invSX = 1 / sx;\n\t\tconst invSY = 1 / sy;\n\t\tconst invSZ = 1 / sz;\n\n\t\t_m1.elements[ 0 ] *= invSX;\n\t\t_m1.elements[ 1 ] *= invSX;\n\t\t_m1.elements[ 2 ] *= invSX;\n\n\t\t_m1.elements[ 4 ] *= invSY;\n\t\t_m1.elements[ 5 ] *= invSY;\n\t\t_m1.elements[ 6 ] *= invSY;\n\n\t\t_m1.elements[ 8 ] *= invSZ;\n\t\t_m1.elements[ 9 ] *= invSZ;\n\t\t_m1.elements[ 10 ] *= invSZ;\n\n\t\tquaternion.setFromRotationMatrix( _m1 );\n\n\t\tscale.x = sx;\n\t\tscale.y = sy;\n\t\tscale.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tmakePerspective( left, right, top, bottom, near, far ) {\n\n\t\tif ( far === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\t\tconst x = 2 * near / ( right - left );\n\t\tconst y = 2 * near / ( top - bottom );\n\n\t\tconst a = ( right + left ) / ( right - left );\n\t\tconst b = ( top + bottom ) / ( top - bottom );\n\t\tconst c = - ( far + near ) / ( far - near );\n\t\tconst d = - 2 * far * near / ( far - near );\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a;\tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b;\tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c;\tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t}\n\n\tmakeOrthographic( left, right, top, bottom, near, far ) {\n\n\t\tconst te = this.elements;\n\t\tconst w = 1.0 / ( right - left );\n\t\tconst h = 1.0 / ( top - bottom );\n\t\tconst p = 1.0 / ( far - near );\n\n\t\tconst x = ( right + left ) * w;\n\t\tconst y = ( top + bottom ) * h;\n\t\tconst z = ( far + near ) * p;\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\tte[ 8 ] = 0;\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0;\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = - 2 * p;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = 0;\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nconst _v1$1 = /*@__PURE__*/ new Vector3();\nconst _m1 = /*@__PURE__*/ new Matrix4();\nconst _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );\nconst _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );\nconst _x = /*@__PURE__*/ new Vector3();\nconst _y = /*@__PURE__*/ new Vector3();\nconst _z = /*@__PURE__*/ new Vector3();\n\nclass Euler {\n\n\tconstructor( x = 0, y = 0, z = 0, order = Euler.DefaultOrder ) {\n\n\t\tObject.defineProperty( this, 'isEuler', { value: true } );\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget order() {\n\n\t\treturn this._order;\n\n\t}\n\n\tset order( value ) {\n\n\t\tthis._order = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order || this._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t}\n\n\tcopy( euler ) {\n\n\t\tthis._x = euler._x;\n\t\tthis._y = euler._y;\n\t\tthis._z = euler._z;\n\t\tthis._order = euler._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m, order, update ) {\n\n\t\tconst clamp = MathUtils.clamp;\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements;\n\t\tconst m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tconst m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tconst m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\torder = order || this._order;\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\n\t\t\t\tthis._y = Math.asin( clamp( m13, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m13 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\n\t\t\t\tthis._x = Math.asin( - clamp( m23, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m23 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\n\t\t\t\tthis._x = Math.asin( clamp( m32, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m32 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = 0;\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\n\t\t\t\tthis._y = Math.asin( - clamp( m31, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m31 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\n\t\t\t\tthis._z = Math.asin( clamp( m21, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m21 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\n\t\t\t\tthis._z = Math.asin( - clamp( m12, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m12 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._y = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromQuaternion( q, order, update ) {\n\n\t\t_matrix.makeRotationFromQuaternion( q );\n\n\t\treturn this.setFromRotationMatrix( _matrix, order, update );\n\n\t}\n\n\tsetFromVector3( v, order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order || this._order );\n\n\t}\n\n\treorder( newOrder ) {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\t_quaternion$1.setFromEuler( this );\n\n\t\treturn this.setFromQuaternion( _quaternion$1, newOrder );\n\n\t}\n\n\tequals( euler ) {\n\n\t\treturn ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );\n\n\t}\n\n\tfromArray( array ) {\n\n\t\tthis._x = array[ 0 ];\n\t\tthis._y = array[ 1 ];\n\t\tthis._z = array[ 2 ];\n\t\tif ( array[ 3 ] !== undefined ) this._order = array[ 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._order;\n\n\t\treturn array;\n\n\t}\n\n\ttoVector3( optionalResult ) {\n\n\t\tif ( optionalResult ) {\n\n\t\t\treturn optionalResult.set( this._x, this._y, this._z );\n\n\t\t} else {\n\n\t\t\treturn new Vector3( this._x, this._y, this._z );\n\n\t\t}\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nEuler.DefaultOrder = 'XYZ';\nEuler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];\n\nconst _matrix = /*@__PURE__*/ new Matrix4();\nconst _quaternion$1 = /*@__PURE__*/ new Quaternion();\n\nclass Layers {\n\n\tconstructor() {\n\n\t\tthis.mask = 1 | 0;\n\n\t}\n\n\tset( channel ) {\n\n\t\tthis.mask = 1 << channel | 0;\n\n\t}\n\n\tenable( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t}\n\n\tenableAll() {\n\n\t\tthis.mask = 0xffffffff | 0;\n\n\t}\n\n\ttoggle( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t}\n\n\tdisable( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t}\n\n\tdisableAll() {\n\n\t\tthis.mask = 0;\n\n\t}\n\n\ttest( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n}\n\nlet _object3DId = 0;\n\nconst _v1$2 = new Vector3();\nconst _q1 = new Quaternion();\nconst _m1$1 = new Matrix4();\nconst _target = new Vector3();\n\nconst _position = new Vector3();\nconst _scale = new Vector3();\nconst _quaternion$2 = new Quaternion();\n\nconst _xAxis = new Vector3( 1, 0, 0 );\nconst _yAxis = new Vector3( 0, 1, 0 );\nconst _zAxis = new Vector3( 0, 0, 1 );\n\nconst _addedEvent = { type: 'added' };\nconst _removedEvent = { type: 'removed' };\n\nfunction Object3D() {\n\n\tObject.defineProperty( this, 'id', { value: _object3DId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Object3D';\n\n\tthis.parent = null;\n\tthis.children = [];\n\n\tthis.up = Object3D.DefaultUp.clone();\n\n\tconst position = new Vector3();\n\tconst rotation = new Euler();\n\tconst quaternion = new Quaternion();\n\tconst scale = new Vector3( 1, 1, 1 );\n\n\tfunction onRotationChange() {\n\n\t\tquaternion.setFromEuler( rotation, false );\n\n\t}\n\n\tfunction onQuaternionChange() {\n\n\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t}\n\n\trotation._onChange( onRotationChange );\n\tquaternion._onChange( onQuaternionChange );\n\n\tObject.defineProperties( this, {\n\t\tposition: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: position\n\t\t},\n\t\trotation: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: rotation\n\t\t},\n\t\tquaternion: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: quaternion\n\t\t},\n\t\tscale: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: scale\n\t\t},\n\t\tmodelViewMatrix: {\n\t\t\tvalue: new Matrix4()\n\t\t},\n\t\tnormalMatrix: {\n\t\t\tvalue: new Matrix3()\n\t\t}\n\t} );\n\n\tthis.matrix = new Matrix4();\n\tthis.matrixWorld = new Matrix4();\n\n\tthis.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;\n\tthis.matrixWorldNeedsUpdate = false;\n\n\tthis.layers = new Layers();\n\tthis.visible = true;\n\n\tthis.castShadow = false;\n\tthis.receiveShadow = false;\n\n\tthis.frustumCulled = true;\n\tthis.renderOrder = 0;\n\n\tthis.animations = [];\n\n\tthis.userData = {};\n\n}\n\nObject3D.DefaultUp = new Vector3( 0, 1, 0 );\nObject3D.DefaultMatrixAutoUpdate = true;\n\nObject3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Object3D,\n\n\tisObject3D: true,\n\n\tonBeforeRender: function () {},\n\tonAfterRender: function () {},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tthis.matrix.premultiply( matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t},\n\n\tapplyQuaternion: function ( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t},\n\n\tsetRotationFromAxisAngle: function ( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t},\n\n\tsetRotationFromEuler: function ( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t},\n\n\tsetRotationFromMatrix: function ( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t},\n\n\tsetRotationFromQuaternion: function ( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t},\n\n\trotateOnAxis: function ( axis, angle ) {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.multiply( _q1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateOnWorldAxis: function ( axis, angle ) {\n\n\t\t// rotate object on axis in world space\n\t\t// axis is assumed to be normalized\n\t\t// method assumes no rotated parent\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.premultiply( _q1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _xAxis, angle );\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _yAxis, angle );\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _zAxis, angle );\n\n\t},\n\n\ttranslateOnAxis: function ( axis, distance ) {\n\n\t\t// translate object by distance along axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_v1$2.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\tthis.position.add( _v1$2.multiplyScalar( distance ) );\n\n\t\treturn this;\n\n\t},\n\n\ttranslateX: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _xAxis, distance );\n\n\t},\n\n\ttranslateY: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _yAxis, distance );\n\n\t},\n\n\ttranslateZ: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _zAxis, distance );\n\n\t},\n\n\tlocalToWorld: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t},\n\n\tworldToLocal: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );\n\n\t},\n\n\tlookAt: function ( x, y, z ) {\n\n\t\t// This method does not support objects having non-uniformly-scaled parent(s)\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\t_target.copy( x );\n\n\t\t} else {\n\n\t\t\t_target.set( x, y, z );\n\n\t\t}\n\n\t\tconst parent = this.parent;\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_position.setFromMatrixPosition( this.matrixWorld );\n\n\t\tif ( this.isCamera || this.isLight ) {\n\n\t\t\t_m1$1.lookAt( _position, _target, this.up );\n\n\t\t} else {\n\n\t\t\t_m1$1.lookAt( _target, _position, this.up );\n\n\t\t}\n\n\t\tthis.quaternion.setFromRotationMatrix( _m1$1 );\n\n\t\tif ( parent ) {\n\n\t\t\t_m1$1.extractRotation( parent.matrixWorld );\n\t\t\t_q1.setFromRotationMatrix( _m1$1 );\n\t\t\tthis.quaternion.premultiply( _q1.invert() );\n\n\t\t}\n\n\t},\n\n\tadd: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.add( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object === this ) {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object can\\'t be added as a child of itself.', object );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object && object.isObject3D ) {\n\n\t\t\tif ( object.parent !== null ) {\n\n\t\t\t\tobject.parent.remove( object );\n\n\t\t\t}\n\n\t\t\tobject.parent = this;\n\t\t\tthis.children.push( object );\n\n\t\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tremove: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.remove( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclear: function () {\n\n\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\tconst object = this.children[ i ];\n\n\t\t\tobject.parent = null;\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\tthis.children.length = 0;\n\n\t\treturn this;\n\n\n\t},\n\n\tattach: function ( object ) {\n\n\t\t// adds object as a child of this, while maintaining the object's world transform\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_m1$1.copy( this.matrixWorld ).invert();\n\n\t\tif ( object.parent !== null ) {\n\n\t\t\tobject.parent.updateWorldMatrix( true, false );\n\n\t\t\t_m1$1.multiply( object.parent.matrixWorld );\n\n\t\t}\n\n\t\tobject.applyMatrix4( _m1$1 );\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t},\n\n\tgetObjectById: function ( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t},\n\n\tgetObjectByName: function ( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t},\n\n\tgetObjectByProperty: function ( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( let i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tconst child = this.children[ i ];\n\t\t\tconst object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t},\n\n\tgetWorldPosition: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn target.setFromMatrixPosition( this.matrixWorld );\n\n\t},\n\n\tgetWorldQuaternion: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );\n\t\t\ttarget = new Quaternion();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position, target, _scale );\n\n\t\treturn target;\n\n\t},\n\n\tgetWorldScale: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldScale() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position, _quaternion$2, target );\n\n\t\treturn target;\n\n\t},\n\n\tgetWorldDirection: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();\n\n\t},\n\n\traycast: function () {},\n\n\ttraverse: function ( callback ) {\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseVisible: function ( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseAncestors: function ( callback ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t},\n\n\tupdateMatrix: function () {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// update children\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( force );\n\n\t\t}\n\n\t},\n\n\tupdateWorldMatrix: function ( updateParents, updateChildren ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( updateParents === true && parent !== null ) {\n\n\t\t\tparent.updateWorldMatrix( true, false );\n\n\t\t}\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.parent === null ) {\n\n\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t} else {\n\n\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t}\n\n\t\t// update children\n\n\t\tif ( updateChildren === true ) {\n\n\t\t\tconst children = this.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tchildren[ i ].updateWorldMatrix( false, true );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\t// meta is a string when called from JSON.stringify\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tconst output = {};\n\n\t\t// meta is a hash used to collect geometries, materials.\n\t\t// not providing it implies that this is the root object\n\t\t// being serialized.\n\t\tif ( isRootObject ) {\n\n\t\t\t// initialize meta obj\n\t\t\tmeta = {\n\t\t\t\tgeometries: {},\n\t\t\t\tmaterials: {},\n\t\t\t\ttextures: {},\n\t\t\t\timages: {},\n\t\t\t\tshapes: {},\n\t\t\t\tskeletons: {},\n\t\t\t\tanimations: {}\n\t\t\t};\n\n\t\t\toutput.metadata = {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Object',\n\t\t\t\tgenerator: 'Object3D.toJSON'\n\t\t\t};\n\n\t\t}\n\n\t\t// standard Object3D serialization\n\n\t\tconst object = {};\n\n\t\tobject.uuid = this.uuid;\n\t\tobject.type = this.type;\n\n\t\tif ( this.name !== '' ) object.name = this.name;\n\t\tif ( this.castShadow === true ) object.castShadow = true;\n\t\tif ( this.receiveShadow === true ) object.receiveShadow = true;\n\t\tif ( this.visible === false ) object.visible = false;\n\t\tif ( this.frustumCulled === false ) object.frustumCulled = false;\n\t\tif ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;\n\n\t\tobject.layers = this.layers.mask;\n\t\tobject.matrix = this.matrix.toArray();\n\n\t\tif ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;\n\n\t\t// object specific properties\n\n\t\tif ( this.isInstancedMesh ) {\n\n\t\t\tobject.type = 'InstancedMesh';\n\t\t\tobject.count = this.count;\n\t\t\tobject.instanceMatrix = this.instanceMatrix.toJSON();\n\n\t\t}\n\n\t\t//\n\n\t\tfunction serialize( library, element ) {\n\n\t\t\tif ( library[ element.uuid ] === undefined ) {\n\n\t\t\t\tlibrary[ element.uuid ] = element.toJSON( meta );\n\n\t\t\t}\n\n\t\t\treturn element.uuid;\n\n\t\t}\n\n\t\tif ( this.isMesh || this.isLine || this.isPoints ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\n\n\t\t\tconst parameters = this.geometry.parameters;\n\n\t\t\tif ( parameters !== undefined && parameters.shapes !== undefined ) {\n\n\t\t\t\tconst shapes = parameters.shapes;\n\n\t\t\t\tif ( Array.isArray( shapes ) ) {\n\n\t\t\t\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst shape = shapes[ i ];\n\n\t\t\t\t\t\tserialize( meta.shapes, shape );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tserialize( meta.shapes, shapes );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.isSkinnedMesh ) {\n\n\t\t\tobject.bindMode = this.bindMode;\n\t\t\tobject.bindMatrix = this.bindMatrix.toArray();\n\n\t\t\tif ( this.skeleton !== undefined ) {\n\n\t\t\t\tserialize( meta.skeletons, this.skeleton );\n\n\t\t\t\tobject.skeleton = this.skeleton.uuid;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.material !== undefined ) {\n\n\t\t\tif ( Array.isArray( this.material ) ) {\n\n\t\t\t\tconst uuids = [];\n\n\t\t\t\tfor ( let i = 0, l = this.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tuuids.push( serialize( meta.materials, this.material[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tobject.material = uuids;\n\n\t\t\t} else {\n\n\t\t\t\tobject.material = serialize( meta.materials, this.material );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.children.length > 0 ) {\n\n\t\t\tobject.children = [];\n\n\t\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\t\tobject.children.push( this.children[ i ].toJSON( meta ).object );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.animations.length > 0 ) {\n\n\t\t\tobject.animations = [];\n\n\t\t\tfor ( let i = 0; i < this.animations.length; i ++ ) {\n\n\t\t\t\tconst animation = this.animations[ i ];\n\n\t\t\t\tobject.animations.push( serialize( meta.animations, animation ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst geometries = extractFromCache( meta.geometries );\n\t\t\tconst materials = extractFromCache( meta.materials );\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\t\t\tconst shapes = extractFromCache( meta.shapes );\n\t\t\tconst skeletons = extractFromCache( meta.skeletons );\n\t\t\tconst animations = extractFromCache( meta.animations );\n\n\t\t\tif ( geometries.length > 0 ) output.geometries = geometries;\n\t\t\tif ( materials.length > 0 ) output.materials = materials;\n\t\t\tif ( textures.length > 0 ) output.textures = textures;\n\t\t\tif ( images.length > 0 ) output.images = images;\n\t\t\tif ( shapes.length > 0 ) output.shapes = shapes;\n\t\t\tif ( skeletons.length > 0 ) output.skeletons = skeletons;\n\t\t\tif ( animations.length > 0 ) output.animations = animations;\n\n\t\t}\n\n\t\toutput.object = object;\n\n\t\treturn output;\n\n\t\t// extract data from the cache hash\n\t\t// remove metadata on each item\n\t\t// and return as array\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t},\n\n\tclone: function ( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t},\n\n\tcopy: function ( source, recursive = true ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.up.copy( source.up );\n\n\t\tthis.position.copy( source.position );\n\t\tthis.rotation.order = source.rotation.order;\n\t\tthis.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( let i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tconst child = source.children[ i ];\n\t\t\t\tthis.add( child.clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nconst _vector1 = /*@__PURE__*/ new Vector3();\nconst _vector2 = /*@__PURE__*/ new Vector3();\nconst _normalMatrix = /*@__PURE__*/ new Matrix3();\n\nclass Plane {\n\n\tconstructor( normal, constant ) {\n\n\t\tObject.defineProperty( this, 'isPlane', { value: true } );\n\n\t\t// normal is assumed to be normalized\n\n\t\tthis.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );\n\t\tthis.constant = ( constant !== undefined ) ? constant : 0;\n\n\t}\n\n\tset( normal, constant ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = constant;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponents( x, y, z, w ) {\n\n\t\tthis.normal.set( x, y, z );\n\t\tthis.constant = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromNormalAndCoplanarPoint( normal, point ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = - point.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCoplanarPoints( a, b, c ) {\n\n\t\tconst normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();\n\n\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( plane ) {\n\n\t\tthis.normal.copy( plane.normal );\n\t\tthis.constant = plane.constant;\n\n\t\treturn this;\n\n\t}\n\n\tnormalize() {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tconst inverseNormalLength = 1.0 / this.normal.length();\n\t\tthis.normal.multiplyScalar( inverseNormalLength );\n\t\tthis.constant *= inverseNormalLength;\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t}\n\n\tdistanceToSphere( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t}\n\n\tprojectPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .projectPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );\n\n\t}\n\n\tintersectLine( line, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .intersectLine() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tconst direction = line.delta( _vector1 );\n\n\t\tconst denominator = this.normal.dot( direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\treturn target.copy( line.start );\n\n\t\t\t}\n\n\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\treturn undefined;\n\n\t\t}\n\n\t\tconst t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\treturn undefined;\n\n\t\t}\n\n\t\treturn target.copy( direction ).multiplyScalar( t ).add( line.start );\n\n\t}\n\n\tintersectsLine( line ) {\n\n\t\t// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n\n\t\tconst startSign = this.distanceToPoint( line.start );\n\t\tconst endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t}\n\n\tcoplanarPoint( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .coplanarPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t}\n\n\tapplyMatrix4( matrix, optionalNormalMatrix ) {\n\n\t\tconst normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );\n\n\t\tconst referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );\n\n\t\tconst normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tequals( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n}\n\nconst _v0$1 = /*@__PURE__*/ new Vector3();\nconst _v1$3 = /*@__PURE__*/ new Vector3();\nconst _v2$1 = /*@__PURE__*/ new Vector3();\nconst _v3 = /*@__PURE__*/ new Vector3();\n\nconst _vab = /*@__PURE__*/ new Vector3();\nconst _vac = /*@__PURE__*/ new Vector3();\nconst _vbc = /*@__PURE__*/ new Vector3();\nconst _vap = /*@__PURE__*/ new Vector3();\nconst _vbp = /*@__PURE__*/ new Vector3();\nconst _vcp = /*@__PURE__*/ new Vector3();\n\nclass Triangle {\n\n\tconstructor( a, b, c ) {\n\n\t\tthis.a = ( a !== undefined ) ? a : new Vector3();\n\t\tthis.b = ( b !== undefined ) ? b : new Vector3();\n\t\tthis.c = ( c !== undefined ) ? c : new Vector3();\n\n\t}\n\n\tstatic getNormal( a, b, c, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getNormal() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( c, b );\n\t\t_v0$1.subVectors( a, b );\n\t\ttarget.cross( _v0$1 );\n\n\t\tconst targetLengthSq = target.lengthSq();\n\t\tif ( targetLengthSq > 0 ) {\n\n\t\t\treturn target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );\n\n\t\t}\n\n\t\treturn target.set( 0, 0, 0 );\n\n\t}\n\n\t// static/instance method to calculate barycentric coordinates\n\t// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\tstatic getBarycoord( point, a, b, c, target ) {\n\n\t\t_v0$1.subVectors( c, a );\n\t\t_v1$3.subVectors( b, a );\n\t\t_v2$1.subVectors( point, a );\n\n\t\tconst dot00 = _v0$1.dot( _v0$1 );\n\t\tconst dot01 = _v0$1.dot( _v1$3 );\n\t\tconst dot02 = _v0$1.dot( _v2$1 );\n\t\tconst dot11 = _v1$3.dot( _v1$3 );\n\t\tconst dot12 = _v1$3.dot( _v2$1 );\n\n\t\tconst denom = ( dot00 * dot11 - dot01 * dot01 );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getBarycoord() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\t// collinear or singular triangle\n\t\tif ( denom === 0 ) {\n\n\t\t\t// arbitrary location outside of triangle?\n\t\t\t// not sure if this is the best idea, maybe should be returning undefined\n\t\t\treturn target.set( - 2, - 1, - 1 );\n\n\t\t}\n\n\t\tconst invDenom = 1 / denom;\n\t\tconst u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\tconst v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t// barycentric coordinates must always sum to 1\n\t\treturn target.set( 1 - u - v, v, u );\n\n\t}\n\n\tstatic containsPoint( point, a, b, c ) {\n\n\t\tthis.getBarycoord( point, a, b, c, _v3 );\n\n\t\treturn ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );\n\n\t}\n\n\tstatic getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {\n\n\t\tthis.getBarycoord( point, p1, p2, p3, _v3 );\n\n\t\ttarget.set( 0, 0 );\n\t\ttarget.addScaledVector( uv1, _v3.x );\n\t\ttarget.addScaledVector( uv2, _v3.y );\n\t\ttarget.addScaledVector( uv3, _v3.z );\n\n\t\treturn target;\n\n\t}\n\n\tstatic isFrontFacing( a, b, c, direction ) {\n\n\t\t_v0$1.subVectors( c, b );\n\t\t_v1$3.subVectors( a, b );\n\n\t\t// strictly front facing\n\t\treturn ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;\n\n\t}\n\n\tset( a, b, c ) {\n\n\t\tthis.a.copy( a );\n\t\tthis.b.copy( b );\n\t\tthis.c.copy( c );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPointsAndIndices( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( triangle ) {\n\n\t\tthis.a.copy( triangle.a );\n\t\tthis.b.copy( triangle.b );\n\t\tthis.c.copy( triangle.c );\n\n\t\treturn this;\n\n\t}\n\n\tgetArea() {\n\n\t\t_v0$1.subVectors( this.c, this.b );\n\t\t_v1$3.subVectors( this.a, this.b );\n\n\t\treturn _v0$1.cross( _v1$3 ).length() * 0.5;\n\n\t}\n\n\tgetMidpoint( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getMidpoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t}\n\n\tgetNormal( target ) {\n\n\t\treturn Triangle.getNormal( this.a, this.b, this.c, target );\n\n\t}\n\n\tgetPlane( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getPlane() target is now required' );\n\t\t\ttarget = new Plane();\n\n\t\t}\n\n\t\treturn target.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t}\n\n\tgetBarycoord( point, target ) {\n\n\t\treturn Triangle.getBarycoord( point, this.a, this.b, this.c, target );\n\n\t}\n\n\tgetUV( point, uv1, uv2, uv3, target ) {\n\n\t\treturn Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t}\n\n\tisFrontFacing( direction ) {\n\n\t\treturn Triangle.isFrontFacing( this.a, this.b, this.c, direction );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsTriangle( this );\n\n\t}\n\n\tclosestPointToPoint( p, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tconst a = this.a, b = this.b, c = this.c;\n\t\tlet v, w;\n\n\t\t// algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n\t\t// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n\t\t// under the accompanying license; see chapter 5.1.5 for detailed explanation.\n\t\t// basically, we're distinguishing which of the voronoi regions of the triangle\n\t\t// the point lies in with the minimum amount of redundant computation.\n\n\t\t_vab.subVectors( b, a );\n\t\t_vac.subVectors( c, a );\n\t\t_vap.subVectors( p, a );\n\t\tconst d1 = _vab.dot( _vap );\n\t\tconst d2 = _vac.dot( _vap );\n\t\tif ( d1 <= 0 && d2 <= 0 ) {\n\n\t\t\t// vertex region of A; barycentric coords (1, 0, 0)\n\t\t\treturn target.copy( a );\n\n\t\t}\n\n\t\t_vbp.subVectors( p, b );\n\t\tconst d3 = _vab.dot( _vbp );\n\t\tconst d4 = _vac.dot( _vbp );\n\t\tif ( d3 >= 0 && d4 <= d3 ) {\n\n\t\t\t// vertex region of B; barycentric coords (0, 1, 0)\n\t\t\treturn target.copy( b );\n\n\t\t}\n\n\t\tconst vc = d1 * d4 - d3 * d2;\n\t\tif ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {\n\n\t\t\tv = d1 / ( d1 - d3 );\n\t\t\t// edge region of AB; barycentric coords (1-v, v, 0)\n\t\t\treturn target.copy( a ).addScaledVector( _vab, v );\n\n\t\t}\n\n\t\t_vcp.subVectors( p, c );\n\t\tconst d5 = _vab.dot( _vcp );\n\t\tconst d6 = _vac.dot( _vcp );\n\t\tif ( d6 >= 0 && d5 <= d6 ) {\n\n\t\t\t// vertex region of C; barycentric coords (0, 0, 1)\n\t\t\treturn target.copy( c );\n\n\t\t}\n\n\t\tconst vb = d5 * d2 - d1 * d6;\n\t\tif ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {\n\n\t\t\tw = d2 / ( d2 - d6 );\n\t\t\t// edge region of AC; barycentric coords (1-w, 0, w)\n\t\t\treturn target.copy( a ).addScaledVector( _vac, w );\n\n\t\t}\n\n\t\tconst va = d3 * d6 - d5 * d4;\n\t\tif ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {\n\n\t\t\t_vbc.subVectors( c, b );\n\t\t\tw = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );\n\t\t\t// edge region of BC; barycentric coords (0, 1-w, w)\n\t\t\treturn target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC\n\n\t\t}\n\n\t\t// face region\n\t\tconst denom = 1 / ( va + vb + vc );\n\t\t// u = va * denom\n\t\tv = vb * denom;\n\t\tw = vc * denom;\n\n\t\treturn target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );\n\n\t}\n\n\tequals( triangle ) {\n\n\t\treturn triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );\n\n\t}\n\n}\n\nconst _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nconst _hslA = { h: 0, s: 0, l: 0 };\nconst _hslB = { h: 0, s: 0, l: 0 };\n\nfunction hue2rgb( p, q, t ) {\n\n\tif ( t < 0 ) t += 1;\n\tif ( t > 1 ) t -= 1;\n\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\tif ( t < 1 / 2 ) return q;\n\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\treturn p;\n\n}\n\nfunction SRGBToLinear( c ) {\n\n\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n}\n\nfunction LinearToSRGB( c ) {\n\n\treturn ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;\n\n}\n\nclass Color {\n\n\tconstructor( r, g, b ) {\n\n\t\tObject.defineProperty( this, 'isColor', { value: true } );\n\n\t\tif ( g === undefined && b === undefined ) {\n\n\t\t\t// r is THREE.Color, hex or string\n\t\t\treturn this.set( r );\n\n\t\t}\n\n\t\treturn this.setRGB( r, g, b );\n\n\t}\n\n\tset( value ) {\n\n\t\tif ( value && value.isColor ) {\n\n\t\t\tthis.copy( value );\n\n\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\tthis.setHex( value );\n\n\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\tthis.setStyle( value );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetHex( hex ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\treturn this;\n\n\t}\n\n\tsetRGB( r, g, b ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\treturn this;\n\n\t}\n\n\tsetHSL( h, s, l ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\th = MathUtils.euclideanModulo( h, 1 );\n\t\ts = MathUtils.clamp( s, 0, 1 );\n\t\tl = MathUtils.clamp( l, 0, 1 );\n\n\t\tif ( s === 0 ) {\n\n\t\t\tthis.r = this.g = this.b = l;\n\n\t\t} else {\n\n\t\t\tconst p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\tconst q = ( 2 * l ) - p;\n\n\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetStyle( style ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tlet m;\n\n\t\tif ( m = /^((?:rgb|hsl)a?)\\(([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tlet color;\n\t\t\tconst name = m[ 1 ];\n\t\t\tconst components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\t\t\t\t\t\tconst h = parseFloat( color[ 1 ] ) / 360;\n\t\t\t\t\t\tconst s = parseInt( color[ 2 ], 10 ) / 100;\n\t\t\t\t\t\tconst l = parseInt( color[ 3 ], 10 ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setHSL( h, s, l );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f\\d]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tconst hex = m[ 1 ];\n\t\t\tconst size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( style && style.length > 0 ) {\n\n\t\t\treturn this.setColorName( style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetColorName( style ) {\n\n\t\t// color keywords\n\t\tconst hex = _colorKeywords[ style ];\n\n\t\tif ( hex !== undefined ) {\n\n\t\t\t// red\n\t\t\tthis.setHex( hex );\n\n\t\t} else {\n\n\t\t\t// unknown color\n\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t}\n\n\tcopy( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t}\n\n\tcopyGammaToLinear( color, gammaFactor = 2.0 ) {\n\n\t\tthis.r = Math.pow( color.r, gammaFactor );\n\t\tthis.g = Math.pow( color.g, gammaFactor );\n\t\tthis.b = Math.pow( color.b, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToGamma( color, gammaFactor = 2.0 ) {\n\n\t\tconst safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;\n\n\t\tthis.r = Math.pow( color.r, safeInverse );\n\t\tthis.g = Math.pow( color.g, safeInverse );\n\t\tthis.b = Math.pow( color.b, safeInverse );\n\n\t\treturn this;\n\n\t}\n\n\tconvertGammaToLinear( gammaFactor ) {\n\n\t\tthis.copyGammaToLinear( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToGamma( gammaFactor ) {\n\n\t\tthis.copyLinearToGamma( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopySRGBToLinear( color ) {\n\n\t\tthis.r = SRGBToLinear( color.r );\n\t\tthis.g = SRGBToLinear( color.g );\n\t\tthis.b = SRGBToLinear( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToSRGB( color ) {\n\n\t\tthis.r = LinearToSRGB( color.r );\n\t\tthis.g = LinearToSRGB( color.g );\n\t\tthis.b = LinearToSRGB( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tconvertSRGBToLinear() {\n\n\t\tthis.copySRGBToLinear( this );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToSRGB() {\n\n\t\tthis.copyLinearToSRGB( this );\n\n\t\treturn this;\n\n\t}\n\n\tgetHex() {\n\n\t\treturn ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;\n\n\t}\n\n\tgetHexString() {\n\n\t\treturn ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );\n\n\t}\n\n\tgetHSL( target ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Color: .getHSL() target is now required' );\n\t\t\ttarget = { h: 0, s: 0, l: 0 };\n\n\t\t}\n\n\t\tconst r = this.r, g = this.g, b = this.b;\n\n\t\tconst max = Math.max( r, g, b );\n\t\tconst min = Math.min( r, g, b );\n\n\t\tlet hue, saturation;\n\t\tconst lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tconst delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\ttarget.h = hue;\n\t\ttarget.s = saturation;\n\t\ttarget.l = lightness;\n\n\t\treturn target;\n\n\t}\n\n\tgetStyle() {\n\n\t\treturn 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';\n\n\t}\n\n\toffsetHSL( h, s, l ) {\n\n\t\tthis.getHSL( _hslA );\n\n\t\t_hslA.h += h; _hslA.s += s; _hslA.l += l;\n\n\t\tthis.setHSL( _hslA.h, _hslA.s, _hslA.l );\n\n\t\treturn this;\n\n\t}\n\n\tadd( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t}\n\n\taddColors( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t}\n\n\tlerp( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpColors( color1, color2, alpha ) {\n\n\t\tthis.r = color1.r + ( color2.r - color1.r ) * alpha;\n\t\tthis.g = color1.g + ( color2.g - color1.g ) * alpha;\n\t\tthis.b = color1.b + ( color2.b - color1.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpHSL( color, alpha ) {\n\n\t\tthis.getHSL( _hslA );\n\t\tcolor.getHSL( _hslB );\n\n\t\tconst h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );\n\t\tconst s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );\n\t\tconst l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );\n\n\t\tthis.setHSL( h, s, l );\n\n\t\treturn this;\n\n\t}\n\n\tequals( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.r = attribute.getX( index );\n\t\tthis.g = attribute.getY( index );\n\t\tthis.b = attribute.getZ( index );\n\n\t\tif ( attribute.normalized === true ) {\n\n\t\t\t// assuming Uint8Array\n\n\t\t\tthis.r /= 255;\n\t\t\tthis.g /= 255;\n\t\t\tthis.b /= 255;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.getHex();\n\n\t}\n\n}\n\nColor.NAMES = _colorKeywords;\nColor.prototype.r = 1;\nColor.prototype.g = 1;\nColor.prototype.b = 1;\n\nclass Face3 {\n\n\tconstructor( a, b, c, normal, color, materialIndex = 0 ) {\n\n\t\tthis.a = a;\n\t\tthis.b = b;\n\t\tthis.c = c;\n\n\t\tthis.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();\n\t\tthis.vertexNormals = Array.isArray( normal ) ? normal : [];\n\n\t\tthis.color = ( color && color.isColor ) ? color : new Color();\n\t\tthis.vertexColors = Array.isArray( color ) ? color : [];\n\n\t\tthis.materialIndex = materialIndex;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.a = source.a;\n\t\tthis.b = source.b;\n\t\tthis.c = source.c;\n\n\t\tthis.normal.copy( source.normal );\n\t\tthis.color.copy( source.color );\n\n\t\tthis.materialIndex = source.materialIndex;\n\n\t\tfor ( let i = 0, il = source.vertexNormals.length; i < il; i ++ ) {\n\n\t\t\tthis.vertexNormals[ i ] = source.vertexNormals[ i ].clone();\n\n\t\t}\n\n\t\tfor ( let i = 0, il = source.vertexColors.length; i < il; i ++ ) {\n\n\t\t\tthis.vertexColors[ i ] = source.vertexColors[ i ].clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nlet materialId = 0;\n\nfunction Material() {\n\n\tObject.defineProperty( this, 'id', { value: materialId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Material';\n\n\tthis.fog = true;\n\n\tthis.blending = NormalBlending;\n\tthis.side = FrontSide;\n\tthis.flatShading = false;\n\tthis.vertexColors = false;\n\n\tthis.opacity = 1;\n\tthis.transparent = false;\n\n\tthis.blendSrc = SrcAlphaFactor;\n\tthis.blendDst = OneMinusSrcAlphaFactor;\n\tthis.blendEquation = AddEquation;\n\tthis.blendSrcAlpha = null;\n\tthis.blendDstAlpha = null;\n\tthis.blendEquationAlpha = null;\n\n\tthis.depthFunc = LessEqualDepth;\n\tthis.depthTest = true;\n\tthis.depthWrite = true;\n\n\tthis.stencilWriteMask = 0xff;\n\tthis.stencilFunc = AlwaysStencilFunc;\n\tthis.stencilRef = 0;\n\tthis.stencilFuncMask = 0xff;\n\tthis.stencilFail = KeepStencilOp;\n\tthis.stencilZFail = KeepStencilOp;\n\tthis.stencilZPass = KeepStencilOp;\n\tthis.stencilWrite = false;\n\n\tthis.clippingPlanes = null;\n\tthis.clipIntersection = false;\n\tthis.clipShadows = false;\n\n\tthis.shadowSide = null;\n\n\tthis.colorWrite = true;\n\n\tthis.precision = null; // override the renderer's default precision for this material\n\n\tthis.polygonOffset = false;\n\tthis.polygonOffsetFactor = 0;\n\tthis.polygonOffsetUnits = 0;\n\n\tthis.dithering = false;\n\n\tthis.alphaTest = 0;\n\tthis.premultipliedAlpha = false;\n\n\tthis.visible = true;\n\n\tthis.toneMapped = true;\n\n\tthis.userData = {};\n\n\tthis.version = 0;\n\n}\n\nMaterial.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Material,\n\n\tisMaterial: true,\n\n\tonBeforeCompile: function ( /* shaderobject, renderer */ ) {},\n\n\tcustomProgramCacheKey: function () {\n\n\t\treturn this.onBeforeCompile.toString();\n\n\t},\n\n\tsetValues: function ( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( const key in values ) {\n\n\t\t\tconst newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Material: \\'' + key + '\\' parameter is undefined.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// for backward compatability if shading is set in the constructor\n\t\t\tif ( key === 'shading' ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\t\tthis.flatShading = ( newValue === FlatShading ) ? true : false;\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': \\'' + key + '\\' is not a property of this material.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( currentValue && currentValue.isColor ) {\n\n\t\t\t\tcurrentValue.set( newValue );\n\n\t\t\t} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst isRoot = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRoot ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Material',\n\t\t\t\tgenerator: 'Material.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Material serialization\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.color && this.color.isColor ) data.color = this.color.getHex();\n\n\t\tif ( this.roughness !== undefined ) data.roughness = this.roughness;\n\t\tif ( this.metalness !== undefined ) data.metalness = this.metalness;\n\n\t\tif ( this.sheen && this.sheen.isColor ) data.sheen = this.sheen.getHex();\n\t\tif ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;\n\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;\n\t\tif ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;\n\n\t\tif ( this.clearcoatMap && this.clearcoatMap.isTexture ) {\n\n\t\t\tdata.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {\n\n\t\t\tdata.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {\n\n\t\t\tdata.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;\n\t\t\tdata.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\t\tif ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;\n\n\t\tif ( this.aoMap && this.aoMap.isTexture ) {\n\n\t\t\tdata.aoMap = this.aoMap.toJSON( meta ).uuid;\n\t\t\tdata.aoMapIntensity = this.aoMapIntensity;\n\n\t\t}\n\n\t\tif ( this.bumpMap && this.bumpMap.isTexture ) {\n\n\t\t\tdata.bumpMap = this.bumpMap.toJSON( meta ).uuid;\n\t\t\tdata.bumpScale = this.bumpScale;\n\n\t\t}\n\n\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalMapType = this.normalMapType;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.displacementMap && this.displacementMap.isTexture ) {\n\n\t\t\tdata.displacementMap = this.displacementMap.toJSON( meta ).uuid;\n\t\t\tdata.displacementScale = this.displacementScale;\n\t\t\tdata.displacementBias = this.displacementBias;\n\n\t\t}\n\n\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\t\t\tdata.reflectivity = this.reflectivity; // Scale behind envMap\n\t\t\tdata.refractionRatio = this.refractionRatio;\n\n\t\t\tif ( this.combine !== undefined ) data.combine = this.combine;\n\t\t\tif ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;\n\n\t\t}\n\n\t\tif ( this.gradientMap && this.gradientMap.isTexture ) {\n\n\t\t\tdata.gradientMap = this.gradientMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.flatShading === true ) data.flatShading = this.flatShading;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors ) data.vertexColors = true;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.transparent === true ) data.transparent = this.transparent;\n\n\t\tdata.depthFunc = this.depthFunc;\n\t\tdata.depthTest = this.depthTest;\n\t\tdata.depthWrite = this.depthWrite;\n\n\t\tdata.stencilWrite = this.stencilWrite;\n\t\tdata.stencilWriteMask = this.stencilWriteMask;\n\t\tdata.stencilFunc = this.stencilFunc;\n\t\tdata.stencilRef = this.stencilRef;\n\t\tdata.stencilFuncMask = this.stencilFuncMask;\n\t\tdata.stencilFail = this.stencilFail;\n\t\tdata.stencilZFail = this.stencilZFail;\n\t\tdata.stencilZPass = this.stencilZPass;\n\n\t\t// rotation (SpriteMaterial)\n\t\tif ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;\n\n\t\tif ( this.polygonOffset === true ) data.polygonOffset = true;\n\t\tif ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;\n\t\tif ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;\n\n\t\tif ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;\n\t\tif ( this.dashSize !== undefined ) data.dashSize = this.dashSize;\n\t\tif ( this.gapSize !== undefined ) data.gapSize = this.gapSize;\n\t\tif ( this.scale !== undefined ) data.scale = this.scale;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;\n\n\t\tif ( this.wireframe === true ) data.wireframe = this.wireframe;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.morphTargets === true ) data.morphTargets = true;\n\t\tif ( this.morphNormals === true ) data.morphNormals = true;\n\t\tif ( this.skinning === true ) data.skinning = true;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\n\t\tif ( this.toneMapped === false ) data.toneMapped = false;\n\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRoot ) {\n\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.fog = source.fog;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.flatShading = source.flatShading;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.stencilWriteMask = source.stencilWriteMask;\n\t\tthis.stencilFunc = source.stencilFunc;\n\t\tthis.stencilRef = source.stencilRef;\n\t\tthis.stencilFuncMask = source.stencilFuncMask;\n\t\tthis.stencilFail = source.stencilFail;\n\t\tthis.stencilZFail = source.stencilZFail;\n\t\tthis.stencilZPass = source.stencilZPass;\n\t\tthis.stencilWrite = source.stencilWrite;\n\n\t\tconst srcPlanes = source.clippingPlanes;\n\t\tlet dstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tconst n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\t\tthis.clipIntersection = source.clipIntersection;\n\t\tthis.clipShadows = source.clipShadows;\n\n\t\tthis.shadowSide = source.shadowSide;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\n\t\tthis.visible = source.visible;\n\n\t\tthis.toneMapped = source.toneMapped;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nObject.defineProperty( Material.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\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\n\tMaterial.call( this );\n\n\tthis.type = 'MeshBasicMaterial';\n\n\tthis.color = new Color( 0xffffff ); // emissive\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshBasicMaterial.prototype = Object.create( Material.prototype );\nMeshBasicMaterial.prototype.constructor = MeshBasicMaterial;\n\nMeshBasicMaterial.prototype.isMeshBasicMaterial = true;\n\nMeshBasicMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\treturn this;\n\n};\n\nconst _vector$3 = new Vector3();\nconst _vector2$1 = new Vector2();\n\nfunction BufferAttribute( array, itemSize, normalized ) {\n\n\tif ( Array.isArray( array ) ) {\n\n\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t}\n\n\tthis.name = '';\n\n\tthis.array = array;\n\tthis.itemSize = itemSize;\n\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\tthis.normalized = normalized === true;\n\n\tthis.usage = StaticDrawUsage;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( BufferAttribute.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( BufferAttribute.prototype, {\n\n\tisBufferAttribute: true,\n\n\tonUploadCallback: function () {},\n\n\tsetUsage: function ( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( let i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyArray: function ( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t},\n\n\tcopyColorsArray: function ( colors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = colors.length; i < l; i ++ ) {\n\n\t\t\tlet color = colors[ i ];\n\n\t\t\tif ( color === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );\n\t\t\t\tcolor = new Color();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = color.r;\n\t\t\tarray[ offset ++ ] = color.g;\n\t\t\tarray[ offset ++ ] = color.b;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector2sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector2();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector3sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector3();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector4sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector4();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\t\t\tarray[ offset ++ ] = vector.w;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix3: function ( m ) {\n\n\t\tif ( this.itemSize === 2 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector2$1.fromBufferAttribute( this, i );\n\t\t\t\t_vector2$1.applyMatrix3( m );\n\n\t\t\t\tthis.setXY( i, _vector2$1.x, _vector2$1.y );\n\n\t\t\t}\n\n\t\t} else if ( this.itemSize === 3 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector$3.fromBufferAttribute( this, i );\n\t\t\t\t_vector$3.applyMatrix3( m );\n\n\t\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$3.x = this.getX( i );\n\t\t\t_vector$3.y = this.getY( i );\n\t\t\t_vector$3.z = this.getZ( i );\n\n\t\t\t_vector$3.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyNormalMatrix: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$3.x = this.getX( i );\n\t\t\t_vector$3.y = this.getY( i );\n\t\t\t_vector$3.z = this.getZ( i );\n\n\t\t\t_vector$3.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttransformDirection: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$3.x = this.getX( i );\n\t\t\t_vector$3.y = this.getY( i );\n\t\t\t_vector$3.z = this.getZ( i );\n\n\t\t\t_vector$3.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize ];\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 1 ];\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 2 ];\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 3 ];\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\treturn {\n\t\t\titemSize: this.itemSize,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tarray: Array.prototype.slice.call( this.array ),\n\t\t\tnormalized: this.normalized\n\t\t};\n\n\t}\n\n} );\n\n//\n\nfunction Int8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );\n\n}\n\nInt8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt8BufferAttribute.prototype.constructor = Int8BufferAttribute;\n\n\nfunction Uint8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );\n\n}\n\nUint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;\n\n\nfunction Uint8ClampedBufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );\n\n}\n\nUint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;\n\n\nfunction Int16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );\n\n}\n\nInt16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt16BufferAttribute.prototype.constructor = Int16BufferAttribute;\n\n\nfunction Uint16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );\n\n}\n\nUint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;\n\n\nfunction Int32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );\n\n}\n\nInt32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt32BufferAttribute.prototype.constructor = Int32BufferAttribute;\n\n\nfunction Uint32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );\n\n}\n\nUint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;\n\nfunction Float16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );\n\n}\n\nFloat16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat16BufferAttribute.prototype.constructor = Float16BufferAttribute;\nFloat16BufferAttribute.prototype.isFloat16BufferAttribute = true;\n\nfunction Float32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );\n\n}\n\nFloat32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat32BufferAttribute.prototype.constructor = Float32BufferAttribute;\n\n\nfunction Float64BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );\n\n}\n\nFloat64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat64BufferAttribute.prototype.constructor = Float64BufferAttribute;\n\nfunction arrayMax( array ) {\n\n\tif ( array.length === 0 ) return - Infinity;\n\n\tlet max = array[ 0 ];\n\n\tfor ( let i = 1, l = array.length; i < l; ++ i ) {\n\n\t\tif ( array[ i ] > max ) max = array[ i ];\n\n\t}\n\n\treturn max;\n\n}\n\nconst TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\t// Workaround for IE11 pre KB2929437. See #11440\n\tUint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\nfunction getTypedArray( type, buffer ) {\n\n\treturn new TYPED_ARRAYS[ type ]( buffer );\n\n}\n\nlet _id = 0;\n\nconst _m1$2 = new Matrix4();\nconst _obj = new Object3D();\nconst _offset = new Vector3();\nconst _box$2 = new Box3();\nconst _boxMorphTargets = new Box3();\nconst _vector$4 = new Vector3();\n\nfunction BufferGeometry() {\n\n\tObject.defineProperty( this, 'id', { value: _id ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'BufferGeometry';\n\n\tthis.index = null;\n\tthis.attributes = {};\n\n\tthis.morphAttributes = {};\n\tthis.morphTargetsRelative = false;\n\n\tthis.groups = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\tthis.drawRange = { start: 0, count: Infinity };\n\n\tthis.userData = {};\n\n}\n\nBufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: BufferGeometry,\n\n\tisBufferGeometry: true,\n\n\tgetIndex: function () {\n\n\t\treturn this.index;\n\n\t},\n\n\tsetIndex: function ( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetAttribute: function ( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t},\n\n\tsetAttribute: function ( name, attribute ) {\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t},\n\n\tdeleteAttribute: function ( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t},\n\n\thasAttribute: function ( name ) {\n\n\t\treturn this.attributes[ name ] !== undefined;\n\n\t},\n\n\taddGroup: function ( start, count, materialIndex = 0 ) {\n\n\t\tthis.groups.push( {\n\n\t\t\tstart: start,\n\t\t\tcount: count,\n\t\t\tmaterialIndex: materialIndex\n\n\t\t} );\n\n\t},\n\n\tclearGroups: function () {\n\n\t\tthis.groups = [];\n\n\t},\n\n\tsetDrawRange: function ( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tconst position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tposition.applyMatrix4( matrix );\n\n\t\t\tposition.needsUpdate = true;\n\n\t\t}\n\n\t\tconst normal = this.attributes.normal;\n\n\t\tif ( normal !== undefined ) {\n\n\t\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t\tnormal.applyNormalMatrix( normalMatrix );\n\n\t\t\tnormal.needsUpdate = true;\n\n\t\t}\n\n\t\tconst tangent = this.attributes.tangent;\n\n\t\tif ( tangent !== undefined ) {\n\n\t\t\ttangent.transformDirection( matrix );\n\n\t\t\ttangent.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1$2.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1$2.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1$2.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1$2.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\tscale: function ( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1$2.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\tlookAt: function ( vector ) {\n\n\t\t_obj.lookAt( vector );\n\n\t\t_obj.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj.matrix );\n\n\t\treturn this;\n\n\t},\n\n\tcenter: function () {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset ).negate();\n\n\t\tthis.translate( _offset.x, _offset.y, _offset.z );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromPoints: function ( points ) {\n\n\t\tconst position = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tposition.push( point.x, point.y, point.z || 0 );\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );\n\n\t\treturn this;\n\n\t},\n\n\tcomputeBoundingBox: function () {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingBox.set(\n\t\t\t\tnew Vector3( - Infinity, - Infinity, - Infinity ),\n\t\t\t\tnew Vector3( + Infinity, + Infinity, + Infinity )\n\t\t\t);\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_box$2.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$4.addVectors( this.boundingBox.min, _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$4 );\n\n\t\t\t\t\t\t_vector$4.addVectors( this.boundingBox.max, _box$2.max );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$4 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t},\n\n\tcomputeBoundingSphere: function () {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingSphere.set( new Vector3(), Infinity );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position ) {\n\n\t\t\t// first, find the center of the bounding sphere\n\n\t\t\tconst center = this.boundingSphere.center;\n\n\t\t\t_box$2.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_boxMorphTargets.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$4.addVectors( _box$2.min, _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$4 );\n\n\t\t\t\t\t\t_vector$4.addVectors( _box$2.max, _boxMorphTargets.max );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$4 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_box$2.getCenter( center );\n\n\t\t\t// second, try to find a boundingSphere with a radius smaller than the\n\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\tlet maxRadiusSq = 0;\n\n\t\t\tfor ( let i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t_vector$4.fromBufferAttribute( position, i );\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );\n\n\t\t\t}\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\tconst morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t\t\t\tfor ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t_vector$4.fromBufferAttribute( morphAttribute, j );\n\n\t\t\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t\t\t_offset.fromBufferAttribute( position, j );\n\t\t\t\t\t\t\t_vector$4.add( _offset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tcomputeFaceNormals: function () {\n\n\t\t// backwards compatibility\n\n\t},\n\n\tcomputeTangents: function () {\n\n\t\tconst index = this.index;\n\t\tconst attributes = this.attributes;\n\n\t\t// based on http://www.terathon.com/code/tangent.html\n\t\t// (per vertex tangents)\n\n\t\tif ( index === null ||\n\t\t\t attributes.position === undefined ||\n\t\t\t attributes.normal === undefined ||\n\t\t\t attributes.uv === undefined ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst indices = index.array;\n\t\tconst positions = attributes.position.array;\n\t\tconst normals = attributes.normal.array;\n\t\tconst uvs = attributes.uv.array;\n\n\t\tconst nVertices = positions.length / 3;\n\n\t\tif ( attributes.tangent === undefined ) {\n\n\t\t\tthis.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );\n\n\t\t}\n\n\t\tconst tangents = attributes.tangent.array;\n\n\t\tconst tan1 = [], tan2 = [];\n\n\t\tfor ( let i = 0; i < nVertices; i ++ ) {\n\n\t\t\ttan1[ i ] = new Vector3();\n\t\t\ttan2[ i ] = new Vector3();\n\n\t\t}\n\n\t\tconst vA = new Vector3(),\n\t\t\tvB = new Vector3(),\n\t\t\tvC = new Vector3(),\n\n\t\t\tuvA = new Vector2(),\n\t\t\tuvB = new Vector2(),\n\t\t\tuvC = new Vector2(),\n\n\t\t\tsdir = new Vector3(),\n\t\t\ttdir = new Vector3();\n\n\t\tfunction handleTriangle( a, b, c ) {\n\n\t\t\tvA.fromArray( positions, a * 3 );\n\t\t\tvB.fromArray( positions, b * 3 );\n\t\t\tvC.fromArray( positions, c * 3 );\n\n\t\t\tuvA.fromArray( uvs, a * 2 );\n\t\t\tuvB.fromArray( uvs, b * 2 );\n\t\t\tuvC.fromArray( uvs, c * 2 );\n\n\t\t\tvB.sub( vA );\n\t\t\tvC.sub( vA );\n\n\t\t\tuvB.sub( uvA );\n\t\t\tuvC.sub( uvA );\n\n\t\t\tconst r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );\n\n\t\t\t// silently ignore degenerate uv triangles having coincident or colinear vertices\n\n\t\t\tif ( ! isFinite( r ) ) return;\n\n\t\t\tsdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );\n\t\t\ttdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );\n\n\t\t\ttan1[ a ].add( sdir );\n\t\t\ttan1[ b ].add( sdir );\n\t\t\ttan1[ c ].add( sdir );\n\n\t\t\ttan2[ a ].add( tdir );\n\t\t\ttan2[ b ].add( tdir );\n\t\t\ttan2[ c ].add( tdir );\n\n\t\t}\n\n\t\tlet groups = this.groups;\n\n\t\tif ( groups.length === 0 ) {\n\n\t\t\tgroups = [ {\n\t\t\t\tstart: 0,\n\t\t\t\tcount: indices.length\n\t\t\t} ];\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleTriangle(\n\t\t\t\t\tindices[ j + 0 ],\n\t\t\t\t\tindices[ j + 1 ],\n\t\t\t\t\tindices[ j + 2 ]\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst tmp = new Vector3(), tmp2 = new Vector3();\n\t\tconst n = new Vector3(), n2 = new Vector3();\n\n\t\tfunction handleVertex( v ) {\n\n\t\t\tn.fromArray( normals, v * 3 );\n\t\t\tn2.copy( n );\n\n\t\t\tconst t = tan1[ v ];\n\n\t\t\t// Gram-Schmidt orthogonalize\n\n\t\t\ttmp.copy( t );\n\t\t\ttmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();\n\n\t\t\t// Calculate handedness\n\n\t\t\ttmp2.crossVectors( n2, t );\n\t\t\tconst test = tmp2.dot( tan2[ v ] );\n\t\t\tconst w = ( test < 0.0 ) ? - 1.0 : 1.0;\n\n\t\t\ttangents[ v * 4 ] = tmp.x;\n\t\t\ttangents[ v * 4 + 1 ] = tmp.y;\n\t\t\ttangents[ v * 4 + 2 ] = tmp.z;\n\t\t\ttangents[ v * 4 + 3 ] = w;\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleVertex( indices[ j + 0 ] );\n\t\t\t\thandleVertex( indices[ j + 1 ] );\n\t\t\t\thandleVertex( indices[ j + 2 ] );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tcomputeVertexNormals: function () {\n\n\t\tconst index = this.index;\n\t\tconst positionAttribute = this.getAttribute( 'position' );\n\n\t\tif ( positionAttribute !== undefined ) {\n\n\t\t\tlet normalAttribute = this.getAttribute( 'normal' );\n\n\t\t\tif ( normalAttribute === undefined ) {\n\n\t\t\t\tnormalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );\n\t\t\t\tthis.setAttribute( 'normal', normalAttribute );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tfor ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {\n\n\t\t\t\t\tnormalAttribute.setXYZ( i, 0, 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tconst nA = new Vector3(), nB = new Vector3(), nC = new Vector3();\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tfor ( let i = 0, il = index.count; i < il; i += 3 ) {\n\n\t\t\t\t\tconst vA = index.getX( i + 0 );\n\t\t\t\t\tconst vB = index.getX( i + 1 );\n\t\t\t\t\tconst vC = index.getX( i + 2 );\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, vA );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, vB );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, vC );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnA.fromBufferAttribute( normalAttribute, vA );\n\t\t\t\t\tnB.fromBufferAttribute( normalAttribute, vB );\n\t\t\t\t\tnC.fromBufferAttribute( normalAttribute, vC );\n\n\t\t\t\t\tnA.add( cb );\n\t\t\t\t\tnB.add( cb );\n\t\t\t\t\tnC.add( cb );\n\n\t\t\t\t\tnormalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, i + 0 );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, i + 1 );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, i + 2 );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tnormalAttribute.needsUpdate = true;\n\n\t\t}\n\n\t},\n\n\tmerge: function ( geometry, offset ) {\n\n\t\tif ( ! ( geometry && geometry.isBufferGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( offset === undefined ) {\n\n\t\t\toffset = 0;\n\n\t\t\tconsole.warn(\n\t\t\t\t'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '\n\t\t\t\t+ 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'\n\t\t\t);\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tif ( geometry.attributes[ key ] === undefined ) continue;\n\n\t\t\tconst attribute1 = attributes[ key ];\n\t\t\tconst attributeArray1 = attribute1.array;\n\n\t\t\tconst attribute2 = geometry.attributes[ key ];\n\t\t\tconst attributeArray2 = attribute2.array;\n\n\t\t\tconst attributeOffset = attribute2.itemSize * offset;\n\t\t\tconst length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );\n\n\t\t\tfor ( let i = 0, j = attributeOffset; i < length; i ++, j ++ ) {\n\n\t\t\t\tattributeArray1[ j ] = attributeArray2[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tnormalizeNormals: function () {\n\n\t\tconst normals = this.attributes.normal;\n\n\t\tfor ( let i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t_vector$4.fromBufferAttribute( normals, i );\n\n\t\t\t_vector$4.normalize();\n\n\t\t\tnormals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );\n\n\t\t}\n\n\t},\n\n\ttoNonIndexed: function () {\n\n\t\tfunction convertBufferAttribute( attribute, indices ) {\n\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\t\t\tconst normalized = attribute.normalized;\n\n\t\t\tconst array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tlet index = 0, index2 = 0;\n\n\t\t\tfor ( let i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\tfor ( let j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( array2, itemSize, normalized );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst geometry2 = new BufferGeometry();\n\n\t\tconst indices = this.index.array;\n\t\tconst attributes = this.attributes;\n\n\t\t// attributes\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\n\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\tgeometry2.setAttribute( name, newAttribute );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = this.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst morphArray = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = morphAttribute[ i ];\n\n\t\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\t\tmorphArray.push( newAttribute );\n\n\t\t\t}\n\n\t\t\tgeometry2.morphAttributes[ name ] = morphArray;\n\n\t\t}\n\n\t\tgeometry2.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = this.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tgeometry2.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'BufferGeometry',\n\t\t\t\tgenerator: 'BufferGeometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard BufferGeometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tdata.data = { attributes: {} };\n\n\t\tconst index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: Array.prototype.slice.call( index.array )\n\t\t\t};\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tconst attributeData = attribute.toJSON( data.data );\n\n\t\t\tif ( attribute.name !== '' ) attributeData.name = attribute.name;\n\n\t\t\tdata.data.attributes[ key ] = attributeData;\n\n\t\t}\n\n\t\tconst morphAttributes = {};\n\t\tlet hasMorphAttributes = false;\n\n\t\tfor ( const key in this.morphAttributes ) {\n\n\t\t\tconst attributeArray = this.morphAttributes[ key ];\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = attributeArray[ i ];\n\n\t\t\t\tconst attributeData = attribute.toJSON( data.data );\n\n\t\t\t\tif ( attribute.name !== '' ) attributeData.name = attribute.name;\n\n\t\t\t\tarray.push( attributeData );\n\n\t\t\t}\n\n\t\t\tif ( array.length > 0 ) {\n\n\t\t\t\tmorphAttributes[ key ] = array;\n\n\t\t\t\thasMorphAttributes = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( hasMorphAttributes ) {\n\n\t\t\tdata.data.morphAttributes = morphAttributes;\n\t\t\tdata.data.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t}\n\n\t\tconst groups = this.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tdata.data.groups = JSON.parse( JSON.stringify( groups ) );\n\n\t\t}\n\n\t\tconst boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\t/*\n\t\t // Handle primitives\n\n\t\t const parameters = this.parameters;\n\n\t\t if ( parameters !== undefined ) {\n\n\t\t const values = [];\n\n\t\t for ( const key in parameters ) {\n\n\t\t values.push( parameters[ key ] );\n\n\t\t }\n\n\t\t const geometry = Object.create( this.constructor.prototype );\n\t\t this.constructor.apply( geometry, values );\n\t\t return geometry;\n\n\t\t }\n\n\t\t return new this.constructor().copy( this );\n\t\t */\n\n\t\treturn new BufferGeometry().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\t// reset\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\t\tthis.morphAttributes = {};\n\t\tthis.groups = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// used for storing cloned, shared data\n\n\t\tconst data = {};\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// index\n\n\t\tconst index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone( data ) );\n\n\t\t}\n\n\t\t// attributes\n\n\t\tconst attributes = source.attributes;\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\t\t\tthis.setAttribute( name, attribute.clone( data ) );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = source.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {\n\n\t\t\t\tarray.push( morphAttribute[ i ].clone( data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\tthis.morphTargetsRelative = source.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = source.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tthis.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// draw range\n\n\t\tthis.drawRange.start = source.drawRange.start;\n\t\tthis.drawRange.count = source.drawRange.count;\n\n\t\t// user data\n\n\t\tthis.userData = source.userData;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nconst _inverseMatrix = new Matrix4();\nconst _ray = new Ray();\nconst _sphere = new Sphere();\n\nconst _vA = new Vector3();\nconst _vB = new Vector3();\nconst _vC = new Vector3();\n\nconst _tempA = new Vector3();\nconst _tempB = new Vector3();\nconst _tempC = new Vector3();\n\nconst _morphA = new Vector3();\nconst _morphB = new Vector3();\nconst _morphC = new Vector3();\n\nconst _uvA = new Vector2();\nconst _uvB = new Vector2();\nconst _uvC = new Vector2();\n\nconst _intersectionPoint = new Vector3();\nconst _intersectionPointWorld = new Vector3();\n\nfunction Mesh( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Mesh';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nMesh.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Mesh,\n\n\tisMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tif ( source.morphTargetInfluences !== undefined ) {\n\n\t\t\tthis.morphTargetInfluences = source.morphTargetInfluences.slice();\n\n\t\t}\n\n\t\tif ( source.morphTargetDictionary !== undefined ) {\n\n\t\t\tthis.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );\n\n\t\t}\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere.copy( geometry.boundingSphere );\n\t\t_sphere.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix.copy( matrixWorld ).invert();\n\t\t_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );\n\n\t\t// Check boundingBox before continuing\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tif ( _ray.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\tlet intersection;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst morphPosition = geometry.morphAttributes.position;\n\t\t\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\t\t\tconst uv = geometry.attributes.uv;\n\t\t\tconst uv2 = geometry.attributes.uv2;\n\t\t\tconst groups = geometry.groups;\n\t\t\tconst drawRange = geometry.drawRange;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\t// indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = index.getX( j );\n\t\t\t\t\t\t\tconst b = index.getX( j + 1 );\n\t\t\t\t\t\t\tconst c = index.getX( j + 2 );\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\t\tconst b = index.getX( i + 1 );\n\t\t\t\t\t\tconst c = index.getX( i + 2 );\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( position !== undefined ) {\n\n\t\t\t\t// non-indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = j;\n\t\t\t\t\t\t\tconst b = j + 1;\n\t\t\t\t\t\t\tconst c = j + 2;\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( position.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = i;\n\t\t\t\t\t\tconst b = i + 1;\n\t\t\t\t\t\tconst c = i + 2;\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t}\n\n} );\n\nfunction checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\tlet intersect;\n\n\tif ( material.side === BackSide ) {\n\n\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t} else {\n\n\t\tintersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );\n\n\t}\n\n\tif ( intersect === null ) return null;\n\n\t_intersectionPointWorld.copy( point );\n\t_intersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\tconst distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\treturn {\n\t\tdistance: distance,\n\t\tpoint: _intersectionPointWorld.clone(),\n\t\tobject: object\n\t};\n\n}\n\nfunction checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {\n\n\t_vA.fromBufferAttribute( position, a );\n\t_vB.fromBufferAttribute( position, b );\n\t_vC.fromBufferAttribute( position, c );\n\n\tconst morphInfluences = object.morphTargetInfluences;\n\n\tif ( material.morphTargets && morphPosition && morphInfluences ) {\n\n\t\t_morphA.set( 0, 0, 0 );\n\t\t_morphB.set( 0, 0, 0 );\n\t\t_morphC.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0, il = morphPosition.length; i < il; i ++ ) {\n\n\t\t\tconst influence = morphInfluences[ i ];\n\t\t\tconst morphAttribute = morphPosition[ i ];\n\n\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t_tempA.fromBufferAttribute( morphAttribute, a );\n\t\t\t_tempB.fromBufferAttribute( morphAttribute, b );\n\t\t\t_tempC.fromBufferAttribute( morphAttribute, c );\n\n\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\t\t\t\t_morphB.addScaledVector( _tempB, influence );\n\t\t\t\t_morphC.addScaledVector( _tempC, influence );\n\n\t\t\t} else {\n\n\t\t\t\t_morphA.addScaledVector( _tempA.sub( _vA ), influence );\n\t\t\t\t_morphB.addScaledVector( _tempB.sub( _vB ), influence );\n\t\t\t\t_morphC.addScaledVector( _tempC.sub( _vC ), influence );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_vA.add( _morphA );\n\t\t_vB.add( _morphB );\n\t\t_vC.add( _morphC );\n\n\t}\n\n\tif ( object.isSkinnedMesh ) {\n\n\t\tobject.boneTransform( a, _vA );\n\t\tobject.boneTransform( b, _vB );\n\t\tobject.boneTransform( c, _vC );\n\n\t}\n\n\tconst intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );\n\n\tif ( intersection ) {\n\n\t\tif ( uv ) {\n\n\t\t\t_uvA.fromBufferAttribute( uv, a );\n\t\t\t_uvB.fromBufferAttribute( uv, b );\n\t\t\t_uvC.fromBufferAttribute( uv, c );\n\n\t\t\tintersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );\n\n\t\t}\n\n\t\tif ( uv2 ) {\n\n\t\t\t_uvA.fromBufferAttribute( uv2, a );\n\t\t\t_uvB.fromBufferAttribute( uv2, b );\n\t\t\t_uvC.fromBufferAttribute( uv2, c );\n\n\t\t\tintersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );\n\n\t\t}\n\n\t\tconst face = new Face3( a, b, c );\n\t\tTriangle.getNormal( _vA, _vB, _vC, face.normal );\n\n\t\tintersection.face = face;\n\n\t}\n\n\treturn intersection;\n\n}\n\nclass BoxGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tconst scope = this;\n\n\t\t// segments\n\n\t\twidthSegments = Math.floor( widthSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\t\tdepthSegments = Math.floor( depthSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet numberOfVertices = 0;\n\t\tlet groupStart = 0;\n\n\t\t// build each side of the box geometry\n\n\t\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\t\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\t\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\t\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\t\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\t\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\t\tconst segmentWidth = width / gridX;\n\t\t\tconst segmentHeight = height / gridY;\n\n\t\t\tconst widthHalf = width / 2;\n\t\t\tconst heightHalf = height / 2;\n\t\t\tconst depthHalf = depth / 2;\n\n\t\t\tconst gridX1 = gridX + 1;\n\t\t\tconst gridY1 = gridY + 1;\n\n\t\t\tlet vertexCounter = 0;\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst vector = new Vector3();\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\t\tconst y = iy * segmentHeight - heightHalf;\n\n\t\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\t\tconst x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = 0;\n\t\t\t\t\tvector[ v ] = 0;\n\t\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// uvs\n\n\t\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t\t// counters\n\n\t\t\t\t\tvertexCounter += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\t// 1. you need three indices to draw a single face\n\t\t\t// 2. a single segment consists of two faces\n\t\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\t\tconst a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\t\tconst b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// increase counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t\t// update total number of vertices\n\n\t\t\tnumberOfVertices += vertexCounter;\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Uniform Utilities\n */\n\nfunction cloneUniforms( src ) {\n\n\tconst dst = {};\n\n\tfor ( const u in src ) {\n\n\t\tdst[ u ] = {};\n\n\t\tfor ( const p in src[ u ] ) {\n\n\t\t\tconst property = src[ u ][ p ];\n\n\t\t\tif ( property && ( property.isColor ||\n\t\t\t\tproperty.isMatrix3 || property.isMatrix4 ||\n\t\t\t\tproperty.isVector2 || property.isVector3 || property.isVector4 ||\n\t\t\t\tproperty.isTexture ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.clone();\n\n\t\t\t} else if ( Array.isArray( property ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.slice();\n\n\t\t\t} else {\n\n\t\t\t\tdst[ u ][ p ] = property;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction mergeUniforms( uniforms ) {\n\n\tconst merged = {};\n\n\tfor ( let u = 0; u < uniforms.length; u ++ ) {\n\n\t\tconst tmp = cloneUniforms( uniforms[ u ] );\n\n\t\tfor ( const p in tmp ) {\n\n\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t}\n\n\t}\n\n\treturn merged;\n\n}\n\n// Legacy\n\nconst UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };\n\nvar default_vertex = \"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";\n\nvar default_fragment = \"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";\n\n/**\n * parameters = {\n * defines: { \"label\" : \"value\" },\n * uniforms: { \"parameter1\": { value: 1.0 }, \"parameter2\": { value2: 2 } },\n *\n * fragmentShader: ,\n * vertexShader: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * lights: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction ShaderMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'ShaderMaterial';\n\n\tthis.defines = {};\n\tthis.uniforms = {};\n\n\tthis.vertexShader = default_vertex;\n\tthis.fragmentShader = default_fragment;\n\n\tthis.linewidth = 1;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false; // set to use scene fog\n\tthis.lights = false; // set to use scene lights\n\tthis.clipping = false; // set to use user-defined clipping planes\n\n\tthis.skinning = false; // set to use skinning attribute streams\n\tthis.morphTargets = false; // set to use morph targets\n\tthis.morphNormals = false; // set to use morph normals\n\n\tthis.extensions = {\n\t\tderivatives: false, // set to use derivatives\n\t\tfragDepth: false, // set to use fragment depth values\n\t\tdrawBuffers: false, // set to use draw buffers\n\t\tshaderTextureLOD: false // set to use shader texture LOD\n\t};\n\n\t// When rendered geometry doesn't include these attributes but the material does,\n\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\tthis.defaultAttributeValues = {\n\t\t'color': [ 1, 1, 1 ],\n\t\t'uv': [ 0, 0 ],\n\t\t'uv2': [ 0, 0 ]\n\t};\n\n\tthis.index0AttributeName = undefined;\n\tthis.uniformsNeedUpdate = false;\n\n\tthis.glslVersion = null;\n\n\tif ( parameters !== undefined ) {\n\n\t\tif ( parameters.attributes !== undefined ) {\n\n\t\t\tconsole.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n}\n\nShaderMaterial.prototype = Object.create( Material.prototype );\nShaderMaterial.prototype.constructor = ShaderMaterial;\n\nShaderMaterial.prototype.isShaderMaterial = true;\n\nShaderMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.fragmentShader = source.fragmentShader;\n\tthis.vertexShader = source.vertexShader;\n\n\tthis.uniforms = cloneUniforms( source.uniforms );\n\n\tthis.defines = Object.assign( {}, source.defines );\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\tthis.lights = source.lights;\n\tthis.clipping = source.clipping;\n\n\tthis.skinning = source.skinning;\n\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\tthis.extensions = Object.assign( {}, source.extensions );\n\n\tthis.glslVersion = source.glslVersion;\n\n\treturn this;\n\n};\n\nShaderMaterial.prototype.toJSON = function ( meta ) {\n\n\tconst data = Material.prototype.toJSON.call( this, meta );\n\n\tdata.glslVersion = this.glslVersion;\n\tdata.uniforms = {};\n\n\tfor ( const name in this.uniforms ) {\n\n\t\tconst uniform = this.uniforms[ name ];\n\t\tconst value = uniform.value;\n\n\t\tif ( value && value.isTexture ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 't',\n\t\t\t\tvalue: value.toJSON( meta ).uuid\n\t\t\t};\n\n\t\t} else if ( value && value.isColor ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'c',\n\t\t\t\tvalue: value.getHex()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector2 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v2',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector3 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v3',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector4 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v4',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isMatrix3 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'm3',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isMatrix4 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'm4',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\tvalue: value\n\t\t\t};\n\n\t\t\t// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n\n\t\t}\n\n\t}\n\n\tif ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;\n\n\tdata.vertexShader = this.vertexShader;\n\tdata.fragmentShader = this.fragmentShader;\n\n\tconst extensions = {};\n\n\tfor ( const key in this.extensions ) {\n\n\t\tif ( this.extensions[ key ] === true ) extensions[ key ] = true;\n\n\t}\n\n\tif ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;\n\n\treturn data;\n\n};\n\nfunction Camera() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Camera';\n\n\tthis.matrixWorldInverse = new Matrix4();\n\n\tthis.projectionMatrix = new Matrix4();\n\tthis.projectionMatrixInverse = new Matrix4();\n\n}\n\nCamera.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Camera,\n\n\tisCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tObject3D.prototype.copy.call( this, source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\t\tthis.projectionMatrixInverse.copy( source.projectionMatrixInverse );\n\n\t\treturn this;\n\n\t},\n\n\tgetWorldDirection: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Camera: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t},\n\n\tupdateWorldMatrix: function ( updateParents, updateChildren ) {\n\n\t\tObject3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n} );\n\nfunction PerspectiveCamera( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {\n\n\tCamera.call( this );\n\n\tthis.type = 'PerspectiveCamera';\n\n\tthis.fov = fov;\n\tthis.zoom = 1;\n\n\tthis.near = near;\n\tthis.far = far;\n\tthis.focus = 10;\n\n\tthis.aspect = aspect;\n\tthis.view = null;\n\n\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\tthis.updateProjectionMatrix();\n\n}\n\nPerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {\n\n\tconstructor: PerspectiveCamera,\n\n\tisPerspectiveCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tCamera.prototype.copy.call( this, source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t},\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength: function ( focalLength ) {\n\n\t\t/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */\n\t\tconst vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength: function () {\n\n\t\tconst vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t},\n\n\tgetEffectiveFOV: function () {\n\n\t\treturn MathUtils.RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t},\n\n\tgetFilmWidth: function () {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t},\n\n\tgetFilmHeight: function () {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t},\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t * +---+---+---+\n\t * | A | B | C |\n\t * +---+---+---+\n\t * | D | E | F |\n\t * +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t * const w = 1920;\n\t * const h = 1080;\n\t * const fullWidth = w * 3;\n\t * const fullHeight = h * 2;\n\t *\n\t * --A--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t * --B--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t * --C--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t * --D--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t * --E--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t * --F--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t * Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tclearViewOffset: function () {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tupdateProjectionMatrix: function () {\n\n\t\tconst near = this.near;\n\t\tlet top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom;\n\t\tlet height = 2 * top;\n\t\tlet width = this.aspect * height;\n\t\tlet left = - 0.5 * width;\n\t\tconst view = this.view;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst fullWidth = view.fullWidth,\n\t\t\t\tfullHeight = view.fullHeight;\n\n\t\t\tleft += view.offsetX * width / fullWidth;\n\t\t\ttop -= view.offsetY * height / fullHeight;\n\t\t\twidth *= view.width / fullWidth;\n\t\t\theight *= view.height / fullHeight;\n\n\t\t}\n\n\t\tconst skew = this.filmOffset;\n\t\tif ( skew !== 0 ) left += near * skew / this.getFilmWidth();\n\n\t\tthis.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nconst fov = 90, aspect = 1;\n\nfunction CubeCamera( near, far, renderTarget ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'CubeCamera';\n\n\tif ( renderTarget.isWebGLCubeRenderTarget !== true ) {\n\n\t\tconsole.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );\n\t\treturn;\n\n\t}\n\n\tthis.renderTarget = renderTarget;\n\n\tconst cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPX.layers = this.layers;\n\tcameraPX.up.set( 0, - 1, 0 );\n\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\tthis.add( cameraPX );\n\n\tconst cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNX.layers = this.layers;\n\tcameraNX.up.set( 0, - 1, 0 );\n\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\tthis.add( cameraNX );\n\n\tconst cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPY.layers = this.layers;\n\tcameraPY.up.set( 0, 0, 1 );\n\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\tthis.add( cameraPY );\n\n\tconst cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNY.layers = this.layers;\n\tcameraNY.up.set( 0, 0, - 1 );\n\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\tthis.add( cameraNY );\n\n\tconst cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPZ.layers = this.layers;\n\tcameraPZ.up.set( 0, - 1, 0 );\n\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\tthis.add( cameraPZ );\n\n\tconst cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNZ.layers = this.layers;\n\tcameraNZ.up.set( 0, - 1, 0 );\n\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\tthis.add( cameraNZ );\n\n\tthis.update = function ( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tconst currentXrEnabled = renderer.xr.enabled;\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\trenderer.xr.enabled = false;\n\n\t\tconst generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderer.setRenderTarget( renderTarget, 0 );\n\t\trenderer.render( scene, cameraPX );\n\n\t\trenderer.setRenderTarget( renderTarget, 1 );\n\t\trenderer.render( scene, cameraNX );\n\n\t\trenderer.setRenderTarget( renderTarget, 2 );\n\t\trenderer.render( scene, cameraPY );\n\n\t\trenderer.setRenderTarget( renderTarget, 3 );\n\t\trenderer.render( scene, cameraNY );\n\n\t\trenderer.setRenderTarget( renderTarget, 4 );\n\t\trenderer.render( scene, cameraPZ );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderer.setRenderTarget( renderTarget, 5 );\n\t\trenderer.render( scene, cameraNZ );\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\trenderer.xr.enabled = currentXrEnabled;\n\n\t};\n\n}\n\nCubeCamera.prototype = Object.create( Object3D.prototype );\nCubeCamera.prototype.constructor = CubeCamera;\n\nfunction CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\timages = images !== undefined ? images : [];\n\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\tformat = format !== undefined ? format : RGBFormat;\n\n\tTexture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.flipY = false;\n\n\t// Why CubeTexture._needsFlipEnvMap is necessary:\n\t//\n\t// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)\n\t// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,\n\t// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.\n\n\t// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped\n\t// and the flag _needsFlipEnvMap controls this conversion. The flip is not required (and thus _needsFlipEnvMap is set to false)\n\t// when using WebGLCubeRenderTarget.texture as a cube texture.\n\n\tthis._needsFlipEnvMap = true;\n\n}\n\nCubeTexture.prototype = Object.create( Texture.prototype );\nCubeTexture.prototype.constructor = CubeTexture;\n\nCubeTexture.prototype.isCubeTexture = true;\n\nObject.defineProperty( CubeTexture.prototype, 'images', {\n\n\tget: function () {\n\n\t\treturn this.image;\n\n\t},\n\n\tset: function ( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n} );\n\nclass WebGLCubeRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( size, options, dummy ) {\n\n\t\tif ( Number.isInteger( options ) ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );\n\n\t\t\toptions = dummy;\n\n\t\t}\n\n\t\tsuper( size, size, options );\n\n\t\tObject.defineProperty( this, 'isWebGLCubeRenderTarget', { value: true } );\n\n\t\toptions = options || {};\n\n\t\tthis.texture = new CubeTexture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\t\tthis.texture._needsFlipEnvMap = false;\n\n\t}\n\n\tfromEquirectangularTexture( renderer, texture ) {\n\n\t\tthis.texture.type = texture.type;\n\t\tthis.texture.format = RGBAFormat; // see #18859\n\t\tthis.texture.encoding = texture.encoding;\n\n\t\tthis.texture.generateMipmaps = texture.generateMipmaps;\n\t\tthis.texture.minFilter = texture.minFilter;\n\t\tthis.texture.magFilter = texture.magFilter;\n\n\t\tconst shader = {\n\n\t\t\tuniforms: {\n\t\t\t\ttEquirect: { value: null },\n\t\t\t},\n\n\t\t\tvertexShader: /* glsl */`\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t`,\n\n\t\t\tfragmentShader: /* glsl */`\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t`\n\t\t};\n\n\t\tconst geometry = new BoxGeometry( 5, 5, 5 );\n\n\t\tconst material = new ShaderMaterial( {\n\n\t\t\tname: 'CubemapFromEquirect',\n\n\t\t\tuniforms: cloneUniforms( shader.uniforms ),\n\t\t\tvertexShader: shader.vertexShader,\n\t\t\tfragmentShader: shader.fragmentShader,\n\t\t\tside: BackSide,\n\t\t\tblending: NoBlending\n\n\t\t} );\n\n\t\tmaterial.uniforms.tEquirect.value = texture;\n\n\t\tconst mesh = new Mesh( geometry, material );\n\n\t\tconst currentMinFilter = texture.minFilter;\n\n\t\t// Avoid blurred poles\n\t\tif ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;\n\n\t\tconst camera = new CubeCamera( 1, 10, this );\n\t\tcamera.update( renderer, mesh );\n\n\t\ttexture.minFilter = currentMinFilter;\n\n\t\tmesh.geometry.dispose();\n\t\tmesh.material.dispose();\n\n\t\treturn this;\n\n\t}\n\n\tclear( renderer, color, depth, stencil ) {\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\trenderer.setRenderTarget( this, i );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t}\n\n}\n\nfunction DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.image = { data: data || null, width: width || 1, height: height || 1 };\n\n\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\tthis.generateMipmaps = false;\n\tthis.flipY = false;\n\tthis.unpackAlignment = 1;\n\n\tthis.needsUpdate = true;\n\n}\n\nDataTexture.prototype = Object.create( Texture.prototype );\nDataTexture.prototype.constructor = DataTexture;\n\nDataTexture.prototype.isDataTexture = true;\n\nconst _sphere$1 = /*@__PURE__*/ new Sphere();\nconst _vector$5 = /*@__PURE__*/ new Vector3();\n\nclass Frustum {\n\n\tconstructor( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tthis.planes = [\n\n\t\t\t( p0 !== undefined ) ? p0 : new Plane(),\n\t\t\t( p1 !== undefined ) ? p1 : new Plane(),\n\t\t\t( p2 !== undefined ) ? p2 : new Plane(),\n\t\t\t( p3 !== undefined ) ? p3 : new Plane(),\n\t\t\t( p4 !== undefined ) ? p4 : new Plane(),\n\t\t\t( p5 !== undefined ) ? p5 : new Plane()\n\n\t\t];\n\n\t}\n\n\tset( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tconst planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( frustum ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tplanes[ i ].copy( frustum.planes[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromProjectionMatrix( m ) {\n\n\t\tconst planes = this.planes;\n\t\tconst me = m.elements;\n\t\tconst me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tconst me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tconst me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tconst me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];\n\n\t\tplanes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();\n\t\tplanes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();\n\t\tplanes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();\n\t\tplanes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();\n\t\tplanes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();\n\t\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\tintersectsObject( object ) {\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$1 );\n\n\t}\n\n\tintersectsSprite( sprite ) {\n\n\t\t_sphere$1.center.set( 0, 0, 0 );\n\t\t_sphere$1.radius = 0.7071067811865476;\n\t\t_sphere$1.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$1 );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst planes = this.planes;\n\t\tconst center = sphere.center;\n\t\tconst negRadius = - sphere.radius;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst distance = planes[ i ].distanceToPoint( center );\n\n\t\t\tif ( distance < negRadius ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst plane = planes[ i ];\n\n\t\t\t// corner at max distance\n\n\t\t\t_vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t_vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t_vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\tif ( plane.distanceToPoint( _vector$5 ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n}\n\nfunction WebGLAnimation() {\n\n\tlet context = null;\n\tlet isAnimating = false;\n\tlet animationLoop = null;\n\tlet requestId = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tanimationLoop( time, frame );\n\n\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t}\n\n\treturn {\n\n\t\tstart: function () {\n\n\t\t\tif ( isAnimating === true ) return;\n\t\t\tif ( animationLoop === null ) return;\n\n\t\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t\t\tisAnimating = true;\n\n\t\t},\n\n\t\tstop: function () {\n\n\t\t\tcontext.cancelAnimationFrame( requestId );\n\n\t\t\tisAnimating = false;\n\n\t\t},\n\n\t\tsetAnimationLoop: function ( callback ) {\n\n\t\t\tanimationLoop = callback;\n\n\t\t},\n\n\t\tsetContext: function ( value ) {\n\n\t\t\tcontext = value;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLAttributes( gl, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tconst buffers = new WeakMap();\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst usage = attribute.usage;\n\n\t\tconst buffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\t\tgl.bufferData( bufferType, array, usage );\n\n\t\tattribute.onUploadCallback();\n\n\t\tlet type = 5126;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = 5126;\n\n\t\t} else if ( array instanceof Float64Array ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\tif ( attribute.isFloat16BufferAttribute ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\ttype = 5131;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\ttype = 5123;\n\n\t\t\t}\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = 5122;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = 5125;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = 5124;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = 5120;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = 5121;\n\n\t\t}\n\n\t\treturn {\n\t\t\tbuffer: buffer,\n\t\t\ttype: type,\n\t\t\tbytesPerElement: array.BYTES_PER_ELEMENT,\n\t\t\tversion: attribute.version\n\t\t};\n\n\t}\n\n\tfunction updateBuffer( buffer, attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst updateRange = attribute.updateRange;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( updateRange.count === - 1 ) {\n\n\t\t\t// Not using update ranges\n\n\t\t\tgl.bufferSubData( bufferType, 0, array );\n\n\t\t} else {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray, updateRange.offset, updateRange.count );\n\n\t\t\t} else {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );\n\n\t\t\t}\n\n\t\t\tupdateRange.count = - 1; // reset range\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers.get( attribute );\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tbuffers.delete( attribute );\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isGLBufferAttribute ) {\n\n\t\t\tconst cached = buffers.get( attribute );\n\n\t\t\tif ( ! cached || cached.version < attribute.version ) {\n\n\t\t\t\tbuffers.set( attribute, {\n\t\t\t\t\tbuffer: attribute.buffer,\n\t\t\t\t\ttype: attribute.type,\n\t\t\t\t\tbytesPerElement: attribute.elementSize,\n\t\t\t\t\tversion: attribute.version\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers.set( attribute, createBuffer( attribute, bufferType ) );\n\n\t\t} else if ( data.version < attribute.version ) {\n\n\t\t\tupdateBuffer( data.buffer, attribute, bufferType );\n\n\t\t\tdata.version = attribute.version;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update\n\n\t};\n\n}\n\nclass PlaneGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {\n\n\t\tsuper();\n\t\tthis.type = 'PlaneGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tconst width_half = width / 2;\n\t\tconst height_half = height / 2;\n\n\t\tconst gridX = Math.floor( widthSegments );\n\t\tconst gridY = Math.floor( heightSegments );\n\n\t\tconst gridX1 = gridX + 1;\n\t\tconst gridY1 = gridY + 1;\n\n\t\tconst segment_width = width / gridX;\n\t\tconst segment_height = height / gridY;\n\n\t\t//\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\tconst y = iy * segment_height - height_half;\n\n\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\tconst x = ix * segment_width - width_half;\n\n\t\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\tconst a = ix + gridX1 * iy;\n\t\t\t\tconst b = ix + gridX1 * ( iy + 1 );\n\t\t\t\tconst c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\tconst d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar alphatest_fragment = \"#ifdef ALPHATEST\\n\\tif ( diffuseColor.a < ALPHATEST ) discard;\\n#endif\";\n\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\\n\\t#endif\\n#endif\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar begin_vertex = \"vec3 transformed = vec3( position );\";\n\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";\n\nvar bsdfs = \"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\";\n\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vUv );\\n\\t\\tvec2 dSTdy = dFdy( vUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\\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\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\tplane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\tbool clipped = true;\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\tif ( clipped ) discard;\\n\\t#endif\\n#endif\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n#endif\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvClipPosition = - mvPosition.xyz;\\n#endif\";\n\nvar color_fragment = \"#ifdef USE_COLOR\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#ifdef USE_COLOR\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_pars_vertex = \"#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\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\";\n\nvar common = \"#define PI 3.141592653589793\\n#define PI2 6.283185307179586\\n#define PI_HALF 1.5707963267948966\\n#define RECIPROCAL_PI 0.3183098861837907\\n#define RECIPROCAL_PI2 0.15915494309189535\\n#define EPSILON 1e-6\\n#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat 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}\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t#define cubeUV_maxMipLevel 8.0\\n\\t#define cubeUV_minMipLevel 4.0\\n\\t#define cubeUV_maxTileSize 256.0\\n\\t#define cubeUV_minTileSize 16.0\\n\\tfloat getFace( vec3 direction ) {\\n\\t\\tvec3 absDirection = abs( direction );\\n\\t\\tfloat face = - 1.0;\\n\\t\\tif ( absDirection.x > absDirection.z ) {\\n\\t\\t\\tif ( absDirection.x > absDirection.y )\\n\\t\\t\\t\\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t} else {\\n\\t\\t\\tif ( absDirection.z > absDirection.y )\\n\\t\\t\\t\\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t}\\n\\t\\treturn face;\\n\\t}\\n\\tvec2 getUV( vec3 direction, float face ) {\\n\\t\\tvec2 uv;\\n\\t\\tif ( face == 0.0 ) {\\n\\t\\t\\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 1.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\\t\\t} else if ( face == 2.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\\t\\t} else if ( face == 3.0 ) {\\n\\t\\t\\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 4.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\\t\\t} else {\\n\\t\\t\\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\\t\\t}\\n\\t\\treturn 0.5 * ( uv + 1.0 );\\n\\t}\\n\\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\\t\\tfloat face = getFace( direction );\\n\\t\\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\\t\\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\\t\\tfloat faceSize = exp2( mipInt );\\n\\t\\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\\n\\t\\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\\n\\t\\tvec2 f = fract( uv );\\n\\t\\tuv += 0.5 - f;\\n\\t\\tif ( face > 2.0 ) {\\n\\t\\t\\tuv.y += faceSize;\\n\\t\\t\\tface -= 3.0;\\n\\t\\t}\\n\\t\\tuv.x += face * faceSize;\\n\\t\\tif ( mipInt < cubeUV_maxMipLevel ) {\\n\\t\\t\\tuv.y += 2.0 * cubeUV_maxTileSize;\\n\\t\\t}\\n\\t\\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\\n\\t\\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\\n\\t\\tuv *= texelSize;\\n\\t\\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x += texelSize;\\n\\t\\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.y += texelSize;\\n\\t\\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x -= texelSize;\\n\\t\\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tvec3 tm = mix( tl, tr, f.x );\\n\\t\\tvec3 bm = mix( bl, br, f.x );\\n\\t\\treturn mix( tm, bm, f.y );\\n\\t}\\n\\t#define r0 1.0\\n\\t#define v0 0.339\\n\\t#define m0 - 2.0\\n\\t#define r1 0.8\\n\\t#define v1 0.276\\n\\t#define m1 - 1.0\\n\\t#define r4 0.4\\n\\t#define v4 0.046\\n\\t#define m4 2.0\\n\\t#define r5 0.305\\n\\t#define v5 0.016\\n\\t#define m5 3.0\\n\\t#define r6 0.21\\n\\t#define v6 0.0038\\n\\t#define m6 4.0\\n\\tfloat roughnessToMip( float roughness ) {\\n\\t\\tfloat mip = 0.0;\\n\\t\\tif ( roughness >= r1 ) {\\n\\t\\t\\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\\n\\t\\t} else if ( roughness >= r4 ) {\\n\\t\\t\\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\\n\\t\\t} else if ( roughness >= r5 ) {\\n\\t\\t\\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\\n\\t\\t} else if ( roughness >= r6 ) {\\n\\t\\t\\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\\n\\t\\t} else {\\n\\t\\t\\tmip = - 2.0 * log2( 1.16 * roughness );\\t\\t}\\n\\t\\treturn mip;\\n\\t}\\n\\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\\n\\t\\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\\n\\t\\tfloat mipF = fract( mip );\\n\\t\\tfloat mipInt = floor( mip );\\n\\t\\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\\t\\tif ( mipF == 0.0 ) {\\n\\t\\t\\treturn vec4( color0, 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\\t\\t\\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\\t\\t}\\n\\t}\\n#endif\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = objectNormal;\\n#ifdef USE_INSTANCING\\n\\tmat3 m = mat3( instanceMatrix );\\n\\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\\n\\ttransformedNormal = m * transformedNormal;\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#ifdef FLIP_SIDED\\n\\t\\ttransformedTangent = - transformedTangent;\\n\\t#endif\\n#endif\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\\n#endif\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";\n\nvar encodings_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\n\nvar encodings_pars_fragment = \"\\nvec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\\n}\\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\\n}\\nvec4 sRGBToLinear( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\\nvec4 RGBEToLinear( in vec4 value ) {\\n\\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\\n}\\nvec4 LinearToRGBE( in vec4 value ) {\\n\\tfloat maxComponent = max( max( value.r, value.g ), value.b );\\n\\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\\n\\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\\n}\\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\\n}\\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\\n\\tM = ceil( M * 255.0 ) / 255.0;\\n\\treturn vec4( value.rgb / ( M * maxRange ), M );\\n}\\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\\n}\\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat D = max( maxRange / maxRGB, 1.0 );\\n\\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\\n\\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\\n}\\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\\nvec4 LinearToLogLuv( in vec4 value ) {\\n\\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\\n\\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\\n\\tvec4 vResult;\\n\\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\\n\\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\\n\\tvResult.w = fract( Le );\\n\\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\\n\\treturn vResult;\\n}\\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\\nvec4 LogLuvToLinear( in vec4 value ) {\\n\\tfloat Le = value.z * 255.0 + value.w;\\n\\tvec3 Xp_Y_XYZp;\\n\\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\\n\\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\\n\\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\\n\\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\\n\\treturn vec4( max( vRGB, 0.0 ), 1.0 );\\n}\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvec3 cameraToFrag;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#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\";\n\nvar envmap_common_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float envMapIntensity;\\n\\tuniform float flipEnvMap;\\n\\tuniform int maxMipLevel;\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\t\\n#endif\";\n\nvar envmap_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float reflectivity;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\t\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\";\n\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar fog_vertex = \"#ifdef USE_FOG\\n\\tfogDepth = - mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float fogDepth;\\n#endif\";\n\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\";\n\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\";\n\nvar gradientmap_pars_fragment = \"#ifdef USE_GRADIENTMAP\\n\\tuniform sampler2D gradientMap;\\n#endif\\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\tfloat dotNL = dot( normal, lightDirection );\\n\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t#ifdef USE_GRADIENTMAP\\n\\t\\treturn texture2D( gradientMap, coord ).rgb;\\n\\t#else\\n\\t\\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\\n\\t#endif\\n}\";\n\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n#endif\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_vertex = \"vec3 diffuse = vec3( 1.0 );\\nGeometricContext geometry;\\ngeometry.position = mvPosition.xyz;\\ngeometry.normal = normalize( transformedNormal );\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\\nGeometricContext backGeometry;\\nbackGeometry.position = geometry.position;\\nbackGeometry.normal = -geometry.normal;\\nbackGeometry.viewDir = geometry.viewDir;\\nvLightFront = vec3( 0.0 );\\nvIndirectFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\n\\tvLightBack = vec3( 0.0 );\\n\\tvIndirectBack = vec3( 0.0 );\\n#endif\\nIncidentLight directLight;\\nfloat dotNL;\\nvec3 directLightColor_Diffuse;\\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\\n#ifdef DOUBLE_SIDED\\n\\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\\n\\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\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\";\n\nvar lights_pars_begin = \"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\nuniform vec3 lightProbe[ 9 ];\\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\\n\\tfloat x = normal.x, y = normal.y, z = normal.z;\\n\\tvec3 result = shCoefficients[ 0 ] * 0.886227;\\n\\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\\n\\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\\n\\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\\n\\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\\n\\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\\n\\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\\n\\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\\n\\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\\n\\treturn result;\\n}\\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\\n\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\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\";\n\nvar envmap_physical_pars_fragment = \"#if defined( USE_ENVMAP )\\n\\t#ifdef ENVMAP_MODE_REFRACTION\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n\\tvec3 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\";\n\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";\n\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)\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\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)\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.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\";\n\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}\";\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\";\n\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tlightMapIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += 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\";\n\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\\n#endif\";\n\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t\\tvarying float vIsPerspective;\\n\\t#else\\n\\t\\tuniform float logDepthBufFC;\\n\\t#endif\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n\\t#else\\n\\t\\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\\n\\t\\t\\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\\t\\t\\tgl_Position.z *= gl_Position.w;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 texelColor = texture2D( map, vUv );\\n\\ttexelColor = mapTexelToLinear( texelColor );\\n\\tdiffuseColor *= texelColor;\\n#endif\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";\n\nvar map_particle_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n#endif\\n#ifdef USE_MAP\\n\\tvec4 mapTexel = texture2D( map, uv );\\n\\tdiffuseColor *= mapTexelToLinear( mapTexel );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";\n\nvar map_particle_pars_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tuniform mat3 uvTransform;\\n#endif\\n#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\\n\\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\\n\\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\\n\\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\\n#endif\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\tuniform float morphTargetBaseInfluence;\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\tuniform float morphTargetInfluences[ 8 ];\\n\\t#else\\n\\t\\tuniform float morphTargetInfluences[ 4 ];\\n\\t#endif\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\\n\\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\\n\\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\\n\\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\\n\\t\\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\\n\\t\\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\\n\\t\\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\\n\\t#endif\\n#endif\";\n\nvar normal_fragment_begin = \"#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;\";\n\nvar normal_fragment_maps = \"#ifdef OBJECTSPACE_NORMALMAP\\n\\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t#ifdef FLIP_SIDED\\n\\t\\tnormal = - normal;\\n\\t#endif\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * ( 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\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n#endif\\n#ifdef OBJECTSPACE_NORMALMAP\\n\\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\\n\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\\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\";\n\nvar clearcoat_normal_fragment_begin = \"#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal = geometryNormal;\\n#endif\";\n\nvar clearcoat_normal_fragment_maps = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\\n\\t#else\\n\\t\\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\\n\\t#endif\\n#endif\";\n\nvar clearcoat_pars_fragment = \"#ifdef USE_CLEARCOATMAP\\n\\tuniform sampler2D clearcoatMap;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform sampler2D clearcoatRoughnessMap;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform sampler2D clearcoatNormalMap;\\n\\tuniform vec2 clearcoatNormalScale;\\n#endif\";\n\nvar packing = \"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nvec4 pack2HalfToRGBA( vec2 v ) {\\n\\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\\n\\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\\n}\\nvec2 unpackRGBATo2Half( vec4 v ) {\\n\\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\\n\\treturn linearClipZ * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\\n}\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\n\nvar project_vertex = \"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_INSTANCING\\n\\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";\n\nvar dithering_fragment = \"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\n\nvar dithering_pars_fragment = \"#ifdef DITHERING\\n\\tvec3 dithering( vec3 color ) {\\n\\t\\tfloat grid_position = rand( gl_FragCoord.xy );\\n\\t\\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\\t\\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\\t\\treturn color + dither_shift_RGB;\\n\\t}\\n#endif\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\\n\\t\\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\\n\\t}\\n\\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\\n\\t\\tfloat occlusion = 1.0;\\n\\t\\tvec2 distribution = texture2DDistribution( shadow, uv );\\n\\t\\tfloat hard_shadow = step( compare , distribution.x );\\n\\t\\tif (hard_shadow != 1.0 ) {\\n\\t\\t\\tfloat distance = compare - distribution.x ;\\n\\t\\t\\tfloat variance = max( 0.00000, distribution.y * distribution.y );\\n\\t\\t\\tfloat softness_probability = variance / (variance + distance * distance );\\t\\t\\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\\t\\t\\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\\n\\t\\t}\\n\\t\\treturn occlusion;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\\n\\t\\tbool inFrustum = all( inFrustumVec );\\n\\t\\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\\n\\t\\tbool frustumTest = all( frustumTestVec );\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx2 = dx0 / 2.0;\\n\\t\\t\\tfloat dy2 = dy0 / 2.0;\\n\\t\\t\\tfloat dx3 = dx1 / 2.0;\\n\\t\\t\\tfloat dy3 = dy1 / 2.0;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 17.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx = texelSize.x;\\n\\t\\t\\tfloat dy = texelSize.y;\\n\\t\\t\\tvec2 uv = shadowCoord.xy;\\n\\t\\t\\tvec2 f = fract( uv * shadowMapSize + 0.5 );\\n\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t f.y )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#else\\n\\t\\t\\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn shadow;\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\tdp += shadowBias;\\n\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar shadowmap_pars_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n#endif\";\n\nvar shadowmap_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\tvec4 shadowWorldPosition;\\n\\t#endif\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tspotLight = spotLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tpointLight = pointLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";\n\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\t#ifdef BONE_TEXTURE\\n\\t\\tuniform highp sampler2D boneTexture;\\n\\t\\tuniform int boneTextureSize;\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tfloat j = i * 4.0;\\n\\t\\t\\tfloat x = mod( j, float( boneTextureSize ) );\\n\\t\\t\\tfloat y = floor( j / float( boneTextureSize ) );\\n\\t\\t\\tfloat dx = 1.0 / float( boneTextureSize );\\n\\t\\t\\tfloat dy = 1.0 / float( boneTextureSize );\\n\\t\\t\\ty = dy * ( y + 0.5 );\\n\\t\\t\\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\\t\\t\\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\\t\\t\\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\\t\\t\\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\\t\\t\\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#else\\n\\t\\tuniform mat4 boneMatrices[ MAX_BONES ];\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tmat4 bone = boneMatrices[ int(i) ];\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar skinning_vertex = \"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";\n\nvar skinnormal_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n\\t#ifdef USE_TANGENT\\n\\t\\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#endif\\n#endif\";\n\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";\n\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\n\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\n\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn toneMappingExposure * color;\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 RRTAndODTFit( vec3 v ) {\\n\\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\\n\\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\\n\\treturn a / b;\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\\tconst mat3 ACESInputMat = mat3(\\n\\t\\tvec3( 0.59719, 0.07600, 0.02840 ),\\t\\tvec3( 0.35458, 0.90834, 0.13383 ),\\n\\t\\tvec3( 0.04823, 0.01566, 0.83777 )\\n\\t);\\n\\tconst mat3 ACESOutputMat = mat3(\\n\\t\\tvec3( 1.60475, -0.10208, -0.00327 ),\\t\\tvec3( -0.53108, 1.10813, -0.07276 ),\\n\\t\\tvec3( -0.07367, -0.00605, 1.07602 )\\n\\t);\\n\\tcolor *= toneMappingExposure / 0.6;\\n\\tcolor = ACESInputMat * color;\\n\\tcolor = RRTAndODTFit( color );\\n\\tcolor = ACESOutputMat * color;\\n\\treturn saturate( color );\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";\n\nvar transmissionmap_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\\n#endif\";\n\nvar transmissionmap_pars_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\tuniform sampler2D transmissionMap;\\n#endif\";\n\nvar uv_pars_fragment = \"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\\n\\tvarying vec2 vUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#ifdef USE_UV\\n\\t#ifdef UVS_VERTEX_ONLY\\n\\t\\tvec2 vUv;\\n\\t#else\\n\\t\\tvarying vec2 vUv;\\n\\t#endif\\n\\tuniform mat3 uvTransform;\\n#endif\";\n\nvar uv_vertex = \"#ifdef USE_UV\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n#endif\";\n\nvar uv2_pars_fragment = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvarying vec2 vUv2;\\n#endif\";\n\nvar uv2_pars_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tattribute vec2 uv2;\\n\\tvarying vec2 vUv2;\\n\\tuniform mat3 uv2Transform;\\n#endif\";\n\nvar uv2_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\\n\\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\\t#ifdef USE_INSTANCING\\n\\t\\tworldPosition = instanceMatrix * worldPosition;\\n\\t#endif\\n\\tworldPosition = modelMatrix * worldPosition;\\n#endif\";\n\nvar background_frag = \"uniform sampler2D t2D;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tvec4 texColor = texture2D( t2D, vUv );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\n\nvar background_vert = \"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";\n\nvar cube_frag = \"#include \\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\n\nvar equirect_vert = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\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}\";\n\nconst ShaderChunk = {\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\taomap_fragment: aomap_fragment,\n\taomap_pars_fragment: aomap_pars_fragment,\n\tbegin_vertex: begin_vertex,\n\tbeginnormal_vertex: beginnormal_vertex,\n\tbsdfs: bsdfs,\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\n\tclipping_planes_fragment: clipping_planes_fragment,\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\n\tclipping_planes_vertex: clipping_planes_vertex,\n\tcolor_fragment: color_fragment,\n\tcolor_pars_fragment: color_pars_fragment,\n\tcolor_pars_vertex: color_pars_vertex,\n\tcolor_vertex: color_vertex,\n\tcommon: common,\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\n\tdefaultnormal_vertex: defaultnormal_vertex,\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\n\tdisplacementmap_vertex: displacementmap_vertex,\n\temissivemap_fragment: emissivemap_fragment,\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\n\tencodings_fragment: encodings_fragment,\n\tencodings_pars_fragment: encodings_pars_fragment,\n\tenvmap_fragment: envmap_fragment,\n\tenvmap_common_pars_fragment: envmap_common_pars_fragment,\n\tenvmap_pars_fragment: envmap_pars_fragment,\n\tenvmap_pars_vertex: envmap_pars_vertex,\n\tenvmap_physical_pars_fragment: envmap_physical_pars_fragment,\n\tenvmap_vertex: envmap_vertex,\n\tfog_vertex: fog_vertex,\n\tfog_pars_vertex: fog_pars_vertex,\n\tfog_fragment: fog_fragment,\n\tfog_pars_fragment: fog_pars_fragment,\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\n\tlightmap_fragment: lightmap_fragment,\n\tlightmap_pars_fragment: lightmap_pars_fragment,\n\tlights_lambert_vertex: lights_lambert_vertex,\n\tlights_pars_begin: lights_pars_begin,\n\tlights_toon_fragment: lights_toon_fragment,\n\tlights_toon_pars_fragment: lights_toon_pars_fragment,\n\tlights_phong_fragment: lights_phong_fragment,\n\tlights_phong_pars_fragment: lights_phong_pars_fragment,\n\tlights_physical_fragment: lights_physical_fragment,\n\tlights_physical_pars_fragment: lights_physical_pars_fragment,\n\tlights_fragment_begin: lights_fragment_begin,\n\tlights_fragment_maps: lights_fragment_maps,\n\tlights_fragment_end: lights_fragment_end,\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\n\tmap_fragment: map_fragment,\n\tmap_pars_fragment: map_pars_fragment,\n\tmap_particle_fragment: map_particle_fragment,\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\n\tmetalnessmap_fragment: metalnessmap_fragment,\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\n\tmorphnormal_vertex: morphnormal_vertex,\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\n\tmorphtarget_vertex: morphtarget_vertex,\n\tnormal_fragment_begin: normal_fragment_begin,\n\tnormal_fragment_maps: normal_fragment_maps,\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\n\tclearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,\n\tclearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,\n\tclearcoat_pars_fragment: clearcoat_pars_fragment,\n\tpacking: packing,\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\n\tproject_vertex: project_vertex,\n\tdithering_fragment: dithering_fragment,\n\tdithering_pars_fragment: dithering_pars_fragment,\n\troughnessmap_fragment: roughnessmap_fragment,\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\n\tshadowmap_vertex: shadowmap_vertex,\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\n\tskinbase_vertex: skinbase_vertex,\n\tskinning_pars_vertex: skinning_pars_vertex,\n\tskinning_vertex: skinning_vertex,\n\tskinnormal_vertex: skinnormal_vertex,\n\tspecularmap_fragment: specularmap_fragment,\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\n\ttonemapping_fragment: tonemapping_fragment,\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\n\ttransmissionmap_fragment: transmissionmap_fragment,\n\ttransmissionmap_pars_fragment: transmissionmap_pars_fragment,\n\tuv_pars_fragment: uv_pars_fragment,\n\tuv_pars_vertex: uv_pars_vertex,\n\tuv_vertex: uv_vertex,\n\tuv2_pars_fragment: uv2_pars_fragment,\n\tuv2_pars_vertex: uv2_pars_vertex,\n\tuv2_vertex: uv2_vertex,\n\tworldpos_vertex: worldpos_vertex,\n\n\tbackground_frag: background_frag,\n\tbackground_vert: background_vert,\n\tcube_frag: cube_frag,\n\tcube_vert: cube_vert,\n\tdepth_frag: depth_frag,\n\tdepth_vert: depth_vert,\n\tdistanceRGBA_frag: distanceRGBA_frag,\n\tdistanceRGBA_vert: distanceRGBA_vert,\n\tequirect_frag: equirect_frag,\n\tequirect_vert: equirect_vert,\n\tlinedashed_frag: linedashed_frag,\n\tlinedashed_vert: linedashed_vert,\n\tmeshbasic_frag: meshbasic_frag,\n\tmeshbasic_vert: meshbasic_vert,\n\tmeshlambert_frag: meshlambert_frag,\n\tmeshlambert_vert: meshlambert_vert,\n\tmeshmatcap_frag: meshmatcap_frag,\n\tmeshmatcap_vert: meshmatcap_vert,\n\tmeshtoon_frag: meshtoon_frag,\n\tmeshtoon_vert: meshtoon_vert,\n\tmeshphong_frag: meshphong_frag,\n\tmeshphong_vert: meshphong_vert,\n\tmeshphysical_frag: meshphysical_frag,\n\tmeshphysical_vert: meshphysical_vert,\n\tnormal_frag: normal_frag,\n\tnormal_vert: normal_vert,\n\tpoints_frag: points_frag,\n\tpoints_vert: points_vert,\n\tshadow_frag: shadow_frag,\n\tshadow_vert: shadow_vert,\n\tsprite_frag: sprite_frag,\n\tsprite_vert: sprite_vert\n};\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nconst UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tuvTransform: { value: new Matrix3() },\n\t\tuv2Transform: { value: new Matrix3() },\n\n\t\talphaMap: { value: null },\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 },\n\t\trefractionRatio: { value: 0.98 },\n\t\tmaxMipLevel: { value: 0 }\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalScale: { value: new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tlightProbe: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {}\n\t\t} },\n\n\t\tdirectionalLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tdirectionalShadowMap: { value: [] },\n\t\tdirectionalShadowMatrix: { value: [] },\n\n\t\tspotLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdirection: {},\n\t\t\tdistance: {},\n\t\t\tconeCos: {},\n\t\t\tpenumbraCos: {},\n\t\t\tdecay: {}\n\t\t} },\n\n\t\tspotLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotShadowMap: { value: [] },\n\t\tspotShadowMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {}\n\t\t} },\n\n\t\tpointLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {},\n\t\t\tshadowCameraNear: {},\n\t\t\tshadowCameraFar: {}\n\t\t} },\n\n\t\tpointShadowMap: { value: [] },\n\t\tpointShadowMatrix: { value: [] },\n\n\t\themisphereLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tskyColor: {},\n\t\t\tgroundColor: {}\n\t\t} },\n\n\t\t// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n\t\trectAreaLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\twidth: {},\n\t\t\theight: {}\n\t\t} },\n\n\t\tltc_1: { value: null },\n\t\tltc_2: { value: null }\n\n\t},\n\n\tpoints: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t},\n\n\tsprite: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tcenter: { value: new Vector2( 0.5, 0.5 ) },\n\t\trotation: { value: 0.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t}\n\n};\n\nconst ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshbasic_vert,\n\t\tfragmentShader: ShaderChunk.meshbasic_frag\n\n\t},\n\n\tlambert: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshlambert_vert,\n\t\tfragmentShader: ShaderChunk.meshlambert_frag\n\n\t},\n\n\tphong: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphong_vert,\n\t\tfragmentShader: ShaderChunk.meshphong_frag\n\n\t},\n\n\tstandard: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.roughnessmap,\n\t\t\tUniformsLib.metalnessmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\troughness: { value: 1.0 },\n\t\t\t\tmetalness: { value: 0.0 },\n\t\t\t\tenvMapIntensity: { value: 1 } // temporary\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphysical_vert,\n\t\tfragmentShader: ShaderChunk.meshphysical_frag\n\n\t},\n\n\ttoon: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.gradientmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshtoon_vert,\n\t\tfragmentShader: ShaderChunk.meshtoon_frag\n\n\t},\n\n\tmatcap: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tmatcap: { value: null }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshmatcap_vert,\n\t\tfragmentShader: ShaderChunk.meshmatcap_frag\n\n\t},\n\n\tpoints: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.points,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.points_vert,\n\t\tfragmentShader: ShaderChunk.points_frag\n\n\t},\n\n\tdashed: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tscale: { value: 1 },\n\t\t\t\tdashSize: { value: 1 },\n\t\t\t\ttotalSize: { value: 2 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.linedashed_vert,\n\t\tfragmentShader: ShaderChunk.linedashed_frag\n\n\t},\n\n\tdepth: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.depth_vert,\n\t\tfragmentShader: ShaderChunk.depth_frag\n\n\t},\n\n\tnormal: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.normal_vert,\n\t\tfragmentShader: ShaderChunk.normal_frag\n\n\t},\n\n\tsprite: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.sprite,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.sprite_vert,\n\t\tfragmentShader: ShaderChunk.sprite_frag\n\n\t},\n\n\tbackground: {\n\n\t\tuniforms: {\n\t\t\tuvTransform: { value: new Matrix3() },\n\t\t\tt2D: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.background_vert,\n\t\tfragmentShader: ShaderChunk.background_frag\n\n\t},\n\t/* -------------------------------------------------------------------------\n\t//\tCube map shader\n\t ------------------------------------------------------------------------- */\n\n\tcube: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.envmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.cube_vert,\n\t\tfragmentShader: ShaderChunk.cube_frag\n\n\t},\n\n\tequirect: {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.equirect_vert,\n\t\tfragmentShader: ShaderChunk.equirect_frag\n\n\t},\n\n\tdistanceRGBA: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: new Vector3() },\n\t\t\t\tnearDistance: { value: 1 },\n\t\t\t\tfarDistance: { value: 1000 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.distanceRGBA_vert,\n\t\tfragmentShader: ShaderChunk.distanceRGBA_frag\n\n\t},\n\n\tshadow: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.lights,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tcolor: { value: new Color( 0x00000 ) },\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t},\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.shadow_vert,\n\t\tfragmentShader: ShaderChunk.shadow_frag\n\n\t}\n\n};\n\nShaderLib.physical = {\n\n\tuniforms: mergeUniforms( [\n\t\tShaderLib.standard.uniforms,\n\t\t{\n\t\t\tclearcoat: { value: 0 },\n\t\t\tclearcoatMap: { value: null },\n\t\t\tclearcoatRoughness: { value: 0 },\n\t\t\tclearcoatRoughnessMap: { value: null },\n\t\t\tclearcoatNormalScale: { value: new Vector2( 1, 1 ) },\n\t\t\tclearcoatNormalMap: { value: null },\n\t\t\tsheen: { value: new Color( 0x000000 ) },\n\t\t\ttransmission: { value: 0 },\n\t\t\ttransmissionMap: { value: null },\n\t\t}\n\t] ),\n\n\tvertexShader: ShaderChunk.meshphysical_vert,\n\tfragmentShader: ShaderChunk.meshphysical_frag\n\n};\n\nfunction WebGLBackground( renderer, cubemaps, state, objects, premultipliedAlpha ) {\n\n\tconst clearColor = new Color( 0x000000 );\n\tlet clearAlpha = 0;\n\n\tlet planeMesh;\n\tlet boxMesh;\n\n\tlet currentBackground = null;\n\tlet currentBackgroundVersion = 0;\n\tlet currentTonemapping = null;\n\n\tfunction render( renderList, scene, camera, forceClear ) {\n\n\t\tlet background = scene.isScene === true ? scene.background : null;\n\n\t\tif ( background && background.isTexture ) {\n\n\t\t\tbackground = cubemaps.get( background );\n\n\t\t}\n\n\t\t// Ignore background in AR\n\t\t// TODO: Reconsider this.\n\n\t\tconst xr = renderer.xr;\n\t\tconst session = xr.getSession && xr.getSession();\n\n\t\tif ( session && session.environmentBlendMode === 'additive' ) {\n\n\t\t\tbackground = null;\n\n\t\t}\n\n\t\tif ( background === null ) {\n\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t} else if ( background && background.isColor ) {\n\n\t\t\tsetClear( background, 1 );\n\t\t\tforceClear = true;\n\n\t\t}\n\n\t\tif ( renderer.autoClear || forceClear ) {\n\n\t\t\trenderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\n\t\t}\n\n\t\tif ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {\n\n\t\t\tif ( boxMesh === undefined ) {\n\n\t\t\t\tboxMesh = new Mesh(\n\t\t\t\t\tnew BoxGeometry( 1, 1, 1 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundCubeMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.cube.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.cube.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.cube.fragmentShader,\n\t\t\t\t\t\tside: BackSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'normal' );\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'uv' );\n\n\t\t\t\tboxMesh.onBeforeRender = function ( renderer, scene, camera ) {\n\n\t\t\t\t\tthis.matrixWorld.copyPosition( camera.matrixWorld );\n\n\t\t\t\t};\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( boxMesh.material, 'envMap', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.envMap.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( boxMesh );\n\n\t\t\t}\n\n\t\t\tif ( background.isWebGLCubeRenderTarget ) {\n\n\t\t\t\t// TODO Deprecate\n\n\t\t\t\tbackground = background.texture;\n\n\t\t\t}\n\n\t\t\tboxMesh.material.uniforms.envMap.value = background;\n\t\t\tboxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background._needsFlipEnvMap ) ? - 1 : 1;\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tboxMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );\n\n\t\t} else if ( background && background.isTexture ) {\n\n\t\t\tif ( planeMesh === undefined ) {\n\n\t\t\t\tplaneMesh = new Mesh(\n\t\t\t\t\tnew PlaneGeometry( 2, 2 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.background.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.background.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.background.fragmentShader,\n\t\t\t\t\t\tside: FrontSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tplaneMesh.geometry.deleteAttribute( 'normal' );\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( planeMesh.material, 'map', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.t2D.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( planeMesh );\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.t2D.value = background;\n\n\t\t\tif ( background.matrixAutoUpdate === true ) {\n\n\t\t\t\tbackground.updateMatrix();\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.uvTransform.value.copy( background.matrix );\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tplaneMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );\n\n\t\t}\n\n\t}\n\n\tfunction setClear( color, alpha ) {\n\n\t\tstate.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );\n\n\t}\n\n\treturn {\n\n\t\tgetClearColor: function () {\n\n\t\t\treturn clearColor;\n\n\t\t},\n\t\tsetClearColor: function ( color, alpha = 1 ) {\n\n\t\t\tclearColor.set( color );\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\tgetClearAlpha: function () {\n\n\t\t\treturn clearAlpha;\n\n\t\t},\n\t\tsetClearAlpha: function ( alpha ) {\n\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\trender: render\n\n\t};\n\n}\n\nfunction WebGLBindingStates( gl, extensions, attributes, capabilities ) {\n\n\tconst maxVertexAttributes = gl.getParameter( 34921 );\n\n\tconst extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );\n\tconst vaoAvailable = capabilities.isWebGL2 || extension !== null;\n\n\tconst bindingStates = {};\n\n\tconst defaultState = createBindingState( null );\n\tlet currentState = defaultState;\n\n\tfunction setup( object, material, program, geometry, index ) {\n\n\t\tlet updateBuffers = false;\n\n\t\tif ( vaoAvailable ) {\n\n\t\t\tconst state = getBindingState( geometry, program, material );\n\n\t\t\tif ( currentState !== state ) {\n\n\t\t\t\tcurrentState = state;\n\t\t\t\tbindVertexArrayObject( currentState.object );\n\n\t\t\t}\n\n\t\t\tupdateBuffers = needsUpdate( geometry, index );\n\n\t\t\tif ( updateBuffers ) saveCache( geometry, index );\n\n\t\t} else {\n\n\t\t\tconst wireframe = ( material.wireframe === true );\n\n\t\t\tif ( currentState.geometry !== geometry.id ||\n\t\t\t\tcurrentState.program !== program.id ||\n\t\t\t\tcurrentState.wireframe !== wireframe ) {\n\n\t\t\t\tcurrentState.geometry = geometry.id;\n\t\t\t\tcurrentState.program = program.id;\n\t\t\t\tcurrentState.wireframe = wireframe;\n\n\t\t\t\tupdateBuffers = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh === true ) {\n\n\t\t\tupdateBuffers = true;\n\n\t\t}\n\n\t\tif ( index !== null ) {\n\n\t\t\tattributes.update( index, 34963 );\n\n\t\t}\n\n\t\tif ( updateBuffers ) {\n\n\t\t\tsetupVertexAttributes( object, material, program, geometry );\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tgl.bindBuffer( 34963, attributes.get( index ).buffer );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createVertexArrayObject() {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.createVertexArray();\n\n\t\treturn extension.createVertexArrayOES();\n\n\t}\n\n\tfunction bindVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao );\n\n\t\treturn extension.bindVertexArrayOES( vao );\n\n\t}\n\n\tfunction deleteVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao );\n\n\t\treturn extension.deleteVertexArrayOES( vao );\n\n\t}\n\n\tfunction getBindingState( geometry, program, material ) {\n\n\t\tconst wireframe = ( material.wireframe === true );\n\n\t\tlet programMap = bindingStates[ geometry.id ];\n\n\t\tif ( programMap === undefined ) {\n\n\t\t\tprogramMap = {};\n\t\t\tbindingStates[ geometry.id ] = programMap;\n\n\t\t}\n\n\t\tlet stateMap = programMap[ program.id ];\n\n\t\tif ( stateMap === undefined ) {\n\n\t\t\tstateMap = {};\n\t\t\tprogramMap[ program.id ] = stateMap;\n\n\t\t}\n\n\t\tlet state = stateMap[ wireframe ];\n\n\t\tif ( state === undefined ) {\n\n\t\t\tstate = createBindingState( createVertexArrayObject() );\n\t\t\tstateMap[ wireframe ] = state;\n\n\t\t}\n\n\t\treturn state;\n\n\t}\n\n\tfunction createBindingState( vao ) {\n\n\t\tconst newAttributes = [];\n\t\tconst enabledAttributes = [];\n\t\tconst attributeDivisors = [];\n\n\t\tfor ( let i = 0; i < maxVertexAttributes; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\t\t\tenabledAttributes[ i ] = 0;\n\t\t\tattributeDivisors[ i ] = 0;\n\n\t\t}\n\n\t\treturn {\n\n\t\t\t// for backward compatibility on non-VAO support browser\n\t\t\tgeometry: null,\n\t\t\tprogram: null,\n\t\t\twireframe: false,\n\n\t\t\tnewAttributes: newAttributes,\n\t\t\tenabledAttributes: enabledAttributes,\n\t\t\tattributeDivisors: attributeDivisors,\n\t\t\tobject: vao,\n\t\t\tattributes: {},\n\t\t\tindex: null\n\n\t\t};\n\n\t}\n\n\tfunction needsUpdate( geometry, index ) {\n\n\t\tconst cachedAttributes = currentState.attributes;\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in geometryAttributes ) {\n\n\t\t\tconst cachedAttribute = cachedAttributes[ key ];\n\t\t\tconst geometryAttribute = geometryAttributes[ key ];\n\n\t\t\tif ( cachedAttribute === undefined ) return true;\n\n\t\t\tif ( cachedAttribute.attribute !== geometryAttribute ) return true;\n\n\t\t\tif ( cachedAttribute.data !== geometryAttribute.data ) return true;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tif ( currentState.attributesNum !== attributesNum ) return true;\n\n\t\tif ( currentState.index !== index ) return true;\n\n\t\treturn false;\n\n\t}\n\n\tfunction saveCache( geometry, index ) {\n\n\t\tconst cache = {};\n\t\tconst attributes = geometry.attributes;\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tconst data = {};\n\t\t\tdata.attribute = attribute;\n\n\t\t\tif ( attribute.data ) {\n\n\t\t\t\tdata.data = attribute.data;\n\n\t\t\t}\n\n\t\t\tcache[ key ] = data;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tcurrentState.attributes = cache;\n\t\tcurrentState.attributesNum = attributesNum;\n\n\t\tcurrentState.index = index;\n\n\t}\n\n\tfunction initAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\n\t\tfor ( let i = 0, il = newAttributes.length; i < il; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttribute( attribute ) {\n\n\t\tenableAttributeAndDivisor( attribute, 0 );\n\n\t}\n\n\tfunction enableAttributeAndDivisor( attribute, meshPerAttribute ) {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\t\tconst attributeDivisors = currentState.attributeDivisors;\n\n\t\tnewAttributes[ attribute ] = 1;\n\n\t\tif ( enabledAttributes[ attribute ] === 0 ) {\n\n\t\t\tgl.enableVertexAttribArray( attribute );\n\t\t\tenabledAttributes[ attribute ] = 1;\n\n\t\t}\n\n\t\tif ( attributeDivisors[ attribute ] !== meshPerAttribute ) {\n\n\t\t\tconst extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t\textension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );\n\t\t\tattributeDivisors[ attribute ] = meshPerAttribute;\n\n\t\t}\n\n\t}\n\n\tfunction disableUnusedAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\n\t\tfor ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {\n\n\t\t\tif ( enabledAttributes[ i ] !== newAttributes[ i ] ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction vertexAttribPointer( index, size, type, normalized, stride, offset ) {\n\n\t\tif ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {\n\n\t\t\tgl.vertexAttribIPointer( index, size, type, stride, offset );\n\n\t\t} else {\n\n\t\t\tgl.vertexAttribPointer( index, size, type, normalized, stride, offset );\n\n\t\t}\n\n\t}\n\n\tfunction setupVertexAttributes( object, material, program, geometry ) {\n\n\t\tif ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {\n\n\t\t\tif ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;\n\n\t\t}\n\n\t\tinitAttributes();\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tconst materialDefaultAttributeValues = material.defaultAttributeValues;\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute >= 0 ) {\n\n\t\t\t\tconst geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute !== undefined ) {\n\n\t\t\t\t\tconst normalized = geometryAttribute.normalized;\n\t\t\t\t\tconst size = geometryAttribute.itemSize;\n\n\t\t\t\t\tconst attribute = attributes.get( geometryAttribute );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\t\t\t\t\tconst bytesPerElement = attribute.bytesPerElement;\n\n\t\t\t\t\tif ( geometryAttribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst data = geometryAttribute.data;\n\t\t\t\t\t\tconst stride = data.stride;\n\t\t\t\t\t\tconst offset = geometryAttribute.offset;\n\n\t\t\t\t\t\tif ( data && data.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute, data.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = data.meshPerAttribute * data.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tenableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\tvertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( geometryAttribute.isInstancedBufferAttribute ) {\n\n\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tenableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\tvertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( name === 'instanceMatrix' ) {\n\n\t\t\t\t\tconst attribute = attributes.get( object.instanceMatrix );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 0, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 1, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 2, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 3, 1 );\n\n\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );\n\n\t\t\t\t} else if ( name === 'instanceColor' ) {\n\n\t\t\t\t\tconst attribute = attributes.get( object.instanceColor );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute, 1 );\n\n\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute, 3, type, false, 12, 0 );\n\n\t\t\t\t} else if ( materialDefaultAttributeValues !== undefined ) {\n\n\t\t\t\t\tconst value = materialDefaultAttributeValues[ name ];\n\n\t\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\t\tswitch ( value.length ) {\n\n\t\t\t\t\t\t\tcase 2:\n\t\t\t\t\t\t\t\tgl.vertexAttrib2fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\tgl.vertexAttrib3fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\tgl.vertexAttrib4fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\tgl.vertexAttrib1fv( programAttribute, value );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tdisableUnusedAttributes();\n\n\t}\n\n\tfunction dispose() {\n\n\t\treset();\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tfor ( const programId in programMap ) {\n\n\t\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t\t}\n\n\t\t\t\tdelete programMap[ programId ];\n\n\t\t\t}\n\n\t\t\tdelete bindingStates[ geometryId ];\n\n\t\t}\n\n\t}\n\n\tfunction releaseStatesOfGeometry( geometry ) {\n\n\t\tif ( bindingStates[ geometry.id ] === undefined ) return;\n\n\t\tconst programMap = bindingStates[ geometry.id ];\n\n\t\tfor ( const programId in programMap ) {\n\n\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ programId ];\n\n\t\t}\n\n\t\tdelete bindingStates[ geometry.id ];\n\n\t}\n\n\tfunction releaseStatesOfProgram( program ) {\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tif ( programMap[ program.id ] === undefined ) continue;\n\n\t\t\tconst stateMap = programMap[ program.id ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ program.id ];\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\tresetDefaultState();\n\n\t\tif ( currentState === defaultState ) return;\n\n\t\tcurrentState = defaultState;\n\t\tbindVertexArrayObject( currentState.object );\n\n\t}\n\n\t// for backward-compatilibity\n\n\tfunction resetDefaultState() {\n\n\t\tdefaultState.geometry = null;\n\t\tdefaultState.program = null;\n\t\tdefaultState.wireframe = false;\n\n\t}\n\n\treturn {\n\n\t\tsetup: setup,\n\t\treset: reset,\n\t\tresetDefaultState: resetDefaultState,\n\t\tdispose: dispose,\n\t\treleaseStatesOfGeometry: releaseStatesOfGeometry,\n\t\treleaseStatesOfProgram: releaseStatesOfProgram,\n\n\t\tinitAttributes: initAttributes,\n\t\tenableAttribute: enableAttribute,\n\t\tdisableUnusedAttributes: disableUnusedAttributes\n\n\t};\n\n}\n\nfunction WebGLBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawArrays( mode, start, count );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawArraysInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawArraysInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, start, count, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLCapabilities( gl, extensions, parameters ) {\n\n\tlet maxAnisotropy;\n\n\tfunction getMaxAnisotropy() {\n\n\t\tif ( maxAnisotropy !== undefined ) return maxAnisotropy;\n\n\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tmaxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );\n\n\t\t} else {\n\n\t\t\tmaxAnisotropy = 0;\n\n\t\t}\n\n\t\treturn maxAnisotropy;\n\n\t}\n\n\tfunction getMaxPrecision( precision ) {\n\n\t\tif ( precision === 'highp' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {\n\n\t\t\t\treturn 'highp';\n\n\t\t\t}\n\n\t\t\tprecision = 'mediump';\n\n\t\t}\n\n\t\tif ( precision === 'mediump' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {\n\n\t\t\t\treturn 'mediump';\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn 'lowp';\n\n\t}\n\n\t/* eslint-disable no-undef */\n\tconst isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||\n\t\t( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );\n\t/* eslint-enable no-undef */\n\n\tlet precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n\tconst maxPrecision = getMaxPrecision( precision );\n\n\tif ( maxPrecision !== precision ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );\n\t\tprecision = maxPrecision;\n\n\t}\n\n\tconst logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n\n\tconst maxTextures = gl.getParameter( 34930 );\n\tconst maxVertexTextures = gl.getParameter( 35660 );\n\tconst maxTextureSize = gl.getParameter( 3379 );\n\tconst maxCubemapSize = gl.getParameter( 34076 );\n\n\tconst maxAttributes = gl.getParameter( 34921 );\n\tconst maxVertexUniforms = gl.getParameter( 36347 );\n\tconst maxVaryings = gl.getParameter( 36348 );\n\tconst maxFragmentUniforms = gl.getParameter( 36349 );\n\n\tconst vertexTextures = maxVertexTextures > 0;\n\tconst floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );\n\tconst floatVertexTextures = vertexTextures && floatFragmentTextures;\n\n\tconst maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;\n\n\treturn {\n\n\t\tisWebGL2: isWebGL2,\n\n\t\tgetMaxAnisotropy: getMaxAnisotropy,\n\t\tgetMaxPrecision: getMaxPrecision,\n\n\t\tprecision: precision,\n\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\tmaxTextures: maxTextures,\n\t\tmaxVertexTextures: maxVertexTextures,\n\t\tmaxTextureSize: maxTextureSize,\n\t\tmaxCubemapSize: maxCubemapSize,\n\n\t\tmaxAttributes: maxAttributes,\n\t\tmaxVertexUniforms: maxVertexUniforms,\n\t\tmaxVaryings: maxVaryings,\n\t\tmaxFragmentUniforms: maxFragmentUniforms,\n\n\t\tvertexTextures: vertexTextures,\n\t\tfloatFragmentTextures: floatFragmentTextures,\n\t\tfloatVertexTextures: floatVertexTextures,\n\n\t\tmaxSamples: maxSamples\n\n\t};\n\n}\n\nfunction WebGLClipping( properties ) {\n\n\tconst scope = this;\n\n\tlet globalState = null,\n\t\tnumGlobalPlanes = 0,\n\t\tlocalClippingEnabled = false,\n\t\trenderingShadows = false;\n\n\tconst plane = new Plane(),\n\t\tviewNormalMatrix = new Matrix3(),\n\n\t\tuniform = { value: null, needsUpdate: false };\n\n\tthis.uniform = uniform;\n\tthis.numPlanes = 0;\n\tthis.numIntersection = 0;\n\n\tthis.init = function ( planes, enableLocalClipping, camera ) {\n\n\t\tconst enabled =\n\t\t\tplanes.length !== 0 ||\n\t\t\tenableLocalClipping ||\n\t\t\t// enable state of previous frame - the clipping code has to\n\t\t\t// run another frame in order to reset the state:\n\t\t\tnumGlobalPlanes !== 0 ||\n\t\t\tlocalClippingEnabled;\n\n\t\tlocalClippingEnabled = enableLocalClipping;\n\n\t\tglobalState = projectPlanes( planes, camera, 0 );\n\t\tnumGlobalPlanes = planes.length;\n\n\t\treturn enabled;\n\n\t};\n\n\tthis.beginShadows = function () {\n\n\t\trenderingShadows = true;\n\t\tprojectPlanes( null );\n\n\t};\n\n\tthis.endShadows = function () {\n\n\t\trenderingShadows = false;\n\t\tresetGlobalState();\n\n\t};\n\n\tthis.setState = function ( material, camera, useCache ) {\n\n\t\tconst planes = material.clippingPlanes,\n\t\t\tclipIntersection = material.clipIntersection,\n\t\t\tclipShadows = material.clipShadows;\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {\n\n\t\t\t// there's no local clipping\n\n\t\t\tif ( renderingShadows ) {\n\n\t\t\t\t// there's no global clipping\n\n\t\t\t\tprojectPlanes( null );\n\n\t\t\t} else {\n\n\t\t\t\tresetGlobalState();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n\t\t\t\tlGlobal = nGlobal * 4;\n\n\t\t\tlet dstArray = materialProperties.clippingState || null;\n\n\t\t\tuniform.value = dstArray; // ensure unique state\n\n\t\t\tdstArray = projectPlanes( planes, camera, lGlobal, useCache );\n\n\t\t\tfor ( let i = 0; i !== lGlobal; ++ i ) {\n\n\t\t\t\tdstArray[ i ] = globalState[ i ];\n\n\t\t\t}\n\n\t\t\tmaterialProperties.clippingState = dstArray;\n\t\t\tthis.numIntersection = clipIntersection ? this.numPlanes : 0;\n\t\t\tthis.numPlanes += nGlobal;\n\n\t\t}\n\n\n\t};\n\n\tfunction resetGlobalState() {\n\n\t\tif ( uniform.value !== globalState ) {\n\n\t\t\tuniform.value = globalState;\n\t\t\tuniform.needsUpdate = numGlobalPlanes > 0;\n\n\t\t}\n\n\t\tscope.numPlanes = numGlobalPlanes;\n\t\tscope.numIntersection = 0;\n\n\t}\n\n\tfunction projectPlanes( planes, camera, dstOffset, skipTransform ) {\n\n\t\tconst nPlanes = planes !== null ? planes.length : 0;\n\t\tlet dstArray = null;\n\n\t\tif ( nPlanes !== 0 ) {\n\n\t\t\tdstArray = uniform.value;\n\n\t\t\tif ( skipTransform !== true || dstArray === null ) {\n\n\t\t\t\tconst flatSize = dstOffset + nPlanes * 4,\n\t\t\t\t\tviewMatrix = camera.matrixWorldInverse;\n\n\t\t\t\tviewNormalMatrix.getNormalMatrix( viewMatrix );\n\n\t\t\t\tif ( dstArray === null || dstArray.length < flatSize ) {\n\n\t\t\t\t\tdstArray = new Float32Array( flatSize );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {\n\n\t\t\t\t\tplane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );\n\n\t\t\t\t\tplane.normal.toArray( dstArray, i4 );\n\t\t\t\t\tdstArray[ i4 + 3 ] = plane.constant;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tuniform.value = dstArray;\n\t\t\tuniform.needsUpdate = true;\n\n\t\t}\n\n\t\tscope.numPlanes = nPlanes;\n\t\tscope.numIntersection = 0;\n\n\t\treturn dstArray;\n\n\t}\n\n}\n\nfunction WebGLCubeMaps( renderer ) {\n\n\tlet cubemaps = new WeakMap();\n\n\tfunction mapTextureMapping( texture, mapping ) {\n\n\t\tif ( mapping === EquirectangularReflectionMapping ) {\n\n\t\t\ttexture.mapping = CubeReflectionMapping;\n\n\t\t} else if ( mapping === EquirectangularRefractionMapping ) {\n\n\t\t\ttexture.mapping = CubeRefractionMapping;\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tif ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {\n\n\t\t\t\tif ( cubemaps.has( texture ) ) {\n\n\t\t\t\t\tconst cubemap = cubemaps.get( texture ).texture;\n\t\t\t\t\treturn mapTextureMapping( cubemap, texture.mapping );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\tif ( image && image.height > 0 ) {\n\n\t\t\t\t\t\tconst currentRenderList = renderer.getRenderList();\n\t\t\t\t\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\t\t\t\t\tconst renderTarget = new WebGLCubeRenderTarget( image.height / 2 );\n\t\t\t\t\t\trenderTarget.fromEquirectangularTexture( renderer, texture );\n\t\t\t\t\t\tcubemaps.set( texture, renderTarget );\n\n\t\t\t\t\t\trenderer.setRenderTarget( currentRenderTarget );\n\t\t\t\t\t\trenderer.setRenderList( currentRenderList );\n\n\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\treturn mapTextureMapping( renderTarget.texture, texture.mapping );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemap = cubemaps.get( texture );\n\n\t\tif ( cubemap !== undefined ) {\n\n\t\t\tcubemaps.delete( texture );\n\t\t\tcubemap.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubemaps = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLExtensions( gl ) {\n\n\tconst extensions = {};\n\n\tfunction getExtension( name ) {\n\n\t\tif ( extensions[ name ] !== undefined ) {\n\n\t\t\treturn extensions[ name ];\n\n\t\t}\n\n\t\tlet extension;\n\n\t\tswitch ( name ) {\n\n\t\t\tcase 'WEBGL_depth_texture':\n\t\t\t\textension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'EXT_texture_filter_anisotropic':\n\t\t\t\textension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_s3tc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_pvrtc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\textension = gl.getExtension( name );\n\n\t\t}\n\n\t\textensions[ name ] = extension;\n\n\t\treturn extension;\n\n\t}\n\n\treturn {\n\n\t\thas: function ( name ) {\n\n\t\t\treturn getExtension( name ) !== null;\n\n\t\t},\n\n\t\tinit: function ( capabilities ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\tgetExtension( 'EXT_color_buffer_float' );\n\n\t\t\t} else {\n\n\t\t\t\tgetExtension( 'WEBGL_depth_texture' );\n\t\t\t\tgetExtension( 'OES_texture_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float_linear' );\n\t\t\t\tgetExtension( 'OES_standard_derivatives' );\n\t\t\t\tgetExtension( 'OES_element_index_uint' );\n\t\t\t\tgetExtension( 'OES_vertex_array_object' );\n\t\t\t\tgetExtension( 'ANGLE_instanced_arrays' );\n\n\t\t\t}\n\n\t\t\tgetExtension( 'OES_texture_float_linear' );\n\t\t\tgetExtension( 'EXT_color_buffer_half_float' );\n\n\t\t},\n\n\t\tget: function ( name ) {\n\n\t\t\tconst extension = getExtension( name );\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );\n\n\t\t\t}\n\n\t\t\treturn extension;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLGeometries( gl, attributes, info, bindingStates ) {\n\n\tconst geometries = {};\n\tconst wireframeAttributes = new WeakMap();\n\n\tfunction onGeometryDispose( event ) {\n\n\t\tconst geometry = event.target;\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\tattributes.remove( geometry.index );\n\n\t\t}\n\n\t\tfor ( const name in geometry.attributes ) {\n\n\t\t\tattributes.remove( geometry.attributes[ name ] );\n\n\t\t}\n\n\t\tgeometry.removeEventListener( 'dispose', onGeometryDispose );\n\n\t\tdelete geometries[ geometry.id ];\n\n\t\tconst attribute = wireframeAttributes.get( geometry );\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\twireframeAttributes.delete( geometry );\n\n\t\t}\n\n\t\tbindingStates.releaseStatesOfGeometry( geometry );\n\n\t\tif ( geometry.isInstancedBufferGeometry === true ) {\n\n\t\t\tdelete geometry._maxInstanceCount;\n\n\t\t}\n\n\t\t//\n\n\t\tinfo.memory.geometries --;\n\n\t}\n\n\tfunction get( object, geometry ) {\n\n\t\tif ( geometries[ geometry.id ] === true ) return geometry;\n\n\t\tgeometry.addEventListener( 'dispose', onGeometryDispose );\n\n\t\tgeometries[ geometry.id ] = true;\n\n\t\tinfo.memory.geometries ++;\n\n\t\treturn geometry;\n\n\t}\n\n\tfunction update( geometry ) {\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates.\n\n\t\tfor ( const name in geometryAttributes ) {\n\n\t\t\tattributes.update( geometryAttributes[ name ], 34962 );\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.update( array[ i ], 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateWireframeAttribute( geometry ) {\n\n\t\tconst indices = [];\n\n\t\tconst geometryIndex = geometry.index;\n\t\tconst geometryPosition = geometry.attributes.position;\n\t\tlet version = 0;\n\n\t\tif ( geometryIndex !== null ) {\n\n\t\t\tconst array = geometryIndex.array;\n\t\t\tversion = geometryIndex.version;\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\t\tconst a = array[ i + 0 ];\n\t\t\t\tconst b = array[ i + 1 ];\n\t\t\t\tconst c = array[ i + 2 ];\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst array = geometryPosition.array;\n\t\t\tversion = geometryPosition.version;\n\n\t\t\tfor ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {\n\n\t\t\t\tconst a = i + 0;\n\t\t\t\tconst b = i + 1;\n\t\t\t\tconst c = i + 2;\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );\n\t\tattribute.version = version;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates\n\n\t\t//\n\n\t\tconst previousAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( previousAttribute ) attributes.remove( previousAttribute );\n\n\t\t//\n\n\t\twireframeAttributes.set( geometry, attribute );\n\n\t}\n\n\tfunction getWireframeAttribute( geometry ) {\n\n\t\tconst currentAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( currentAttribute ) {\n\n\t\t\tconst geometryIndex = geometry.index;\n\n\t\t\tif ( geometryIndex !== null ) {\n\n\t\t\t\t// if the attribute is obsolete, create a new one\n\n\t\t\t\tif ( currentAttribute.version < geometryIndex.version ) {\n\n\t\t\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t}\n\n\t\treturn wireframeAttributes.get( geometry );\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tupdate: update,\n\n\t\tgetWireframeAttribute: getWireframeAttribute\n\n\t};\n\n}\n\nfunction WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tlet type, bytesPerElement;\n\n\tfunction setIndex( value ) {\n\n\t\ttype = value.type;\n\t\tbytesPerElement = value.bytesPerElement;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawElements( mode, count, type, start * bytesPerElement );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawElementsInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawElementsInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.setIndex = setIndex;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLInfo( gl ) {\n\n\tconst memory = {\n\t\tgeometries: 0,\n\t\ttextures: 0\n\t};\n\n\tconst render = {\n\t\tframe: 0,\n\t\tcalls: 0,\n\t\ttriangles: 0,\n\t\tpoints: 0,\n\t\tlines: 0\n\t};\n\n\tfunction update( count, mode, instanceCount ) {\n\n\t\trender.calls ++;\n\n\t\tswitch ( mode ) {\n\n\t\t\tcase 4:\n\t\t\t\trender.triangles += instanceCount * ( count / 3 );\n\t\t\t\tbreak;\n\n\t\t\tcase 1:\n\t\t\t\trender.lines += instanceCount * ( count / 2 );\n\t\t\t\tbreak;\n\n\t\t\tcase 3:\n\t\t\t\trender.lines += instanceCount * ( count - 1 );\n\t\t\t\tbreak;\n\n\t\t\tcase 2:\n\t\t\t\trender.lines += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tcase 0:\n\t\t\t\trender.points += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\trender.frame ++;\n\t\trender.calls = 0;\n\t\trender.triangles = 0;\n\t\trender.points = 0;\n\t\trender.lines = 0;\n\n\t}\n\n\treturn {\n\t\tmemory: memory,\n\t\trender: render,\n\t\tprograms: null,\n\t\tautoReset: true,\n\t\treset: reset,\n\t\tupdate: update\n\t};\n\n}\n\nfunction numericalSort( a, b ) {\n\n\treturn a[ 0 ] - b[ 0 ];\n\n}\n\nfunction absNumericalSort( a, b ) {\n\n\treturn Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );\n\n}\n\nfunction WebGLMorphtargets( gl ) {\n\n\tconst influencesList = {};\n\tconst morphInfluences = new Float32Array( 8 );\n\n\tconst workInfluences = [];\n\n\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\tworkInfluences[ i ] = [ i, 0 ];\n\n\t}\n\n\tfunction update( object, geometry, material, program ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\t// When object doesn't have morph target influences defined, we treat it as a 0-length array\n\t\t// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences\n\n\t\tconst length = objectInfluences === undefined ? 0 : objectInfluences.length;\n\n\t\tlet influences = influencesList[ geometry.id ];\n\n\t\tif ( influences === undefined ) {\n\n\t\t\t// initialise list\n\n\t\t\tinfluences = [];\n\n\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\tinfluences[ i ] = [ i, 0 ];\n\n\t\t\t}\n\n\t\t\tinfluencesList[ geometry.id ] = influences;\n\n\t\t}\n\n\t\t// Collect influences\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tconst influence = influences[ i ];\n\n\t\t\tinfluence[ 0 ] = i;\n\t\t\tinfluence[ 1 ] = objectInfluences[ i ];\n\n\t\t}\n\n\t\tinfluences.sort( absNumericalSort );\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tif ( i < length && influences[ i ][ 1 ] ) {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = influences[ i ][ 0 ];\n\t\t\t\tworkInfluences[ i ][ 1 ] = influences[ i ][ 1 ];\n\n\t\t\t} else {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER;\n\t\t\t\tworkInfluences[ i ][ 1 ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tworkInfluences.sort( numericalSort );\n\n\t\tconst morphTargets = material.morphTargets && geometry.morphAttributes.position;\n\t\tconst morphNormals = material.morphNormals && geometry.morphAttributes.normal;\n\n\t\tlet morphInfluencesSum = 0;\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tconst influence = workInfluences[ i ];\n\t\t\tconst index = influence[ 0 ];\n\t\t\tconst value = influence[ 1 ];\n\n\t\t\tif ( index !== Number.MAX_SAFE_INTEGER && value ) {\n\n\t\t\t\tif ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = value;\n\t\t\t\tmorphInfluencesSum += value;\n\n\t\t\t} else {\n\n\t\t\t\tif ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphTarget' + i );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphNormal' + i );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// GLSL shader uses formula baseinfluence * base + sum(target * influence)\n\t\t// This allows us to switch between absolute morphs and relative morphs without changing shader code\n\t\t// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)\n\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update\n\n\t};\n\n}\n\nfunction WebGLObjects( gl, geometries, attributes, info ) {\n\n\tlet updateMap = new WeakMap();\n\n\tfunction update( object ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\tconst geometry = object.geometry;\n\t\tconst buffergeometry = geometries.get( object, geometry );\n\n\t\t// Update once per frame\n\n\t\tif ( updateMap.get( buffergeometry ) !== frame ) {\n\n\t\t\tgeometries.update( buffergeometry );\n\n\t\t\tupdateMap.set( buffergeometry, frame );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\tif ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) {\n\n\t\t\t\tobject.addEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\t\t}\n\n\t\t\tattributes.update( object.instanceMatrix, 34962 );\n\n\t\t\tif ( object.instanceColor !== null ) {\n\n\t\t\t\tattributes.update( object.instanceColor, 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tupdateMap = new WeakMap();\n\n\t}\n\n\tfunction onInstancedMeshDispose( event ) {\n\n\t\tconst instancedMesh = event.target;\n\n\t\tinstancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\tattributes.remove( instancedMesh.instanceMatrix );\n\n\t\tif ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update,\n\t\tdispose: dispose\n\n\t};\n\n}\n\nfunction DataTexture2DArray( data = null, width = 1, height = 1, depth = 1 ) {\n\n\tTexture.call( this, null );\n\n\tthis.image = { data, width, height, depth };\n\n\tthis.magFilter = NearestFilter;\n\tthis.minFilter = NearestFilter;\n\n\tthis.wrapR = ClampToEdgeWrapping;\n\n\tthis.generateMipmaps = false;\n\tthis.flipY = false;\n\n\tthis.needsUpdate = true;\n\n}\n\nDataTexture2DArray.prototype = Object.create( Texture.prototype );\nDataTexture2DArray.prototype.constructor = DataTexture2DArray;\nDataTexture2DArray.prototype.isDataTexture2DArray = true;\n\nfunction DataTexture3D( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t// We're going to add .setXXX() methods for setting properties later.\n\t// Users can still set in DataTexture3D directly.\n\t//\n\t//\tconst texture = new THREE.DataTexture3D( data, width, height, depth );\n\t// \ttexture.anisotropy = 16;\n\t//\n\t// See #14839\n\n\tTexture.call( this, null );\n\n\tthis.image = { data, width, height, depth };\n\n\tthis.magFilter = NearestFilter;\n\tthis.minFilter = NearestFilter;\n\n\tthis.wrapR = ClampToEdgeWrapping;\n\n\tthis.generateMipmaps = false;\n\tthis.flipY = false;\n\n\tthis.needsUpdate = true;\n\n\n}\n\nDataTexture3D.prototype = Object.create( Texture.prototype );\nDataTexture3D.prototype.constructor = DataTexture3D;\nDataTexture3D.prototype.isDataTexture3D = true;\n\n/**\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [textures] )\n *\n * \t\tuploads a uniform value(s)\n * \tthe 'textures' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (textures factorizations):\n *\n * .upload( gl, seq, values, textures )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (textures factorizations):\n *\n * .setValue( gl, name, value, textures )\n *\n * \t\tsets uniform with name 'name' to 'value'\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\nconst emptyTexture = new Texture();\nconst emptyTexture2dArray = new DataTexture2DArray();\nconst emptyTexture3d = new DataTexture3D();\nconst emptyCubeTexture = new CubeTexture();\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nconst arrayCacheF32 = [];\nconst arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nconst mat4array = new Float32Array( 16 );\nconst mat3array = new Float32Array( 9 );\nconst mat2array = new Float32Array( 4 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tconst firstElem = array[ 0 ];\n\n\tif ( firstElem <= 0 || firstElem > 0 ) return array;\n\t// unoptimized: ! isNaN( firstElem )\n\t// see http://jacksondunstan.com/articles/983\n\n\tconst n = nBlocks * blockSize;\n\tlet r = arrayCacheF32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Float32Array( n );\n\t\tarrayCacheF32[ n ] = r;\n\n\t}\n\n\tif ( nBlocks !== 0 ) {\n\n\t\tfirstElem.toArray( r, 0 );\n\n\t\tfor ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {\n\n\t\t\toffset += blockSize;\n\t\t\tarray[ i ].toArray( r, offset );\n\n\t\t}\n\n\t}\n\n\treturn r;\n\n}\n\nfunction arraysEqual( a, b ) {\n\n\tif ( a.length !== b.length ) return false;\n\n\tfor ( let i = 0, l = a.length; i < l; i ++ ) {\n\n\t\tif ( a[ i ] !== b[ i ] ) return false;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction copyArray( a, b ) {\n\n\tfor ( let i = 0, l = b.length; i < l; i ++ ) {\n\n\t\ta[ i ] = b[ i ];\n\n\t}\n\n}\n\n// Texture unit allocation\n\nfunction allocTexUnits( textures, n ) {\n\n\tlet r = arrayCacheI32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Int32Array( n );\n\t\tarrayCacheI32[ n ] = r;\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\tr[ i ] = textures.allocateTextureUnit();\n\n\t}\n\n\treturn r;\n\n}\n\n// --- Setters ---\n\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n\n// Single scalar\n\nfunction setValueV1f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1f( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValueV2f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2f( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else if ( v.r !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {\n\n\t\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\n\t\t\tcache[ 0 ] = v.r;\n\t\t\tcache[ 1 ] = v.g;\n\t\t\tcache[ 2 ] = v.b;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single matrix (from flat array or MatrixN)\n\nfunction setValueM2( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix2fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat2array.set( elements );\n\n\t\tgl.uniformMatrix2fv( this.addr, false, mat2array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM3( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat3array.set( elements );\n\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM4( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat4array.set( elements );\n\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTexture2D( v || emptyTexture, unit );\n\n}\n\nfunction setValueT2DArray1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2DArray( v || emptyTexture2dArray, unit );\n\n}\n\nfunction setValueT3D1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture3D( v || emptyTexture3d, unit );\n\n}\n\nfunction setValueT6( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTextureCube( v || emptyCubeTexture, unit );\n\n}\n\n// Integer / Boolean vectors or arrays thereof (always flat arrays)\n\nfunction setValueV1i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1i( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\nfunction setValueV2i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform2iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV3i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform3iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV4i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform4iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\n// uint\n\nfunction setValueV1ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1ui( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Helper to pick the right setter for the singular case\n\nfunction getSingularSetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1f; // FLOAT\n\t\tcase 0x8b50: return setValueV2f; // _VEC2\n\t\tcase 0x8b51: return setValueV3f; // _VEC3\n\t\tcase 0x8b52: return setValueV4f; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2; // _MAT2\n\t\tcase 0x8b5b: return setValueM3; // _MAT3\n\t\tcase 0x8b5c: return setValueM4; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2i; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3i; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4i; // _VEC4\n\n\t\tcase 0x1405: return setValueV1ui; // UINT\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3D1;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArray1;\n\n\t}\n\n}\n\n// Array of scalars\nfunction setValueV1fArray( gl, v ) {\n\n\tgl.uniform1fv( this.addr, v );\n\n}\n\n// Integer / Boolean vectors or arrays thereof (always flat arrays)\nfunction setValueV1iArray( gl, v ) {\n\n\tgl.uniform1iv( this.addr, v );\n\n}\n\nfunction setValueV2iArray( gl, v ) {\n\n\tgl.uniform2iv( this.addr, v );\n\n}\n\nfunction setValueV3iArray( gl, v ) {\n\n\tgl.uniform3iv( this.addr, v );\n\n}\n\nfunction setValueV4iArray( gl, v ) {\n\n\tgl.uniform4iv( this.addr, v );\n\n}\n\n\n// Array of vectors (flat or from THREE classes)\n\nfunction setValueV2fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 2 );\n\n\tgl.uniform2fv( this.addr, data );\n\n}\n\nfunction setValueV3fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 3 );\n\n\tgl.uniform3fv( this.addr, data );\n\n}\n\nfunction setValueV4fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniform4fv( this.addr, data );\n\n}\n\n// Array of matrices (flat or from THREE clases)\n\nfunction setValueM2Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniformMatrix2fv( this.addr, false, data );\n\n}\n\nfunction setValueM3Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 9 );\n\n\tgl.uniformMatrix3fv( this.addr, false, data );\n\n}\n\nfunction setValueM4Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 16 );\n\n\tgl.uniformMatrix4fv( this.addr, false, data );\n\n}\n\n// Array of textures (2D / Cube)\n\nfunction setValueT1Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1fArray; // FLOAT\n\t\tcase 0x8b50: return setValueV2fArray; // _VEC2\n\t\tcase 0x8b51: return setValueV3fArray; // _VEC3\n\t\tcase 0x8b52: return setValueV4fArray; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2Array; // _MAT2\n\t\tcase 0x8b5b: return setValueM3Array; // _MAT3\n\t\tcase 0x8b5c: return setValueM4Array; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1Array;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6Array;\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nfunction SingleUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nfunction PureArrayUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.size = activeInfo.size;\n\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nPureArrayUniform.prototype.updateCache = function ( data ) {\n\n\tconst cache = this.cache;\n\n\tif ( data instanceof Float32Array && cache.length !== data.length ) {\n\n\t\tthis.cache = new Float32Array( data.length );\n\n\t}\n\n\tcopyArray( cache, data );\n\n};\n\nfunction StructuredUniform( id ) {\n\n\tthis.id = id;\n\n\tthis.seq = [];\n\tthis.map = {};\n\n}\n\nStructuredUniform.prototype.setValue = function ( gl, value, textures ) {\n\n\tconst seq = this.seq;\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tu.setValue( gl, value[ u.id ], textures );\n\n\t}\n\n};\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nconst RePathPart = /(\\w+)(\\])?(\\[|\\.)?/g;\n\n// extracts\n// \t- the identifier (member name or array index)\n// - followed by an optional right bracket (found when array index)\n// - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform( container, uniformObject ) {\n\n\tcontainer.seq.push( uniformObject );\n\tcontainer.map[ uniformObject.id ] = uniformObject;\n\n}\n\nfunction parseUniform( activeInfo, addr, container ) {\n\n\tconst path = activeInfo.name,\n\t\tpathLength = path.length;\n\n\t// reset RegExp object, because of the early exit of a previous run\n\tRePathPart.lastIndex = 0;\n\n\twhile ( true ) {\n\n\t\tconst match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex;\n\n\t\tlet id = match[ 1 ];\n\t\tconst idIsIndex = match[ 2 ] === ']',\n\t\t\tsubscript = match[ 3 ];\n\n\t\tif ( idIsIndex ) id = id | 0; // convert to integer\n\n\t\tif ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {\n\n\t\t\t// bare name or \"pure\" bottom-level array \"[0]\" suffix\n\n\t\t\taddUniform( container, subscript === undefined ?\n\t\t\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\t\t\tnew PureArrayUniform( id, activeInfo, addr ) );\n\n\t\t\tbreak;\n\n\t\t} else {\n\n\t\t\t// step into inner node / create it in case it doesn't exist\n\n\t\t\tconst map = container.map;\n\t\t\tlet next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nfunction WebGLUniforms( gl, program ) {\n\n\tthis.seq = [];\n\tthis.map = {};\n\n\tconst n = gl.getProgramParameter( program, 35718 );\n\n\tfor ( let i = 0; i < n; ++ i ) {\n\n\t\tconst info = gl.getActiveUniform( program, i ),\n\t\t\taddr = gl.getUniformLocation( program, info.name );\n\n\t\tparseUniform( info, addr, this );\n\n\t}\n\n}\n\nWebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {\n\n\tconst u = this.map[ name ];\n\n\tif ( u !== undefined ) u.setValue( gl, value, textures );\n\n};\n\nWebGLUniforms.prototype.setOptional = function ( gl, object, name ) {\n\n\tconst v = object[ name ];\n\n\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n};\n\n\n// Static interface\n\nWebGLUniforms.upload = function ( gl, seq, values, textures ) {\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ],\n\t\t\tv = values[ u.id ];\n\n\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\tu.setValue( gl, v.value, textures );\n\n\t\t}\n\n\t}\n\n};\n\nWebGLUniforms.seqWithValue = function ( seq, values ) {\n\n\tconst r = [];\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tif ( u.id in values ) r.push( u );\n\n\t}\n\n\treturn r;\n\n};\n\nfunction WebGLShader( gl, type, string ) {\n\n\tconst shader = gl.createShader( type );\n\n\tgl.shaderSource( shader, string );\n\tgl.compileShader( shader );\n\n\treturn shader;\n\n}\n\nlet programIdCount = 0;\n\nfunction addLineNumbers( string ) {\n\n\tconst lines = string.split( '\\n' );\n\n\tfor ( let i = 0; i < lines.length; i ++ ) {\n\n\t\tlines[ i ] = ( i + 1 ) + ': ' + lines[ i ];\n\n\t}\n\n\treturn lines.join( '\\n' );\n\n}\n\nfunction getEncodingComponents( encoding ) {\n\n\tswitch ( encoding ) {\n\n\t\tcase LinearEncoding:\n\t\t\treturn [ 'Linear', '( value )' ];\n\t\tcase sRGBEncoding:\n\t\t\treturn [ 'sRGB', '( value )' ];\n\t\tcase RGBEEncoding:\n\t\t\treturn [ 'RGBE', '( value )' ];\n\t\tcase RGBM7Encoding:\n\t\t\treturn [ 'RGBM', '( value, 7.0 )' ];\n\t\tcase RGBM16Encoding:\n\t\t\treturn [ 'RGBM', '( value, 16.0 )' ];\n\t\tcase RGBDEncoding:\n\t\t\treturn [ 'RGBD', '( value, 256.0 )' ];\n\t\tcase GammaEncoding:\n\t\t\treturn [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];\n\t\tcase LogLuvEncoding:\n\t\t\treturn [ 'LogLuv', '( value )' ];\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );\n\t\t\treturn [ 'Linear', '( value )' ];\n\n\t}\n\n}\n\nfunction getShaderErrors( gl, shader, type ) {\n\n\tconst status = gl.getShaderParameter( shader, 35713 );\n\tconst log = gl.getShaderInfoLog( shader ).trim();\n\n\tif ( status && log === '' ) return '';\n\n\t// --enable-privileged-webgl-extension\n\t// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\tconst source = gl.getShaderSource( shader );\n\n\treturn 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\\n' + log + addLineNumbers( source );\n\n}\n\nfunction getTexelDecodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';\n\n}\n\nfunction getTexelEncodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';\n\n}\n\nfunction getToneMappingFunction( functionName, toneMapping ) {\n\n\tlet toneMappingName;\n\n\tswitch ( toneMapping ) {\n\n\t\tcase LinearToneMapping:\n\t\t\ttoneMappingName = 'Linear';\n\t\t\tbreak;\n\n\t\tcase ReinhardToneMapping:\n\t\t\ttoneMappingName = 'Reinhard';\n\t\t\tbreak;\n\n\t\tcase CineonToneMapping:\n\t\t\ttoneMappingName = 'OptimizedCineon';\n\t\t\tbreak;\n\n\t\tcase ACESFilmicToneMapping:\n\t\t\ttoneMappingName = 'ACESFilmic';\n\t\t\tbreak;\n\n\t\tcase CustomToneMapping:\n\t\t\ttoneMappingName = 'Custom';\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );\n\t\t\ttoneMappingName = 'Linear';\n\n\t}\n\n\treturn 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';\n\n}\n\nfunction generateExtensions( parameters ) {\n\n\tconst chunks = [\n\t\t( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',\n\t\t( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',\n\t\t( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',\n\t\t( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateDefines( defines ) {\n\n\tconst chunks = [];\n\n\tfor ( const name in defines ) {\n\n\t\tconst value = defines[ name ];\n\n\t\tif ( value === false ) continue;\n\n\t\tchunks.push( '#define ' + name + ' ' + value );\n\n\t}\n\n\treturn chunks.join( '\\n' );\n\n}\n\nfunction fetchAttributeLocations( gl, program ) {\n\n\tconst attributes = {};\n\n\tconst n = gl.getProgramParameter( program, 35721 );\n\n\tfor ( let i = 0; i < n; i ++ ) {\n\n\t\tconst info = gl.getActiveAttrib( program, i );\n\t\tconst name = info.name;\n\n\t\t// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n\t\tattributes[ name ] = gl.getAttribLocation( program, name );\n\n\t}\n\n\treturn attributes;\n\n}\n\nfunction filterEmptyLine( string ) {\n\n\treturn string !== '';\n\n}\n\nfunction replaceLightNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )\n\t\t.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )\n\t\t.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )\n\t\t.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )\n\t\t.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )\n\t\t.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )\n\t\t.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );\n\n}\n\nfunction replaceClippingPlaneNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )\n\t\t.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );\n\n}\n\n// Resolve Includes\n\nconst includePattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\n\nfunction resolveIncludes( string ) {\n\n\treturn string.replace( includePattern, includeReplacer );\n\n}\n\nfunction includeReplacer( match, include ) {\n\n\tconst string = ShaderChunk[ include ];\n\n\tif ( string === undefined ) {\n\n\t\tthrow new Error( 'Can not resolve #include <' + include + '>' );\n\n\t}\n\n\treturn resolveIncludes( string );\n\n}\n\n// Unroll Loops\n\nconst deprecatedUnrollLoopPattern = /#pragma unroll_loop[\\s]+?for \\( int i \\= (\\d+)\\; i < (\\d+)\\; i \\+\\+ \\) \\{([\\s\\S]+?)(?=\\})\\}/g;\nconst unrollLoopPattern = /#pragma unroll_loop_start\\s+for\\s*\\(\\s*int\\s+i\\s*=\\s*(\\d+)\\s*;\\s*i\\s*<\\s*(\\d+)\\s*;\\s*i\\s*\\+\\+\\s*\\)\\s*{([\\s\\S]+?)}\\s+#pragma unroll_loop_end/g;\n\nfunction unrollLoops( string ) {\n\n\treturn string\n\t\t.replace( unrollLoopPattern, loopReplacer )\n\t\t.replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );\n\n}\n\nfunction deprecatedLoopReplacer( match, start, end, snippet ) {\n\n\tconsole.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );\n\treturn loopReplacer( match, start, end, snippet );\n\n}\n\nfunction loopReplacer( match, start, end, snippet ) {\n\n\tlet string = '';\n\n\tfor ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {\n\n\t\tstring += snippet\n\t\t\t.replace( /\\[\\s*i\\s*\\]/g, '[ ' + i + ' ]' )\n\t\t\t.replace( /UNROLLED_LOOP_INDEX/g, i );\n\n\t}\n\n\treturn string;\n\n}\n\n//\n\nfunction generatePrecision( parameters ) {\n\n\tlet precisionstring = 'precision ' + parameters.precision + ' float;\\nprecision ' + parameters.precision + ' int;';\n\n\tif ( parameters.precision === 'highp' ) {\n\n\t\tprecisionstring += '\\n#define HIGH_PRECISION';\n\n\t} else if ( parameters.precision === 'mediump' ) {\n\n\t\tprecisionstring += '\\n#define MEDIUM_PRECISION';\n\n\t} else if ( parameters.precision === 'lowp' ) {\n\n\t\tprecisionstring += '\\n#define LOW_PRECISION';\n\n\t}\n\n\treturn precisionstring;\n\n}\n\nfunction generateShadowMapTypeDefine( parameters ) {\n\n\tlet shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n\tif ( parameters.shadowMapType === PCFShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n\n\t} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n\n\t} else if ( parameters.shadowMapType === VSMShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';\n\n\t}\n\n\treturn shadowMapTypeDefine;\n\n}\n\nfunction generateEnvMapTypeDefine( parameters ) {\n\n\tlet envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeReflectionMapping:\n\t\t\tcase CubeRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\t\t\t\tbreak;\n\n\t\t\tcase CubeUVReflectionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapTypeDefine;\n\n}\n\nfunction generateEnvMapModeDefine( parameters ) {\n\n\tlet envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeRefractionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\n\t\t\t\tenvMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapModeDefine;\n\n}\n\nfunction generateEnvMapBlendingDefine( parameters ) {\n\n\tlet envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.combine ) {\n\n\t\t\tcase MultiplyOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\t\t\t\tbreak;\n\n\t\t\tcase MixOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n\t\t\t\tbreak;\n\n\t\t\tcase AddOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapBlendingDefine;\n\n}\n\nfunction WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {\n\n\tconst gl = renderer.getContext();\n\n\tconst defines = parameters.defines;\n\n\tlet vertexShader = parameters.vertexShader;\n\tlet fragmentShader = parameters.fragmentShader;\n\n\tconst shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );\n\tconst envMapTypeDefine = generateEnvMapTypeDefine( parameters );\n\tconst envMapModeDefine = generateEnvMapModeDefine( parameters );\n\tconst envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );\n\n\n\tconst gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;\n\n\tconst customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );\n\n\tconst customDefines = generateDefines( defines );\n\n\tconst program = gl.createProgram();\n\n\tlet prefixVertex, prefixFragment;\n\tlet versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\\n' : '';\n\n\tif ( parameters.isRawShaderMaterial ) {\n\n\t\tprefixVertex = [\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixVertex.length > 0 ) {\n\n\t\t\tprefixVertex += '\\n';\n\n\t\t}\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixFragment.length > 0 ) {\n\n\t\t\tprefixFragment += '\\n';\n\n\t\t}\n\n\t} else {\n\n\t\tprefixVertex = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.instancing ? '#define USE_INSTANCING' : '',\n\t\t\tparameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',\n\n\t\t\tparameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t'#define MAX_BONES ' + parameters.maxBones,\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.skinning ? '#define USE_SKINNING' : '',\n\t\t\tparameters.useVertexTexture ? '#define BONE_TEXTURE' : '',\n\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 modelMatrix;',\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform mat3 normalMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t'#ifdef USE_INSTANCING',\n\n\t\t\t'\tattribute mat4 instanceMatrix;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_COLOR',\n\n\t\t\t'\tattribute vec3 instanceColor;',\n\n\t\t\t'#endif',\n\n\t\t\t'attribute vec3 position;',\n\t\t\t'attribute vec3 normal;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'#ifdef USE_TANGENT',\n\n\t\t\t'\tattribute vec4 tangent;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_COLOR',\n\n\t\t\t'\tattribute vec3 color;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_MORPHTARGETS',\n\n\t\t\t'\tattribute vec3 morphTarget0;',\n\t\t\t'\tattribute vec3 morphTarget1;',\n\t\t\t'\tattribute vec3 morphTarget2;',\n\t\t\t'\tattribute vec3 morphTarget3;',\n\n\t\t\t'\t#ifdef USE_MORPHNORMALS',\n\n\t\t\t'\t\tattribute vec3 morphNormal0;',\n\t\t\t'\t\tattribute vec3 morphNormal1;',\n\t\t\t'\t\tattribute vec3 morphNormal2;',\n\t\t\t'\t\tattribute vec3 morphNormal3;',\n\n\t\t\t'\t#else',\n\n\t\t\t'\t\tattribute vec3 morphTarget4;',\n\t\t\t'\t\tattribute vec3 morphTarget5;',\n\t\t\t'\t\tattribute vec3 morphTarget6;',\n\t\t\t'\t\tattribute vec3 morphTarget7;',\n\n\t\t\t'\t#endif',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_SKINNING',\n\n\t\t\t'\tattribute vec4 skinIndex;',\n\t\t\t'\tattribute vec4 skinWeight;',\n\n\t\t\t'#endif',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.matcap ? '#define USE_MATCAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapTypeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapBlendingDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\n\t\t\tparameters.sheen ? '#define USE_SHEEN' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.gradientMap ? '#define USE_GRADIENTMAP' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',\n\n\t\t\tparameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',\n\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',\n\n\t\t\tparameters.dithering ? '#define DITHERING' : '',\n\n\t\t\tShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below\n\t\t\tparameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',\n\t\t\tparameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',\n\t\t\tparameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',\n\t\t\tparameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',\n\t\t\tparameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',\n\t\t\tgetTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),\n\n\t\t\tparameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t}\n\n\tvertexShader = resolveIncludes( vertexShader );\n\tvertexShader = replaceLightNums( vertexShader, parameters );\n\tvertexShader = replaceClippingPlaneNums( vertexShader, parameters );\n\n\tfragmentShader = resolveIncludes( fragmentShader );\n\tfragmentShader = replaceLightNums( fragmentShader, parameters );\n\tfragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );\n\n\tvertexShader = unrollLoops( vertexShader );\n\tfragmentShader = unrollLoops( fragmentShader );\n\n\tif ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {\n\n\t\t// GLSL 3.0 conversion for built-in materials and ShaderMaterial\n\n\t\tversionString = '#version 300 es\\n';\n\n\t\tprefixVertex = [\n\t\t\t'#define attribute in',\n\t\t\t'#define varying out',\n\t\t\t'#define texture2D texture'\n\t\t].join( '\\n' ) + '\\n' + prefixVertex;\n\n\t\tprefixFragment = [\n\t\t\t'#define varying in',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',\n\t\t\t'#define gl_FragDepthEXT gl_FragDepth',\n\t\t\t'#define texture2D texture',\n\t\t\t'#define textureCube texture',\n\t\t\t'#define texture2DProj textureProj',\n\t\t\t'#define texture2DLodEXT textureLod',\n\t\t\t'#define texture2DProjLodEXT textureProjLod',\n\t\t\t'#define textureCubeLodEXT textureLod',\n\t\t\t'#define texture2DGradEXT textureGrad',\n\t\t\t'#define texture2DProjGradEXT textureProjGrad',\n\t\t\t'#define textureCubeGradEXT textureGrad'\n\t\t].join( '\\n' ) + '\\n' + prefixFragment;\n\n\t}\n\n\tconst vertexGlsl = versionString + prefixVertex + vertexShader;\n\tconst fragmentGlsl = versionString + prefixFragment + fragmentShader;\n\n\t// console.log( '*VERTEX*', vertexGlsl );\n\t// console.log( '*FRAGMENT*', fragmentGlsl );\n\n\tconst glVertexShader = WebGLShader( gl, 35633, vertexGlsl );\n\tconst glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );\n\n\tgl.attachShader( program, glVertexShader );\n\tgl.attachShader( program, glFragmentShader );\n\n\t// Force a particular attribute to index 0.\n\n\tif ( parameters.index0AttributeName !== undefined ) {\n\n\t\tgl.bindAttribLocation( program, 0, parameters.index0AttributeName );\n\n\t} else if ( parameters.morphTargets === true ) {\n\n\t\t// programs with morphTargets displace position out of attribute 0\n\t\tgl.bindAttribLocation( program, 0, 'position' );\n\n\t}\n\n\tgl.linkProgram( program );\n\n\t// check for link errors\n\tif ( renderer.debug.checkShaderErrors ) {\n\n\t\tconst programLog = gl.getProgramInfoLog( program ).trim();\n\t\tconst vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();\n\t\tconst fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();\n\n\t\tlet runnable = true;\n\t\tlet haveDiagnostics = true;\n\n\t\tif ( gl.getProgramParameter( program, 35714 ) === false ) {\n\n\t\t\trunnable = false;\n\n\t\t\tconst vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );\n\t\t\tconst fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );\n\n\t\t\tconsole.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );\n\n\t\t} else if ( programLog !== '' ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );\n\n\t\t} else if ( vertexLog === '' || fragmentLog === '' ) {\n\n\t\t\thaveDiagnostics = false;\n\n\t\t}\n\n\t\tif ( haveDiagnostics ) {\n\n\t\t\tthis.diagnostics = {\n\n\t\t\t\trunnable: runnable,\n\n\t\t\t\tprogramLog: programLog,\n\n\t\t\t\tvertexShader: {\n\n\t\t\t\t\tlog: vertexLog,\n\t\t\t\t\tprefix: prefixVertex\n\n\t\t\t\t},\n\n\t\t\t\tfragmentShader: {\n\n\t\t\t\t\tlog: fragmentLog,\n\t\t\t\t\tprefix: prefixFragment\n\n\t\t\t\t}\n\n\t\t\t};\n\n\t\t}\n\n\t}\n\n\t// Clean up\n\n\t// Crashes in iOS9 and iOS10. #18402\n\t// gl.detachShader( program, glVertexShader );\n\t// gl.detachShader( program, glFragmentShader );\n\n\tgl.deleteShader( glVertexShader );\n\tgl.deleteShader( glFragmentShader );\n\n\t// set up caching for uniform locations\n\n\tlet cachedUniforms;\n\n\tthis.getUniforms = function () {\n\n\t\tif ( cachedUniforms === undefined ) {\n\n\t\t\tcachedUniforms = new WebGLUniforms( gl, program );\n\n\t\t}\n\n\t\treturn cachedUniforms;\n\n\t};\n\n\t// set up caching for attribute locations\n\n\tlet cachedAttributes;\n\n\tthis.getAttributes = function () {\n\n\t\tif ( cachedAttributes === undefined ) {\n\n\t\t\tcachedAttributes = fetchAttributeLocations( gl, program );\n\n\t\t}\n\n\t\treturn cachedAttributes;\n\n\t};\n\n\t// free resource\n\n\tthis.destroy = function () {\n\n\t\tbindingStates.releaseStatesOfProgram( this );\n\n\t\tgl.deleteProgram( program );\n\t\tthis.program = undefined;\n\n\t};\n\n\t//\n\n\tthis.name = parameters.shaderName;\n\tthis.id = programIdCount ++;\n\tthis.cacheKey = cacheKey;\n\tthis.usedTimes = 1;\n\tthis.program = program;\n\tthis.vertexShader = glVertexShader;\n\tthis.fragmentShader = glFragmentShader;\n\n\treturn this;\n\n}\n\nfunction WebGLPrograms( renderer, cubemaps, extensions, capabilities, bindingStates, clipping ) {\n\n\tconst programs = [];\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n\tconst floatVertexTextures = capabilities.floatVertexTextures;\n\tconst maxVertexUniforms = capabilities.maxVertexUniforms;\n\tconst vertexTextures = capabilities.vertexTextures;\n\n\tlet precision = capabilities.precision;\n\n\tconst shaderIDs = {\n\t\tMeshDepthMaterial: 'depth',\n\t\tMeshDistanceMaterial: 'distanceRGBA',\n\t\tMeshNormalMaterial: 'normal',\n\t\tMeshBasicMaterial: 'basic',\n\t\tMeshLambertMaterial: 'lambert',\n\t\tMeshPhongMaterial: 'phong',\n\t\tMeshToonMaterial: 'toon',\n\t\tMeshStandardMaterial: 'physical',\n\t\tMeshPhysicalMaterial: 'physical',\n\t\tMeshMatcapMaterial: 'matcap',\n\t\tLineBasicMaterial: 'basic',\n\t\tLineDashedMaterial: 'dashed',\n\t\tPointsMaterial: 'points',\n\t\tShadowMaterial: 'shadow',\n\t\tSpriteMaterial: 'sprite'\n\t};\n\n\tconst parameterNames = [\n\t\t'precision', 'isWebGL2', 'supportsVertexTextures', 'outputEncoding', 'instancing', 'instancingColor',\n\t\t'map', 'mapEncoding', 'matcap', 'matcapEncoding', 'envMap', 'envMapMode', 'envMapEncoding', 'envMapCubeUV',\n\t\t'lightMap', 'lightMapEncoding', 'aoMap', 'emissiveMap', 'emissiveMapEncoding', 'bumpMap', 'normalMap', 'objectSpaceNormalMap', 'tangentSpaceNormalMap', 'clearcoatMap', 'clearcoatRoughnessMap', 'clearcoatNormalMap', 'displacementMap', 'specularMap',\n\t\t'roughnessMap', 'metalnessMap', 'gradientMap',\n\t\t'alphaMap', 'combine', 'vertexColors', 'vertexTangents', 'vertexUvs', 'uvsVertexOnly', 'fog', 'useFog', 'fogExp2',\n\t\t'flatShading', 'sizeAttenuation', 'logarithmicDepthBuffer', 'skinning',\n\t\t'maxBones', 'useVertexTexture', 'morphTargets', 'morphNormals',\n\t\t'maxMorphTargets', 'maxMorphNormals', 'premultipliedAlpha',\n\t\t'numDirLights', 'numPointLights', 'numSpotLights', 'numHemiLights', 'numRectAreaLights',\n\t\t'numDirLightShadows', 'numPointLightShadows', 'numSpotLightShadows',\n\t\t'shadowMapEnabled', 'shadowMapType', 'toneMapping', 'physicallyCorrectLights',\n\t\t'alphaTest', 'doubleSided', 'flipSided', 'numClippingPlanes', 'numClipIntersection', 'depthPacking', 'dithering',\n\t\t'sheen', 'transmissionMap'\n\t];\n\n\tfunction getMaxBones( object ) {\n\n\t\tconst skeleton = object.skeleton;\n\t\tconst bones = skeleton.bones;\n\n\t\tif ( floatVertexTextures ) {\n\n\t\t\treturn 1024;\n\n\t\t} else {\n\n\t\t\t// default for when object is not specified\n\t\t\t// ( for example when prebuilding shader to be used with multiple objects )\n\t\t\t//\n\t\t\t// - leave some extra space for other uniforms\n\t\t\t// - limit here is ANGLE's 254 max uniform vectors\n\t\t\t// (up to 54 should be safe)\n\n\t\t\tconst nVertexUniforms = maxVertexUniforms;\n\t\t\tconst nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );\n\n\t\t\tconst maxBones = Math.min( nVertexMatrices, bones.length );\n\n\t\t\tif ( maxBones < bones.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\treturn maxBones;\n\n\t\t}\n\n\t}\n\n\tfunction getTextureEncodingFromMap( map ) {\n\n\t\tlet encoding;\n\n\t\tif ( map && map.isTexture ) {\n\n\t\t\tencoding = map.encoding;\n\n\t\t} else if ( map && map.isWebGLRenderTarget ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLPrograms.getTextureEncodingFromMap: don\\'t use render targets as textures. Use their .texture property instead.' );\n\t\t\tencoding = map.texture.encoding;\n\n\t\t} else {\n\n\t\t\tencoding = LinearEncoding;\n\n\t\t}\n\n\t\treturn encoding;\n\n\t}\n\n\tfunction getParameters( material, lights, shadows, scene, object ) {\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\n\t\tconst envMap = cubemaps.get( material.envMap || environment );\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\n\t\t// heuristics to create shader parameters according to lights in the scene\n\t\t// (not to blow over maxLights budget)\n\n\t\tconst maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0;\n\n\t\tif ( material.precision !== null ) {\n\n\t\t\tprecision = capabilities.getMaxPrecision( material.precision );\n\n\t\t\tif ( precision !== material.precision ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet vertexShader, fragmentShader;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\n\t\t\tvertexShader = shader.vertexShader;\n\t\t\tfragmentShader = shader.fragmentShader;\n\n\t\t} else {\n\n\t\t\tvertexShader = material.vertexShader;\n\t\t\tfragmentShader = material.fragmentShader;\n\n\t\t}\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst parameters = {\n\n\t\t\tisWebGL2: isWebGL2,\n\n\t\t\tshaderID: shaderID,\n\t\t\tshaderName: material.type,\n\n\t\t\tvertexShader: vertexShader,\n\t\t\tfragmentShader: fragmentShader,\n\t\t\tdefines: material.defines,\n\n\t\t\tisRawShaderMaterial: material.isRawShaderMaterial === true,\n\t\t\tglslVersion: material.glslVersion,\n\n\t\t\tprecision: precision,\n\n\t\t\tinstancing: object.isInstancedMesh === true,\n\t\t\tinstancingColor: object.isInstancedMesh === true && object.instanceColor !== null,\n\n\t\t\tsupportsVertexTextures: vertexTextures,\n\t\t\toutputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,\n\t\t\tmap: !! material.map,\n\t\t\tmapEncoding: getTextureEncodingFromMap( material.map ),\n\t\t\tmatcap: !! material.matcap,\n\t\t\tmatcapEncoding: getTextureEncodingFromMap( material.matcap ),\n\t\t\tenvMap: !! envMap,\n\t\t\tenvMapMode: envMap && envMap.mapping,\n\t\t\tenvMapEncoding: getTextureEncodingFromMap( envMap ),\n\t\t\tenvMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),\n\t\t\tlightMap: !! material.lightMap,\n\t\t\tlightMapEncoding: getTextureEncodingFromMap( material.lightMap ),\n\t\t\taoMap: !! material.aoMap,\n\t\t\temissiveMap: !! material.emissiveMap,\n\t\t\temissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),\n\t\t\tbumpMap: !! material.bumpMap,\n\t\t\tnormalMap: !! material.normalMap,\n\t\t\tobjectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,\n\t\t\ttangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,\n\t\t\tclearcoatMap: !! material.clearcoatMap,\n\t\t\tclearcoatRoughnessMap: !! material.clearcoatRoughnessMap,\n\t\t\tclearcoatNormalMap: !! material.clearcoatNormalMap,\n\t\t\tdisplacementMap: !! material.displacementMap,\n\t\t\troughnessMap: !! material.roughnessMap,\n\t\t\tmetalnessMap: !! material.metalnessMap,\n\t\t\tspecularMap: !! material.specularMap,\n\t\t\talphaMap: !! material.alphaMap,\n\n\t\t\tgradientMap: !! material.gradientMap,\n\n\t\t\tsheen: !! material.sheen,\n\n\t\t\ttransmissionMap: !! material.transmissionMap,\n\n\t\t\tcombine: material.combine,\n\n\t\t\tvertexTangents: ( material.normalMap && material.vertexTangents ),\n\t\t\tvertexColors: material.vertexColors,\n\t\t\tvertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap,\n\t\t\tuvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmissionMap ) && !! material.displacementMap,\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog,\n\t\t\tfogExp2: ( fog && fog.isFogExp2 ),\n\n\t\t\tflatShading: material.flatShading,\n\n\t\t\tsizeAttenuation: material.sizeAttenuation,\n\t\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\t\tskinning: material.skinning && maxBones > 0,\n\t\t\tmaxBones: maxBones,\n\t\t\tuseVertexTexture: floatVertexTextures,\n\n\t\t\tmorphTargets: material.morphTargets,\n\t\t\tmorphNormals: material.morphNormals,\n\t\t\tmaxMorphTargets: renderer.maxMorphTargets,\n\t\t\tmaxMorphNormals: renderer.maxMorphNormals,\n\n\t\t\tnumDirLights: lights.directional.length,\n\t\t\tnumPointLights: lights.point.length,\n\t\t\tnumSpotLights: lights.spot.length,\n\t\t\tnumRectAreaLights: lights.rectArea.length,\n\t\t\tnumHemiLights: lights.hemi.length,\n\n\t\t\tnumDirLightShadows: lights.directionalShadowMap.length,\n\t\t\tnumPointLightShadows: lights.pointShadowMap.length,\n\t\t\tnumSpotLightShadows: lights.spotShadowMap.length,\n\n\t\t\tnumClippingPlanes: clipping.numPlanes,\n\t\t\tnumClipIntersection: clipping.numIntersection,\n\n\t\t\tdithering: material.dithering,\n\n\t\t\tshadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,\n\t\t\tshadowMapType: renderer.shadowMap.type,\n\n\t\t\ttoneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,\n\t\t\tphysicallyCorrectLights: renderer.physicallyCorrectLights,\n\n\t\t\tpremultipliedAlpha: material.premultipliedAlpha,\n\n\t\t\talphaTest: material.alphaTest,\n\t\t\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tdepthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,\n\n\t\t\tindex0AttributeName: material.index0AttributeName,\n\n\t\t\textensionDerivatives: material.extensions && material.extensions.derivatives,\n\t\t\textensionFragDepth: material.extensions && material.extensions.fragDepth,\n\t\t\textensionDrawBuffers: material.extensions && material.extensions.drawBuffers,\n\t\t\textensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,\n\n\t\t\trendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ),\n\t\t\trendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ),\n\t\t\trendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ),\n\n\t\t\tcustomProgramCacheKey: material.customProgramCacheKey()\n\n\t\t};\n\n\t\treturn parameters;\n\n\t}\n\n\tfunction getProgramCacheKey( parameters ) {\n\n\t\tconst array = [];\n\n\t\tif ( parameters.shaderID ) {\n\n\t\t\tarray.push( parameters.shaderID );\n\n\t\t} else {\n\n\t\t\tarray.push( parameters.fragmentShader );\n\t\t\tarray.push( parameters.vertexShader );\n\n\t\t}\n\n\t\tif ( parameters.defines !== undefined ) {\n\n\t\t\tfor ( const name in parameters.defines ) {\n\n\t\t\t\tarray.push( name );\n\t\t\t\tarray.push( parameters.defines[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( parameters.isRawShaderMaterial === false ) {\n\n\t\t\tfor ( let i = 0; i < parameterNames.length; i ++ ) {\n\n\t\t\t\tarray.push( parameters[ parameterNames[ i ] ] );\n\n\t\t\t}\n\n\t\t\tarray.push( renderer.outputEncoding );\n\t\t\tarray.push( renderer.gammaFactor );\n\n\t\t}\n\n\t\tarray.push( parameters.customProgramCacheKey );\n\n\t\treturn array.join();\n\n\t}\n\n\tfunction getUniforms( material ) {\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\t\tlet uniforms;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\t\t\tuniforms = UniformsUtils.clone( shader.uniforms );\n\n\t\t} else {\n\n\t\t\tuniforms = material.uniforms;\n\n\t\t}\n\n\t\treturn uniforms;\n\n\t}\n\n\tfunction acquireProgram( parameters, cacheKey ) {\n\n\t\tlet program;\n\n\t\t// Check if code has been already compiled\n\t\tfor ( let p = 0, pl = programs.length; p < pl; p ++ ) {\n\n\t\t\tconst preexistingProgram = programs[ p ];\n\n\t\t\tif ( preexistingProgram.cacheKey === cacheKey ) {\n\n\t\t\t\tprogram = preexistingProgram;\n\t\t\t\t++ program.usedTimes;\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( program === undefined ) {\n\n\t\t\tprogram = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );\n\t\t\tprograms.push( program );\n\n\t\t}\n\n\t\treturn program;\n\n\t}\n\n\tfunction releaseProgram( program ) {\n\n\t\tif ( -- program.usedTimes === 0 ) {\n\n\t\t\t// Remove from unordered set\n\t\t\tconst i = programs.indexOf( program );\n\t\t\tprograms[ i ] = programs[ programs.length - 1 ];\n\t\t\tprograms.pop();\n\n\t\t\t// Free WebGL resources\n\t\t\tprogram.destroy();\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tgetParameters: getParameters,\n\t\tgetProgramCacheKey: getProgramCacheKey,\n\t\tgetUniforms: getUniforms,\n\t\tacquireProgram: acquireProgram,\n\t\treleaseProgram: releaseProgram,\n\t\t// Exposed for resource monitoring & error feedback via renderer.info:\n\t\tprograms: programs\n\t};\n\n}\n\nfunction WebGLProperties() {\n\n\tlet properties = new WeakMap();\n\n\tfunction get( object ) {\n\n\t\tlet map = properties.get( object );\n\n\t\tif ( map === undefined ) {\n\n\t\t\tmap = {};\n\t\t\tproperties.set( object, map );\n\n\t\t}\n\n\t\treturn map;\n\n\t}\n\n\tfunction remove( object ) {\n\n\t\tproperties.delete( object );\n\n\t}\n\n\tfunction update( object, key, value ) {\n\n\t\tproperties.get( object )[ key ] = value;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tproperties = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction painterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.program !== b.program ) {\n\n\t\treturn a.program.id - b.program.id;\n\n\t} else if ( a.material.id !== b.material.id ) {\n\n\t\treturn a.material.id - b.material.id;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn a.z - b.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction reversePainterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn b.z - a.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\n\nfunction WebGLRenderList( properties ) {\n\n\tconst renderItems = [];\n\tlet renderItemsIndex = 0;\n\n\tconst opaque = [];\n\tconst transparent = [];\n\n\tconst defaultProgram = { id: - 1 };\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransparent.length = 0;\n\n\t}\n\n\tfunction getNextRenderItem( object, geometry, material, groupOrder, z, group ) {\n\n\t\tlet renderItem = renderItems[ renderItemsIndex ];\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( renderItem === undefined ) {\n\n\t\t\trenderItem = {\n\t\t\t\tid: object.id,\n\t\t\t\tobject: object,\n\t\t\t\tgeometry: geometry,\n\t\t\t\tmaterial: material,\n\t\t\t\tprogram: materialProperties.program || defaultProgram,\n\t\t\t\tgroupOrder: groupOrder,\n\t\t\t\trenderOrder: object.renderOrder,\n\t\t\t\tz: z,\n\t\t\t\tgroup: group\n\t\t\t};\n\n\t\t\trenderItems[ renderItemsIndex ] = renderItem;\n\n\t\t} else {\n\n\t\t\trenderItem.id = object.id;\n\t\t\trenderItem.object = object;\n\t\t\trenderItem.geometry = geometry;\n\t\t\trenderItem.material = material;\n\t\t\trenderItem.program = materialProperties.program || defaultProgram;\n\t\t\trenderItem.groupOrder = groupOrder;\n\t\t\trenderItem.renderOrder = object.renderOrder;\n\t\t\trenderItem.z = z;\n\t\t\trenderItem.group = group;\n\n\t\t}\n\n\t\trenderItemsIndex ++;\n\n\t\treturn renderItem;\n\n\t}\n\n\tfunction push( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).push( renderItem );\n\n\t}\n\n\tfunction unshift( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).unshift( renderItem );\n\n\t}\n\n\tfunction sort( customOpaqueSort, customTransparentSort ) {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );\n\t\tif ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );\n\n\t}\n\n\tfunction finish() {\n\n\t\t// Clear references from inactive renderItems in the list\n\n\t\tfor ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {\n\n\t\t\tconst renderItem = renderItems[ i ];\n\n\t\t\tif ( renderItem.id === null ) break;\n\n\t\t\trenderItem.id = null;\n\t\t\trenderItem.object = null;\n\t\t\trenderItem.geometry = null;\n\t\t\trenderItem.material = null;\n\t\t\trenderItem.program = null;\n\t\t\trenderItem.group = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\topaque: opaque,\n\t\ttransparent: transparent,\n\n\t\tinit: init,\n\t\tpush: push,\n\t\tunshift: unshift,\n\t\tfinish: finish,\n\n\t\tsort: sort\n\t};\n\n}\n\nfunction WebGLRenderLists( properties ) {\n\n\tlet lists = new WeakMap();\n\n\tfunction get( scene, camera ) {\n\n\t\tconst cameras = lists.get( scene );\n\t\tlet list;\n\n\t\tif ( cameras === undefined ) {\n\n\t\t\tlist = new WebGLRenderList( properties );\n\t\t\tlists.set( scene, new WeakMap() );\n\t\t\tlists.get( scene ).set( camera, list );\n\n\t\t} else {\n\n\t\t\tlist = cameras.get( camera );\n\t\t\tif ( list === undefined ) {\n\n\t\t\t\tlist = new WebGLRenderList( properties );\n\t\t\t\tcameras.set( camera, list );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn list;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tlists = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction UniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tconeCos: 0,\n\t\t\t\t\t\tpenumbraCos: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tskyColor: new Color(),\n\t\t\t\t\t\tgroundColor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\thalfWidth: new Vector3(),\n\t\t\t\t\t\thalfHeight: new Vector3()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\nfunction ShadowUniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2(),\n\t\t\t\t\t\tshadowCameraNear: 1,\n\t\t\t\t\t\tshadowCameraFar: 1000\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\t// TODO (abelnation): set RectAreaLight shadow uniforms\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\n\n\nlet nextVersion = 0;\n\nfunction shadowCastingLightsFirst( lightA, lightB ) {\n\n\treturn ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );\n\n}\n\nfunction WebGLLights( extensions, capabilities ) {\n\n\tconst cache = new UniformsCache();\n\n\tconst shadowCache = ShadowUniformsCache();\n\n\tconst state = {\n\n\t\tversion: 0,\n\n\t\thash: {\n\t\t\tdirectionalLength: - 1,\n\t\t\tpointLength: - 1,\n\t\t\tspotLength: - 1,\n\t\t\trectAreaLength: - 1,\n\t\t\themiLength: - 1,\n\n\t\t\tnumDirectionalShadows: - 1,\n\t\t\tnumPointShadows: - 1,\n\t\t\tnumSpotShadows: - 1\n\t\t},\n\n\t\tambient: [ 0, 0, 0 ],\n\t\tprobe: [],\n\t\tdirectional: [],\n\t\tdirectionalShadow: [],\n\t\tdirectionalShadowMap: [],\n\t\tdirectionalShadowMatrix: [],\n\t\tspot: [],\n\t\tspotShadow: [],\n\t\tspotShadowMap: [],\n\t\tspotShadowMatrix: [],\n\t\trectArea: [],\n\t\trectAreaLTC1: null,\n\t\trectAreaLTC2: null,\n\t\tpoint: [],\n\t\tpointShadow: [],\n\t\tpointShadowMap: [],\n\t\tpointShadowMatrix: [],\n\t\themi: []\n\n\t};\n\n\tfor ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );\n\n\tconst vector3 = new Vector3();\n\tconst matrix4 = new Matrix4();\n\tconst matrix42 = new Matrix4();\n\n\tfunction setup( lights ) {\n\n\t\tlet r = 0, g = 0, b = 0;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tlet numDirectionalShadows = 0;\n\t\tlet numPointShadows = 0;\n\t\tlet numSpotShadows = 0;\n\n\t\tlights.sort( shadowCastingLightsFirst );\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tconst color = light.color;\n\t\t\tconst intensity = light.intensity;\n\t\t\tconst distance = light.distance;\n\n\t\t\tconst shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;\n\n\t\t\tif ( light.isAmbientLight ) {\n\n\t\t\t\tr += color.r * intensity;\n\t\t\t\tg += color.g * intensity;\n\t\t\t\tb += color.b * intensity;\n\n\t\t\t} else if ( light.isLightProbe ) {\n\n\t\t\t\tfor ( let j = 0; j < 9; j ++ ) {\n\n\t\t\t\t\tstate.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );\n\n\t\t\t\t}\n\n\t\t\t} else if ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.directionalShadow[ directionalLength ] = shadowUniforms;\n\t\t\t\t\tstate.directionalShadowMap[ directionalLength ] = shadowMap;\n\t\t\t\t\tstate.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumDirectionalShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.directional[ directionalLength ] = uniforms;\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.distance = distance;\n\n\t\t\t\tuniforms.coneCos = Math.cos( light.angle );\n\t\t\t\tuniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.spotShadow[ spotLength ] = shadowUniforms;\n\t\t\t\t\tstate.spotShadowMap[ spotLength ] = shadowMap;\n\t\t\t\t\tstate.spotShadowMatrix[ spotLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumSpotShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.spot[ spotLength ] = uniforms;\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\t// (a) intensity is the total visible light emitted\n\t\t\t\t//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );\n\n\t\t\t\t// (b) intensity is the brightness of the light\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tstate.rectArea[ rectAreaLength ] = uniforms;\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\t\t\t\tuniforms.distance = light.distance;\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\t\t\t\t\tshadowUniforms.shadowCameraNear = shadow.camera.near;\n\t\t\t\t\tshadowUniforms.shadowCameraFar = shadow.camera.far;\n\n\t\t\t\t\tstate.pointShadow[ pointLength ] = shadowUniforms;\n\t\t\t\t\tstate.pointShadowMap[ pointLength ] = shadowMap;\n\t\t\t\t\tstate.pointShadowMatrix[ pointLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumPointShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.point[ pointLength ] = uniforms;\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.skyColor.copy( light.color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );\n\n\t\t\t\tstate.hemi[ hemiLength ] = uniforms;\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( rectAreaLength > 0 ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\t// WebGL 2\n\n\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t} else {\n\n\t\t\t\t// WebGL 1\n\n\t\t\t\tif ( extensions.has( 'OES_texture_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t\t} else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_HALF_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_HALF_2;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.ambient[ 0 ] = r;\n\t\tstate.ambient[ 1 ] = g;\n\t\tstate.ambient[ 2 ] = b;\n\n\t\tconst hash = state.hash;\n\n\t\tif ( hash.directionalLength !== directionalLength ||\n\t\t\thash.pointLength !== pointLength ||\n\t\t\thash.spotLength !== spotLength ||\n\t\t\thash.rectAreaLength !== rectAreaLength ||\n\t\t\thash.hemiLength !== hemiLength ||\n\t\t\thash.numDirectionalShadows !== numDirectionalShadows ||\n\t\t\thash.numPointShadows !== numPointShadows ||\n\t\t\thash.numSpotShadows !== numSpotShadows ) {\n\n\t\t\tstate.directional.length = directionalLength;\n\t\t\tstate.spot.length = spotLength;\n\t\t\tstate.rectArea.length = rectAreaLength;\n\t\t\tstate.point.length = pointLength;\n\t\t\tstate.hemi.length = hemiLength;\n\n\t\t\tstate.directionalShadow.length = numDirectionalShadows;\n\t\t\tstate.directionalShadowMap.length = numDirectionalShadows;\n\t\t\tstate.pointShadow.length = numPointShadows;\n\t\t\tstate.pointShadowMap.length = numPointShadows;\n\t\t\tstate.spotShadow.length = numSpotShadows;\n\t\t\tstate.spotShadowMap.length = numSpotShadows;\n\t\t\tstate.directionalShadowMatrix.length = numDirectionalShadows;\n\t\t\tstate.pointShadowMatrix.length = numPointShadows;\n\t\t\tstate.spotShadowMatrix.length = numSpotShadows;\n\n\t\t\thash.directionalLength = directionalLength;\n\t\t\thash.pointLength = pointLength;\n\t\t\thash.spotLength = spotLength;\n\t\t\thash.rectAreaLength = rectAreaLength;\n\t\t\thash.hemiLength = hemiLength;\n\n\t\t\thash.numDirectionalShadows = numDirectionalShadows;\n\t\t\thash.numPointShadows = numPointShadows;\n\t\t\thash.numSpotShadows = numSpotShadows;\n\n\t\t\tstate.version = nextVersion ++;\n\n\t\t}\n\n\t}\n\n\tfunction setupView( lights, camera ) {\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tconst viewMatrix = camera.matrixWorldInverse;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tif ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = state.directional[ directionalLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = state.spot[ spotLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = state.rectArea[ rectAreaLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\t// extract local rotation of light to derive width/height half vectors\n\t\t\t\tmatrix42.identity();\n\t\t\t\tmatrix4.copy( light.matrixWorld );\n\t\t\t\tmatrix4.premultiply( viewMatrix );\n\t\t\t\tmatrix42.extractRotation( matrix4 );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tuniforms.halfWidth.applyMatrix4( matrix42 );\n\t\t\t\tuniforms.halfHeight.applyMatrix4( matrix42 );\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = state.point[ pointLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = state.hemi[ hemiLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\t\t\t\tuniforms.direction.normalize();\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tsetup: setup,\n\t\tsetupView: setupView,\n\t\tstate: state\n\t};\n\n}\n\nfunction WebGLRenderState( extensions, capabilities ) {\n\n\tconst lights = new WebGLLights( extensions, capabilities );\n\n\tconst lightsArray = [];\n\tconst shadowsArray = [];\n\n\tfunction init() {\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t}\n\n\tfunction pushLight( light ) {\n\n\t\tlightsArray.push( light );\n\n\t}\n\n\tfunction pushShadow( shadowLight ) {\n\n\t\tshadowsArray.push( shadowLight );\n\n\t}\n\n\tfunction setupLights() {\n\n\t\tlights.setup( lightsArray );\n\n\t}\n\n\tfunction setupLightsView( camera ) {\n\n\t\tlights.setupView( lightsArray, camera );\n\n\t}\n\n\tconst state = {\n\t\tlightsArray: lightsArray,\n\t\tshadowsArray: shadowsArray,\n\n\t\tlights: lights\n\t};\n\n\treturn {\n\t\tinit: init,\n\t\tstate: state,\n\t\tsetupLights: setupLights,\n\t\tsetupLightsView: setupLightsView,\n\n\t\tpushLight: pushLight,\n\t\tpushShadow: pushShadow\n\t};\n\n}\n\nfunction WebGLRenderStates( extensions, capabilities ) {\n\n\tlet renderStates = new WeakMap();\n\n\tfunction get( scene, renderCallDepth = 0 ) {\n\n\t\tlet renderState;\n\n\t\tif ( renderStates.has( scene ) === false ) {\n\n\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\trenderStates.set( scene, [] );\n\t\t\trenderStates.get( scene ).push( renderState );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= renderStates.get( scene ).length ) {\n\n\t\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\t\trenderStates.get( scene ).push( renderState );\n\n\t\t\t} else {\n\n\t\t\t\trenderState = renderStates.get( scene )[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn renderState;\n\n\t}\n\n\tfunction dispose() {\n\n\t\trenderStates = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\n/**\n * parameters = {\n *\n * opacity: ,\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\nfunction MeshDepthMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshDepthMaterial';\n\n\tthis.depthPacking = BasicDepthPacking;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshDepthMaterial.prototype = Object.create( Material.prototype );\nMeshDepthMaterial.prototype.constructor = MeshDepthMaterial;\n\nMeshDepthMaterial.prototype.isMeshDepthMaterial = true;\n\nMeshDepthMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.depthPacking = source.depthPacking;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\treturn this;\n\n};\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\nfunction MeshDistanceMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshDistanceMaterial';\n\n\tthis.referencePosition = new Vector3();\n\tthis.nearDistance = 1;\n\tthis.farDistance = 1000;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.fog = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshDistanceMaterial.prototype = Object.create( Material.prototype );\nMeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;\n\nMeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;\n\nMeshDistanceMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.referencePosition.copy( source.referencePosition );\n\tthis.nearDistance = source.nearDistance;\n\tthis.farDistance = source.farDistance;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\treturn this;\n\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 HORIZONTAL_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}\";\n\nvar vsm_vert = \"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";\n\nfunction WebGLShadowMap( _renderer, _objects, maxTextureSize ) {\n\n\tlet _frustum = new Frustum();\n\n\tconst _shadowMapSize = new Vector2(),\n\t\t_viewportSize = new Vector2(),\n\n\t\t_viewport = new Vector4(),\n\n\t\t_depthMaterials = [],\n\t\t_distanceMaterials = [],\n\n\t\t_materialCache = {};\n\n\tconst shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };\n\n\tconst shadowMaterialVertical = new ShaderMaterial( {\n\n\t\tdefines: {\n\t\t\tSAMPLE_RATE: 2.0 / 8.0,\n\t\t\tHALF_SAMPLE_RATE: 1.0 / 8.0\n\t\t},\n\n\t\tuniforms: {\n\t\t\tshadow_pass: { value: null },\n\t\t\tresolution: { value: new Vector2() },\n\t\t\tradius: { value: 4.0 }\n\t\t},\n\n\t\tvertexShader: vsm_vert,\n\n\t\tfragmentShader: vsm_frag\n\n\t} );\n\n\tconst shadowMaterialHorizontal = shadowMaterialVertical.clone();\n\tshadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;\n\n\tconst fullScreenTri = new BufferGeometry();\n\tfullScreenTri.setAttribute(\n\t\t'position',\n\t\tnew BufferAttribute(\n\t\t\tnew Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),\n\t\t\t3\n\t\t)\n\t);\n\n\tconst fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );\n\n\tconst scope = this;\n\n\tthis.enabled = false;\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis.type = PCFShadowMap;\n\n\tthis.render = function ( lights, scene, camera ) {\n\n\t\tif ( scope.enabled === false ) return;\n\t\tif ( scope.autoUpdate === false && scope.needsUpdate === false ) return;\n\n\t\tif ( lights.length === 0 ) return;\n\n\t\tconst currentRenderTarget = _renderer.getRenderTarget();\n\t\tconst activeCubeFace = _renderer.getActiveCubeFace();\n\t\tconst activeMipmapLevel = _renderer.getActiveMipmapLevel();\n\n\t\tconst _state = _renderer.state;\n\n\t\t// Set GL state for depth map.\n\t\t_state.setBlending( NoBlending );\n\t\t_state.buffers.color.setClear( 1, 1, 1, 1 );\n\t\t_state.buffers.depth.setTest( true );\n\t\t_state.setScissorTest( false );\n\n\t\t// render depth map\n\n\t\tfor ( let i = 0, il = lights.length; i < il; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\t\t\tconst shadow = light.shadow;\n\n\t\t\tif ( shadow === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;\n\n\t\t\t_shadowMapSize.copy( shadow.mapSize );\n\n\t\t\tconst shadowFrameExtents = shadow.getFrameExtents();\n\n\t\t\t_shadowMapSize.multiply( shadowFrameExtents );\n\n\t\t\t_viewportSize.copy( shadow.mapSize );\n\n\t\t\tif ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {\n\n\t\t\t\tif ( _shadowMapSize.x > maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );\n\t\t\t\t\t_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;\n\t\t\t\t\tshadow.mapSize.x = _viewportSize.x;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _shadowMapSize.y > maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );\n\t\t\t\t\t_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;\n\t\t\t\t\tshadow.mapSize.y = _viewportSize.y;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tconst pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null ) {\n\n\t\t\t\tconst pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\t_renderer.setRenderTarget( shadow.map );\n\t\t\t_renderer.clear();\n\n\t\t\tconst viewportCount = shadow.getViewportCount();\n\n\t\t\tfor ( let vp = 0; vp < viewportCount; vp ++ ) {\n\n\t\t\t\tconst viewport = shadow.getViewport( vp );\n\n\t\t\t\t_viewport.set(\n\t\t\t\t\t_viewportSize.x * viewport.x,\n\t\t\t\t\t_viewportSize.y * viewport.y,\n\t\t\t\t\t_viewportSize.x * viewport.z,\n\t\t\t\t\t_viewportSize.y * viewport.w\n\t\t\t\t);\n\n\t\t\t\t_state.viewport( _viewport );\n\n\t\t\t\tshadow.updateMatrices( light, vp );\n\n\t\t\t\t_frustum = shadow.getFrustum();\n\n\t\t\t\trenderObject( scene, camera, shadow.camera, light, this.type );\n\n\t\t\t}\n\n\t\t\t// do blur pass for VSM\n\n\t\t\tif ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tVSMPass( shadow, camera );\n\n\t\t\t}\n\n\t\t\tshadow.needsUpdate = false;\n\n\t\t}\n\n\t\tscope.needsUpdate = false;\n\n\t\t_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );\n\n\t};\n\n\tfunction VSMPass( shadow, camera ) {\n\n\t\tconst geometry = _objects.update( fullScreenMesh );\n\n\t\t// vertical pass\n\n\t\tshadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;\n\t\tshadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialVertical.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.mapPass );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );\n\n\t\t// horizontal pass\n\n\t\tshadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;\n\t\tshadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialHorizontal.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.map );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );\n\n\t}\n\n\tfunction getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tconst index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tlet material = _depthMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDepthMaterial( {\n\n\t\t\t\tdepthPacking: RGBADepthPacking,\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_depthMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tconst index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tlet material = _distanceMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDistanceMaterial( {\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_distanceMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {\n\n\t\tlet result = null;\n\n\t\tlet getMaterialVariant = getDepthMaterialVariant;\n\t\tlet customMaterial = object.customDepthMaterial;\n\n\t\tif ( light.isPointLight === true ) {\n\n\t\t\tgetMaterialVariant = getDistanceMaterialVariant;\n\t\t\tcustomMaterial = object.customDistanceMaterial;\n\n\t\t}\n\n\t\tif ( customMaterial === undefined ) {\n\n\t\t\tlet useMorphing = false;\n\n\t\t\tif ( material.morphTargets === true ) {\n\n\t\t\t\tuseMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;\n\n\t\t\t}\n\n\t\t\tlet useSkinning = false;\n\n\t\t\tif ( object.isSkinnedMesh === true ) {\n\n\t\t\t\tif ( material.skinning === true ) {\n\n\t\t\t\t\tuseSkinning = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst useInstancing = object.isInstancedMesh === true;\n\n\t\t\tresult = getMaterialVariant( useMorphing, useSkinning, useInstancing );\n\n\t\t} else {\n\n\t\t\tresult = customMaterial;\n\n\t\t}\n\n\t\tif ( _renderer.localClippingEnabled &&\n\t\t\t\tmaterial.clipShadows === true &&\n\t\t\t\tmaterial.clippingPlanes.length !== 0 ) {\n\n\t\t\t// in this case we need a unique material instance reflecting the\n\t\t\t// appropriate state\n\n\t\t\tconst keyA = result.uuid, keyB = material.uuid;\n\n\t\t\tlet materialsForVariant = _materialCache[ keyA ];\n\n\t\t\tif ( materialsForVariant === undefined ) {\n\n\t\t\t\tmaterialsForVariant = {};\n\t\t\t\t_materialCache[ keyA ] = materialsForVariant;\n\n\t\t\t}\n\n\t\t\tlet cachedMaterial = materialsForVariant[ keyB ];\n\n\t\t\tif ( cachedMaterial === undefined ) {\n\n\t\t\t\tcachedMaterial = result.clone();\n\t\t\t\tmaterialsForVariant[ keyB ] = cachedMaterial;\n\n\t\t\t}\n\n\t\t\tresult = cachedMaterial;\n\n\t\t}\n\n\t\tresult.visible = material.visible;\n\t\tresult.wireframe = material.wireframe;\n\n\t\tif ( type === VSMShadowMap ) {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;\n\n\t\t} else {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];\n\n\t\t}\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.wireframeLinewidth = material.wireframeLinewidth;\n\t\tresult.linewidth = material.linewidth;\n\n\t\tif ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {\n\n\t\t\tresult.referencePosition.setFromMatrixPosition( light.matrixWorld );\n\t\t\tresult.nearDistance = shadowCameraNear;\n\t\t\tresult.farDistance = shadowCameraFar;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tfunction renderObject( object, camera, shadowCamera, light, type ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {\n\n\t\t\tif ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {\n\n\t\t\t\tobject.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );\n\n\t\t\t\tconst geometry = _objects.update( object );\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\tfor ( let k = 0, kl = groups.length; k < kl; k ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ k ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( children[ i ], camera, shadowCamera, light, type );\n\n\t\t}\n\n\t}\n\n}\n\nfunction WebGLState( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction ColorBuffer() {\n\n\t\tlet locked = false;\n\n\t\tconst color = new Vector4();\n\t\tlet currentColorMask = null;\n\t\tconst currentColorClear = new Vector4( 0, 0, 0, 0 );\n\n\t\treturn {\n\n\t\t\tsetMask: function ( colorMask ) {\n\n\t\t\t\tif ( currentColorMask !== colorMask && ! locked ) {\n\n\t\t\t\t\tgl.colorMask( colorMask, colorMask, colorMask, colorMask );\n\t\t\t\t\tcurrentColorMask = colorMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( r, g, b, a, premultipliedAlpha ) {\n\n\t\t\t\tif ( premultipliedAlpha === true ) {\n\n\t\t\t\t\tr *= a; g *= a; b *= a;\n\n\t\t\t\t}\n\n\t\t\t\tcolor.set( r, g, b, a );\n\n\t\t\t\tif ( currentColorClear.equals( color ) === false ) {\n\n\t\t\t\t\tgl.clearColor( r, g, b, a );\n\t\t\t\t\tcurrentColorClear.copy( color );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentColorMask = null;\n\t\t\t\tcurrentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction DepthBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentDepthMask = null;\n\t\tlet currentDepthFunc = null;\n\t\tlet currentDepthClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( depthTest ) {\n\n\t\t\t\tif ( depthTest ) {\n\n\t\t\t\t\tenable( 2929 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( 2929 );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( depthMask ) {\n\n\t\t\t\tif ( currentDepthMask !== depthMask && ! locked ) {\n\n\t\t\t\t\tgl.depthMask( depthMask );\n\t\t\t\t\tcurrentDepthMask = depthMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( depthFunc ) {\n\n\t\t\t\tif ( currentDepthFunc !== depthFunc ) {\n\n\t\t\t\t\tif ( depthFunc ) {\n\n\t\t\t\t\t\tswitch ( depthFunc ) {\n\n\t\t\t\t\t\t\tcase NeverDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 512 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase AlwaysDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 519 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 513 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase EqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 514 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 518 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 516 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase NotEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 517 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrentDepthFunc = depthFunc;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( depth ) {\n\n\t\t\t\tif ( currentDepthClear !== depth ) {\n\n\t\t\t\t\tgl.clearDepth( depth );\n\t\t\t\t\tcurrentDepthClear = depth;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentDepthMask = null;\n\t\t\t\tcurrentDepthFunc = null;\n\t\t\t\tcurrentDepthClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction StencilBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentStencilMask = null;\n\t\tlet currentStencilFunc = null;\n\t\tlet currentStencilRef = null;\n\t\tlet currentStencilFuncMask = null;\n\t\tlet currentStencilFail = null;\n\t\tlet currentStencilZFail = null;\n\t\tlet currentStencilZPass = null;\n\t\tlet currentStencilClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( stencilTest ) {\n\n\t\t\t\tif ( ! locked ) {\n\n\t\t\t\t\tif ( stencilTest ) {\n\n\t\t\t\t\t\tenable( 2960 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdisable( 2960 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( stencilMask ) {\n\n\t\t\t\tif ( currentStencilMask !== stencilMask && ! locked ) {\n\n\t\t\t\t\tgl.stencilMask( stencilMask );\n\t\t\t\t\tcurrentStencilMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( stencilFunc, stencilRef, stencilMask ) {\n\n\t\t\t\tif ( currentStencilFunc !== stencilFunc ||\n\t\t\t\t currentStencilRef !== stencilRef ||\n\t\t\t\t currentStencilFuncMask !== stencilMask ) {\n\n\t\t\t\t\tgl.stencilFunc( stencilFunc, stencilRef, stencilMask );\n\n\t\t\t\t\tcurrentStencilFunc = stencilFunc;\n\t\t\t\t\tcurrentStencilRef = stencilRef;\n\t\t\t\t\tcurrentStencilFuncMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetOp: function ( stencilFail, stencilZFail, stencilZPass ) {\n\n\t\t\t\tif ( currentStencilFail !== stencilFail ||\n\t\t\t\t currentStencilZFail !== stencilZFail ||\n\t\t\t\t currentStencilZPass !== stencilZPass ) {\n\n\t\t\t\t\tgl.stencilOp( stencilFail, stencilZFail, stencilZPass );\n\n\t\t\t\t\tcurrentStencilFail = stencilFail;\n\t\t\t\t\tcurrentStencilZFail = stencilZFail;\n\t\t\t\t\tcurrentStencilZPass = stencilZPass;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( stencil ) {\n\n\t\t\t\tif ( currentStencilClear !== stencil ) {\n\n\t\t\t\t\tgl.clearStencil( stencil );\n\t\t\t\t\tcurrentStencilClear = stencil;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentStencilMask = null;\n\t\t\t\tcurrentStencilFunc = null;\n\t\t\t\tcurrentStencilRef = null;\n\t\t\t\tcurrentStencilFuncMask = null;\n\t\t\t\tcurrentStencilFail = null;\n\t\t\t\tcurrentStencilZFail = null;\n\t\t\t\tcurrentStencilZPass = null;\n\t\t\t\tcurrentStencilClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t//\n\n\tconst colorBuffer = new ColorBuffer();\n\tconst depthBuffer = new DepthBuffer();\n\tconst stencilBuffer = new StencilBuffer();\n\n\tlet enabledCapabilities = {};\n\n\tlet currentProgram = null;\n\n\tlet currentBlendingEnabled = null;\n\tlet currentBlending = null;\n\tlet currentBlendEquation = null;\n\tlet currentBlendSrc = null;\n\tlet currentBlendDst = null;\n\tlet currentBlendEquationAlpha = null;\n\tlet currentBlendSrcAlpha = null;\n\tlet currentBlendDstAlpha = null;\n\tlet currentPremultipledAlpha = false;\n\n\tlet currentFlipSided = null;\n\tlet currentCullFace = null;\n\n\tlet currentLineWidth = null;\n\n\tlet currentPolygonOffsetFactor = null;\n\tlet currentPolygonOffsetUnits = null;\n\n\tconst maxTextures = gl.getParameter( 35661 );\n\n\tlet lineWidthAvailable = false;\n\tlet version = 0;\n\tconst glVersion = gl.getParameter( 7938 );\n\n\tif ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^WebGL (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 1.0 );\n\n\t} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^OpenGL ES (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 2.0 );\n\n\t}\n\n\tlet currentTextureSlot = null;\n\tlet currentBoundTextures = {};\n\n\tconst currentScissor = new Vector4();\n\tconst currentViewport = new Vector4();\n\n\tfunction createTexture( type, target, count ) {\n\n\t\tconst data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.\n\t\tconst texture = gl.createTexture();\n\n\t\tgl.bindTexture( type, texture );\n\t\tgl.texParameteri( type, 10241, 9728 );\n\t\tgl.texParameteri( type, 10240, 9728 );\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tgl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tconst emptyTextures = {};\n\temptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );\n\temptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );\n\n\t// init\n\n\tcolorBuffer.setClear( 0, 0, 0, 1 );\n\tdepthBuffer.setClear( 1 );\n\tstencilBuffer.setClear( 0 );\n\n\tenable( 2929 );\n\tdepthBuffer.setFunc( LessEqualDepth );\n\n\tsetFlipSided( false );\n\tsetCullFace( CullFaceBack );\n\tenable( 2884 );\n\n\tsetBlending( NoBlending );\n\n\t//\n\n\tfunction enable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== true ) {\n\n\t\t\tgl.enable( id );\n\t\t\tenabledCapabilities[ id ] = true;\n\n\t\t}\n\n\t}\n\n\tfunction disable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== false ) {\n\n\t\t\tgl.disable( id );\n\t\t\tenabledCapabilities[ id ] = false;\n\n\t\t}\n\n\t}\n\n\tfunction useProgram( program ) {\n\n\t\tif ( currentProgram !== program ) {\n\n\t\t\tgl.useProgram( program );\n\n\t\t\tcurrentProgram = program;\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tconst equationToGL = {\n\t\t[ AddEquation ]: 32774,\n\t\t[ SubtractEquation ]: 32778,\n\t\t[ ReverseSubtractEquation ]: 32779\n\t};\n\n\tif ( isWebGL2 ) {\n\n\t\tequationToGL[ MinEquation ] = 32775;\n\t\tequationToGL[ MaxEquation ] = 32776;\n\n\t} else {\n\n\t\tconst extension = extensions.get( 'EXT_blend_minmax' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tequationToGL[ MinEquation ] = extension.MIN_EXT;\n\t\t\tequationToGL[ MaxEquation ] = extension.MAX_EXT;\n\n\t\t}\n\n\t}\n\n\tconst factorToGL = {\n\t\t[ ZeroFactor ]: 0,\n\t\t[ OneFactor ]: 1,\n\t\t[ SrcColorFactor ]: 768,\n\t\t[ SrcAlphaFactor ]: 770,\n\t\t[ SrcAlphaSaturateFactor ]: 776,\n\t\t[ DstColorFactor ]: 774,\n\t\t[ DstAlphaFactor ]: 772,\n\t\t[ OneMinusSrcColorFactor ]: 769,\n\t\t[ OneMinusSrcAlphaFactor ]: 771,\n\t\t[ OneMinusDstColorFactor ]: 775,\n\t\t[ OneMinusDstAlphaFactor ]: 773\n\t};\n\n\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {\n\n\t\tif ( blending === NoBlending ) {\n\n\t\t\tif ( currentBlendingEnabled ) {\n\n\t\t\t\tdisable( 3042 );\n\t\t\t\tcurrentBlendingEnabled = false;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( ! currentBlendingEnabled ) {\n\n\t\t\tenable( 3042 );\n\t\t\tcurrentBlendingEnabled = true;\n\n\t\t}\n\n\t\tif ( blending !== CustomBlending ) {\n\n\t\t\tif ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {\n\n\t\t\t\tif ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {\n\n\t\t\t\t\tgl.blendEquation( 32774 );\n\n\t\t\t\t\tcurrentBlendEquation = AddEquation;\n\t\t\t\t\tcurrentBlendEquationAlpha = AddEquation;\n\n\t\t\t\t}\n\n\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 1, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 1, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 0, 769, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 768, 0, 770 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 770, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 770, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 769 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 768 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tcurrentBlendSrc = null;\n\t\t\t\tcurrentBlendDst = null;\n\t\t\t\tcurrentBlendSrcAlpha = null;\n\t\t\t\tcurrentBlendDstAlpha = null;\n\n\t\t\t\tcurrentBlending = blending;\n\t\t\t\tcurrentPremultipledAlpha = premultipliedAlpha;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// custom blending\n\n\t\tblendEquationAlpha = blendEquationAlpha || blendEquation;\n\t\tblendSrcAlpha = blendSrcAlpha || blendSrc;\n\t\tblendDstAlpha = blendDstAlpha || blendDst;\n\n\t\tif ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {\n\n\t\t\tgl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );\n\n\t\t\tcurrentBlendEquation = blendEquation;\n\t\t\tcurrentBlendEquationAlpha = blendEquationAlpha;\n\n\t\t}\n\n\t\tif ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {\n\n\t\t\tgl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );\n\n\t\t\tcurrentBlendSrc = blendSrc;\n\t\t\tcurrentBlendDst = blendDst;\n\t\t\tcurrentBlendSrcAlpha = blendSrcAlpha;\n\t\t\tcurrentBlendDstAlpha = blendDstAlpha;\n\n\t\t}\n\n\t\tcurrentBlending = blending;\n\t\tcurrentPremultipledAlpha = null;\n\n\t}\n\n\tfunction setMaterial( material, frontFaceCW ) {\n\n\t\tmaterial.side === DoubleSide\n\t\t\t? disable( 2884 )\n\t\t\t: enable( 2884 );\n\n\t\tlet flipSided = ( material.side === BackSide );\n\t\tif ( frontFaceCW ) flipSided = ! flipSided;\n\n\t\tsetFlipSided( flipSided );\n\n\t\t( material.blending === NormalBlending && material.transparent === false )\n\t\t\t? setBlending( NoBlending )\n\t\t\t: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );\n\n\t\tdepthBuffer.setFunc( material.depthFunc );\n\t\tdepthBuffer.setTest( material.depthTest );\n\t\tdepthBuffer.setMask( material.depthWrite );\n\t\tcolorBuffer.setMask( material.colorWrite );\n\n\t\tconst stencilWrite = material.stencilWrite;\n\t\tstencilBuffer.setTest( stencilWrite );\n\t\tif ( stencilWrite ) {\n\n\t\t\tstencilBuffer.setMask( material.stencilWriteMask );\n\t\t\tstencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );\n\t\t\tstencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );\n\n\t\t}\n\n\t\tsetPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );\n\n\t}\n\n\t//\n\n\tfunction setFlipSided( flipSided ) {\n\n\t\tif ( currentFlipSided !== flipSided ) {\n\n\t\t\tif ( flipSided ) {\n\n\t\t\t\tgl.frontFace( 2304 );\n\n\t\t\t} else {\n\n\t\t\t\tgl.frontFace( 2305 );\n\n\t\t\t}\n\n\t\t\tcurrentFlipSided = flipSided;\n\n\t\t}\n\n\t}\n\n\tfunction setCullFace( cullFace ) {\n\n\t\tif ( cullFace !== CullFaceNone ) {\n\n\t\t\tenable( 2884 );\n\n\t\t\tif ( cullFace !== currentCullFace ) {\n\n\t\t\t\tif ( cullFace === CullFaceBack ) {\n\n\t\t\t\t\tgl.cullFace( 1029 );\n\n\t\t\t\t} else if ( cullFace === CullFaceFront ) {\n\n\t\t\t\t\tgl.cullFace( 1028 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.cullFace( 1032 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 2884 );\n\n\t\t}\n\n\t\tcurrentCullFace = cullFace;\n\n\t}\n\n\tfunction setLineWidth( width ) {\n\n\t\tif ( width !== currentLineWidth ) {\n\n\t\t\tif ( lineWidthAvailable ) gl.lineWidth( width );\n\n\t\t\tcurrentLineWidth = width;\n\n\t\t}\n\n\t}\n\n\tfunction setPolygonOffset( polygonOffset, factor, units ) {\n\n\t\tif ( polygonOffset ) {\n\n\t\t\tenable( 32823 );\n\n\t\t\tif ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {\n\n\t\t\t\tgl.polygonOffset( factor, units );\n\n\t\t\t\tcurrentPolygonOffsetFactor = factor;\n\t\t\t\tcurrentPolygonOffsetUnits = units;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 32823 );\n\n\t\t}\n\n\t}\n\n\tfunction setScissorTest( scissorTest ) {\n\n\t\tif ( scissorTest ) {\n\n\t\t\tenable( 3089 );\n\n\t\t} else {\n\n\t\t\tdisable( 3089 );\n\n\t\t}\n\n\t}\n\n\t// texture\n\n\tfunction activeTexture( webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;\n\n\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\tgl.activeTexture( webglSlot );\n\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t}\n\n\t}\n\n\tfunction bindTexture( webglType, webglTexture ) {\n\n\t\tif ( currentTextureSlot === null ) {\n\n\t\t\tactiveTexture();\n\n\t\t}\n\n\t\tlet boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture === undefined ) {\n\n\t\t\tboundTexture = { type: undefined, texture: undefined };\n\t\t\tcurrentBoundTextures[ currentTextureSlot ] = boundTexture;\n\n\t\t}\n\n\t\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\n\n\t\t\tgl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );\n\n\t\t\tboundTexture.type = webglType;\n\t\t\tboundTexture.texture = webglTexture;\n\n\t\t}\n\n\t}\n\n\tfunction unbindTexture() {\n\n\t\tconst boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture !== undefined && boundTexture.type !== undefined ) {\n\n\t\t\tgl.bindTexture( boundTexture.type, null );\n\n\t\t\tboundTexture.type = undefined;\n\t\t\tboundTexture.texture = undefined;\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction scissor( scissor ) {\n\n\t\tif ( currentScissor.equals( scissor ) === false ) {\n\n\t\t\tgl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );\n\t\t\tcurrentScissor.copy( scissor );\n\n\t\t}\n\n\t}\n\n\tfunction viewport( viewport ) {\n\n\t\tif ( currentViewport.equals( viewport ) === false ) {\n\n\t\t\tgl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );\n\t\t\tcurrentViewport.copy( viewport );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction reset() {\n\n\t\tenabledCapabilities = {};\n\n\t\tcurrentTextureSlot = null;\n\t\tcurrentBoundTextures = {};\n\n\t\tcurrentProgram = null;\n\n\t\tcurrentBlendingEnabled = null;\n\t\tcurrentBlending = null;\n\t\tcurrentBlendEquation = null;\n\t\tcurrentBlendSrc = null;\n\t\tcurrentBlendDst = null;\n\t\tcurrentBlendEquationAlpha = null;\n\t\tcurrentBlendSrcAlpha = null;\n\t\tcurrentBlendDstAlpha = null;\n\t\tcurrentPremultipledAlpha = false;\n\n\t\tcurrentFlipSided = null;\n\t\tcurrentCullFace = null;\n\n\t\tcurrentLineWidth = null;\n\n\t\tcurrentPolygonOffsetFactor = null;\n\t\tcurrentPolygonOffsetUnits = null;\n\n\t\tcolorBuffer.reset();\n\t\tdepthBuffer.reset();\n\t\tstencilBuffer.reset();\n\n\t}\n\n\treturn {\n\n\t\tbuffers: {\n\t\t\tcolor: colorBuffer,\n\t\t\tdepth: depthBuffer,\n\t\t\tstencil: stencilBuffer\n\t\t},\n\n\t\tenable: enable,\n\t\tdisable: disable,\n\n\t\tuseProgram: useProgram,\n\n\t\tsetBlending: setBlending,\n\t\tsetMaterial: setMaterial,\n\n\t\tsetFlipSided: setFlipSided,\n\t\tsetCullFace: setCullFace,\n\n\t\tsetLineWidth: setLineWidth,\n\t\tsetPolygonOffset: setPolygonOffset,\n\n\t\tsetScissorTest: setScissorTest,\n\n\t\tactiveTexture: activeTexture,\n\t\tbindTexture: bindTexture,\n\t\tunbindTexture: unbindTexture,\n\t\tcompressedTexImage2D: compressedTexImage2D,\n\t\ttexImage2D: texImage2D,\n\t\ttexImage3D: texImage3D,\n\n\t\tscissor: scissor,\n\t\tviewport: viewport,\n\n\t\treset: reset\n\n\t};\n\n}\n\nfunction WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst maxTextures = capabilities.maxTextures;\n\tconst maxCubemapSize = capabilities.maxCubemapSize;\n\tconst maxTextureSize = capabilities.maxTextureSize;\n\tconst maxSamples = capabilities.maxSamples;\n\n\tconst _videoTextures = new WeakMap();\n\tlet _canvas;\n\n\t// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,\n\t// also OffscreenCanvas.getContext(\"webgl\"), but not OffscreenCanvas.getContext(\"2d\")!\n\t// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).\n\n\tlet useOffscreenCanvas = false;\n\n\ttry {\n\n\t\tuseOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'\n\t\t\t&& ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;\n\n\t} catch ( err ) {\n\n\t\t// Ignore any errors\n\n\t}\n\n\tfunction createCanvas( width, height ) {\n\n\t\t// Use OffscreenCanvas when available. Specially needed in web workers\n\n\t\treturn useOffscreenCanvas ?\n\t\t\tnew OffscreenCanvas( width, height ) :\n\t\t\tdocument.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t}\n\n\tfunction resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {\n\n\t\tlet scale = 1;\n\n\t\t// handle case if texture exceeds max size\n\n\t\tif ( image.width > maxSize || image.height > maxSize ) {\n\n\t\t\tscale = maxSize / Math.max( image.width, image.height );\n\n\t\t}\n\n\t\t// only perform resize if necessary\n\n\t\tif ( scale < 1 || needsPowerOfTwo === true ) {\n\n\t\t\t// only perform resize for certain image types\n\n\t\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\t\tconst floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;\n\n\t\t\t\tconst width = floor( scale * image.width );\n\t\t\t\tconst height = floor( scale * image.height );\n\n\t\t\t\tif ( _canvas === undefined ) _canvas = createCanvas( width, height );\n\n\t\t\t\t// cube textures can't reuse the same canvas\n\n\t\t\t\tconst canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;\n\n\t\t\t\tcanvas.width = width;\n\t\t\t\tcanvas.height = height;\n\n\t\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\t\tcontext.drawImage( image, 0, 0, width, height );\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );\n\n\t\t\t\treturn canvas;\n\n\t\t\t} else {\n\n\t\t\t\tif ( 'data' in image ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );\n\n\t\t\t\t}\n\n\t\t\t\treturn image;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction isPowerOfTwo( image ) {\n\n\t\treturn MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );\n\n\t}\n\n\tfunction textureNeedsPowerOfTwo( texture ) {\n\n\t\tif ( isWebGL2 ) return false;\n\n\t\treturn ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||\n\t\t\t( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );\n\n\t}\n\n\tfunction textureNeedsGenerateMipmaps( texture, supportsMips ) {\n\n\t\treturn texture.generateMipmaps && supportsMips &&\n\t\t\ttexture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n\n\t}\n\n\tfunction generateMipmap( target, texture, width, height ) {\n\n\t\t_gl.generateMipmap( target );\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\t// Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11\n\t\ttextureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;\n\n\t}\n\n\tfunction getInternalFormat( internalFormatName, glFormat, glType ) {\n\n\t\tif ( isWebGL2 === false ) return glFormat;\n\n\t\tif ( internalFormatName !== null ) {\n\n\t\t\tif ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \\'' + internalFormatName + '\\'' );\n\n\t\t}\n\n\t\tlet internalFormat = glFormat;\n\n\t\tif ( glFormat === 6403 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 33326;\n\t\t\tif ( glType === 5131 ) internalFormat = 33325;\n\t\t\tif ( glType === 5121 ) internalFormat = 33321;\n\n\t\t}\n\n\t\tif ( glFormat === 6407 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34837;\n\t\t\tif ( glType === 5131 ) internalFormat = 34843;\n\t\t\tif ( glType === 5121 ) internalFormat = 32849;\n\n\t\t}\n\n\t\tif ( glFormat === 6408 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34836;\n\t\t\tif ( glType === 5131 ) internalFormat = 34842;\n\t\t\tif ( glType === 5121 ) internalFormat = 32856;\n\n\t\t}\n\n\t\tif ( internalFormat === 33325 || internalFormat === 33326 ||\n\t\t\tinternalFormat === 34842 || internalFormat === 34836 ) {\n\n\t\t\textensions.get( 'EXT_color_buffer_float' );\n\n\t\t}\n\n\t\treturn internalFormat;\n\n\t}\n\n\t// Fallback filters for non-power-of-2 textures\n\n\tfunction filterFallback( f ) {\n\n\t\tif ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {\n\n\t\t\treturn 9728;\n\n\t\t}\n\n\t\treturn 9729;\n\n\t}\n\n\t//\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tdeallocateTexture( texture );\n\n\t\tif ( texture.isVideoTexture ) {\n\n\t\t\t_videoTextures.delete( texture );\n\n\t\t}\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\tfunction onRenderTargetDispose( event ) {\n\n\t\tconst renderTarget = event.target;\n\n\t\trenderTarget.removeEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tdeallocateRenderTarget( renderTarget );\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\t//\n\n\tfunction deallocateTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglInit === undefined ) return;\n\n\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deallocateRenderTarget( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( renderTarget.texture );\n\n\t\tif ( ! renderTarget ) return;\n\n\t\tif ( textureProperties.__webglTexture !== undefined ) {\n\n\t\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\t}\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\trenderTarget.depthTexture.dispose();\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );\n\t\t\tif ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );\n\n\t\t}\n\n\t\tproperties.remove( renderTarget.texture );\n\t\tproperties.remove( renderTarget );\n\n\t}\n\n\t//\n\n\tlet textureUnits = 0;\n\n\tfunction resetTextureUnits() {\n\n\t\ttextureUnits = 0;\n\n\t}\n\n\tfunction allocateTextureUnit() {\n\n\t\tconst textureUnit = textureUnits;\n\n\t\tif ( textureUnit >= maxTextures ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );\n\n\t\t}\n\n\t\ttextureUnits += 1;\n\n\t\treturn textureUnit;\n\n\t}\n\n\t//\n\n\tfunction setTexture2D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.isVideoTexture ) updateVideoTexture( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tconst image = texture.image;\n\n\t\t\tif ( image === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );\n\n\t\t\t} else if ( image.complete === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );\n\n\t\t\t} else {\n\n\t\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 3553, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture2DArray( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 35866, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture3D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 32879, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTextureCube( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadCubeTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t}\n\n\tconst wrappingToGL = {\n\t\t[ RepeatWrapping ]: 10497,\n\t\t[ ClampToEdgeWrapping ]: 33071,\n\t\t[ MirroredRepeatWrapping ]: 33648\n\t};\n\n\tconst filterToGL = {\n\t\t[ NearestFilter ]: 9728,\n\t\t[ NearestMipmapNearestFilter ]: 9984,\n\t\t[ NearestMipmapLinearFilter ]: 9986,\n\n\t\t[ LinearFilter ]: 9729,\n\t\t[ LinearMipmapNearestFilter ]: 9985,\n\t\t[ LinearMipmapLinearFilter ]: 9987\n\t};\n\n\tfunction setTextureParameters( textureType, texture, supportsMips ) {\n\n\t\tif ( supportsMips ) {\n\n\t\t\t_gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );\n\t\t\t_gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );\n\t\t\t_gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );\n\n\t\t} else {\n\n\t\t\t_gl.texParameteri( textureType, 10242, 33071 );\n\t\t\t_gl.texParameteri( textureType, 10243, 33071 );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, 33071 );\n\n\t\t\t}\n\n\t\t\tif ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );\n\t\t\t_gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );\n\n\t\t\tif ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\tif ( extension ) {\n\n\t\t\tif ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;\n\t\t\tif ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;\n\n\t\t\tif ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {\n\n\t\t\t\t_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );\n\t\t\t\tproperties.get( texture ).__currentAnisotropy = texture.anisotropy;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction initTexture( textureProperties, texture ) {\n\n\t\tif ( textureProperties.__webglInit === undefined ) {\n\n\t\t\ttextureProperties.__webglInit = true;\n\n\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\tinfo.memory.textures ++;\n\n\t\t}\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tlet textureType = 3553;\n\n\t\tif ( texture.isDataTexture2DArray ) textureType = 35866;\n\t\tif ( texture.isDataTexture3D ) textureType = 32879;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( textureType, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\n\t\tconst needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;\n\t\tconst image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );\n\n\t\tconst supportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format );\n\n\t\tlet glType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( textureType, texture, supportsMips );\n\n\t\tlet mipmap;\n\t\tconst mipmaps = texture.mipmaps;\n\n\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t// populate depth texture with dummy data\n\n\t\t\tglInternalFormat = 6402;\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t} else if ( texture.type === UnsignedIntType ) {\n\n\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t} else if ( texture.type === UnsignedInt248Type ) {\n\n\t\t\t\t\tglInternalFormat = 35056;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tglInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tconsole.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// validation checks for WebGL 1\n\n\t\t\tif ( texture.format === DepthFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedShortType;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// Depth stencil textures need the DEPTH_STENCIL internal format\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tglInternalFormat = 34041;\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedInt248Type ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedInt248Type;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\tstate.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else if ( texture.isDataTexture2DArray ) {\n\n\t\t\tstate.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else if ( texture.isDataTexture3D ) {\n\n\t\t\tstate.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else {\n\n\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tgenerateMipmap( textureType, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\tfunction uploadCubeTexture( textureProperties, texture, slot ) {\n\n\t\tif ( texture.image.length !== 6 ) return;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\n\t\tconst isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );\n\t\tconst isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\tconst cubeImage = [];\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\tcubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );\n\n\t\t\t} else {\n\n\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst image = cubeImage[ 0 ],\n\t\t\tsupportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format ),\n\t\t\tglType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\tlet mipmaps;\n\n\t\tif ( isCompressed ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tmipmaps = cubeImage[ i ].mipmaps;\n\n\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\tstate.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else {\n\n\t\t\tmipmaps = texture.mipmaps;\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\t\t\t\t\t\tconst mipmapImage = mipmap.image[ i ].image;\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length;\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t// We assume images for cube map have the same size.\n\t\t\tgenerateMipmap( 34067, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\t// Render targets\n\n\t// Setup storage for target texture and bind it to correct framebuffer\n\tfunction setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {\n\n\t\tconst glFormat = utils.convert( renderTarget.texture.format );\n\t\tconst glType = utils.convert( renderTarget.texture.type );\n\t\tconst glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );\n\t\tstate.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );\n\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\t\t_gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );\n\t\t_gl.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\tfunction setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {\n\n\t\t_gl.bindRenderbuffer( 36161, renderbuffer );\n\n\t\tif ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {\n\n\t\t\tlet glInternalFormat = 33189;\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst depthTexture = renderTarget.depthTexture;\n\n\t\t\t\tif ( depthTexture && depthTexture.isDepthTexture ) {\n\n\t\t\t\t\tif ( depthTexture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t\t} else if ( depthTexture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );\n\n\t\t} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );\n\n\t\t} else {\n\n\t\t\tconst glFormat = utils.convert( renderTarget.texture.format );\n\t\t\tconst glType = utils.convert( renderTarget.texture.type );\n\t\t\tconst glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t}\n\n\t// Setup resources for a Depth Texture for a FBO (needs an extension)\n\tfunction setupDepthTexture( framebuffer, renderTarget ) {\n\n\t\tconst isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );\n\t\tif ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );\n\n\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\n\t\tif ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {\n\n\t\t\tthrow new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );\n\n\t\t}\n\n\t\t// upload an empty depth texture with framebuffer size\n\t\tif ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||\n\t\t\t\trenderTarget.depthTexture.image.width !== renderTarget.width ||\n\t\t\t\trenderTarget.depthTexture.image.height !== renderTarget.height ) {\n\n\t\t\trenderTarget.depthTexture.image.width = renderTarget.width;\n\t\t\trenderTarget.depthTexture.image.height = renderTarget.height;\n\t\t\trenderTarget.depthTexture.needsUpdate = true;\n\n\t\t}\n\n\t\tsetTexture2D( renderTarget.depthTexture, 0 );\n\n\t\tconst webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Unknown depthTexture format' );\n\n\t\t}\n\n\t}\n\n\t// Setup GL resources for a non-texture depth buffer\n\tfunction setupDepthRenderbuffer( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\tif ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );\n\n\t\t\tsetupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );\n\n\t\t} else {\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = [];\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\t\trenderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Set up GL resources for the render target\n\tfunction setupRenderTarget( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( renderTarget.texture );\n\n\t\trenderTarget.addEventListener( 'dispose', onRenderTargetDispose );\n\n\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\tinfo.memory.textures ++;\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\t\tconst isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );\n\t\tconst supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\t// Handles WebGL2 RGBFormat fallback - #18858\n\n\t\tif ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {\n\n\t\t\trenderTarget.texture.format = RGBAFormat;\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );\n\n\t\t}\n\n\t\t// Setup framebuffer\n\n\t\tif ( isCube ) {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\trenderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n\t\t\t\t\trenderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();\n\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );\n\n\t\t\t\t\tconst glFormat = utils.convert( renderTarget.texture.format );\n\t\t\t\t\tconst glType = utils.convert( renderTarget.texture.type );\n\t\t\t\t\tconst glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );\n\t\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\t\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\t\trenderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n\t\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, null );\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Setup color buffer\n\n\t\tif ( isCube ) {\n\n\t\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( 34067, renderTarget.texture, supportsMips );\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 34067, null );\n\n\t\t} else {\n\n\t\t\tstate.bindTexture( 3553, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( 3553, renderTarget.texture, supportsMips );\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );\n\n\t\t\tif ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 3553, null );\n\n\t\t}\n\n\t\t// Setup depth and stencil buffers\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\tfunction updateRenderTargetMipmap( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\t\tconst supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tconst target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;\n\t\t\tconst webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\tgenerateMipmap( target, texture, renderTarget.width, renderTarget.height );\n\t\t\tstate.bindTexture( target, null );\n\n\t\t}\n\n\t}\n\n\tfunction updateMultisampleRenderTarget( renderTarget ) {\n\n\t\tif ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\t\t\t_gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t_gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );\n\n\t\t\t\tconst width = renderTarget.width;\n\t\t\t\tconst height = renderTarget.height;\n\t\t\t\tlet mask = 16384;\n\n\t\t\t\tif ( renderTarget.depthBuffer ) mask |= 256;\n\t\t\t\tif ( renderTarget.stencilBuffer ) mask |= 1024;\n\n\t\t\t\t_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );\n\n\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction getRenderTargetSamples( renderTarget ) {\n\n\t\treturn ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?\n\t\t\tMath.min( maxSamples, renderTarget.samples ) : 0;\n\n\t}\n\n\tfunction updateVideoTexture( texture ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\t// Check the last frame we updated the VideoTexture\n\n\t\tif ( _videoTextures.get( texture ) !== frame ) {\n\n\t\t\t_videoTextures.set( texture, frame );\n\t\t\ttexture.update();\n\n\t\t}\n\n\t}\n\n\t// backwards compatibility\n\n\tlet warnedTexture2D = false;\n\tlet warnedTextureCube = false;\n\n\tfunction safeSetTexture2D( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLRenderTarget ) {\n\n\t\t\tif ( warnedTexture2D === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLTextures.safeSetTexture2D: don\\'t use render targets as textures. Use their .texture property instead.' );\n\t\t\t\twarnedTexture2D = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\t\tsetTexture2D( texture, slot );\n\n\t}\n\n\tfunction safeSetTextureCube( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLCubeRenderTarget ) {\n\n\t\t\tif ( warnedTextureCube === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLTextures.safeSetTextureCube: don\\'t use cube render targets as textures. Use their .texture property instead.' );\n\t\t\t\twarnedTextureCube = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\n\t\tsetTextureCube( texture, slot );\n\n\t}\n\n\t//\n\n\tthis.allocateTextureUnit = allocateTextureUnit;\n\tthis.resetTextureUnits = resetTextureUnits;\n\n\tthis.setTexture2D = setTexture2D;\n\tthis.setTexture2DArray = setTexture2DArray;\n\tthis.setTexture3D = setTexture3D;\n\tthis.setTextureCube = setTextureCube;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\tthis.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n\n\tthis.safeSetTexture2D = safeSetTexture2D;\n\tthis.safeSetTextureCube = safeSetTextureCube;\n\n}\n\nfunction WebGLUtils( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction convert( p ) {\n\n\t\tlet extension;\n\n\t\tif ( p === UnsignedByteType ) return 5121;\n\t\tif ( p === UnsignedShort4444Type ) return 32819;\n\t\tif ( p === UnsignedShort5551Type ) return 32820;\n\t\tif ( p === UnsignedShort565Type ) return 33635;\n\n\t\tif ( p === ByteType ) return 5120;\n\t\tif ( p === ShortType ) return 5122;\n\t\tif ( p === UnsignedShortType ) return 5123;\n\t\tif ( p === IntType ) return 5124;\n\t\tif ( p === UnsignedIntType ) return 5125;\n\t\tif ( p === FloatType ) return 5126;\n\n\t\tif ( p === HalfFloatType ) {\n\n\t\t\tif ( isWebGL2 ) return 5131;\n\n\t\t\textension = extensions.get( 'OES_texture_half_float' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.HALF_FLOAT_OES;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === AlphaFormat ) return 6406;\n\t\tif ( p === RGBFormat ) return 6407;\n\t\tif ( p === RGBAFormat ) return 6408;\n\t\tif ( p === LuminanceFormat ) return 6409;\n\t\tif ( p === LuminanceAlphaFormat ) return 6410;\n\t\tif ( p === DepthFormat ) return 6402;\n\t\tif ( p === DepthStencilFormat ) return 34041;\n\t\tif ( p === RedFormat ) return 6403;\n\n\t\t// WebGL2 formats.\n\n\t\tif ( p === RedIntegerFormat ) return 36244;\n\t\tif ( p === RGFormat ) return 33319;\n\t\tif ( p === RGIntegerFormat ) return 33320;\n\t\tif ( p === RGBIntegerFormat ) return 36248;\n\t\tif ( p === RGBAIntegerFormat ) return 36249;\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||\n\t\t\tp === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||\n\t\t\tp === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc1' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.COMPRESSED_RGB_ETC1_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_ETC2_Format ) return extension.COMPRESSED_RGB8_ETC2;\n\t\t\t\tif ( p === RGBA_ETC2_EAC_Format ) return extension.COMPRESSED_RGBA8_ETC2_EAC;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||\n\t\t\tp === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||\n\t\t\tp === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||\n\t\t\tp === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||\n\t\t\tp === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_astc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_BPTC_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_bptc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === UnsignedInt248Type ) {\n\n\t\t\tif ( isWebGL2 ) return 34042;\n\n\t\t\textension = extensions.get( 'WEBGL_depth_texture' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.UNSIGNED_INT_24_8_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { convert: convert };\n\n}\n\nfunction ArrayCamera( array = [] ) {\n\n\tPerspectiveCamera.call( this );\n\n\tthis.cameras = array;\n\n}\n\nArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {\n\n\tconstructor: ArrayCamera,\n\n\tisArrayCamera: true\n\n} );\n\nfunction Group() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Group';\n\n}\n\nGroup.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Group,\n\n\tisGroup: true\n\n} );\n\nfunction WebXRController() {\n\n\tthis._targetRay = null;\n\tthis._grip = null;\n\tthis._hand = null;\n\n}\n\nObject.assign( WebXRController.prototype, {\n\n\tconstructor: WebXRController,\n\n\tgetHandSpace: function () {\n\n\t\tif ( this._hand === null ) {\n\n\t\t\tthis._hand = new Group();\n\t\t\tthis._hand.matrixAutoUpdate = false;\n\t\t\tthis._hand.visible = false;\n\n\t\t\tthis._hand.joints = {};\n\t\t\tthis._hand.inputState = { pinching: false };\n\n\t\t}\n\n\t\treturn this._hand;\n\n\t},\n\n\tgetTargetRaySpace: function () {\n\n\t\tif ( this._targetRay === null ) {\n\n\t\t\tthis._targetRay = new Group();\n\t\t\tthis._targetRay.matrixAutoUpdate = false;\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\treturn this._targetRay;\n\n\t},\n\n\tgetGripSpace: function () {\n\n\t\tif ( this._grip === null ) {\n\n\t\t\tthis._grip = new Group();\n\t\t\tthis._grip.matrixAutoUpdate = false;\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\treturn this._grip;\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.dispatchEvent( event );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tdisconnect: function ( inputSource ) {\n\n\t\tthis.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.visible = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tupdate: function ( inputSource, frame, referenceSpace ) {\n\n\t\tlet inputPose = null;\n\t\tlet gripPose = null;\n\t\tlet handPose = null;\n\n\t\tconst targetRay = this._targetRay;\n\t\tconst grip = this._grip;\n\t\tconst hand = this._hand;\n\n\t\tif ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {\n\n\t\t\tif ( hand && inputSource.hand ) {\n\n\t\t\t\thandPose = true;\n\n\t\t\t\tfor ( const inputjoint of inputSource.hand.values() ) {\n\n\t\t\t\t\t// Update the joints groups with the XRJoint poses\n\t\t\t\t\tconst jointPose = frame.getJointPose( inputjoint, referenceSpace );\n\n\t\t\t\t\tif ( hand.joints[ inputjoint.jointName ] === undefined ) {\n\n\t\t\t\t\t\t// The transform of this joint will be updated with the joint pose on each frame\n\t\t\t\t\t\tconst joint = new Group();\n\t\t\t\t\t\tjoint.matrixAutoUpdate = false;\n\t\t\t\t\t\tjoint.visible = false;\n\t\t\t\t\t\thand.joints[ inputjoint.jointName ] = joint;\n\t\t\t\t\t\t// ??\n\t\t\t\t\t\thand.add( joint );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst joint = hand.joints[ inputjoint.jointName ];\n\n\t\t\t\t\tif ( jointPose !== null ) {\n\n\t\t\t\t\t\tjoint.matrix.fromArray( jointPose.transform.matrix );\n\t\t\t\t\t\tjoint.matrix.decompose( joint.position, joint.rotation, joint.scale );\n\t\t\t\t\t\tjoint.jointRadius = jointPose.radius;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tjoint.visible = jointPose !== null;\n\n\t\t\t\t}\n\n\t\t\t\t// Custom events\n\n\t\t\t\t// Check pinchz\n\t\t\t\tconst indexTip = hand.joints[ 'index-finger-tip' ];\n\t\t\t\tconst thumbTip = hand.joints[ 'thumb-tip' ];\n\t\t\t\tconst distance = indexTip.position.distanceTo( thumbTip.position );\n\n\t\t\t\tconst distanceToPinch = 0.02;\n\t\t\t\tconst threshold = 0.005;\n\n\t\t\t\tif ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = false;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchend',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = true;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchstart',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( targetRay !== null ) {\n\n\t\t\t\t\tinputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );\n\n\t\t\t\t\tif ( inputPose !== null ) {\n\n\t\t\t\t\t\ttargetRay.matrix.fromArray( inputPose.transform.matrix );\n\t\t\t\t\t\ttargetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( grip !== null && inputSource.gripSpace ) {\n\n\t\t\t\t\tgripPose = frame.getPose( inputSource.gripSpace, referenceSpace );\n\n\t\t\t\t\tif ( gripPose !== null ) {\n\n\t\t\t\t\t\tgrip.matrix.fromArray( gripPose.transform.matrix );\n\t\t\t\t\t\tgrip.matrix.decompose( grip.position, grip.rotation, grip.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( targetRay !== null ) {\n\n\t\t\ttargetRay.visible = ( inputPose !== null );\n\n\t\t}\n\n\t\tif ( grip !== null ) {\n\n\t\t\tgrip.visible = ( gripPose !== null );\n\n\t\t}\n\n\t\tif ( hand !== null ) {\n\n\t\t\thand.visible = ( handPose !== null );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction WebXRManager( renderer, gl ) {\n\n\tconst scope = this;\n\n\tlet session = null;\n\n\tlet framebufferScaleFactor = 1.0;\n\n\tlet referenceSpace = null;\n\tlet referenceSpaceType = 'local-floor';\n\n\tlet pose = null;\n\n\tconst controllers = [];\n\tconst inputSourcesMap = new Map();\n\n\t//\n\n\tconst cameraL = new PerspectiveCamera();\n\tcameraL.layers.enable( 1 );\n\tcameraL.viewport = new Vector4();\n\n\tconst cameraR = new PerspectiveCamera();\n\tcameraR.layers.enable( 2 );\n\tcameraR.viewport = new Vector4();\n\n\tconst cameras = [ cameraL, cameraR ];\n\n\tconst cameraVR = new ArrayCamera();\n\tcameraVR.layers.enable( 1 );\n\tcameraVR.layers.enable( 2 );\n\n\tlet _currentDepthNear = null;\n\tlet _currentDepthFar = null;\n\n\t//\n\n\tthis.enabled = false;\n\n\tthis.isPresenting = false;\n\n\tthis.getController = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getTargetRaySpace();\n\n\t};\n\n\tthis.getControllerGrip = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getGripSpace();\n\n\t};\n\n\tthis.getHand = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getHandSpace();\n\n\t};\n\n\t//\n\n\tfunction onSessionEvent( event ) {\n\n\t\tconst controller = inputSourcesMap.get( event.inputSource );\n\n\t\tif ( controller ) {\n\n\t\t\tcontroller.dispatchEvent( { type: event.type, data: event.inputSource } );\n\n\t\t}\n\n\t}\n\n\tfunction onSessionEnd() {\n\n\t\tinputSourcesMap.forEach( function ( controller, inputSource ) {\n\n\t\t\tcontroller.disconnect( inputSource );\n\n\t\t} );\n\n\t\tinputSourcesMap.clear();\n\n\t\t_currentDepthNear = null;\n\t\t_currentDepthFar = null;\n\n\t\t//\n\n\t\trenderer.setFramebuffer( null );\n\t\trenderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830\n\t\tanimation.stop();\n\n\t\tscope.isPresenting = false;\n\n\t\tscope.dispatchEvent( { type: 'sessionend' } );\n\n\t}\n\n\tthis.setFramebufferScaleFactor = function ( value ) {\n\n\t\tframebufferScaleFactor = value;\n\n\t\tif ( scope.isPresenting === true ) {\n\n\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );\n\n\t\t}\n\n\t};\n\n\tthis.setReferenceSpaceType = function ( value ) {\n\n\t\treferenceSpaceType = value;\n\n\t\tif ( scope.isPresenting === true ) {\n\n\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );\n\n\t\t}\n\n\t};\n\n\tthis.getReferenceSpace = function () {\n\n\t\treturn referenceSpace;\n\n\t};\n\n\tthis.getSession = function () {\n\n\t\treturn session;\n\n\t};\n\n\tthis.setSession = async function ( value ) {\n\n\t\tsession = value;\n\n\t\tif ( session !== null ) {\n\n\t\t\tsession.addEventListener( 'select', onSessionEvent );\n\t\t\tsession.addEventListener( 'selectstart', onSessionEvent );\n\t\t\tsession.addEventListener( 'selectend', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeeze', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeezestart', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeezeend', onSessionEvent );\n\t\t\tsession.addEventListener( 'end', onSessionEnd );\n\t\t\tsession.addEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\tconst attributes = gl.getContextAttributes();\n\n\t\t\tif ( attributes.xrCompatible !== true ) {\n\n\t\t\t\tawait gl.makeXRCompatible();\n\n\t\t\t}\n\n\t\t\tconst layerInit = {\n\t\t\t\tantialias: attributes.antialias,\n\t\t\t\talpha: attributes.alpha,\n\t\t\t\tdepth: attributes.depth,\n\t\t\t\tstencil: attributes.stencil,\n\t\t\t\tframebufferScaleFactor: framebufferScaleFactor\n\t\t\t};\n\n\t\t\t// eslint-disable-next-line no-undef\n\t\t\tconst baseLayer = new XRWebGLLayer( session, gl, layerInit );\n\n\t\t\tsession.updateRenderState( { baseLayer: baseLayer } );\n\n\t\t\treferenceSpace = await session.requestReferenceSpace( referenceSpaceType );\n\n\t\t\tanimation.setContext( session );\n\t\t\tanimation.start();\n\n\t\t\tscope.isPresenting = true;\n\n\t\t\tscope.dispatchEvent( { type: 'sessionstart' } );\n\n\t\t}\n\n\t};\n\n\tfunction onInputSourcesChange( event ) {\n\n\t\tconst inputSources = session.inputSources;\n\n\t\t// Assign inputSources to available controllers\n\n\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\tinputSourcesMap.set( inputSources[ i ], controllers[ i ] );\n\n\t\t}\n\n\t\t// Notify disconnected\n\n\t\tfor ( let i = 0; i < event.removed.length; i ++ ) {\n\n\t\t\tconst inputSource = event.removed[ i ];\n\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\t\t\t\tinputSourcesMap.delete( inputSource );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Notify connected\n\n\t\tfor ( let i = 0; i < event.added.length; i ++ ) {\n\n\t\t\tconst inputSource = event.added[ i ];\n\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: 'connected', data: inputSource } );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t//\n\n\tconst cameraLPos = new Vector3();\n\tconst cameraRPos = new Vector3();\n\n\t/**\n\t * Assumes 2 cameras that are parallel and share an X-axis, and that\n\t * the cameras' projection and world matrices have already been set.\n\t * And that near and far planes are identical for both cameras.\n\t * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n\t */\n\tfunction setProjectionFromUnion( camera, cameraL, cameraR ) {\n\n\t\tcameraLPos.setFromMatrixPosition( cameraL.matrixWorld );\n\t\tcameraRPos.setFromMatrixPosition( cameraR.matrixWorld );\n\n\t\tconst ipd = cameraLPos.distanceTo( cameraRPos );\n\n\t\tconst projL = cameraL.projectionMatrix.elements;\n\t\tconst projR = cameraR.projectionMatrix.elements;\n\n\t\t// VR systems will have identical far and near planes, and\n\t\t// most likely identical top and bottom frustum extents.\n\t\t// Use the left camera for these values.\n\t\tconst near = projL[ 14 ] / ( projL[ 10 ] - 1 );\n\t\tconst far = projL[ 14 ] / ( projL[ 10 ] + 1 );\n\t\tconst topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];\n\t\tconst bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];\n\n\t\tconst leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];\n\t\tconst rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];\n\t\tconst left = near * leftFov;\n\t\tconst right = near * rightFov;\n\n\t\t// Calculate the new camera's position offset from the\n\t\t// left camera. xOffset should be roughly half `ipd`.\n\t\tconst zOffset = ipd / ( - leftFov + rightFov );\n\t\tconst xOffset = zOffset * - leftFov;\n\n\t\t// TODO: Better way to apply this offset?\n\t\tcameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );\n\t\tcamera.translateX( xOffset );\n\t\tcamera.translateZ( zOffset );\n\t\tcamera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );\n\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t// Find the union of the frustum values of the cameras and scale\n\t\t// the values so that the near plane's position does not change in world space,\n\t\t// although must now be relative to the new union camera.\n\t\tconst near2 = near + zOffset;\n\t\tconst far2 = far + zOffset;\n\t\tconst left2 = left - xOffset;\n\t\tconst right2 = right + ( ipd - xOffset );\n\t\tconst top2 = topFov * far / far2 * near2;\n\t\tconst bottom2 = bottomFov * far / far2 * near2;\n\n\t\tcamera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );\n\n\t}\n\n\tfunction updateCamera( camera, parent ) {\n\n\t\tif ( parent === null ) {\n\n\t\t\tcamera.matrixWorld.copy( camera.matrix );\n\n\t\t} else {\n\n\t\t\tcamera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );\n\n\t\t}\n\n\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t}\n\n\tthis.getCamera = function ( camera ) {\n\n\t\tcameraVR.near = cameraR.near = cameraL.near = camera.near;\n\t\tcameraVR.far = cameraR.far = cameraL.far = camera.far;\n\n\t\tif ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {\n\n\t\t\t// Note that the new renderState won't apply until the next frame. See #18320\n\n\t\t\tsession.updateRenderState( {\n\t\t\t\tdepthNear: cameraVR.near,\n\t\t\t\tdepthFar: cameraVR.far\n\t\t\t} );\n\n\t\t\t_currentDepthNear = cameraVR.near;\n\t\t\t_currentDepthFar = cameraVR.far;\n\n\t\t}\n\n\t\tconst parent = camera.parent;\n\t\tconst cameras = cameraVR.cameras;\n\n\t\tupdateCamera( cameraVR, parent );\n\n\t\tfor ( let i = 0; i < cameras.length; i ++ ) {\n\n\t\t\tupdateCamera( cameras[ i ], parent );\n\n\t\t}\n\n\t\t// update camera and its children\n\n\t\tcamera.matrixWorld.copy( cameraVR.matrixWorld );\n\t\tcamera.matrix.copy( cameraVR.matrix );\n\t\tcamera.matrix.decompose( camera.position, camera.quaternion, camera.scale );\n\n\t\tconst children = camera.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( true );\n\n\t\t}\n\n\t\t// update projection matrix for proper view frustum culling\n\n\t\tif ( cameras.length === 2 ) {\n\n\t\t\tsetProjectionFromUnion( cameraVR, cameraL, cameraR );\n\n\t\t} else {\n\n\t\t\t// assume single camera setup (AR)\n\n\t\t\tcameraVR.projectionMatrix.copy( cameraL.projectionMatrix );\n\n\t\t}\n\n\t\treturn cameraVR;\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tpose = frame.getViewerPose( referenceSpace );\n\n\t\tif ( pose !== null ) {\n\n\t\t\tconst views = pose.views;\n\t\t\tconst baseLayer = session.renderState.baseLayer;\n\n\t\t\trenderer.setFramebuffer( baseLayer.framebuffer );\n\n\t\t\tlet cameraVRNeedsUpdate = false;\n\n\t\t\t// check if it's necessary to rebuild cameraVR's camera list\n\n\t\t\tif ( views.length !== cameraVR.cameras.length ) {\n\n\t\t\t\tcameraVR.cameras.length = 0;\n\t\t\t\tcameraVRNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0; i < views.length; i ++ ) {\n\n\t\t\t\tconst view = views[ i ];\n\t\t\t\tconst viewport = baseLayer.getViewport( view );\n\n\t\t\t\tconst camera = cameras[ i ];\n\t\t\t\tcamera.matrix.fromArray( view.transform.matrix );\n\t\t\t\tcamera.projectionMatrix.fromArray( view.projectionMatrix );\n\t\t\t\tcamera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );\n\n\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\tcameraVR.matrix.copy( camera.matrix );\n\n\t\t\t\t}\n\n\t\t\t\tif ( cameraVRNeedsUpdate === true ) {\n\n\t\t\t\t\tcameraVR.cameras.push( camera );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst inputSources = session.inputSources;\n\n\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\tconst controller = controllers[ i ];\n\t\t\tconst inputSource = inputSources[ i ];\n\n\t\t\tcontroller.update( inputSource, frame, referenceSpace );\n\n\t\t}\n\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\n\t};\n\n\tthis.dispose = function () {};\n\n}\n\nObject.assign( WebXRManager.prototype, EventDispatcher.prototype );\n\nfunction WebGLMaterials( properties ) {\n\n\tfunction refreshFogUniforms( uniforms, fog ) {\n\n\t\tuniforms.fogColor.value.copy( fog.color );\n\n\t\tif ( fog.isFog ) {\n\n\t\t\tuniforms.fogNear.value = fog.near;\n\t\t\tuniforms.fogFar.value = fog.far;\n\n\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\tuniforms.fogDensity.value = fog.density;\n\n\t\t}\n\n\t}\n\n\tfunction refreshMaterialUniforms( uniforms, material, pixelRatio, height ) {\n\n\t\tif ( material.isMeshBasicMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshLambertMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsLambert( uniforms, material );\n\n\t\t} else if ( material.isMeshToonMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsToon( uniforms, material );\n\n\t\t} else if ( material.isMeshPhongMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsPhong( uniforms, material );\n\n\t\t} else if ( material.isMeshStandardMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\trefreshUniformsPhysical( uniforms, material );\n\n\t\t\t} else {\n\n\t\t\t\trefreshUniformsStandard( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isMeshMatcapMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsMatcap( uniforms, material );\n\n\t\t} else if ( material.isMeshDepthMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDepth( uniforms, material );\n\n\t\t} else if ( material.isMeshDistanceMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDistance( uniforms, material );\n\n\t\t} else if ( material.isMeshNormalMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsNormal( uniforms, material );\n\n\t\t} else if ( material.isLineBasicMaterial ) {\n\n\t\t\trefreshUniformsLine( uniforms, material );\n\n\t\t\tif ( material.isLineDashedMaterial ) {\n\n\t\t\t\trefreshUniformsDash( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isPointsMaterial ) {\n\n\t\t\trefreshUniformsPoints( uniforms, material, pixelRatio, height );\n\n\t\t} else if ( material.isSpriteMaterial ) {\n\n\t\t\trefreshUniformsSprites( uniforms, material );\n\n\t\t} else if ( material.isShadowMaterial ) {\n\n\t\t\tuniforms.color.value.copy( material.color );\n\t\t\tuniforms.opacity.value = material.opacity;\n\n\t\t} else if ( material.isShaderMaterial ) {\n\n\t\t\tmaterial.uniformsNeedUpdate = false; // #15581\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsCommon( uniforms, material ) {\n\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.color ) {\n\n\t\t\tuniforms.diffuse.value.copy( material.color );\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\tuniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );\n\n\t\t}\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\tif ( material.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\tuniforms.envMap.value = envMap;\n\n\t\t\tuniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap._needsFlipEnvMap ) ? - 1 : 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\n\t\t\tuniforms.refractionRatio.value = material.refractionRatio;\n\n\t\t\tconst maxMipLevel = properties.get( envMap ).__maxMipLevel;\n\n\t\t\tif ( maxMipLevel !== undefined ) {\n\n\t\t\t\tuniforms.maxMipLevel.value = maxMipLevel;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.lightMap ) {\n\n\t\t\tuniforms.lightMap.value = material.lightMap;\n\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuniforms.aoMap.value = material.aoMap;\n\t\t\tuniforms.aoMapIntensity.value = material.aoMapIntensity;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. specular map\n\t\t// 3. displacementMap map\n\t\t// 4. normal map\n\t\t// 5. bump map\n\t\t// 6. roughnessMap map\n\t\t// 7. metalnessMap map\n\t\t// 8. alphaMap map\n\t\t// 9. emissiveMap map\n\t\t// 10. clearcoat map\n\t\t// 11. clearcoat normal map\n\t\t// 12. clearcoat roughnessMap map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.specularMap ) {\n\n\t\t\tuvScaleMap = material.specularMap;\n\n\t\t} else if ( material.displacementMap ) {\n\n\t\t\tuvScaleMap = material.displacementMap;\n\n\t\t} else if ( material.normalMap ) {\n\n\t\t\tuvScaleMap = material.normalMap;\n\n\t\t} else if ( material.bumpMap ) {\n\n\t\t\tuvScaleMap = material.bumpMap;\n\n\t\t} else if ( material.roughnessMap ) {\n\n\t\t\tuvScaleMap = material.roughnessMap;\n\n\t\t} else if ( material.metalnessMap ) {\n\n\t\t\tuvScaleMap = material.metalnessMap;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t} else if ( material.emissiveMap ) {\n\n\t\t\tuvScaleMap = material.emissiveMap;\n\n\t\t} else if ( material.clearcoatMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatMap;\n\n\t\t} else if ( material.clearcoatNormalMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatNormalMap;\n\n\t\t} else if ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatRoughnessMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uvScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuvScaleMap = uvScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities for uv2\n\t\t// 1. ao map\n\t\t// 2. light map\n\n\t\tlet uv2ScaleMap;\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuv2ScaleMap = material.aoMap;\n\n\t\t} else if ( material.lightMap ) {\n\n\t\t\tuv2ScaleMap = material.lightMap;\n\n\t\t}\n\n\t\tif ( uv2ScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uv2ScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuv2ScaleMap = uv2ScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uv2ScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuv2ScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLine( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\n\t}\n\n\tfunction refreshUniformsDash( uniforms, material ) {\n\n\t\tuniforms.dashSize.value = material.dashSize;\n\t\tuniforms.totalSize.value = material.dashSize + material.gapSize;\n\t\tuniforms.scale.value = material.scale;\n\n\t}\n\n\tfunction refreshUniformsPoints( uniforms, material, pixelRatio, height ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.size.value = material.size * pixelRatio;\n\t\tuniforms.scale.value = height * 0.5;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsSprites( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.rotation.value = material.rotation;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLambert( uniforms, material ) {\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhong( uniforms, material ) {\n\n\t\tuniforms.specular.value.copy( material.specular );\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsToon( uniforms, material ) {\n\n\t\tif ( material.gradientMap ) {\n\n\t\t\tuniforms.gradientMap.value = material.gradientMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsStandard( uniforms, material ) {\n\n\t\tuniforms.roughness.value = material.roughness;\n\t\tuniforms.metalness.value = material.metalness;\n\n\t\tif ( material.roughnessMap ) {\n\n\t\t\tuniforms.roughnessMap.value = material.roughnessMap;\n\n\t\t}\n\n\t\tif ( material.metalnessMap ) {\n\n\t\t\tuniforms.metalnessMap.value = material.metalnessMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\t//uniforms.envMap.value = material.envMap; // part of uniforms common\n\t\t\tuniforms.envMapIntensity.value = material.envMapIntensity;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhysical( uniforms, material ) {\n\n\t\trefreshUniformsStandard( uniforms, material );\n\n\t\tuniforms.reflectivity.value = material.reflectivity; // also part of uniforms common\n\n\t\tuniforms.clearcoat.value = material.clearcoat;\n\t\tuniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n\t\tif ( material.sheen ) uniforms.sheen.value.copy( material.sheen );\n\n\t\tif ( material.clearcoatMap ) {\n\n\t\t\tuniforms.clearcoatMap.value = material.clearcoatMap;\n\n\t\t}\n\n\t\tif ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;\n\n\t\t}\n\n\t\tif ( material.clearcoatNormalMap ) {\n\n\t\t\tuniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );\n\t\t\tuniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.clearcoatNormalScale.value.negate();\n\n\t\t\t}\n\n\t\t}\n\n\t\tuniforms.transmission.value = material.transmission;\n\n\t\tif ( material.transmissionMap ) {\n\n\t\t\tuniforms.transmissionMap.value = material.transmissionMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsMatcap( uniforms, material ) {\n\n\t\tif ( material.matcap ) {\n\n\t\t\tuniforms.matcap.value = material.matcap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDepth( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tuniforms.referencePosition.value.copy( material.referencePosition );\n\t\tuniforms.nearDistance.value = material.nearDistance;\n\t\tuniforms.farDistance.value = material.farDistance;\n\n\t}\n\n\tfunction refreshUniformsNormal( uniforms, material ) {\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\trefreshFogUniforms: refreshFogUniforms,\n\t\trefreshMaterialUniforms: refreshMaterialUniforms\n\t};\n\n}\n\nfunction createCanvasElement() {\n\n\tconst canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\tcanvas.style.display = 'block';\n\treturn canvas;\n\n}\n\nfunction WebGLRenderer( parameters ) {\n\n\tparameters = parameters || {};\n\n\tconst _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),\n\t\t_context = parameters.context !== undefined ? parameters.context : null,\n\n\t\t_alpha = parameters.alpha !== undefined ? parameters.alpha : false,\n\t\t_depth = parameters.depth !== undefined ? parameters.depth : true,\n\t\t_stencil = parameters.stencil !== undefined ? parameters.stencil : true,\n\t\t_antialias = parameters.antialias !== undefined ? parameters.antialias : false,\n\t\t_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,\n\t\t_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,\n\t\t_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',\n\t\t_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;\n\n\tlet currentRenderList = null;\n\tlet currentRenderState = null;\n\n\t// render() can be called from within a callback triggered by another render.\n\t// We track this so that the nested render call gets its state isolated from the parent render call.\n\n\tconst renderStateStack = [];\n\n\t// public properties\n\n\tthis.domElement = _canvas;\n\n\t// Debug configuration container\n\tthis.debug = {\n\n\t\t/**\n\t\t * Enables error checking and reporting when shader programs are being compiled\n\t\t * @type {boolean}\n\t\t */\n\t\tcheckShaderErrors: true\n\t};\n\n\t// clearing\n\n\tthis.autoClear = true;\n\tthis.autoClearColor = true;\n\tthis.autoClearDepth = true;\n\tthis.autoClearStencil = true;\n\n\t// scene graph\n\n\tthis.sortObjects = true;\n\n\t// user-defined clipping\n\n\tthis.clippingPlanes = [];\n\tthis.localClippingEnabled = false;\n\n\t// physically based shading\n\n\tthis.gammaFactor = 2.0;\t// for backwards compatibility\n\tthis.outputEncoding = LinearEncoding;\n\n\t// physical lights\n\n\tthis.physicallyCorrectLights = false;\n\n\t// tone mapping\n\n\tthis.toneMapping = NoToneMapping;\n\tthis.toneMappingExposure = 1.0;\n\n\t// morphs\n\n\tthis.maxMorphTargets = 8;\n\tthis.maxMorphNormals = 4;\n\n\t// internal properties\n\n\tconst _this = this;\n\n\tlet _isContextLost = false;\n\n\t// internal state cache\n\n\tlet _framebuffer = null;\n\n\tlet _currentActiveCubeFace = 0;\n\tlet _currentActiveMipmapLevel = 0;\n\tlet _currentRenderTarget = null;\n\tlet _currentFramebuffer = null;\n\tlet _currentMaterialId = - 1;\n\n\tlet _currentCamera = null;\n\n\tconst _currentViewport = new Vector4();\n\tconst _currentScissor = new Vector4();\n\tlet _currentScissorTest = null;\n\n\t//\n\n\tlet _width = _canvas.width;\n\tlet _height = _canvas.height;\n\n\tlet _pixelRatio = 1;\n\tlet _opaqueSort = null;\n\tlet _transparentSort = null;\n\n\tconst _viewport = new Vector4( 0, 0, _width, _height );\n\tconst _scissor = new Vector4( 0, 0, _width, _height );\n\tlet _scissorTest = false;\n\n\t// frustum\n\n\tconst _frustum = new Frustum();\n\n\t// clipping\n\n\tlet _clippingEnabled = false;\n\tlet _localClippingEnabled = false;\n\n\t// camera matrices cache\n\n\tconst _projScreenMatrix = new Matrix4();\n\n\tconst _vector3 = new Vector3();\n\n\tconst _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };\n\n\tfunction getTargetPixelRatio() {\n\n\t\treturn _currentRenderTarget === null ? _pixelRatio : 1;\n\n\t}\n\n\t// initialize\n\n\tlet _gl = _context;\n\n\tfunction getContext( contextNames, contextAttributes ) {\n\n\t\tfor ( let i = 0; i < contextNames.length; i ++ ) {\n\n\t\t\tconst contextName = contextNames[ i ];\n\t\t\tconst context = _canvas.getContext( contextName, contextAttributes );\n\t\t\tif ( context !== null ) return context;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\ttry {\n\n\t\tconst contextAttributes = {\n\t\t\talpha: _alpha,\n\t\t\tdepth: _depth,\n\t\t\tstencil: _stencil,\n\t\t\tantialias: _antialias,\n\t\t\tpremultipliedAlpha: _premultipliedAlpha,\n\t\t\tpreserveDrawingBuffer: _preserveDrawingBuffer,\n\t\t\tpowerPreference: _powerPreference,\n\t\t\tfailIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat\n\t\t};\n\n\t\t// event listeners must be registered before WebGL context is created, see #12753\n\n\t\t_canvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\tif ( _gl === null ) {\n\n\t\t\tconst contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];\n\n\t\t\tif ( _this.isWebGL1Renderer === true ) {\n\n\t\t\t\tcontextNames.shift();\n\n\t\t\t}\n\n\t\t\t_gl = getContext( contextNames, contextAttributes );\n\n\t\t\tif ( _gl === null ) {\n\n\t\t\t\tif ( getContext( contextNames ) ) {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context with your selected attributes.' );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Some experimental-webgl implementations do not have getShaderPrecisionFormat\n\n\t\tif ( _gl.getShaderPrecisionFormat === undefined ) {\n\n\t\t\t_gl.getShaderPrecisionFormat = function () {\n\n\t\t\t\treturn { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };\n\n\t\t\t};\n\n\t\t}\n\n\t} catch ( error ) {\n\n\t\tconsole.error( 'THREE.WebGLRenderer: ' + error.message );\n\t\tthrow error;\n\n\t}\n\n\tlet extensions, capabilities, state, info;\n\tlet properties, textures, cubemaps, attributes, geometries, objects;\n\tlet programCache, materials, renderLists, renderStates, clipping;\n\n\tlet background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\n\tlet utils, bindingStates;\n\n\tfunction initGLContext() {\n\n\t\textensions = new WebGLExtensions( _gl );\n\n\t\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters );\n\n\t\textensions.init( capabilities );\n\n\t\tutils = new WebGLUtils( _gl, extensions, capabilities );\n\n\t\tstate = new WebGLState( _gl, extensions, capabilities );\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\n\n\t\tinfo = new WebGLInfo( _gl );\n\t\tproperties = new WebGLProperties();\n\t\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );\n\t\tcubemaps = new WebGLCubeMaps( _this );\n\t\tattributes = new WebGLAttributes( _gl, capabilities );\n\t\tbindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );\n\t\tgeometries = new WebGLGeometries( _gl, attributes, info, bindingStates );\n\t\tobjects = new WebGLObjects( _gl, geometries, attributes, info );\n\t\tmorphtargets = new WebGLMorphtargets( _gl );\n\t\tclipping = new WebGLClipping( properties );\n\t\tprogramCache = new WebGLPrograms( _this, cubemaps, extensions, capabilities, bindingStates, clipping );\n\t\tmaterials = new WebGLMaterials( properties );\n\t\trenderLists = new WebGLRenderLists( properties );\n\t\trenderStates = new WebGLRenderStates( extensions, capabilities );\n\t\tbackground = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );\n\n\t\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );\n\t\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );\n\n\t\tinfo.programs = programCache.programs;\n\n\t\t_this.capabilities = capabilities;\n\t\t_this.extensions = extensions;\n\t\t_this.properties = properties;\n\t\t_this.renderLists = renderLists;\n\t\t_this.state = state;\n\t\t_this.info = info;\n\n\t}\n\n\tinitGLContext();\n\n\t// xr\n\n\tconst xr = new WebXRManager( _this, _gl );\n\n\tthis.xr = xr;\n\n\t// shadow map\n\n\tconst shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );\n\n\tthis.shadowMap = shadowMap;\n\n\t// API\n\n\tthis.getContext = function () {\n\n\t\treturn _gl;\n\n\t};\n\n\tthis.getContextAttributes = function () {\n\n\t\treturn _gl.getContextAttributes();\n\n\t};\n\n\tthis.forceContextLoss = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.loseContext();\n\n\t};\n\n\tthis.forceContextRestore = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.restoreContext();\n\n\t};\n\n\tthis.getPixelRatio = function () {\n\n\t\treturn _pixelRatio;\n\n\t};\n\n\tthis.setPixelRatio = function ( value ) {\n\n\t\tif ( value === undefined ) return;\n\n\t\t_pixelRatio = value;\n\n\t\tthis.setSize( _width, _height, false );\n\n\t};\n\n\tthis.getSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width, _height );\n\n\t};\n\n\tthis.setSize = function ( width, height, updateStyle ) {\n\n\t\tif ( xr.isPresenting ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_canvas.width = Math.floor( width * _pixelRatio );\n\t\t_canvas.height = Math.floor( height * _pixelRatio );\n\n\t\tif ( updateStyle !== false ) {\n\n\t\t\t_canvas.style.width = width + 'px';\n\t\t\t_canvas.style.height = height + 'px';\n\n\t\t}\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getDrawingBufferSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();\n\n\t};\n\n\tthis.setDrawingBufferSize = function ( width, height, pixelRatio ) {\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_pixelRatio = pixelRatio;\n\n\t\t_canvas.width = Math.floor( width * pixelRatio );\n\t\t_canvas.height = Math.floor( height * pixelRatio );\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getCurrentViewport = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );\n\n\t\t\ttarget = new Vector4();\n\n\t\t}\n\n\t\treturn target.copy( _currentViewport );\n\n\t};\n\n\tthis.getViewport = function ( target ) {\n\n\t\treturn target.copy( _viewport );\n\n\t};\n\n\tthis.setViewport = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_viewport.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_viewport.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissor = function ( target ) {\n\n\t\treturn target.copy( _scissor );\n\n\t};\n\n\tthis.setScissor = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_scissor.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_scissor.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissorTest = function () {\n\n\t\treturn _scissorTest;\n\n\t};\n\n\tthis.setScissorTest = function ( boolean ) {\n\n\t\tstate.setScissorTest( _scissorTest = boolean );\n\n\t};\n\n\tthis.setOpaqueSort = function ( method ) {\n\n\t\t_opaqueSort = method;\n\n\t};\n\n\tthis.setTransparentSort = function ( method ) {\n\n\t\t_transparentSort = method;\n\n\t};\n\n\t// Clearing\n\n\tthis.getClearColor = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getClearColor() now requires a Color as an argument' );\n\n\t\t\ttarget = new Color();\n\n\t\t}\n\n\t\treturn target.copy( background.getClearColor() );\n\n\t};\n\n\tthis.setClearColor = function () {\n\n\t\tbackground.setClearColor.apply( background, arguments );\n\n\t};\n\n\tthis.getClearAlpha = function () {\n\n\t\treturn background.getClearAlpha();\n\n\t};\n\n\tthis.setClearAlpha = function () {\n\n\t\tbackground.setClearAlpha.apply( background, arguments );\n\n\t};\n\n\tthis.clear = function ( color, depth, stencil ) {\n\n\t\tlet bits = 0;\n\n\t\tif ( color === undefined || color ) bits |= 16384;\n\t\tif ( depth === undefined || depth ) bits |= 256;\n\t\tif ( stencil === undefined || stencil ) bits |= 1024;\n\n\t\t_gl.clear( bits );\n\n\t};\n\n\tthis.clearColor = function () {\n\n\t\tthis.clear( true, false, false );\n\n\t};\n\n\tthis.clearDepth = function () {\n\n\t\tthis.clear( false, true, false );\n\n\t};\n\n\tthis.clearStencil = function () {\n\n\t\tthis.clear( false, false, true );\n\n\t};\n\n\t//\n\n\tthis.dispose = function () {\n\n\t\t_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\trenderLists.dispose();\n\t\trenderStates.dispose();\n\t\tproperties.dispose();\n\t\tcubemaps.dispose();\n\t\tobjects.dispose();\n\t\tbindingStates.dispose();\n\n\t\txr.dispose();\n\n\t\tanimation.stop();\n\n\t};\n\n\t// Events\n\n\tfunction onContextLost( event ) {\n\n\t\tevent.preventDefault();\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\n\n\t\t_isContextLost = true;\n\n\t}\n\n\tfunction onContextRestore( /* event */ ) {\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\n\n\t\t_isContextLost = false;\n\n\t\tinitGLContext();\n\n\t}\n\n\tfunction onMaterialDispose( event ) {\n\n\t\tconst material = event.target;\n\n\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\tdeallocateMaterial( material );\n\n\t}\n\n\t// Buffer deallocation\n\n\tfunction deallocateMaterial( material ) {\n\n\t\treleaseMaterialProgramReference( material );\n\n\t\tproperties.remove( material );\n\n\t}\n\n\n\tfunction releaseMaterialProgramReference( material ) {\n\n\t\tconst programInfo = properties.get( material ).program;\n\n\t\tif ( programInfo !== undefined ) {\n\n\t\t\tprogramCache.releaseProgram( programInfo );\n\n\t\t}\n\n\t}\n\n\t// Buffer rendering\n\n\tfunction renderObjectImmediate( object, program ) {\n\n\t\tobject.render( function ( object ) {\n\n\t\t\t_this.renderBufferImmediate( object, program );\n\n\t\t} );\n\n\t}\n\n\tthis.renderBufferImmediate = function ( object, program ) {\n\n\t\tbindingStates.initAttributes();\n\n\t\tconst buffers = properties.get( object );\n\n\t\tif ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();\n\t\tif ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();\n\t\tif ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();\n\t\tif ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tif ( object.hasPositions ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.position );\n\t\t\t_gl.bufferData( 34962, object.positionArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.position );\n\t\t\t_gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasNormals ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.normal );\n\t\t\t_gl.bufferData( 34962, object.normalArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.normal );\n\t\t\t_gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasUvs ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.uv );\n\t\t\t_gl.bufferData( 34962, object.uvArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.uv );\n\t\t\t_gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasColors ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.color );\n\t\t\t_gl.bufferData( 34962, object.colorArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.color );\n\t\t\t_gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tbindingStates.disableUnusedAttributes();\n\n\t\t_gl.drawArrays( 4, 0, object.count );\n\n\t\tobject.count = 0;\n\n\t};\n\n\tthis.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {\n\n\t\tif ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)\n\n\t\tconst frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );\n\n\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\tstate.setMaterial( material, frontFaceCW );\n\n\t\t//\n\n\t\tlet index = geometry.index;\n\t\tconst position = geometry.attributes.position;\n\n\t\t//\n\n\t\tif ( index === null ) {\n\n\t\t\tif ( position === undefined || position.count === 0 ) return;\n\n\t\t} else if ( index.count === 0 ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t//\n\n\t\tlet rangeFactor = 1;\n\n\t\tif ( material.wireframe === true ) {\n\n\t\t\tindex = geometries.getWireframeAttribute( geometry );\n\t\t\trangeFactor = 2;\n\n\t\t}\n\n\t\tif ( material.morphTargets || material.morphNormals ) {\n\n\t\t\tmorphtargets.update( object, geometry, material, program );\n\n\t\t}\n\n\t\tbindingStates.setup( object, material, program, geometry, index );\n\n\t\tlet attribute;\n\t\tlet renderer = bufferRenderer;\n\n\t\tif ( index !== null ) {\n\n\t\t\tattribute = attributes.get( index );\n\n\t\t\trenderer = indexedBufferRenderer;\n\t\t\trenderer.setIndex( attribute );\n\n\t\t}\n\n\t\t//\n\n\t\tconst dataCount = ( index !== null ) ? index.count : position.count;\n\n\t\tconst rangeStart = geometry.drawRange.start * rangeFactor;\n\t\tconst rangeCount = geometry.drawRange.count * rangeFactor;\n\n\t\tconst groupStart = group !== null ? group.start * rangeFactor : 0;\n\t\tconst groupCount = group !== null ? group.count * rangeFactor : Infinity;\n\n\t\tconst drawStart = Math.max( rangeStart, groupStart );\n\t\tconst drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;\n\n\t\tconst drawCount = Math.max( 0, drawEnd - drawStart + 1 );\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\t//\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 4 );\n\n\t\t\t}\n\n\t\t} else if ( object.isLine ) {\n\n\t\t\tlet lineWidth = material.linewidth;\n\n\t\t\tif ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material\n\n\t\t\tstate.setLineWidth( lineWidth * getTargetPixelRatio() );\n\n\t\t\tif ( object.isLineSegments ) {\n\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else if ( object.isLineLoop ) {\n\n\t\t\t\trenderer.setMode( 2 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 3 );\n\n\t\t\t}\n\n\t\t} else if ( object.isPoints ) {\n\n\t\t\trenderer.setMode( 0 );\n\n\t\t} else if ( object.isSprite ) {\n\n\t\t\trenderer.setMode( 4 );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, object.count );\n\n\t\t} else if ( geometry.isInstancedBufferGeometry ) {\n\n\t\t\tconst instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, instanceCount );\n\n\t\t} else {\n\n\t\t\trenderer.render( drawStart, drawCount );\n\n\t\t}\n\n\t};\n\n\t// Compile\n\n\tthis.compile = function ( scene, camera ) {\n\n\t\tcurrentRenderState = renderStates.get( scene );\n\t\tcurrentRenderState.init();\n\n\t\tscene.traverseVisible( function ( object ) {\n\n\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t\tcurrentRenderState.setupLights();\n\n\t\tconst compiled = new WeakMap();\n\n\t\tscene.traverse( function ( object ) {\n\n\t\t\tconst material = object.material;\n\n\t\t\tif ( material ) {\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0; i < material.length; i ++ ) {\n\n\t\t\t\t\t\tconst material2 = material[ i ];\n\n\t\t\t\t\t\tif ( compiled.has( material2 ) === false ) {\n\n\t\t\t\t\t\t\tinitMaterial( material2, scene, object );\n\t\t\t\t\t\t\tcompiled.set( material2 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( compiled.has( material ) === false ) {\n\n\t\t\t\t\tinitMaterial( material, scene, object );\n\t\t\t\t\tcompiled.set( material );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time ) {\n\n\t\tif ( xr.isPresenting ) return;\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time );\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tif ( typeof window !== 'undefined' ) animation.setContext( window );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\t\txr.setAnimationLoop( callback );\n\n\t\t( callback === null ) ? animation.stop() : animation.start();\n\n\t};\n\n\t// Rendering\n\n\tthis.render = function ( scene, camera ) {\n\n\t\tlet renderTarget, forceClear;\n\n\t\tif ( arguments[ 2 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );\n\t\t\trenderTarget = arguments[ 2 ];\n\n\t\t}\n\n\t\tif ( arguments[ 3 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );\n\t\t\tforceClear = arguments[ 3 ];\n\n\t\t}\n\n\t\tif ( camera !== undefined && camera.isCamera !== true ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( _isContextLost === true ) return;\n\n\t\t// reset caching for this frame\n\n\t\tbindingStates.resetDefaultState();\n\t\t_currentMaterialId = - 1;\n\t\t_currentCamera = null;\n\n\t\t// update scene graph\n\n\t\tif ( scene.autoUpdate === true ) scene.updateMatrixWorld();\n\n\t\t// update camera matrices and frustum\n\n\t\tif ( camera.parent === null ) camera.updateMatrixWorld();\n\n\t\tif ( xr.enabled === true && xr.isPresenting === true ) {\n\n\t\t\tcamera = xr.getCamera( camera );\n\n\t\t}\n\n\t\t//\n\t\tif ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );\n\n\t\tcurrentRenderState = renderStates.get( scene, renderStateStack.length );\n\t\tcurrentRenderState.init();\n\n\t\trenderStateStack.push( currentRenderState );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\t_frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t\t_localClippingEnabled = this.localClippingEnabled;\n\t\t_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );\n\n\t\tcurrentRenderList = renderLists.get( scene, camera );\n\t\tcurrentRenderList.init();\n\n\t\tprojectObject( scene, camera, 0, _this.sortObjects );\n\n\t\tcurrentRenderList.finish();\n\n\t\tif ( _this.sortObjects === true ) {\n\n\t\t\tcurrentRenderList.sort( _opaqueSort, _transparentSort );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( _clippingEnabled === true ) clipping.beginShadows();\n\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tshadowMap.render( shadowsArray, scene, camera );\n\n\t\tcurrentRenderState.setupLights();\n\t\tcurrentRenderState.setupLightsView( camera );\n\n\t\tif ( _clippingEnabled === true ) clipping.endShadows();\n\n\t\t//\n\n\t\tif ( this.info.autoReset === true ) this.info.reset();\n\n\t\tif ( renderTarget !== undefined ) {\n\n\t\t\tthis.setRenderTarget( renderTarget );\n\n\t\t}\n\n\t\t//\n\n\t\tbackground.render( currentRenderList, scene, camera, forceClear );\n\n\t\t// render scene\n\n\t\tconst opaqueObjects = currentRenderList.opaque;\n\t\tconst transparentObjects = currentRenderList.transparent;\n\n\t\tif ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );\n\t\tif ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );\n\n\t\t//\n\n\t\tif ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );\n\n\t\t//\n\n\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\t\ttextures.updateRenderTargetMipmap( _currentRenderTarget );\n\n\t\t\t// resolve multisample renderbuffers to a single-sample texture if necessary\n\n\t\t\ttextures.updateMultisampleRenderTarget( _currentRenderTarget );\n\n\t\t}\n\n\t\t// Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\t\tstate.buffers.depth.setTest( true );\n\t\tstate.buffers.depth.setMask( true );\n\t\tstate.buffers.color.setMask( true );\n\n\t\tstate.setPolygonOffset( false );\n\n\t\t// _gl.finish();\n\n\t\trenderStateStack.pop();\n\t\tif ( renderStateStack.length > 0 ) {\n\n\t\t\tcurrentRenderState = renderStateStack[ renderStateStack.length - 1 ];\n\n\t\t} else {\n\n\t\t\tcurrentRenderState = null;\n\n\t\t}\n\n\t\tcurrentRenderList = null;\n\n\t};\n\n\tfunction projectObject( object, camera, groupOrder, sortObjects ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible ) {\n\n\t\t\tif ( object.isGroup ) {\n\n\t\t\t\tgroupOrder = object.renderOrder;\n\n\t\t\t} else if ( object.isLOD ) {\n\n\t\t\t\tif ( object.autoUpdate === true ) object.update( camera );\n\n\t\t\t} else if ( object.isLight ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isImmediateRenderObject ) {\n\n\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t}\n\n\t\t\t\tcurrentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );\n\n\t\t\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\t\t// update skeleton only once in a frame\n\n\t\t\t\t\tif ( object.skeleton.frame !== info.render.frame ) {\n\n\t\t\t\t\t\tobject.skeleton.update();\n\t\t\t\t\t\tobject.skeleton.frame = info.render.frame;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tprojectObject( children[ i ], camera, groupOrder, sortObjects );\n\n\t\t}\n\n\t}\n\n\tfunction renderObjects( renderList, scene, camera ) {\n\n\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\tfor ( let i = 0, l = renderList.length; i < l; i ++ ) {\n\n\t\t\tconst renderItem = renderList[ i ];\n\n\t\t\tconst object = renderItem.object;\n\t\t\tconst geometry = renderItem.geometry;\n\t\t\tconst material = overrideMaterial === null ? renderItem.material : overrideMaterial;\n\t\t\tconst group = renderItem.group;\n\n\t\t\tif ( camera.isArrayCamera ) {\n\n\t\t\t\tconst cameras = camera.cameras;\n\n\t\t\t\tfor ( let j = 0, jl = cameras.length; j < jl; j ++ ) {\n\n\t\t\t\t\tconst camera2 = cameras[ j ];\n\n\t\t\t\t\tif ( object.layers.test( camera2.layers ) ) {\n\n\t\t\t\t\t\tstate.viewport( _currentViewport.copy( camera2.viewport ) );\n\n\t\t\t\t\t\tcurrentRenderState.setupLightsView( camera2 );\n\n\t\t\t\t\t\trenderObject( object, scene, camera2, geometry, material, group );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction renderObject( object, scene, camera, geometry, material, group ) {\n\n\t\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\n\n\t\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\n\t\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\n\n\t\tif ( object.isImmediateRenderObject ) {\n\n\t\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\t\tstate.setMaterial( material );\n\n\t\t\tbindingStates.reset();\n\n\t\t\trenderObjectImmediate( object, program );\n\n\t\t} else {\n\n\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t}\n\n\t\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\n\n\t}\n\n\tfunction initMaterial( material, scene, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tconst lights = currentRenderState.state.lights;\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tconst lightsStateVersion = lights.state.version;\n\n\t\tconst parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );\n\t\tconst programCacheKey = programCache.getProgramCacheKey( parameters );\n\n\t\tlet program = materialProperties.program;\n\t\tlet programChange = true;\n\n\t\t// always update environment and fog - changing these trigger an initMaterial call, but it's possible that the program doesn't change\n\n\t\tmaterialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tmaterialProperties.fog = scene.fog;\n\t\tmaterialProperties.envMap = cubemaps.get( material.envMap || materialProperties.environment );\n\n\t\tif ( program === undefined ) {\n\n\t\t\t// new material\n\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t} else if ( program.cacheKey !== programCacheKey ) {\n\n\t\t\t// changed glsl or parameters\n\t\t\treleaseMaterialProgramReference( material );\n\n\t\t} else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {\n\n\t\t\tprogramChange = false;\n\n\t\t} else if ( parameters.shaderID !== undefined ) {\n\n\t\t\t// same glsl and uniform list\n\t\t\treturn;\n\n\t\t} else {\n\n\t\t\t// only rebuild uniform list\n\t\t\tprogramChange = false;\n\n\t\t}\n\n\t\tif ( programChange ) {\n\n\t\t\tparameters.uniforms = programCache.getUniforms( material );\n\n\t\t\tmaterial.onBeforeCompile( parameters, _this );\n\n\t\t\tprogram = programCache.acquireProgram( parameters, programCacheKey );\n\n\t\t\tmaterialProperties.program = program;\n\t\t\tmaterialProperties.uniforms = parameters.uniforms;\n\t\t\tmaterialProperties.outputEncoding = parameters.outputEncoding;\n\n\t\t}\n\n\t\tconst uniforms = materialProperties.uniforms;\n\n\t\tif ( ! material.isShaderMaterial &&\n\t\t\t! material.isRawShaderMaterial ||\n\t\t\tmaterial.clipping === true ) {\n\n\t\t\tmaterialProperties.numClippingPlanes = clipping.numPlanes;\n\t\t\tmaterialProperties.numIntersection = clipping.numIntersection;\n\t\t\tuniforms.clippingPlanes = clipping.uniform;\n\n\t\t}\n\n\t\t// store the light setup it was created for\n\n\t\tmaterialProperties.needsLights = materialNeedsLights( material );\n\t\tmaterialProperties.lightsStateVersion = lightsStateVersion;\n\n\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t// wire up the material to this renderer's lighting state\n\n\t\t\tuniforms.ambientLightColor.value = lights.state.ambient;\n\t\t\tuniforms.lightProbe.value = lights.state.probe;\n\t\t\tuniforms.directionalLights.value = lights.state.directional;\n\t\t\tuniforms.directionalLightShadows.value = lights.state.directionalShadow;\n\t\t\tuniforms.spotLights.value = lights.state.spot;\n\t\t\tuniforms.spotLightShadows.value = lights.state.spotShadow;\n\t\t\tuniforms.rectAreaLights.value = lights.state.rectArea;\n\t\t\tuniforms.ltc_1.value = lights.state.rectAreaLTC1;\n\t\t\tuniforms.ltc_2.value = lights.state.rectAreaLTC2;\n\t\t\tuniforms.pointLights.value = lights.state.point;\n\t\t\tuniforms.pointLightShadows.value = lights.state.pointShadow;\n\t\t\tuniforms.hemisphereLights.value = lights.state.hemi;\n\n\t\t\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n\t\t\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n\t\t\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\n\t\t\tuniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;\n\t\t\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\n\t\t\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n\t\t\t// TODO (abelnation): add area lights shadow info to uniforms\n\n\t\t}\n\n\t\tconst progUniforms = materialProperties.program.getUniforms();\n\t\tconst uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );\n\n\t\tmaterialProperties.uniformsList = uniformsList;\n\n\t}\n\n\tfunction setProgram( camera, scene, material, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\ttextures.resetTextureUnits();\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tconst encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;\n\t\tconst envMap = cubemaps.get( material.envMap || environment );\n\n\t\tconst materialProperties = properties.get( material );\n\t\tconst lights = currentRenderState.state.lights;\n\n\t\tif ( _clippingEnabled === true ) {\n\n\t\t\tif ( _localClippingEnabled === true || camera !== _currentCamera ) {\n\n\t\t\t\tconst useCache =\n\t\t\t\t\tcamera === _currentCamera &&\n\t\t\t\t\tmaterial.id === _currentMaterialId;\n\n\t\t\t\t// we might want to call this function with some ClippingGroup\n\t\t\t\t// object instead of the material, once it becomes feasible\n\t\t\t\t// (#8465, #8379)\n\t\t\t\tclipping.setState( material, camera, useCache );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.version === materialProperties.__version ) {\n\n\t\t\tif ( material.fog && materialProperties.fog !== fog ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.environment !== environment ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.numClippingPlanes !== undefined &&\n\t\t\t\t( materialProperties.numClippingPlanes !== clipping.numPlanes ||\n\t\t\t\tmaterialProperties.numIntersection !== clipping.numIntersection ) ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.outputEncoding !== encoding ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.envMap !== envMap ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tinitMaterial( material, scene, object );\n\t\t\tmaterialProperties.__version = material.version;\n\n\t\t}\n\n\t\tlet refreshProgram = false;\n\t\tlet refreshMaterial = false;\n\t\tlet refreshLights = false;\n\n\t\tconst program = materialProperties.program,\n\t\t\tp_uniforms = program.getUniforms(),\n\t\t\tm_uniforms = materialProperties.uniforms;\n\n\t\tif ( state.useProgram( program.program ) ) {\n\n\t\t\trefreshProgram = true;\n\t\t\trefreshMaterial = true;\n\t\t\trefreshLights = true;\n\n\t\t}\n\n\t\tif ( material.id !== _currentMaterialId ) {\n\n\t\t\t_currentMaterialId = material.id;\n\n\t\t\trefreshMaterial = true;\n\n\t\t}\n\n\t\tif ( refreshProgram || _currentCamera !== camera ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );\n\n\t\t\tif ( capabilities.logarithmicDepthBuffer ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'logDepthBufFC',\n\t\t\t\t\t2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );\n\n\t\t\t}\n\n\t\t\tif ( _currentCamera !== camera ) {\n\n\t\t\t\t_currentCamera = camera;\n\n\t\t\t\t// lighting uniforms depend on the camera so enforce an update\n\t\t\t\t// now, in case this material supports lights - or later, when\n\t\t\t\t// the next material that does gets activated:\n\n\t\t\t\trefreshMaterial = true;\t\t// set to true on material change\n\t\t\t\trefreshLights = true;\t\t// remains set until update done\n\n\t\t\t}\n\n\t\t\t// load material specific uniforms\n\t\t\t// (shader material also gets them for the sake of genericity)\n\n\t\t\tif ( material.isShaderMaterial ||\n\t\t\t\tmaterial.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.envMap ) {\n\n\t\t\t\tconst uCamPos = p_uniforms.map.cameraPosition;\n\n\t\t\t\tif ( uCamPos !== undefined ) {\n\n\t\t\t\t\tuCamPos.setValue( _gl,\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( camera.matrixWorld ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ||\n\t\t\t\tmaterial.isShadowMaterial ||\n\t\t\t\tmaterial.skinning ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// skinning uniforms must be set even if material didn't change\n\t\t// auto-setting of texture unit for bone texture must go before other textures\n\t\t// otherwise textures used for skinning can take over texture units reserved for other material textures\n\n\t\tif ( material.skinning ) {\n\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\n\n\t\t\tconst skeleton = object.skeleton;\n\n\t\t\tif ( skeleton ) {\n\n\t\t\t\tconst bones = skeleton.bones;\n\n\t\t\t\tif ( capabilities.floatVertexTextures ) {\n\n\t\t\t\t\tif ( skeleton.boneTexture === null ) {\n\n\t\t\t\t\t\t// layout (1 matrix = 4 pixels)\n\t\t\t\t\t\t// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t\t\t\t\t// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)\n\t\t\t\t\t\t// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)\n\t\t\t\t\t\t// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)\n\t\t\t\t\t\t// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n\n\n\t\t\t\t\t\tlet size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix\n\t\t\t\t\t\tsize = MathUtils.ceilPowerOfTwo( size );\n\t\t\t\t\t\tsize = Math.max( size, 4 );\n\n\t\t\t\t\t\tconst boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\t\t\t\t\tboneMatrices.set( skeleton.boneMatrices ); // copy current values\n\n\t\t\t\t\t\tconst boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );\n\n\t\t\t\t\t\tskeleton.boneMatrices = boneMatrices;\n\t\t\t\t\t\tskeleton.boneTexture = boneTexture;\n\t\t\t\t\t\tskeleton.boneTextureSize = size;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tp_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {\n\n\t\t\tmaterialProperties.receiveShadow = object.receiveShadow;\n\t\t\tp_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );\n\n\t\t}\n\n\t\tif ( refreshMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\n\n\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t// the current material requires lighting info\n\n\t\t\t\t// note: all lighting uniforms are always set correctly\n\t\t\t\t// they simply reference the renderer's state for their\n\t\t\t\t// values\n\t\t\t\t//\n\t\t\t\t// use the current material's .needsUpdate flags to set\n\t\t\t\t// the GL state when required\n\n\t\t\t\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\n\n\t\t\t}\n\n\t\t\t// refresh uniforms common to several materials\n\n\t\t\tif ( fog && material.fog ) {\n\n\t\t\t\tmaterials.refreshFogUniforms( m_uniforms, fog );\n\n\t\t\t}\n\n\t\t\tmaterials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height );\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\n\t\t}\n\n\t\tif ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\t\t\tmaterial.uniformsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( material.isSpriteMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'center', object.center );\n\n\t\t}\n\n\t\t// common matrices\n\n\t\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\n\t\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\n\t\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\n\n\t\treturn program;\n\n\t}\n\n\t// If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\tfunction markUniformsLightsNeedsUpdate( uniforms, value ) {\n\n\t\tuniforms.ambientLightColor.needsUpdate = value;\n\t\tuniforms.lightProbe.needsUpdate = value;\n\n\t\tuniforms.directionalLights.needsUpdate = value;\n\t\tuniforms.directionalLightShadows.needsUpdate = value;\n\t\tuniforms.pointLights.needsUpdate = value;\n\t\tuniforms.pointLightShadows.needsUpdate = value;\n\t\tuniforms.spotLights.needsUpdate = value;\n\t\tuniforms.spotLightShadows.needsUpdate = value;\n\t\tuniforms.rectAreaLights.needsUpdate = value;\n\t\tuniforms.hemisphereLights.needsUpdate = value;\n\n\t}\n\n\tfunction materialNeedsLights( material ) {\n\n\t\treturn material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||\n\t\t\tmaterial.isMeshStandardMaterial || material.isShadowMaterial ||\n\t\t\t( material.isShaderMaterial && material.lights === true );\n\n\t}\n\n\t//\n\tthis.setFramebuffer = function ( value ) {\n\n\t\tif ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( 36160, value );\n\n\t\t_framebuffer = value;\n\n\t};\n\n\tthis.getActiveCubeFace = function () {\n\n\t\treturn _currentActiveCubeFace;\n\n\t};\n\n\tthis.getActiveMipmapLevel = function () {\n\n\t\treturn _currentActiveMipmapLevel;\n\n\t};\n\n\tthis.getRenderList = function () {\n\n\t\treturn currentRenderList;\n\n\t};\n\n\tthis.setRenderList = function ( renderList ) {\n\n\t\tcurrentRenderList = renderList;\n\n\t};\n\n\tthis.getRenderTarget = function () {\n\n\t\treturn _currentRenderTarget;\n\n\t};\n\n\tthis.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {\n\n\t\t_currentRenderTarget = renderTarget;\n\t\t_currentActiveCubeFace = activeCubeFace;\n\t\t_currentActiveMipmapLevel = activeMipmapLevel;\n\n\t\tif ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {\n\n\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t}\n\n\t\tlet framebuffer = _framebuffer;\n\t\tlet isCube = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tconst __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ];\n\t\t\t\tisCube = true;\n\n\t\t\t} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\t\tframebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;\n\n\t\t\t} else {\n\n\t\t\t\tframebuffer = __webglFramebuffer;\n\n\t\t\t}\n\n\t\t\t_currentViewport.copy( renderTarget.viewport );\n\t\t\t_currentScissor.copy( renderTarget.scissor );\n\t\t\t_currentScissorTest = renderTarget.scissorTest;\n\n\t\t} else {\n\n\t\t\t_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissorTest = _scissorTest;\n\n\t\t}\n\n\t\tif ( _currentFramebuffer !== framebuffer ) {\n\n\t\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\t\t\t_currentFramebuffer = framebuffer;\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport );\n\t\tstate.scissor( _currentScissor );\n\t\tstate.setScissorTest( _currentScissorTest );\n\n\t\tif ( isCube ) {\n\n\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t_gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );\n\n\t\t}\n\n\t};\n\n\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\n\n\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tlet framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\n\n\t\t\tframebuffer = framebuffer[ activeCubeFaceIndex ];\n\n\t\t}\n\n\t\tif ( framebuffer ) {\n\n\t\t\tlet restore = false;\n\n\t\t\tif ( framebuffer !== _currentFramebuffer ) {\n\n\t\t\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\n\t\t\t\trestore = true;\n\n\t\t\t}\n\n\t\t\ttry {\n\n\t\t\t\tconst texture = renderTarget.texture;\n\t\t\t\tconst textureFormat = texture.format;\n\t\t\t\tconst textureType = texture.type;\n\n\t\t\t\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tconst halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );\n\n\t\t\t\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)\n\t\t\t\t\t! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox\n\t\t\t\t\t! halfFloatSupportedByExt ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {\n\n\t\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );\n\n\t\t\t\t}\n\n\t\t\t} finally {\n\n\t\t\t\tif ( restore ) {\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, _currentFramebuffer );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.copyFramebufferToTexture = function ( position, texture, level = 0 ) {\n\n\t\tconst levelScale = Math.pow( 2, - level );\n\t\tconst width = Math.floor( texture.image.width * levelScale );\n\t\tconst height = Math.floor( texture.image.height * levelScale );\n\t\tconst glFormat = utils.convert( texture.format );\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t_gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {\n\n\t\tconst width = srcTexture.image.width;\n\t\tconst height = srcTexture.image.height;\n\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\tconst glType = utils.convert( dstTexture.type );\n\n\t\ttextures.setTexture2D( dstTexture, 0 );\n\n\t\t// As another texture upload may have changed pixelStorei\n\t\t// parameters, make sure they are correct for the dstTexture\n\t\t_gl.pixelStorei( 37440, dstTexture.flipY );\n\t\t_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, dstTexture.unpackAlignment );\n\n\t\tif ( srcTexture.isDataTexture ) {\n\n\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );\n\n\t\t} else {\n\n\t\t\tif ( srcTexture.isCompressedTexture ) {\n\n\t\t\t\t_gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Generate mipmaps only when copying level 0\n\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( 3553 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.initTexture = function ( texture ) {\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.resetState = function () {\n\n\t\tstate.reset();\n\t\tbindingStates.reset();\n\n\t};\n\n\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t}\n\n}\n\nfunction WebGL1Renderer( parameters ) {\n\n\tWebGLRenderer.call( this, parameters );\n\n}\n\nWebGL1Renderer.prototype = Object.assign( Object.create( WebGLRenderer.prototype ), {\n\n\tconstructor: WebGL1Renderer,\n\n\tisWebGL1Renderer: true\n\n} );\n\nclass FogExp2 {\n\n\tconstructor( color, density ) {\n\n\t\tObject.defineProperty( this, 'isFogExp2', { value: true } );\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\t\tthis.density = ( density !== undefined ) ? density : 0.00025;\n\n\t}\n\n\tclone() {\n\n\t\treturn new FogExp2( this.color, this.density );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'FogExp2',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tdensity: this.density\n\t\t};\n\n\t}\n\n}\n\nclass Fog {\n\n\tconstructor( color, near, far ) {\n\n\t\tObject.defineProperty( this, 'isFog', { value: true } );\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\n\t\tthis.near = ( near !== undefined ) ? near : 1;\n\t\tthis.far = ( far !== undefined ) ? far : 1000;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Fog( this.color, this.near, this.far );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'Fog',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tnear: this.near,\n\t\t\tfar: this.far\n\t\t};\n\n\t}\n\n}\n\nclass Scene extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'isScene', { value: true } );\n\n\t\tthis.type = 'Scene';\n\n\t\tthis.background = null;\n\t\tthis.environment = null;\n\t\tthis.fog = null;\n\n\t\tthis.overrideMaterial = null;\n\n\t\tthis.autoUpdate = true; // checked by the renderer\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.background !== null ) this.background = source.background.clone();\n\t\tif ( source.environment !== null ) this.environment = source.environment.clone();\n\t\tif ( source.fog !== null ) this.fog = source.fog.clone();\n\n\t\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.background !== null ) data.object.background = this.background.toJSON( meta );\n\t\tif ( this.environment !== null ) data.object.environment = this.environment.toJSON( meta );\n\t\tif ( this.fog !== null ) data.object.fog = this.fog.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nfunction InterleavedBuffer( array, stride ) {\n\n\tthis.array = array;\n\tthis.stride = stride;\n\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\tthis.usage = StaticDrawUsage;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.version = 0;\n\n\tthis.uuid = MathUtils.generateUUID();\n\n}\n\nObject.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( InterleavedBuffer.prototype, {\n\n\tisInterleavedBuffer: true,\n\n\tonUploadCallback: function () {},\n\n\tsetUsage: function ( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.count = source.count;\n\t\tthis.stride = source.stride;\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.stride;\n\t\tindex2 *= attribute.stride;\n\n\t\tfor ( let i = 0, l = this.stride; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = MathUtils.generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;\n\n\t\t}\n\n\t\tconst array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );\n\n\t\tconst ib = new InterleavedBuffer( array, this.stride );\n\t\tib.setUsage( this.usage );\n\n\t\treturn ib;\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\t// generate UUID for array buffer if necessary\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = MathUtils.generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );\n\n\t\t}\n\n\t\t//\n\n\t\treturn {\n\t\t\tuuid: this.uuid,\n\t\t\tbuffer: this.array.buffer._uuid,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tstride: this.stride\n\t\t};\n\n\t}\n\n} );\n\nconst _vector$6 = new Vector3();\n\nfunction InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {\n\n\tthis.name = '';\n\n\tthis.data = interleavedBuffer;\n\tthis.itemSize = itemSize;\n\tthis.offset = offset;\n\n\tthis.normalized = normalized === true;\n\n}\n\nObject.defineProperties( InterleavedBufferAttribute.prototype, {\n\n\tcount: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.count;\n\n\t\t}\n\n\t},\n\n\tarray: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.array;\n\n\t\t}\n\n\t},\n\n\tneedsUpdate: {\n\n\t\tset: function ( value ) {\n\n\t\t\tthis.data.needsUpdate = value;\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( InterleavedBufferAttribute.prototype, {\n\n\tisInterleavedBufferAttribute: true,\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.data.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset ];\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\t\tthis.data.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );\n\n\t\t} else {\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );\n\n\t\t\t}\n\n\t\t\treturn new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// deinterleave data and save it as an ordinary buffer attribute for now\n\n\t\t\treturn {\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\ttype: this.array.constructor.name,\n\t\t\t\tarray: array,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t} else {\n\n\t\t\t// save as true interlaved attribtue\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tisInterleavedBufferAttribute: true,\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\tdata: this.data.uuid,\n\t\t\t\toffset: this.offset,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t}\n\n\t}\n\n} );\n\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\n\tMaterial.call( this );\n\n\tthis.type = 'SpriteMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.rotation = 0;\n\n\tthis.sizeAttenuation = true;\n\n\tthis.transparent = true;\n\n\tthis.setValues( parameters );\n\n}\n\nSpriteMaterial.prototype = Object.create( Material.prototype );\nSpriteMaterial.prototype.constructor = SpriteMaterial;\nSpriteMaterial.prototype.isSpriteMaterial = true;\n\nSpriteMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.rotation = source.rotation;\n\n\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\treturn this;\n\n};\n\nlet _geometry;\n\nconst _intersectPoint = new Vector3();\nconst _worldScale = new Vector3();\nconst _mvPosition = new Vector3();\n\nconst _alignedPosition = new Vector2();\nconst _rotatedPosition = new Vector2();\nconst _viewWorldMatrix = new Matrix4();\n\nconst _vA$1 = new Vector3();\nconst _vB$1 = new Vector3();\nconst _vC$1 = new Vector3();\n\nconst _uvA$1 = new Vector2();\nconst _uvB$1 = new Vector2();\nconst _uvC$1 = new Vector2();\n\nfunction Sprite( material ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Sprite';\n\n\tif ( _geometry === undefined ) {\n\n\t\t_geometry = new BufferGeometry();\n\n\t\tconst float32Array = new Float32Array( [\n\t\t\t- 0.5, - 0.5, 0, 0, 0,\n\t\t\t0.5, - 0.5, 0, 1, 0,\n\t\t\t0.5, 0.5, 0, 1, 1,\n\t\t\t- 0.5, 0.5, 0, 0, 1\n\t\t] );\n\n\t\tconst interleavedBuffer = new InterleavedBuffer( float32Array, 5 );\n\n\t\t_geometry.setIndex( [ 0, 1, 2,\t0, 2, 3 ] );\n\t\t_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );\n\t\t_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );\n\n\t}\n\n\tthis.geometry = _geometry;\n\tthis.material = ( material !== undefined ) ? material : new SpriteMaterial();\n\n\tthis.center = new Vector2( 0.5, 0.5 );\n\n}\n\nSprite.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Sprite,\n\n\tisSprite: true,\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tif ( raycaster.camera === null ) {\n\n\t\t\tconsole.error( 'THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.' );\n\n\t\t}\n\n\t\t_worldScale.setFromMatrixScale( this.matrixWorld );\n\n\t\t_viewWorldMatrix.copy( raycaster.camera.matrixWorld );\n\t\tthis.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );\n\n\t\t_mvPosition.setFromMatrixPosition( this.modelViewMatrix );\n\n\t\tif ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {\n\n\t\t\t_worldScale.multiplyScalar( - _mvPosition.z );\n\n\t\t}\n\n\t\tconst rotation = this.material.rotation;\n\t\tlet sin, cos;\n\n\t\tif ( rotation !== 0 ) {\n\n\t\t\tcos = Math.cos( rotation );\n\t\t\tsin = Math.sin( rotation );\n\n\t\t}\n\n\t\tconst center = this.center;\n\n\t\ttransformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\n\t\t_uvA$1.set( 0, 0 );\n\t\t_uvB$1.set( 1, 0 );\n\t\t_uvC$1.set( 1, 1 );\n\n\t\t// check first triangle\n\t\tlet intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );\n\n\t\tif ( intersect === null ) {\n\n\t\t\t// check second triangle\n\t\t\ttransformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\t\t_uvB$1.set( 0, 1 );\n\n\t\t\tintersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );\n\t\t\tif ( intersect === null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( _intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tpoint: _intersectPoint.clone(),\n\t\t\tuv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),\n\t\t\tface: null,\n\t\t\tobject: this\n\n\t\t} );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tif ( source.center !== undefined ) this.center.copy( source.center );\n\n\t\tthis.material = source.material;\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {\n\n\t// compute position in camera space\n\t_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );\n\n\t// to check if rotation is not zero\n\tif ( sin !== undefined ) {\n\n\t\t_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );\n\t\t_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );\n\n\t} else {\n\n\t\t_rotatedPosition.copy( _alignedPosition );\n\n\t}\n\n\n\tvertexPosition.copy( mvPosition );\n\tvertexPosition.x += _rotatedPosition.x;\n\tvertexPosition.y += _rotatedPosition.y;\n\n\t// transform to world space\n\tvertexPosition.applyMatrix4( _viewWorldMatrix );\n\n}\n\nconst _v1$4 = new Vector3();\nconst _v2$2 = new Vector3();\n\nfunction LOD() {\n\n\tObject3D.call( this );\n\n\tthis._currentLevel = 0;\n\n\tthis.type = 'LOD';\n\n\tObject.defineProperties( this, {\n\t\tlevels: {\n\t\t\tenumerable: true,\n\t\t\tvalue: []\n\t\t}\n\t} );\n\n\tthis.autoUpdate = true;\n\n}\n\nLOD.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: LOD,\n\n\tisLOD: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source, false );\n\n\t\tconst levels = source.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tthis.addLevel( level.object.clone(), level.distance );\n\n\t\t}\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\n\t\treturn this;\n\n\t},\n\n\taddLevel: function ( object, distance = 0 ) {\n\n\t\tdistance = Math.abs( distance );\n\n\t\tconst levels = this.levels;\n\n\t\tlet l;\n\n\t\tfor ( l = 0; l < levels.length; l ++ ) {\n\n\t\t\tif ( distance < levels[ l ].distance ) {\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlevels.splice( l, 0, { distance: distance, object: object } );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t},\n\n\tgetCurrentLevel: function () {\n\n\t\treturn this._currentLevel;\n\n\t},\n\n\tgetObjectForDistance: function ( distance ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance < levels[ i ].distance ) {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn levels[ i - 1 ].object;\n\n\t\t}\n\n\t\treturn null;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\t_v1$4.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = raycaster.ray.origin.distanceTo( _v1$4 );\n\n\t\t\tthis.getObjectForDistance( distance ).raycast( raycaster, intersects );\n\n\t\t}\n\n\t},\n\n\tupdate: function ( camera ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 1 ) {\n\n\t\t\t_v1$4.setFromMatrixPosition( camera.matrixWorld );\n\t\t\t_v2$2.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;\n\n\t\t\tlevels[ 0 ].object.visible = true;\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance >= levels[ i ].distance ) {\n\n\t\t\t\t\tlevels[ i - 1 ].object.visible = false;\n\t\t\t\t\tlevels[ i ].object.visible = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._currentLevel = i - 1;\n\n\t\t\tfor ( ; i < l; i ++ ) {\n\n\t\t\t\tlevels[ i ].object.visible = false;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tif ( this.autoUpdate === false ) data.object.autoUpdate = false;\n\n\t\tdata.object.levels = [];\n\n\t\tconst levels = this.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tdata.object.levels.push( {\n\t\t\t\tobject: level.object.uuid,\n\t\t\t\tdistance: level.distance\n\t\t\t} );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n} );\n\nconst _basePosition = new Vector3();\n\nconst _skinIndex = new Vector4();\nconst _skinWeight = new Vector4();\n\nconst _vector$7 = new Vector3();\nconst _matrix$1 = new Matrix4();\n\nfunction SkinnedMesh( geometry, material ) {\n\n\tif ( geometry && geometry.isGeometry ) {\n\n\t\tconsole.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t}\n\n\tMesh.call( this, geometry, material );\n\n\tthis.type = 'SkinnedMesh';\n\n\tthis.bindMode = 'attached';\n\tthis.bindMatrix = new Matrix4();\n\tthis.bindMatrixInverse = new Matrix4();\n\n}\n\nSkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: SkinnedMesh,\n\n\tisSkinnedMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tMesh.prototype.copy.call( this, source );\n\n\t\tthis.bindMode = source.bindMode;\n\t\tthis.bindMatrix.copy( source.bindMatrix );\n\t\tthis.bindMatrixInverse.copy( source.bindMatrixInverse );\n\n\t\tthis.skeleton = source.skeleton;\n\n\t\treturn this;\n\n\t},\n\n\tbind: function ( skeleton, bindMatrix ) {\n\n\t\tthis.skeleton = skeleton;\n\n\t\tif ( bindMatrix === undefined ) {\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.skeleton.calculateInverses();\n\n\t\t\tbindMatrix = this.matrixWorld;\n\n\t\t}\n\n\t\tthis.bindMatrix.copy( bindMatrix );\n\t\tthis.bindMatrixInverse.copy( bindMatrix ).invert();\n\n\t},\n\n\tpose: function () {\n\n\t\tthis.skeleton.pose();\n\n\t},\n\n\tnormalizeSkinWeights: function () {\n\n\t\tconst vector = new Vector4();\n\n\t\tconst skinWeight = this.geometry.attributes.skinWeight;\n\n\t\tfor ( let i = 0, l = skinWeight.count; i < l; i ++ ) {\n\n\t\t\tvector.x = skinWeight.getX( i );\n\t\t\tvector.y = skinWeight.getY( i );\n\t\t\tvector.z = skinWeight.getZ( i );\n\t\t\tvector.w = skinWeight.getW( i );\n\n\t\t\tconst scale = 1.0 / vector.manhattanLength();\n\n\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\tvector.multiplyScalar( scale );\n\n\t\t\t} else {\n\n\t\t\t\tvector.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t}\n\n\t\t\tskinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );\n\n\t\t}\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tMesh.prototype.updateMatrixWorld.call( this, force );\n\n\t\tif ( this.bindMode === 'attached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.matrixWorld ).invert();\n\n\t\t} else if ( this.bindMode === 'detached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.bindMatrix ).invert();\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );\n\n\t\t}\n\n\t},\n\n\tboneTransform: function ( index, target ) {\n\n\t\tconst skeleton = this.skeleton;\n\t\tconst geometry = this.geometry;\n\n\t\t_skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );\n\t\t_skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );\n\n\t\t_basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );\n\n\t\ttarget.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0; i < 4; i ++ ) {\n\n\t\t\tconst weight = _skinWeight.getComponent( i );\n\n\t\t\tif ( weight !== 0 ) {\n\n\t\t\t\tconst boneIndex = _skinIndex.getComponent( i );\n\n\t\t\t\t_matrix$1.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );\n\n\t\t\t\ttarget.addScaledVector( _vector$7.copy( _basePosition ).applyMatrix4( _matrix$1 ), weight );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn target.applyMatrix4( this.bindMatrixInverse );\n\n\t}\n\n} );\n\nfunction Bone() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Bone';\n\n}\n\nBone.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Bone,\n\n\tisBone: true\n\n} );\n\nconst _offsetMatrix = new Matrix4();\nconst _identityMatrix = new Matrix4();\n\nfunction Skeleton( bones = [], boneInverses = [] ) {\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.bones = bones.slice( 0 );\n\tthis.boneInverses = boneInverses;\n\tthis.boneMatrices = null;\n\n\tthis.boneTexture = null;\n\tthis.boneTextureSize = 0;\n\n\tthis.frame = - 1;\n\n\tthis.init();\n\n}\n\nObject.assign( Skeleton.prototype, {\n\n\tinit: function () {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tthis.boneMatrices = new Float32Array( bones.length * 16 );\n\n\t\t// calculate inverse bone matrices if necessary\n\n\t\tif ( boneInverses.length === 0 ) {\n\n\t\t\tthis.calculateInverses();\n\n\t\t} else {\n\n\t\t\t// handle special case\n\n\t\t\tif ( bones.length !== boneInverses.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );\n\n\t\t\t\tthis.boneInverses = [];\n\n\t\t\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\t\t\tthis.boneInverses.push( new Matrix4() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tcalculateInverses: function () {\n\n\t\tthis.boneInverses.length = 0;\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst inverse = new Matrix4();\n\n\t\t\tif ( this.bones[ i ] ) {\n\n\t\t\t\tinverse.copy( this.bones[ i ].matrixWorld ).invert();\n\n\t\t\t}\n\n\t\t\tthis.boneInverses.push( inverse );\n\n\t\t}\n\n\t},\n\n\tpose: function () {\n\n\t\t// recover the bind-time world matrices\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tbone.matrixWorld.copy( this.boneInverses[ i ] ).invert();\n\n\t\t\t}\n\n\t\t}\n\n\t\t// compute the local matrices, positions, rotations and scales\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t\tbone.matrix.copy( bone.parent.matrixWorld ).invert();\n\t\t\t\t\tbone.matrix.multiply( bone.matrixWorld );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbone.matrix.copy( bone.matrixWorld );\n\n\t\t\t\t}\n\n\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tupdate: function () {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\t\tconst boneMatrices = this.boneMatrices;\n\t\tconst boneTexture = this.boneTexture;\n\n\t\t// flatten bone matrices to array\n\n\t\tfor ( let i = 0, il = bones.length; i < il; i ++ ) {\n\n\t\t\t// compute the offset between the current and the original transform\n\n\t\t\tconst matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;\n\n\t\t\t_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );\n\t\t\t_offsetMatrix.toArray( boneMatrices, i * 16 );\n\n\t\t}\n\n\t\tif ( boneTexture !== null ) {\n\n\t\t\tboneTexture.needsUpdate = true;\n\n\t\t}\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new Skeleton( this.bones, this.boneInverses );\n\n\t},\n\n\tgetBoneByName: function ( name ) {\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone.name === name ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t},\n\n\tdispose: function ( ) {\n\n\t\tif ( this.boneTexture !== null ) {\n\n\t\t\tthis.boneTexture.dispose();\n\n\t\t\tthis.boneTexture = null;\n\n\t\t}\n\n\t},\n\n\tfromJSON: function ( json, bones ) {\n\n\t\tthis.uuid = json.uuid;\n\n\t\tfor ( let i = 0, l = json.bones.length; i < l; i ++ ) {\n\n\t\t\tconst uuid = json.bones[ i ];\n\t\t\tlet bone = bones[ uuid ];\n\n\t\t\tif ( bone === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );\n\t\t\t\tbone = new Bone();\n\n\t\t\t}\n\n\t\t\tthis.bones.push( bone );\n\t\t\tthis.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );\n\n\t\t}\n\n\t\tthis.init();\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Skeleton',\n\t\t\t\tgenerator: 'Skeleton.toJSON'\n\t\t\t},\n\t\t\tbones: [],\n\t\t\tboneInverses: []\n\t\t};\n\n\t\tdata.uuid = this.uuid;\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tfor ( let i = 0, l = bones.length; i < l; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\t\t\tdata.bones.push( bone.uuid );\n\n\t\t\tconst boneInverse = boneInverses[ i ];\n\t\t\tdata.boneInverses.push( boneInverse.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n} );\n\nconst _instanceLocalMatrix = new Matrix4();\nconst _instanceWorldMatrix = new Matrix4();\n\nconst _instanceIntersects = [];\n\nconst _mesh = new Mesh();\n\nfunction InstancedMesh( geometry, material, count ) {\n\n\tMesh.call( this, geometry, material );\n\n\tthis.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );\n\tthis.instanceColor = null;\n\n\tthis.count = count;\n\n\tthis.frustumCulled = false;\n\n}\n\nInstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: InstancedMesh,\n\n\tisInstancedMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tMesh.prototype.copy.call( this, source );\n\n\t\tthis.instanceMatrix.copy( source.instanceMatrix );\n\n\t\tif ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();\n\n\t\tthis.count = source.count;\n\n\t\treturn this;\n\n\t},\n\n\tgetColorAt: function ( index, color ) {\n\n\t\tcolor.fromArray( this.instanceColor.array, index * 3 );\n\n\t},\n\n\tgetMatrixAt: function ( index, matrix ) {\n\n\t\tmatrix.fromArray( this.instanceMatrix.array, index * 16 );\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst raycastTimes = this.count;\n\n\t\t_mesh.geometry = this.geometry;\n\t\t_mesh.material = this.material;\n\n\t\tif ( _mesh.material === undefined ) return;\n\n\t\tfor ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {\n\n\t\t\t// calculate the world matrix for each instance\n\n\t\t\tthis.getMatrixAt( instanceId, _instanceLocalMatrix );\n\n\t\t\t_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );\n\n\t\t\t// the mesh represents this single instance\n\n\t\t\t_mesh.matrixWorld = _instanceWorldMatrix;\n\n\t\t\t_mesh.raycast( raycaster, _instanceIntersects );\n\n\t\t\t// process the result of raycast\n\n\t\t\tfor ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {\n\n\t\t\t\tconst intersect = _instanceIntersects[ i ];\n\t\t\t\tintersect.instanceId = instanceId;\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_instanceIntersects.length = 0;\n\n\t\t}\n\n\t},\n\n\tsetColorAt: function ( index, color ) {\n\n\t\tif ( this.instanceColor === null ) {\n\n\t\t\tthis.instanceColor = new BufferAttribute( new Float32Array( this.count * 3 ), 3 );\n\n\t\t}\n\n\t\tcolor.toArray( this.instanceColor.array, index * 3 );\n\n\t},\n\n\tsetMatrixAt: function ( index, matrix ) {\n\n\t\tmatrix.toArray( this.instanceMatrix.array, index * 16 );\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n * linecap: \"round\",\n * linejoin: \"round\"\n * }\n */\n\nfunction LineBasicMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'LineBasicMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.linewidth = 1;\n\tthis.linecap = 'round';\n\tthis.linejoin = 'round';\n\n\tthis.morphTargets = false;\n\n\tthis.setValues( parameters );\n\n}\n\nLineBasicMaterial.prototype = Object.create( Material.prototype );\nLineBasicMaterial.prototype.constructor = LineBasicMaterial;\n\nLineBasicMaterial.prototype.isLineBasicMaterial = true;\n\nLineBasicMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.linewidth = source.linewidth;\n\tthis.linecap = source.linecap;\n\tthis.linejoin = source.linejoin;\n\n\tthis.morphTargets = source.morphTargets;\n\n\treturn this;\n\n};\n\nconst _start = new Vector3();\nconst _end = new Vector3();\nconst _inverseMatrix$1 = new Matrix4();\nconst _ray$1 = new Ray();\nconst _sphere$2 = new Sphere();\n\nfunction Line( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Line';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nLine.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Line,\n\n\tisLine: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\tcomputeLineDistances: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [ 0 ];\n\n\t\t\t\tfor ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\t_start.fromBufferAttribute( positionAttribute, i - 1 );\n\t\t\t\t\t_end.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i ] += _start.distanceTo( _end );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Line.threshold;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$2.copy( geometry.boundingSphere );\n\t\t_sphere$2.applyMatrix4( matrixWorld );\n\t\t_sphere$2.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$1.copy( matrixWorld ).invert();\n\t\t_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst vStart = new Vector3();\n\t\tconst vEnd = new Vector3();\n\t\tconst interSegment = new Vector3();\n\t\tconst interRay = new Vector3();\n\t\tconst step = this.isLineSegments ? 2 : 1;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst indices = index.array;\n\n\t\t\t\tfor ( let i = 0, l = indices.length - 1; i < l; i += step ) {\n\n\t\t\t\t\tconst a = indices[ i ];\n\t\t\t\t\tconst b = indices[ i + 1 ];\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, a );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, b );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count - 1; i < l; i += step ) {\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nconst _start$1 = new Vector3();\nconst _end$1 = new Vector3();\n\nfunction LineSegments( geometry, material ) {\n\n\tLine.call( this, geometry, material );\n\n\tthis.type = 'LineSegments';\n\n}\n\nLineSegments.prototype = Object.assign( Object.create( Line.prototype ), {\n\n\tconstructor: LineSegments,\n\n\tisLineSegments: true,\n\n\tcomputeLineDistances: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [];\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {\n\n\t\t\t\t\t_start$1.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\t_end$1.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction LineLoop( geometry, material ) {\n\n\tLine.call( this, geometry, material );\n\n\tthis.type = 'LineLoop';\n\n}\n\nLineLoop.prototype = Object.assign( Object.create( Line.prototype ), {\n\n\tconstructor: LineLoop,\n\n\tisLineLoop: true,\n\n} );\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\n\tMaterial.call( this );\n\n\tthis.type = 'PointsMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.size = 1;\n\tthis.sizeAttenuation = true;\n\n\tthis.morphTargets = false;\n\n\tthis.setValues( parameters );\n\n}\n\nPointsMaterial.prototype = Object.create( Material.prototype );\nPointsMaterial.prototype.constructor = PointsMaterial;\n\nPointsMaterial.prototype.isPointsMaterial = true;\n\nPointsMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.size = source.size;\n\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\tthis.morphTargets = source.morphTargets;\n\n\treturn this;\n\n};\n\nconst _inverseMatrix$2 = new Matrix4();\nconst _ray$2 = new Ray();\nconst _sphere$3 = new Sphere();\nconst _position$1 = new Vector3();\n\nfunction Points( geometry = new BufferGeometry(), material = new PointsMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Points';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nPoints.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Points,\n\n\tisPoints: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Points.threshold;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$3.copy( geometry.boundingSphere );\n\t\t_sphere$3.applyMatrix4( matrixWorld );\n\t\t_sphere$3.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$2.copy( matrixWorld ).invert();\n\t\t_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst indices = index.array;\n\n\t\t\t\tfor ( let i = 0, il = indices.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst a = indices[ i ];\n\n\t\t\t\t\t_position$1.fromBufferAttribute( positionAttribute, a );\n\n\t\t\t\t\ttestPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\t_position$1.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\ttestPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nfunction testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {\n\n\tconst rayPointDistanceSq = _ray$2.distanceSqToPoint( point );\n\n\tif ( rayPointDistanceSq < localThresholdSq ) {\n\n\t\tconst intersectPoint = new Vector3();\n\n\t\t_ray$2.closestPointToPoint( point, intersectPoint );\n\t\tintersectPoint.applyMatrix4( matrixWorld );\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tdistanceToRay: Math.sqrt( rayPointDistanceSq ),\n\t\t\tpoint: intersectPoint,\n\t\t\tindex: index,\n\t\t\tface: null,\n\t\t\tobject: object\n\n\t\t} );\n\n\t}\n\n}\n\nfunction VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\tTexture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.format = format !== undefined ? format : RGBFormat;\n\n\tthis.minFilter = minFilter !== undefined ? minFilter : LinearFilter;\n\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\n\tthis.generateMipmaps = false;\n\n\tconst scope = this;\n\n\tfunction updateVideo() {\n\n\t\tscope.needsUpdate = true;\n\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t}\n\n\tif ( 'requestVideoFrameCallback' in video ) {\n\n\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t}\n\n}\n\nVideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {\n\n\tconstructor: VideoTexture,\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.image ).copy( this );\n\n\t},\n\n\tisVideoTexture: true,\n\n\tupdate: function () {\n\n\t\tconst video = this.image;\n\t\tconst hasVideoFrameCallback = 'requestVideoFrameCallback' in video;\n\n\t\tif ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {\n\n\t\t\tthis.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n} );\n\nfunction CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.image = { width: width, height: height };\n\tthis.mipmaps = mipmaps;\n\n\t// no flipping for cube textures\n\t// (also flipping doesn't work for compressed textures )\n\n\tthis.flipY = false;\n\n\t// can't generate mipmaps for compressed textures\n\t// mips must be embedded in DDS files\n\n\tthis.generateMipmaps = false;\n\n}\n\nCompressedTexture.prototype = Object.create( Texture.prototype );\nCompressedTexture.prototype.constructor = CompressedTexture;\n\nCompressedTexture.prototype.isCompressedTexture = true;\n\nfunction CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\tTexture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.needsUpdate = true;\n\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\n\tformat = format !== undefined ? format : DepthFormat;\n\n\tif ( format !== DepthFormat && format !== DepthStencilFormat ) {\n\n\t\tthrow new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );\n\n\t}\n\n\tif ( type === undefined && format === DepthFormat ) type = UnsignedShortType;\n\tif ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.image = { width: width, height: height };\n\n\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\tthis.flipY = false;\n\tthis.generateMipmaps = false;\n\n}\n\nDepthTexture.prototype = Object.create( Texture.prototype );\nDepthTexture.prototype.constructor = DepthTexture;\nDepthTexture.prototype.isDepthTexture = true;\n\nclass CircleGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, segments = 8, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CircleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tsegments: segments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tsegments = Math.max( 3, segments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// center point\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tnormals.push( 0, 0, 1 );\n\t\tuvs.push( 0.5, 0.5 );\n\n\t\tfor ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {\n\n\t\t\tconst segment = thetaStart + s / segments * thetaLength;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t// uvs\n\n\t\t\tuv.x = ( vertices[ i ] / radius + 1 ) / 2;\n\t\t\tuv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tindices.push( i, i + 1, 0 );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass CylinderGeometry extends BufferGeometry {\n\n\tconstructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'CylinderGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradiusTop: radiusTop,\n\t\t\tradiusBottom: radiusBottom,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tconst scope = this;\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet index = 0;\n\t\tconst indexArray = [];\n\t\tconst halfHeight = height / 2;\n\t\tlet groupStart = 0;\n\n\t\t// generate geometry\n\n\t\tgenerateTorso();\n\n\t\tif ( openEnded === false ) {\n\n\t\t\tif ( radiusTop > 0 ) generateCap( true );\n\t\t\tif ( radiusBottom > 0 ) generateCap( false );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction generateTorso() {\n\n\t\t\tconst normal = new Vector3();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\t// this will be used to calculate the normal\n\t\t\tconst slope = ( radiusBottom - radiusTop ) / height;\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let y = 0; y <= heightSegments; y ++ ) {\n\n\t\t\t\tconst indexRow = [];\n\n\t\t\t\tconst v = y / heightSegments;\n\n\t\t\t\t// calculate the radius of the current row\n\n\t\t\t\tconst radius = v * ( radiusBottom - radiusTop ) + radiusTop;\n\n\t\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\t\tconst u = x / radialSegments;\n\n\t\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\t\tconst sinTheta = Math.sin( theta );\n\t\t\t\t\tconst cosTheta = Math.cos( theta );\n\n\t\t\t\t\t// vertex\n\n\t\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\t\tvertex.y = - v * height + halfHeight;\n\t\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t// normal\n\n\t\t\t\t\tnormal.set( sinTheta, slope, cosTheta ).normalize();\n\t\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\t// uv\n\n\t\t\t\t\tuvs.push( u, 1 - v );\n\n\t\t\t\t\t// save index of vertex in respective row\n\n\t\t\t\t\tindexRow.push( index ++ );\n\n\t\t\t\t}\n\n\t\t\t\t// now save vertices of the row in our index array\n\n\t\t\t\tindexArray.push( indexRow );\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tfor ( let y = 0; y < heightSegments; y ++ ) {\n\n\t\t\t\t\t// we use the index array to access the correct indices\n\n\t\t\t\t\tconst a = indexArray[ y ][ x ];\n\t\t\t\t\tconst b = indexArray[ y + 1 ][ x ];\n\t\t\t\t\tconst c = indexArray[ y + 1 ][ x + 1 ];\n\t\t\t\t\tconst d = indexArray[ y ][ x + 1 ];\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// update group counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, 0 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t\tfunction generateCap( top ) {\n\n\t\t\t// save the index of the first center vertex\n\t\t\tconst centerIndexStart = index;\n\n\t\t\tconst uv = new Vector2();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst radius = ( top === true ) ? radiusTop : radiusBottom;\n\t\t\tconst sign = ( top === true ) ? 1 : - 1;\n\n\t\t\t// first we generate the center vertex data of the cap.\n\t\t\t// because the geometry needs one set of uvs per face,\n\t\t\t// we must generate a center vertex per face/segment\n\n\t\t\tfor ( let x = 1; x <= radialSegments; x ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertices.push( 0, halfHeight * sign, 0 );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( 0.5, 0.5 );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// save the index of the last center vertex\n\t\t\tconst centerIndexEnd = index;\n\n\t\t\t// now we generate the surrounding vertices, normals and uvs\n\n\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\tconst u = x / radialSegments;\n\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\tconst cosTheta = Math.cos( theta );\n\t\t\t\tconst sinTheta = Math.sin( theta );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\tvertex.y = halfHeight * sign;\n\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( cosTheta * 0.5 ) + 0.5;\n\t\t\t\tuv.y = ( sinTheta * 0.5 * sign ) + 0.5;\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tconst c = centerIndexStart + x;\n\t\t\t\tconst i = centerIndexEnd + x;\n\n\t\t\t\tif ( top === true ) {\n\n\t\t\t\t\t// face top\n\n\t\t\t\t\tindices.push( i, i + 1, c );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// face bottom\n\n\t\t\t\t\tindices.push( i + 1, i, c );\n\n\t\t\t\t}\n\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t}\n\n}\n\nclass ConeGeometry extends CylinderGeometry {\n\n\tconstructor( radius = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\n\t\tthis.type = 'ConeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t}\n\n}\n\nclass PolyhedronGeometry extends BufferGeometry {\n\n\tconstructor( vertices, indices, radius = 1, detail = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PolyhedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tvertices: vertices,\n\t\t\tindices: indices,\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\t// default buffer data\n\n\t\tconst vertexBuffer = [];\n\t\tconst uvBuffer = [];\n\n\t\t// the subdivision creates the vertex buffer data\n\n\t\tsubdivide( detail );\n\n\t\t// all vertices should lie on a conceptual sphere with a given radius\n\n\t\tapplyRadius( radius );\n\n\t\t// finally, create the uv data\n\n\t\tgenerateUVs();\n\n\t\t// build non-indexed geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );\n\n\t\tif ( detail === 0 ) {\n\n\t\t\tthis.computeVertexNormals(); // flat normals\n\n\t\t} else {\n\n\t\t\tthis.normalizeNormals(); // smooth normals\n\n\t\t}\n\n\t\t// helper functions\n\n\t\tfunction subdivide( detail ) {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\t// iterate over all faces and apply a subdivison with the given detail value\n\n\t\t\tfor ( let i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t\t// get the vertices of the face\n\n\t\t\t\tgetVertexByIndex( indices[ i + 0 ], a );\n\t\t\t\tgetVertexByIndex( indices[ i + 1 ], b );\n\t\t\t\tgetVertexByIndex( indices[ i + 2 ], c );\n\n\t\t\t\t// perform subdivision\n\n\t\t\t\tsubdivideFace( a, b, c, detail );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction subdivideFace( a, b, c, detail ) {\n\n\t\t\tconst cols = detail + 1;\n\n\t\t\t// we use this multidimensional array as a data structure for creating the subdivision\n\n\t\t\tconst v = [];\n\n\t\t\t// construct all of the vertices for this subdivision\n\n\t\t\tfor ( let i = 0; i <= cols; i ++ ) {\n\n\t\t\t\tv[ i ] = [];\n\n\t\t\t\tconst aj = a.clone().lerp( c, i / cols );\n\t\t\t\tconst bj = b.clone().lerp( c, i / cols );\n\n\t\t\t\tconst rows = cols - i;\n\n\t\t\t\tfor ( let j = 0; j <= rows; j ++ ) {\n\n\t\t\t\t\tif ( j === 0 && i === cols ) {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj.clone().lerp( bj, j / rows );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// construct all of the faces\n\n\t\t\tfor ( let i = 0; i < cols; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {\n\n\t\t\t\t\tconst k = Math.floor( j / 2 );\n\n\t\t\t\t\tif ( j % 2 === 0 ) {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\t\t\t\t\t\tpushVertex( v[ i ][ k ] );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction applyRadius( radius ) {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\t// iterate over the entire buffer and apply the radius to each vertex\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tvertex.normalize().multiplyScalar( radius );\n\n\t\t\t\tvertexBuffer[ i + 0 ] = vertex.x;\n\t\t\t\tvertexBuffer[ i + 1 ] = vertex.y;\n\t\t\t\tvertexBuffer[ i + 2 ] = vertex.z;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tconst u = azimuth( vertex ) / 2 / Math.PI + 0.5;\n\t\t\t\tconst v = inclination( vertex ) / Math.PI + 0.5;\n\t\t\t\tuvBuffer.push( u, 1 - v );\n\n\t\t\t}\n\n\t\t\tcorrectUVs();\n\n\t\t\tcorrectSeam();\n\n\t\t}\n\n\t\tfunction correctSeam() {\n\n\t\t\t// handle case when face straddles the seam, see #3269\n\n\t\t\tfor ( let i = 0; i < uvBuffer.length; i += 6 ) {\n\n\t\t\t\t// uv data of a single face\n\n\t\t\t\tconst x0 = uvBuffer[ i + 0 ];\n\t\t\t\tconst x1 = uvBuffer[ i + 2 ];\n\t\t\t\tconst x2 = uvBuffer[ i + 4 ];\n\n\t\t\t\tconst max = Math.max( x0, x1, x2 );\n\t\t\t\tconst min = Math.min( x0, x1, x2 );\n\n\t\t\t\t// 0.9 is somewhat arbitrary\n\n\t\t\t\tif ( max > 0.9 && min < 0.1 ) {\n\n\t\t\t\t\tif ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;\n\t\t\t\t\tif ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;\n\t\t\t\t\tif ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction pushVertex( vertex ) {\n\n\t\t\tvertexBuffer.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tfunction getVertexByIndex( index, vertex ) {\n\n\t\t\tconst stride = index * 3;\n\n\t\t\tvertex.x = vertices[ stride + 0 ];\n\t\t\tvertex.y = vertices[ stride + 1 ];\n\t\t\tvertex.z = vertices[ stride + 2 ];\n\n\t\t}\n\n\t\tfunction correctUVs() {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\tconst centroid = new Vector3();\n\n\t\t\tconst uvA = new Vector2();\n\t\t\tconst uvB = new Vector2();\n\t\t\tconst uvC = new Vector2();\n\n\t\t\tfor ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {\n\n\t\t\t\ta.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );\n\t\t\t\tb.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );\n\t\t\t\tc.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );\n\n\t\t\t\tuvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );\n\t\t\t\tuvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );\n\t\t\t\tuvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );\n\n\t\t\t\tcentroid.copy( a ).add( b ).add( c ).divideScalar( 3 );\n\n\t\t\t\tconst azi = azimuth( centroid );\n\n\t\t\t\tcorrectUV( uvA, j + 0, a, azi );\n\t\t\t\tcorrectUV( uvB, j + 2, b, azi );\n\t\t\t\tcorrectUV( uvC, j + 4, c, azi );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction correctUV( uv, stride, vector, azimuth ) {\n\n\t\t\tif ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = uv.x - 1;\n\n\t\t\t}\n\n\t\t\tif ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Angle around the Y axis, counter-clockwise when looking from above.\n\n\t\tfunction azimuth( vector ) {\n\n\t\t\treturn Math.atan2( vector.z, - vector.x );\n\n\t\t}\n\n\n\t\t// Angle above the XZ plane.\n\n\t\tfunction inclination( vector ) {\n\n\t\t\treturn Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );\n\n\t\t}\n\n\t}\n\n}\n\nclass DodecahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\t\tconst r = 1 / t;\n\n\t\tconst vertices = [\n\n\t\t\t// (±1, ±1, ±1)\n\t\t\t- 1, - 1, - 1,\t- 1, - 1, 1,\n\t\t\t- 1, 1, - 1, - 1, 1, 1,\n\t\t\t1, - 1, - 1, 1, - 1, 1,\n\t\t\t1, 1, - 1, 1, 1, 1,\n\n\t\t\t// (0, ±1/φ, ±φ)\n\t\t\t0, - r, - t, 0, - r, t,\n\t\t\t0, r, - t, 0, r, t,\n\n\t\t\t// (±1/φ, ±φ, 0)\n\t\t\t- r, - t, 0, - r, t, 0,\n\t\t\tr, - t, 0, r, t, 0,\n\n\t\t\t// (±φ, 0, ±1/φ)\n\t\t\t- t, 0, - r, t, 0, - r,\n\t\t\t- t, 0, r, t, 0, r\n\t\t];\n\n\t\tconst indices = [\n\t\t\t3, 11, 7, \t3, 7, 15, \t3, 15, 13,\n\t\t\t7, 19, 17, \t7, 17, 6, \t7, 6, 15,\n\t\t\t17, 4, 8, \t17, 8, 10, \t17, 10, 6,\n\t\t\t8, 0, 16, \t8, 16, 2, \t8, 2, 10,\n\t\t\t0, 12, 1, \t0, 1, 18, \t0, 18, 16,\n\t\t\t6, 10, 2, \t6, 2, 13, \t6, 13, 15,\n\t\t\t2, 16, 18, \t2, 18, 3, \t2, 3, 13,\n\t\t\t18, 1, 9, \t18, 9, 11, \t18, 11, 3,\n\t\t\t4, 14, 12, \t4, 12, 0, \t4, 0, 8,\n\t\t\t11, 9, 5, \t11, 5, 19, \t11, 19, 7,\n\t\t\t19, 5, 14, \t19, 14, 4, \t19, 4, 17,\n\t\t\t1, 12, 14, \t1, 14, 5, \t1, 5, 9\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'DodecahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nconst _v0$2 = new Vector3();\nconst _v1$5 = new Vector3();\nconst _normal$1 = new Vector3();\nconst _triangle = new Triangle();\n\nclass EdgesGeometry extends BufferGeometry {\n\n\tconstructor( geometry, thresholdAngle ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EdgesGeometry';\n\n\t\tthis.parameters = {\n\t\t\tthresholdAngle: thresholdAngle\n\t\t};\n\n\t\tthresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;\n\n\t\tif ( geometry.isGeometry === true ) {\n\n\t\t\tconsole.error( 'THREE.EdgesGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst precisionPoints = 4;\n\t\tconst precision = Math.pow( 10, precisionPoints );\n\t\tconst thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );\n\n\t\tconst indexAttr = geometry.getIndex();\n\t\tconst positionAttr = geometry.getAttribute( 'position' );\n\t\tconst indexCount = indexAttr ? indexAttr.count : positionAttr.count;\n\n\t\tconst indexArr = [ 0, 0, 0 ];\n\t\tconst vertKeys = [ 'a', 'b', 'c' ];\n\t\tconst hashes = new Array( 3 );\n\n\t\tconst edgeData = {};\n\t\tconst vertices = [];\n\t\tfor ( let i = 0; i < indexCount; i += 3 ) {\n\n\t\t\tif ( indexAttr ) {\n\n\t\t\t\tindexArr[ 0 ] = indexAttr.getX( i );\n\t\t\t\tindexArr[ 1 ] = indexAttr.getX( i + 1 );\n\t\t\t\tindexArr[ 2 ] = indexAttr.getX( i + 2 );\n\n\t\t\t} else {\n\n\t\t\t\tindexArr[ 0 ] = i;\n\t\t\t\tindexArr[ 1 ] = i + 1;\n\t\t\t\tindexArr[ 2 ] = i + 2;\n\n\t\t\t}\n\n\t\t\tconst { a, b, c } = _triangle;\n\t\t\ta.fromBufferAttribute( positionAttr, indexArr[ 0 ] );\n\t\t\tb.fromBufferAttribute( positionAttr, indexArr[ 1 ] );\n\t\t\tc.fromBufferAttribute( positionAttr, indexArr[ 2 ] );\n\t\t\t_triangle.getNormal( _normal$1 );\n\n\t\t\t// create hashes for the edge from the vertices\n\t\t\thashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;\n\t\t\thashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;\n\t\t\thashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;\n\n\t\t\t// skip degenerate triangles\n\t\t\tif ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// iterate over every edge\n\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t// get the first and next vertex making up the edge\n\t\t\t\tconst jNext = ( j + 1 ) % 3;\n\t\t\t\tconst vecHash0 = hashes[ j ];\n\t\t\t\tconst vecHash1 = hashes[ jNext ];\n\t\t\t\tconst v0 = _triangle[ vertKeys[ j ] ];\n\t\t\t\tconst v1 = _triangle[ vertKeys[ jNext ] ];\n\n\t\t\t\tconst hash = `${ vecHash0 }_${ vecHash1 }`;\n\t\t\t\tconst reverseHash = `${ vecHash1 }_${ vecHash0 }`;\n\n\t\t\t\tif ( reverseHash in edgeData && edgeData[ reverseHash ] ) {\n\n\t\t\t\t\t// if we found a sibling edge add it into the vertex array if\n\t\t\t\t\t// it meets the angle threshold and delete the edge from the map.\n\t\t\t\t\tif ( _normal$1.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {\n\n\t\t\t\t\t\tvertices.push( v0.x, v0.y, v0.z );\n\t\t\t\t\t\tvertices.push( v1.x, v1.y, v1.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tedgeData[ reverseHash ] = null;\n\n\t\t\t\t} else if ( ! ( hash in edgeData ) ) {\n\n\t\t\t\t\t// if we've already got an edge here then skip adding a new one\n\t\t\t\t\tedgeData[ hash ] = {\n\n\t\t\t\t\t\tindex0: indexArr[ j ],\n\t\t\t\t\t\tindex1: indexArr[ jNext ],\n\t\t\t\t\t\tnormal: _normal$1.clone(),\n\n\t\t\t\t\t};\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// iterate over all remaining, unmatched edges and add them to the vertex array\n\t\tfor ( const key in edgeData ) {\n\n\t\t\tif ( edgeData[ key ] ) {\n\n\t\t\t\tconst { index0, index1 } = edgeData[ key ];\n\t\t\t\t_v0$2.fromBufferAttribute( positionAttr, index0 );\n\t\t\t\t_v1$5.fromBufferAttribute( positionAttr, index1 );\n\n\t\t\t\tvertices.push( _v0$2.x, _v0$2.y, _v0$2.z );\n\t\t\t\tvertices.push( _v1$5.x, _v1$5.y, _v1$5.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\n/**\n * Port from https://github.com/mapbox/earcut (v2.2.2)\n */\n\nconst Earcut = {\n\n\ttriangulate: function ( data, holeIndices, dim ) {\n\n\t\tdim = dim || 2;\n\n\t\tconst hasHoles = holeIndices && holeIndices.length;\n\t\tconst outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;\n\t\tlet outerNode = linkedList( data, 0, outerLen, dim, true );\n\t\tconst triangles = [];\n\n\t\tif ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;\n\n\t\tlet minX, minY, maxX, maxY, x, y, invSize;\n\n\t\tif ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );\n\n\t\t// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n\t\tif ( data.length > 80 * dim ) {\n\n\t\t\tminX = maxX = data[ 0 ];\n\t\t\tminY = maxY = data[ 1 ];\n\n\t\t\tfor ( let i = dim; i < outerLen; i += dim ) {\n\n\t\t\t\tx = data[ i ];\n\t\t\t\ty = data[ i + 1 ];\n\t\t\t\tif ( x < minX ) minX = x;\n\t\t\t\tif ( y < minY ) minY = y;\n\t\t\t\tif ( x > maxX ) maxX = x;\n\t\t\t\tif ( y > maxY ) maxY = y;\n\n\t\t\t}\n\n\t\t\t// minX, minY and invSize are later used to transform coords into integers for z-order calculation\n\t\t\tinvSize = Math.max( maxX - minX, maxY - minY );\n\t\t\tinvSize = invSize !== 0 ? 1 / invSize : 0;\n\n\t\t}\n\n\t\tearcutLinked( outerNode, triangles, dim, minX, minY, invSize );\n\n\t\treturn triangles;\n\n\t}\n\n};\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList( data, start, end, dim, clockwise ) {\n\n\tlet i, last;\n\n\tif ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {\n\n\t\tfor ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t} else {\n\n\t\tfor ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t}\n\n\tif ( last && equals( last, last.next ) ) {\n\n\t\tremoveNode( last );\n\t\tlast = last.next;\n\n\t}\n\n\treturn last;\n\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints( start, end ) {\n\n\tif ( ! start ) return start;\n\tif ( ! end ) end = start;\n\n\tlet p = start,\n\t\tagain;\n\tdo {\n\n\t\tagain = false;\n\n\t\tif ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {\n\n\t\t\tremoveNode( p );\n\t\t\tp = end = p.prev;\n\t\t\tif ( p === p.next ) break;\n\t\t\tagain = true;\n\n\t\t} else {\n\n\t\t\tp = p.next;\n\n\t\t}\n\n\t} while ( again || p !== end );\n\n\treturn end;\n\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {\n\n\tif ( ! ear ) return;\n\n\t// interlink polygon nodes in z-order\n\tif ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );\n\n\tlet stop = ear,\n\t\tprev, next;\n\n\t// iterate through ears, slicing them one by one\n\twhile ( ear.prev !== ear.next ) {\n\n\t\tprev = ear.prev;\n\t\tnext = ear.next;\n\n\t\tif ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {\n\n\t\t\t// cut off the triangle\n\t\t\ttriangles.push( prev.i / dim );\n\t\t\ttriangles.push( ear.i / dim );\n\t\t\ttriangles.push( next.i / dim );\n\n\t\t\tremoveNode( ear );\n\n\t\t\t// skipping the next vertex leads to less sliver triangles\n\t\t\tear = next.next;\n\t\t\tstop = next.next;\n\n\t\t\tcontinue;\n\n\t\t}\n\n\t\tear = next;\n\n\t\t// if we looped through the whole remaining polygon and can't find any more ears\n\t\tif ( ear === stop ) {\n\n\t\t\t// try filtering points and slicing again\n\t\t\tif ( ! pass ) {\n\n\t\t\t\tearcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );\n\n\t\t\t\t// if this didn't work, try curing all small self-intersections locally\n\n\t\t\t} else if ( pass === 1 ) {\n\n\t\t\t\tear = cureLocalIntersections( filterPoints( ear ), triangles, dim );\n\t\t\t\tearcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );\n\n\t\t\t\t// as a last resort, try splitting the remaining polygon into two\n\n\t\t\t} else if ( pass === 2 ) {\n\n\t\t\t\tsplitEarcut( ear, triangles, dim, minX, minY, invSize );\n\n\t\t\t}\n\n\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar( ear ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// now make sure we don't have other points inside the potential ear\n\tlet p = ear.next.next;\n\n\twhile ( p !== ear.prev ) {\n\n\t\tif ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.next;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction isEarHashed( ear, minX, minY, invSize ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tconst minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),\n\t\tminTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),\n\t\tmaxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),\n\t\tmaxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );\n\n\t// z-order range for the current triangle bbox;\n\tconst minZ = zOrder( minTX, minTY, minX, minY, invSize ),\n\t\tmaxZ = zOrder( maxTX, maxTY, minX, minY, invSize );\n\n\tlet p = ear.prevZ,\n\t\tn = ear.nextZ;\n\n\t// look for points inside the triangle in both directions\n\twhile ( p && p.z >= minZ && n && n.z <= maxZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\t// look for remaining points in decreasing z-order\n\twhile ( p && p.z >= minZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t}\n\n\t// look for remaining points in increasing z-order\n\twhile ( n && n.z <= maxZ ) {\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\treturn true;\n\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections( start, triangles, dim ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tconst a = p.prev,\n\t\t\tb = p.next.next;\n\n\t\tif ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {\n\n\t\t\ttriangles.push( a.i / dim );\n\t\t\ttriangles.push( p.i / dim );\n\t\t\ttriangles.push( b.i / dim );\n\n\t\t\t// remove two nodes involved\n\t\t\tremoveNode( p );\n\t\t\tremoveNode( p.next );\n\n\t\t\tp = start = b;\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn filterPoints( p );\n\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut( start, triangles, dim, minX, minY, invSize ) {\n\n\t// look for a valid diagonal that divides the polygon into two\n\tlet a = start;\n\tdo {\n\n\t\tlet b = a.next.next;\n\t\twhile ( b !== a.prev ) {\n\n\t\t\tif ( a.i !== b.i && isValidDiagonal( a, b ) ) {\n\n\t\t\t\t// split the polygon in two by the diagonal\n\t\t\t\tlet c = splitPolygon( a, b );\n\n\t\t\t\t// filter colinear points around the cuts\n\t\t\t\ta = filterPoints( a, a.next );\n\t\t\t\tc = filterPoints( c, c.next );\n\n\t\t\t\t// run earcut on each half\n\t\t\t\tearcutLinked( a, triangles, dim, minX, minY, invSize );\n\t\t\t\tearcutLinked( c, triangles, dim, minX, minY, invSize );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tb = b.next;\n\n\t\t}\n\n\t\ta = a.next;\n\n\t} while ( a !== start );\n\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles( data, holeIndices, outerNode, dim ) {\n\n\tconst queue = [];\n\tlet i, len, start, end, list;\n\n\tfor ( i = 0, len = holeIndices.length; i < len; i ++ ) {\n\n\t\tstart = holeIndices[ i ] * dim;\n\t\tend = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;\n\t\tlist = linkedList( data, start, end, dim, false );\n\t\tif ( list === list.next ) list.steiner = true;\n\t\tqueue.push( getLeftmost( list ) );\n\n\t}\n\n\tqueue.sort( compareX );\n\n\t// process holes from left to right\n\tfor ( i = 0; i < queue.length; i ++ ) {\n\n\t\teliminateHole( queue[ i ], outerNode );\n\t\touterNode = filterPoints( outerNode, outerNode.next );\n\n\t}\n\n\treturn outerNode;\n\n}\n\nfunction compareX( a, b ) {\n\n\treturn a.x - b.x;\n\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole( hole, outerNode ) {\n\n\touterNode = findHoleBridge( hole, outerNode );\n\tif ( outerNode ) {\n\n\t\tconst b = splitPolygon( outerNode, hole );\n\n\t\t// filter collinear points around the cuts\n\t\tfilterPoints( outerNode, outerNode.next );\n\t\tfilterPoints( b, b.next );\n\n\t}\n\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge( hole, outerNode ) {\n\n\tlet p = outerNode;\n\tconst hx = hole.x;\n\tconst hy = hole.y;\n\tlet qx = - Infinity, m;\n\n\t// find a segment intersected by a ray from the hole's leftmost point to the left;\n\t// segment's endpoint with lesser x will be potential connection point\n\tdo {\n\n\t\tif ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {\n\n\t\t\tconst x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );\n\t\t\tif ( x <= hx && x > qx ) {\n\n\t\t\t\tqx = x;\n\t\t\t\tif ( x === hx ) {\n\n\t\t\t\t\tif ( hy === p.y ) return p;\n\t\t\t\t\tif ( hy === p.next.y ) return p.next;\n\n\t\t\t\t}\n\n\t\t\t\tm = p.x < p.next.x ? p : p.next;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== outerNode );\n\n\tif ( ! m ) return null;\n\n\tif ( hx === qx ) return m; // hole touches outer segment; pick leftmost endpoint\n\n\t// look for points inside the triangle of hole point, segment intersection and endpoint;\n\t// if there are no points found, we have a valid connection;\n\t// otherwise choose the point of the minimum angle with the ray as connection point\n\n\tconst stop = m,\n\t\tmx = m.x,\n\t\tmy = m.y;\n\tlet tanMin = Infinity, tan;\n\n\tp = m;\n\n\tdo {\n\n\t\tif ( hx >= p.x && p.x >= mx && hx !== p.x &&\n\t\t\t\tpointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {\n\n\t\t\ttan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential\n\n\t\t\tif ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {\n\n\t\t\t\tm = p;\n\t\t\t\ttanMin = tan;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== stop );\n\n\treturn m;\n\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector( m, p ) {\n\n\treturn area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;\n\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve( start, minX, minY, invSize ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tif ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );\n\t\tp.prevZ = p.prev;\n\t\tp.nextZ = p.next;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\tp.prevZ.nextZ = null;\n\tp.prevZ = null;\n\n\tsortLinked( p );\n\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked( list ) {\n\n\tlet i, p, q, e, tail, numMerges, pSize, qSize,\n\t\tinSize = 1;\n\n\tdo {\n\n\t\tp = list;\n\t\tlist = null;\n\t\ttail = null;\n\t\tnumMerges = 0;\n\n\t\twhile ( p ) {\n\n\t\t\tnumMerges ++;\n\t\t\tq = p;\n\t\t\tpSize = 0;\n\t\t\tfor ( i = 0; i < inSize; i ++ ) {\n\n\t\t\t\tpSize ++;\n\t\t\t\tq = q.nextZ;\n\t\t\t\tif ( ! q ) break;\n\n\t\t\t}\n\n\t\t\tqSize = inSize;\n\n\t\t\twhile ( pSize > 0 || ( qSize > 0 && q ) ) {\n\n\t\t\t\tif ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {\n\n\t\t\t\t\te = p;\n\t\t\t\t\tp = p.nextZ;\n\t\t\t\t\tpSize --;\n\n\t\t\t\t} else {\n\n\t\t\t\t\te = q;\n\t\t\t\t\tq = q.nextZ;\n\t\t\t\t\tqSize --;\n\n\t\t\t\t}\n\n\t\t\t\tif ( tail ) tail.nextZ = e;\n\t\t\t\telse list = e;\n\n\t\t\t\te.prevZ = tail;\n\t\t\t\ttail = e;\n\n\t\t\t}\n\n\t\t\tp = q;\n\n\t\t}\n\n\t\ttail.nextZ = null;\n\t\tinSize *= 2;\n\n\t} while ( numMerges > 1 );\n\n\treturn list;\n\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder( x, y, minX, minY, invSize ) {\n\n\t// coords are transformed into non-negative 15-bit integer range\n\tx = 32767 * ( x - minX ) * invSize;\n\ty = 32767 * ( y - minY ) * invSize;\n\n\tx = ( x | ( x << 8 ) ) & 0x00FF00FF;\n\tx = ( x | ( x << 4 ) ) & 0x0F0F0F0F;\n\tx = ( x | ( x << 2 ) ) & 0x33333333;\n\tx = ( x | ( x << 1 ) ) & 0x55555555;\n\n\ty = ( y | ( y << 8 ) ) & 0x00FF00FF;\n\ty = ( y | ( y << 4 ) ) & 0x0F0F0F0F;\n\ty = ( y | ( y << 2 ) ) & 0x33333333;\n\ty = ( y | ( y << 1 ) ) & 0x55555555;\n\n\treturn x | ( y << 1 );\n\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost( start ) {\n\n\tlet p = start,\n\t\tleftmost = start;\n\tdo {\n\n\t\tif ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn leftmost;\n\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {\n\n\treturn ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&\n\t\t\t( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&\n\t\t\t( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;\n\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal( a, b ) {\n\n\treturn a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges\n\t\t( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible\n\t\t( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors\n\t\tequals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case\n\n}\n\n// signed area of a triangle\nfunction area( p, q, r ) {\n\n\treturn ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );\n\n}\n\n// check if two points are equal\nfunction equals( p1, p2 ) {\n\n\treturn p1.x === p2.x && p1.y === p2.y;\n\n}\n\n// check if two segments intersect\nfunction intersects( p1, q1, p2, q2 ) {\n\n\tconst o1 = sign( area( p1, q1, p2 ) );\n\tconst o2 = sign( area( p1, q1, q2 ) );\n\tconst o3 = sign( area( p2, q2, p1 ) );\n\tconst o4 = sign( area( p2, q2, q1 ) );\n\n\tif ( o1 !== o2 && o3 !== o4 ) return true; // general case\n\n\tif ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n\tif ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n\tif ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n\tif ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n\treturn false;\n\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment( p, q, r ) {\n\n\treturn q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );\n\n}\n\nfunction sign( num ) {\n\n\treturn num > 0 ? 1 : num < 0 ? - 1 : 0;\n\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon( a, b ) {\n\n\tlet p = a;\n\tdo {\n\n\t\tif ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n\t\t\t\tintersects( p, p.next, a, b ) ) return true;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn false;\n\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside( a, b ) {\n\n\treturn area( a.prev, a, a.next ) < 0 ?\n\t\tarea( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :\n\t\tarea( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;\n\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside( a, b ) {\n\n\tlet p = a,\n\t\tinside = false;\n\tconst px = ( a.x + b.x ) / 2,\n\t\tpy = ( a.y + b.y ) / 2;\n\tdo {\n\n\t\tif ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&\n\t\t\t\t( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )\n\t\t\tinside = ! inside;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn inside;\n\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon( a, b ) {\n\n\tconst a2 = new Node( a.i, a.x, a.y ),\n\t\tb2 = new Node( b.i, b.x, b.y ),\n\t\tan = a.next,\n\t\tbp = b.prev;\n\n\ta.next = b;\n\tb.prev = a;\n\n\ta2.next = an;\n\tan.prev = a2;\n\n\tb2.next = a2;\n\ta2.prev = b2;\n\n\tbp.next = b2;\n\tb2.prev = bp;\n\n\treturn b2;\n\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode( i, x, y, last ) {\n\n\tconst p = new Node( i, x, y );\n\n\tif ( ! last ) {\n\n\t\tp.prev = p;\n\t\tp.next = p;\n\n\t} else {\n\n\t\tp.next = last.next;\n\t\tp.prev = last;\n\t\tlast.next.prev = p;\n\t\tlast.next = p;\n\n\t}\n\n\treturn p;\n\n}\n\nfunction removeNode( p ) {\n\n\tp.next.prev = p.prev;\n\tp.prev.next = p.next;\n\n\tif ( p.prevZ ) p.prevZ.nextZ = p.nextZ;\n\tif ( p.nextZ ) p.nextZ.prevZ = p.prevZ;\n\n}\n\nfunction Node( i, x, y ) {\n\n\t// vertex index in coordinates array\n\tthis.i = i;\n\n\t// vertex coordinates\n\tthis.x = x;\n\tthis.y = y;\n\n\t// previous and next vertex nodes in a polygon ring\n\tthis.prev = null;\n\tthis.next = null;\n\n\t// z-order curve value\n\tthis.z = null;\n\n\t// previous and next nodes in z-order\n\tthis.prevZ = null;\n\tthis.nextZ = null;\n\n\t// indicates whether this is a steiner point\n\tthis.steiner = false;\n\n}\n\nfunction signedArea( data, start, end, dim ) {\n\n\tlet sum = 0;\n\tfor ( let i = start, j = end - dim; i < end; i += dim ) {\n\n\t\tsum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );\n\t\tj = i;\n\n\t}\n\n\treturn sum;\n\n}\n\nconst ShapeUtils = {\n\n\t// calculate area of the contour polygon\n\n\tarea: function ( contour ) {\n\n\t\tconst n = contour.length;\n\t\tlet a = 0.0;\n\n\t\tfor ( let p = n - 1, q = 0; q < n; p = q ++ ) {\n\n\t\t\ta += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;\n\n\t\t}\n\n\t\treturn a * 0.5;\n\n\t},\n\n\tisClockWise: function ( pts ) {\n\n\t\treturn ShapeUtils.area( pts ) < 0;\n\n\t},\n\n\ttriangulateShape: function ( contour, holes ) {\n\n\t\tconst vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]\n\t\tconst holeIndices = []; // array of hole indices\n\t\tconst faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]\n\n\t\tremoveDupEndPts( contour );\n\t\taddContour( vertices, contour );\n\n\t\t//\n\n\t\tlet holeIndex = contour.length;\n\n\t\tholes.forEach( removeDupEndPts );\n\n\t\tfor ( let i = 0; i < holes.length; i ++ ) {\n\n\t\t\tholeIndices.push( holeIndex );\n\t\t\tholeIndex += holes[ i ].length;\n\t\t\taddContour( vertices, holes[ i ] );\n\n\t\t}\n\n\t\t//\n\n\t\tconst triangles = Earcut.triangulate( vertices, holeIndices );\n\n\t\t//\n\n\t\tfor ( let i = 0; i < triangles.length; i += 3 ) {\n\n\t\t\tfaces.push( triangles.slice( i, i + 3 ) );\n\n\t\t}\n\n\t\treturn faces;\n\n\t}\n\n};\n\nfunction removeDupEndPts( points ) {\n\n\tconst l = points.length;\n\n\tif ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {\n\n\t\tpoints.pop();\n\n\t}\n\n}\n\nfunction addContour( vertices, contour ) {\n\n\tfor ( let i = 0; i < contour.length; i ++ ) {\n\n\t\tvertices.push( contour[ i ].x );\n\t\tvertices.push( contour[ i ].y );\n\n\t}\n\n}\n\n/**\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n * curveSegments: , // 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\nclass ExtrudeGeometry extends BufferGeometry {\n\n\tconstructor( shapes, options ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ExtrudeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\toptions: options\n\t\t};\n\n\t\tshapes = Array.isArray( shapes ) ? shapes : [ shapes ];\n\n\t\tconst scope = this;\n\n\t\tconst verticesArray = [];\n\t\tconst uvArray = [];\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\t\t\taddShape( shape );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );\n\n\t\tthis.computeVertexNormals();\n\n\t\t// functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst placeholder = [];\n\n\t\t\t// options\n\n\t\t\tconst curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;\n\t\t\tconst steps = options.steps !== undefined ? options.steps : 1;\n\t\t\tlet depth = options.depth !== undefined ? options.depth : 100;\n\n\t\t\tlet bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;\n\t\t\tlet bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;\n\t\t\tlet bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;\n\t\t\tlet bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;\n\t\t\tlet bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;\n\n\t\t\tconst extrudePath = options.extrudePath;\n\n\t\t\tconst uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;\n\n\t\t\t// deprecated options\n\n\t\t\tif ( options.amount !== undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );\n\t\t\t\tdepth = options.amount;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet extrudePts, extrudeByPath = false;\n\t\t\tlet splineTube, binormal, normal, position2;\n\n\t\t\tif ( extrudePath ) {\n\n\t\t\t\textrudePts = extrudePath.getSpacedPoints( steps );\n\n\t\t\t\textrudeByPath = true;\n\t\t\t\tbevelEnabled = false; // bevels not supported for path extrusion\n\n\t\t\t\t// SETUP TNB variables\n\n\t\t\t\t// TODO1 - have a .isClosed in spline?\n\n\t\t\t\tsplineTube = extrudePath.computeFrenetFrames( steps, false );\n\n\t\t\t\t// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\n\n\t\t\t\tbinormal = new Vector3();\n\t\t\t\tnormal = new Vector3();\n\t\t\t\tposition2 = new Vector3();\n\n\t\t\t}\n\n\t\t\t// Safeguards if bevels are not enabled\n\n\t\t\tif ( ! bevelEnabled ) {\n\n\t\t\t\tbevelSegments = 0;\n\t\t\t\tbevelThickness = 0;\n\t\t\t\tbevelSize = 0;\n\t\t\t\tbevelOffset = 0;\n\n\t\t\t}\n\n\t\t\t// Variables initialization\n\n\t\t\tconst shapePoints = shape.extractPoints( curveSegments );\n\n\t\t\tlet vertices = shapePoints.shape;\n\t\t\tconst holes = shapePoints.holes;\n\n\t\t\tconst reverse = ! ShapeUtils.isClockWise( vertices );\n\n\t\t\tif ( reverse ) {\n\n\t\t\t\tvertices = vertices.reverse();\n\n\t\t\t\t// Maybe we should also check if holes are in the opposite direction, just to be safe ...\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\t\tif ( ShapeUtils.isClockWise( ahole ) ) {\n\n\t\t\t\t\t\tholes[ h ] = ahole.reverse();\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( vertices, holes );\n\n\t\t\t/* Vertices */\n\n\t\t\tconst contour = vertices; // vertices has all points but contour has only points of circumference\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\tvertices = vertices.concat( ahole );\n\n\t\t\t}\n\n\n\t\t\tfunction scalePt2( pt, vec, size ) {\n\n\t\t\t\tif ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );\n\n\t\t\t\treturn vec.clone().multiplyScalar( size ).add( pt );\n\n\t\t\t}\n\n\t\t\tconst vlen = vertices.length, flen = faces.length;\n\n\n\t\t\t// Find directions for point movement\n\n\n\t\t\tfunction getBevelVec( inPt, inPrev, inNext ) {\n\n\t\t\t\t// computes for inPt the corresponding point inPt' on a new contour\n\t\t\t\t// shifted by 1 unit (length of normalized vector) to the left\n\t\t\t\t// if we walk along contour clockwise, this new contour is outside the old one\n\t\t\t\t//\n\t\t\t\t// inPt' is the intersection of the two lines parallel to the two\n\t\t\t\t// adjacent edges of inPt at a distance of 1 unit on the left side.\n\n\t\t\t\tlet v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt\n\n\t\t\t\t// good reading for geometry algorithms (here: line-line intersection)\n\t\t\t\t// http://geomalgorithms.com/a05-_intersect-1.html\n\n\t\t\t\tconst v_prev_x = inPt.x - inPrev.x,\n\t\t\t\t\tv_prev_y = inPt.y - inPrev.y;\n\t\t\t\tconst v_next_x = inNext.x - inPt.x,\n\t\t\t\t\tv_next_y = inNext.y - inPt.y;\n\n\t\t\t\tconst v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );\n\n\t\t\t\t// check for collinear edges\n\t\t\t\tconst collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\tif ( Math.abs( collinear0 ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not collinear\n\n\t\t\t\t\t// length of vectors for normalizing\n\n\t\t\t\t\tconst v_prev_len = Math.sqrt( v_prev_lensq );\n\t\t\t\t\tconst v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );\n\n\t\t\t\t\t// shift adjacent points by unit vectors to the left\n\n\t\t\t\t\tconst ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );\n\t\t\t\t\tconst ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );\n\n\t\t\t\t\tconst ptNextShift_x = ( inNext.x - v_next_y / v_next_len );\n\t\t\t\t\tconst ptNextShift_y = ( inNext.y + v_next_x / v_next_len );\n\n\t\t\t\t\t// scaling factor for v_prev to intersection point\n\n\t\t\t\t\tconst sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -\n\t\t\t\t\t\t\t( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /\n\t\t\t\t\t\t( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\t\t// vector from inPt to intersection point\n\n\t\t\t\t\tv_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );\n\t\t\t\t\tv_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );\n\n\t\t\t\t\t// Don't normalize!, otherwise sharp corners become ugly\n\t\t\t\t\t// but prevent crazy spikes\n\t\t\t\t\tconst v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );\n\t\t\t\t\tif ( v_trans_lensq <= 2 ) {\n\n\t\t\t\t\t\treturn new Vector2( v_trans_x, v_trans_y );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_trans_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// handle special case of collinear edges\n\n\t\t\t\t\tlet direction_eq = false; // assumes: opposite\n\n\t\t\t\t\tif ( v_prev_x > Number.EPSILON ) {\n\n\t\t\t\t\t\tif ( v_next_x > Number.EPSILON ) {\n\n\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( v_prev_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\tif ( v_next_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( direction_eq ) {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight sequence\");\n\t\t\t\t\t\tv_trans_x = - v_prev_y;\n\t\t\t\t\t\tv_trans_y = v_prev_x;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight spike\");\n\t\t\t\t\t\tv_trans_x = v_prev_x;\n\t\t\t\t\t\tv_trans_y = v_prev_y;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );\n\n\t\t\t}\n\n\n\t\t\tconst contourMovements = [];\n\n\t\t\tfor ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t// console.log('i,j,k', i, j , k)\n\n\t\t\t\tcontourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );\n\n\t\t\t}\n\n\t\t\tconst holesMovements = [];\n\t\t\tlet oneHoleMovements, verticesMovements = contourMovements.concat();\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\toneHoleMovements = [];\n\n\t\t\t\tfor ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t\toneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );\n\n\t\t\t\t}\n\n\t\t\t\tholesMovements.push( oneHoleMovements );\n\t\t\t\tverticesMovements = verticesMovements.concat( oneHoleMovements );\n\n\t\t\t}\n\n\n\t\t\t// Loop bevelSegments, 1 for the front, 1 for the back\n\n\t\t\tfor ( let b = 0; b < bevelSegments; b ++ ) {\n\n\t\t\t\t//for ( b = bevelSegments; b > 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\n\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst bs = bevelSize + bevelOffset;\n\n\t\t\t// Back facing vertices\n\n\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\tv( vert.x, vert.y, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\n\n\t\t\t\t\tnormal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );\n\t\t\t\t\tbinormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\tposition2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );\n\n\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Add stepped vertices...\n\t\t\t// Including front facing vertices\n\n\t\t\tfor ( let s = 1; s <= steps; s ++ ) {\n\n\t\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\tv( vert.x, vert.y, depth / steps * s );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\n\n\t\t\t\t\t\tnormal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );\n\t\t\t\t\t\tbinormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\t\tposition2.copy( extrudePts[ s ] ).add( normal ).add( binormal );\n\n\t\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\t// Add bevel segments planes\n\n\t\t\t//for ( b = 1; b <= bevelSegments; b ++ ) {\n\t\t\tfor ( let b = bevelSegments - 1; b >= 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t/* Faces */\n\n\t\t\t// Top and bottom faces\n\n\t\t\tbuildLidFaces();\n\n\t\t\t// Sides faces\n\n\t\t\tbuildSideFaces();\n\n\n\t\t\t///// Internal functions\n\n\t\t\tfunction buildLidFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\n\t\t\t\tif ( bevelEnabled ) {\n\n\t\t\t\t\tlet layer = 0; // steps + 1\n\t\t\t\t\tlet offset = vlen * layer;\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlayer = steps + bevelSegments * 2;\n\t\t\t\t\toffset = vlen * layer;\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ], face[ 1 ], face[ 0 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 0 );\n\n\t\t\t}\n\n\t\t\t// Create faces for the z-sides of the shape\n\n\t\t\tfunction buildSideFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\t\t\t\tlet layeroffset = 0;\n\t\t\t\tsidewalls( contour, layeroffset );\n\t\t\t\tlayeroffset += contour.length;\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\tsidewalls( ahole, layeroffset );\n\n\t\t\t\t\t//, true\n\t\t\t\t\tlayeroffset += ahole.length;\n\n\t\t\t\t}\n\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 1 );\n\n\n\t\t\t}\n\n\t\t\tfunction sidewalls( contour, layeroffset ) {\n\n\t\t\t\tlet i = contour.length;\n\n\t\t\t\twhile ( -- i >= 0 ) {\n\n\t\t\t\t\tconst j = i;\n\t\t\t\t\tlet k = i - 1;\n\t\t\t\t\tif ( k < 0 ) k = contour.length - 1;\n\n\t\t\t\t\t//console.log('b', i,j, i-1, k,vertices.length);\n\n\t\t\t\t\tfor ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {\n\n\t\t\t\t\t\tconst slen1 = vlen * s;\n\t\t\t\t\t\tconst slen2 = vlen * ( s + 1 );\n\n\t\t\t\t\t\tconst a = layeroffset + j + slen1,\n\t\t\t\t\t\t\tb = layeroffset + k + slen1,\n\t\t\t\t\t\t\tc = layeroffset + k + slen2,\n\t\t\t\t\t\t\td = layeroffset + j + slen2;\n\n\t\t\t\t\t\tf4( a, b, c, d );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfunction v( x, y, z ) {\n\n\t\t\t\tplaceholder.push( x );\n\t\t\t\tplaceholder.push( y );\n\t\t\t\tplaceholder.push( z );\n\n\t\t\t}\n\n\n\t\t\tfunction f3( a, b, c ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\n\t\t\t}\n\n\t\t\tfunction f4( a, b, c, d ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( d );\n\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\t\t\t\taddVertex( d );\n\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t}\n\n\t\t\tfunction addVertex( index ) {\n\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 0 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 1 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 2 ] );\n\n\t\t\t}\n\n\n\t\t\tfunction addUV( vector2 ) {\n\n\t\t\t\tuvArray.push( vector2.x );\n\t\t\t\tuvArray.push( vector2.y );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\t\tconst options = this.parameters.options;\n\n\t\treturn toJSON( shapes, options, data );\n\n\t}\n\n}\n\nconst WorldUVGenerator = {\n\n\tgenerateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\n\t\treturn [\n\t\t\tnew Vector2( a_x, a_y ),\n\t\t\tnew Vector2( b_x, b_y ),\n\t\t\tnew Vector2( c_x, c_y )\n\t\t];\n\n\t},\n\n\tgenerateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst a_z = vertices[ indexA * 3 + 2 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst b_z = vertices[ indexB * 3 + 2 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\t\tconst c_z = vertices[ indexC * 3 + 2 ];\n\t\tconst d_x = vertices[ indexD * 3 ];\n\t\tconst d_y = vertices[ indexD * 3 + 1 ];\n\t\tconst d_z = vertices[ indexD * 3 + 2 ];\n\n\t\tif ( Math.abs( a_y - b_y ) < 0.01 ) {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_x, 1 - a_z ),\n\t\t\t\tnew Vector2( b_x, 1 - b_z ),\n\t\t\t\tnew Vector2( c_x, 1 - c_z ),\n\t\t\t\tnew Vector2( d_x, 1 - d_z )\n\t\t\t];\n\n\t\t} else {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_y, 1 - a_z ),\n\t\t\t\tnew Vector2( b_y, 1 - b_z ),\n\t\t\t\tnew Vector2( c_y, 1 - c_z ),\n\t\t\t\tnew Vector2( d_y, 1 - d_z )\n\t\t\t];\n\n\t\t}\n\n\t}\n\n};\n\nfunction toJSON( shapes, options, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\tif ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();\n\n\treturn data;\n\n}\n\nclass IcosahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\n\t\tconst vertices = [\n\t\t\t- 1, t, 0, \t1, t, 0, \t- 1, - t, 0, \t1, - t, 0,\n\t\t\t0, - 1, t, \t0, 1, t,\t0, - 1, - t, \t0, 1, - t,\n\t\t\tt, 0, - 1, \tt, 0, 1, \t- t, 0, - 1, \t- t, 0, 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 11, 5, \t0, 5, 1, \t0, 1, 7, \t0, 7, 10, \t0, 10, 11,\n\t\t\t1, 5, 9, \t5, 11, 4,\t11, 10, 2,\t10, 7, 6,\t7, 1, 8,\n\t\t\t3, 9, 4, \t3, 4, 2,\t3, 2, 6,\t3, 6, 8,\t3, 8, 9,\n\t\t\t4, 9, 5, \t2, 4, 11,\t6, 2, 10,\t8, 6, 7,\t9, 8, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'IcosahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nclass LatheGeometry extends BufferGeometry {\n\n\tconstructor( points, segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LatheGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpoints: points,\n\t\t\tsegments: segments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength\n\t\t};\n\n\t\tsegments = Math.floor( segments );\n\n\t\t// clamp phiLength so it's in range of [ 0, 2PI ]\n\n\t\tphiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst inverseSegments = 1.0 / segments;\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices and uvs\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst phi = phiStart + i * inverseSegments * phiLength;\n\n\t\t\tconst sin = Math.sin( phi );\n\t\t\tconst cos = Math.cos( phi );\n\n\t\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = points[ j ].x * sin;\n\t\t\t\tvertex.y = points[ j ].y;\n\t\t\t\tvertex.z = points[ j ].x * cos;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = i / segments;\n\t\t\t\tuv.y = j / ( points.length - 1 );\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\n\t\t\t}\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 0; i < segments; i ++ ) {\n\n\t\t\tfor ( let j = 0; j < ( points.length - 1 ); j ++ ) {\n\n\t\t\t\tconst base = j + i * points.length;\n\n\t\t\t\tconst a = base;\n\t\t\t\tconst b = base + points.length;\n\t\t\t\tconst c = base + points.length + 1;\n\t\t\t\tconst d = base + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// generate normals\n\n\t\tthis.computeVertexNormals();\n\n\t\t// if the geometry is closed, we need to average the normals along the seam.\n\t\t// because the corresponding vertices are identical (but still have different UVs).\n\n\t\tif ( phiLength === Math.PI * 2 ) {\n\n\t\t\tconst normals = this.attributes.normal.array;\n\t\t\tconst n1 = new Vector3();\n\t\t\tconst n2 = new Vector3();\n\t\t\tconst n = new Vector3();\n\n\t\t\t// this is the buffer offset for the last line of vertices\n\n\t\t\tconst base = segments * points.length * 3;\n\n\t\t\tfor ( let i = 0, j = 0; i < points.length; i ++, j += 3 ) {\n\n\t\t\t\t// select the normal of the vertex in the first line\n\n\t\t\t\tn1.x = normals[ j + 0 ];\n\t\t\t\tn1.y = normals[ j + 1 ];\n\t\t\t\tn1.z = normals[ j + 2 ];\n\n\t\t\t\t// select the normal of the vertex in the last line\n\n\t\t\t\tn2.x = normals[ base + j + 0 ];\n\t\t\t\tn2.y = normals[ base + j + 1 ];\n\t\t\t\tn2.z = normals[ base + j + 2 ];\n\n\t\t\t\t// average normals\n\n\t\t\t\tn.addVectors( n1, n2 ).normalize();\n\n\t\t\t\t// assign the new values to both normals\n\n\t\t\t\tnormals[ j + 0 ] = normals[ base + j + 0 ] = n.x;\n\t\t\t\tnormals[ j + 1 ] = normals[ base + j + 1 ] = n.y;\n\t\t\t\tnormals[ j + 2 ] = normals[ base + j + 2 ] = n.z;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nclass OctahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 0, 0, \t- 1, 0, 0,\t0, 1, 0,\n\t\t\t0, - 1, 0, \t0, 0, 1,\t0, 0, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 2, 4,\t0, 4, 3,\t0, 3, 5,\n\t\t\t0, 5, 2,\t1, 2, 5,\t1, 5, 3,\n\t\t\t1, 3, 4,\t1, 4, 2\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'OctahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\n/**\n * Parametric Surfaces Geometry\n * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html\n */\n\nfunction ParametricGeometry( func, slices, stacks ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'ParametricGeometry';\n\n\tthis.parameters = {\n\t\tfunc: func,\n\t\tslices: slices,\n\t\tstacks: stacks\n\t};\n\n\t// buffers\n\n\tconst indices = [];\n\tconst vertices = [];\n\tconst normals = [];\n\tconst uvs = [];\n\n\tconst EPS = 0.00001;\n\n\tconst normal = new Vector3();\n\n\tconst p0 = new Vector3(), p1 = new Vector3();\n\tconst pu = new Vector3(), pv = new Vector3();\n\n\tif ( func.length < 3 ) {\n\n\t\tconsole.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );\n\n\t}\n\n\t// generate vertices, normals and uvs\n\n\tconst sliceCount = slices + 1;\n\n\tfor ( let i = 0; i <= stacks; i ++ ) {\n\n\t\tconst v = i / stacks;\n\n\t\tfor ( let j = 0; j <= slices; j ++ ) {\n\n\t\t\tconst u = j / slices;\n\n\t\t\t// vertex\n\n\t\t\tfunc( u, v, p0 );\n\t\t\tvertices.push( p0.x, p0.y, p0.z );\n\n\t\t\t// normal\n\n\t\t\t// approximate tangent vectors via finite differences\n\n\t\t\tif ( u - EPS >= 0 ) {\n\n\t\t\t\tfunc( u - EPS, v, p1 );\n\t\t\t\tpu.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tfunc( u + EPS, v, p1 );\n\t\t\t\tpu.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\tif ( v - EPS >= 0 ) {\n\n\t\t\t\tfunc( u, v - EPS, p1 );\n\t\t\t\tpv.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tfunc( u, v + EPS, p1 );\n\t\t\t\tpv.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\t// cross product of tangent vectors returns surface normal\n\n\t\t\tnormal.crossVectors( pu, pv ).normalize();\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( u, v );\n\n\t\t}\n\n\t}\n\n\t// generate indices\n\n\tfor ( let i = 0; i < stacks; i ++ ) {\n\n\t\tfor ( let j = 0; j < slices; j ++ ) {\n\n\t\t\tconst a = i * sliceCount + j;\n\t\t\tconst b = i * sliceCount + j + 1;\n\t\t\tconst c = ( i + 1 ) * sliceCount + j + 1;\n\t\t\tconst d = ( i + 1 ) * sliceCount + j;\n\n\t\t\t// faces one and two\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nParametricGeometry.prototype = Object.create( BufferGeometry.prototype );\nParametricGeometry.prototype.constructor = ParametricGeometry;\n\nclass RingGeometry extends BufferGeometry {\n\n\tconstructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 8, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'RingGeometry';\n\n\t\tthis.parameters = {\n\t\t\tinnerRadius: innerRadius,\n\t\t\touterRadius: outerRadius,\n\t\t\tthetaSegments: thetaSegments,\n\t\t\tphiSegments: phiSegments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthetaSegments = Math.max( 3, thetaSegments );\n\t\tphiSegments = Math.max( 1, phiSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// some helper variables\n\n\t\tlet radius = innerRadius;\n\t\tconst radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= phiSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= thetaSegments; i ++ ) {\n\n\t\t\t\t// values are generate from the inside of the ring to the outside\n\n\t\t\t\tconst segment = thetaStart + i / thetaSegments * thetaLength;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( vertex.x / outerRadius + 1 ) / 2;\n\t\t\t\tuv.y = ( vertex.y / outerRadius + 1 ) / 2;\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t}\n\n\t\t\t// increase the radius for next row of vertices\n\n\t\t\tradius += radiusStep;\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let j = 0; j < phiSegments; j ++ ) {\n\n\t\t\tconst thetaSegmentLevel = j * ( thetaSegments + 1 );\n\n\t\t\tfor ( let i = 0; i < thetaSegments; i ++ ) {\n\n\t\t\t\tconst segment = i + thetaSegmentLevel;\n\n\t\t\t\tconst a = segment;\n\t\t\t\tconst b = segment + thetaSegments + 1;\n\t\t\t\tconst c = segment + thetaSegments + 2;\n\t\t\t\tconst d = segment + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass ShapeGeometry extends BufferGeometry {\n\n\tconstructor( shapes, curveSegments = 12 ) {\n\n\t\tsuper();\n\t\tthis.type = 'ShapeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\tcurveSegments: curveSegments\n\t\t};\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet groupStart = 0;\n\t\tlet groupCount = 0;\n\n\t\t// allow single and array values for \"shapes\" parameter\n\n\t\tif ( Array.isArray( shapes ) === false ) {\n\n\t\t\taddShape( shapes );\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0; i < shapes.length; i ++ ) {\n\n\t\t\t\taddShape( shapes[ i ] );\n\n\t\t\t\tthis.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support\n\n\t\t\t\tgroupStart += groupCount;\n\t\t\t\tgroupCount = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\n\t\t// helper functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst indexOffset = vertices.length / 3;\n\t\t\tconst points = shape.extractPoints( curveSegments );\n\n\t\t\tlet shapeVertices = points.shape;\n\t\t\tconst shapeHoles = points.holes;\n\n\t\t\t// check direction of vertices\n\n\t\t\tif ( ShapeUtils.isClockWise( shapeVertices ) === false ) {\n\n\t\t\t\tshapeVertices = shapeVertices.reverse();\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\n\t\t\t\tif ( ShapeUtils.isClockWise( shapeHole ) === true ) {\n\n\t\t\t\t\tshapeHoles[ i ] = shapeHole.reverse();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );\n\n\t\t\t// join vertices of inner and outer paths to a single array\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\t\t\t\tshapeVertices = shapeVertices.concat( shapeHole );\n\n\t\t\t}\n\n\t\t\t// vertices, normals, uvs\n\n\t\t\tfor ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {\n\n\t\t\t\tconst vertex = shapeVertices[ i ];\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, 0 );\n\t\t\t\tnormals.push( 0, 0, 1 );\n\t\t\t\tuvs.push( vertex.x, vertex.y ); // world uvs\n\n\t\t\t}\n\n\t\t\t// incides\n\n\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\tconst a = face[ 0 ] + indexOffset;\n\t\t\t\tconst b = face[ 1 ] + indexOffset;\n\t\t\t\tconst c = face[ 2 ] + indexOffset;\n\n\t\t\t\tindices.push( a, b, c );\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\n\t\treturn toJSON$1( shapes, data );\n\n\t}\n\n}\n\nfunction toJSON$1( shapes, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\treturn data;\n\n}\n\nclass SphereGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, widthSegments = 8, heightSegments = 6, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {\n\n\t\tsuper();\n\t\tthis.type = 'SphereGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\twidthSegments = Math.max( 3, Math.floor( widthSegments ) );\n\t\theightSegments = Math.max( 2, Math.floor( heightSegments ) );\n\n\t\tconst thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );\n\n\t\tlet index = 0;\n\t\tconst grid = [];\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let iy = 0; iy <= heightSegments; iy ++ ) {\n\n\t\t\tconst verticesRow = [];\n\n\t\t\tconst v = iy / heightSegments;\n\n\t\t\t// special case for the poles\n\n\t\t\tlet uOffset = 0;\n\n\t\t\tif ( iy == 0 && thetaStart == 0 ) {\n\n\t\t\t\tuOffset = 0.5 / widthSegments;\n\n\t\t\t} else if ( iy == heightSegments && thetaEnd == Math.PI ) {\n\n\t\t\t\tuOffset = - 0.5 / widthSegments;\n\n\t\t\t}\n\n\t\t\tfor ( let ix = 0; ix <= widthSegments; ix ++ ) {\n\n\t\t\t\tconst u = ix / widthSegments;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\t\t\t\tvertex.y = radius * Math.cos( thetaStart + v * thetaLength );\n\t\t\t\tvertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.copy( vertex ).normalize();\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( u + uOffset, 1 - v );\n\n\t\t\t\tverticesRow.push( index ++ );\n\n\t\t\t}\n\n\t\t\tgrid.push( verticesRow );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let iy = 0; iy < heightSegments; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < widthSegments; ix ++ ) {\n\n\t\t\t\tconst a = grid[ iy ][ ix + 1 ];\n\t\t\t\tconst b = grid[ iy ][ ix ];\n\t\t\t\tconst c = grid[ iy + 1 ][ ix ];\n\t\t\t\tconst d = grid[ iy + 1 ][ ix + 1 ];\n\n\t\t\t\tif ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );\n\t\t\t\tif ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass TetrahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 1, 1, \t- 1, - 1, 1, \t- 1, 1, - 1, \t1, - 1, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t2, 1, 0, \t0, 3, 2,\t1, 3, 0,\t2, 3, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'TetrahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\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\nclass TextGeometry extends ExtrudeGeometry {\n\n\tconstructor( text, parameters = {} ) {\n\n\t\tconst font = parameters.font;\n\n\t\tif ( ! ( font && font.isFont ) ) {\n\n\t\t\tconsole.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );\n\t\t\treturn new BufferGeometry();\n\n\t\t}\n\n\t\tconst shapes = font.generateShapes( text, parameters.size );\n\n\t\t// translate parameters to ExtrudeGeometry API\n\n\t\tparameters.depth = parameters.height !== undefined ? parameters.height : 50;\n\n\t\t// defaults\n\n\t\tif ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;\n\t\tif ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;\n\t\tif ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;\n\n\t\tsuper( shapes, parameters );\n\n\t\tthis.type = 'TextGeometry';\n\n\t}\n\n}\n\nclass TorusGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, radialSegments = 8, tubularSegments = 6, arc = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\tradialSegments: radialSegments,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tarc: arc\n\t\t};\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\ttubularSegments = Math.floor( tubularSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst center = new Vector3();\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tconst u = i / tubularSegments * arc;\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );\n\t\t\t\tvertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );\n\t\t\t\tvertex.z = tube * Math.sin( v );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tcenter.x = radius * Math.cos( u );\n\t\t\t\tcenter.y = radius * Math.sin( u );\n\t\t\t\tnormal.subVectors( vertex, center ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= tubularSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( tubularSegments + 1 ) * j + i - 1;\n\t\t\t\tconst b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;\n\t\t\t\tconst c = ( tubularSegments + 1 ) * ( j - 1 ) + i;\n\t\t\t\tconst d = ( tubularSegments + 1 ) * j + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass TorusKnotGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusKnotGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t\tp: p,\n\t\t\tq: q\n\t\t};\n\n\t\ttubularSegments = Math.floor( tubularSegments );\n\t\tradialSegments = Math.floor( radialSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\tconst P1 = new Vector3();\n\t\tconst P2 = new Vector3();\n\n\t\tconst B = new Vector3();\n\t\tconst T = new Vector3();\n\t\tconst N = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let i = 0; i <= tubularSegments; ++ i ) {\n\n\t\t\t// the radian \"u\" is used to calculate the position on the torus curve of the current tubular segement\n\n\t\t\tconst u = i / tubularSegments * p * Math.PI * 2;\n\n\t\t\t// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n\t\t\t// these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\n\n\t\t\tcalculatePositionOnCurve( u, p, q, radius, P1 );\n\t\t\tcalculatePositionOnCurve( u + 0.01, p, q, radius, P2 );\n\n\t\t\t// calculate orthonormal basis\n\n\t\t\tT.subVectors( P2, P1 );\n\t\t\tN.addVectors( P2, P1 );\n\t\t\tB.crossVectors( T, N );\n\t\t\tN.crossVectors( B, T );\n\n\t\t\t// normalize B, N. T can be ignored, we don't use it\n\n\t\t\tB.normalize();\n\t\t\tN.normalize();\n\n\t\t\tfor ( let j = 0; j <= radialSegments; ++ j ) {\n\n\t\t\t\t// now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n\t\t\t\t// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\t\t\t\tconst cx = - tube * Math.cos( v );\n\t\t\t\tconst cy = tube * Math.sin( v );\n\n\t\t\t\t// now calculate the final vertex position.\n\t\t\t\t// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve\n\n\t\t\t\tvertex.x = P1.x + ( cx * N.x + cy * B.x );\n\t\t\t\tvertex.y = P1.y + ( cx * N.y + cy * B.y );\n\t\t\t\tvertex.z = P1.z + ( cx * N.z + cy * B.z );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\n\n\t\t\t\tnormal.subVectors( vertex, P1 ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// this function calculates the current position on the torus curve\n\n\t\tfunction calculatePositionOnCurve( u, p, q, radius, position ) {\n\n\t\t\tconst cu = Math.cos( u );\n\t\t\tconst su = Math.sin( u );\n\t\t\tconst quOverP = q / p * u;\n\t\t\tconst cs = Math.cos( quOverP );\n\n\t\t\tposition.x = radius * ( 2 + cs ) * 0.5 * cu;\n\t\t\tposition.y = radius * ( 2 + cs ) * su * 0.5;\n\t\t\tposition.z = radius * Math.sin( quOverP ) * 0.5;\n\n\t\t}\n\n\t}\n\n}\n\nclass TubeGeometry extends BufferGeometry {\n\n\tconstructor( path, tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {\n\n\t\tsuper();\n\t\tthis.type = 'TubeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpath: path,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradius: radius,\n\t\t\tradialSegments: radialSegments,\n\t\t\tclosed: closed\n\t\t};\n\n\t\tconst frames = path.computeFrenetFrames( tubularSegments, closed );\n\n\t\t// expose internals\n\n\t\tthis.tangents = frames.tangents;\n\t\tthis.normals = frames.normals;\n\t\tthis.binormals = frames.binormals;\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tlet P = new Vector3();\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\t\tconst indices = [];\n\n\t\t// create buffer data\n\n\t\tgenerateBufferData();\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// functions\n\n\t\tfunction generateBufferData() {\n\n\t\t\tfor ( let i = 0; i < tubularSegments; i ++ ) {\n\n\t\t\t\tgenerateSegment( i );\n\n\t\t\t}\n\n\t\t\t// if the geometry is not closed, generate the last row of vertices and normals\n\t\t\t// at the regular position on the given path\n\t\t\t//\n\t\t\t// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)\n\n\t\t\tgenerateSegment( ( closed === false ) ? tubularSegments : 0 );\n\n\t\t\t// uvs are generated in a separate function.\n\t\t\t// this makes it easy compute correct values for closed geometries\n\n\t\t\tgenerateUVs();\n\n\t\t\t// finally create faces\n\n\t\t\tgenerateIndices();\n\n\t\t}\n\n\t\tfunction generateSegment( i ) {\n\n\t\t\t// we use getPointAt to sample evenly distributed points from the given path\n\n\t\t\tP = path.getPointAt( i / tubularSegments, P );\n\n\t\t\t// retrieve corresponding normal and binormal\n\n\t\t\tconst N = frames.normals[ i ];\n\t\t\tconst B = frames.binormals[ i ];\n\n\t\t\t// generate normals and vertices for the current segment\n\n\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\tconst sin = Math.sin( v );\n\t\t\t\tconst cos = - Math.cos( v );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.x = ( cos * N.x + sin * B.x );\n\t\t\t\tnormal.y = ( cos * N.y + sin * B.y );\n\t\t\t\tnormal.z = ( cos * N.z + sin * B.z );\n\t\t\t\tnormal.normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = P.x + radius * normal.x;\n\t\t\t\tvertex.y = P.y + radius * normal.y;\n\t\t\t\tvertex.z = P.z + radius * normal.z;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateIndices() {\n\n\t\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\t\tuv.x = i / tubularSegments;\n\t\t\t\t\tuv.y = j / radialSegments;\n\n\t\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tdata.path = this.parameters.path.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass WireframeGeometry extends BufferGeometry {\n\n\tconstructor( geometry ) {\n\n\t\tsuper();\n\t\tthis.type = 'WireframeGeometry';\n\n\t\tif ( geometry.isGeometry === true ) {\n\n\t\t\tconsole.error( 'THREE.WireframeGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\n\t\t// helper variables\n\n\t\tconst edge = [ 0, 0 ], edges = {};\n\n\t\tconst vertex = new Vector3();\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\t// indexed BufferGeometry\n\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst indices = geometry.index;\n\t\t\tlet groups = geometry.groups;\n\n\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\tgroups = [ { start: 0, count: indices.count, materialIndex: 0 } ];\n\n\t\t\t}\n\n\t\t\t// create a data structure that contains all eges without duplicates\n\n\t\t\tfor ( let o = 0, ol = groups.length; o < ol; ++ o ) {\n\n\t\t\t\tconst group = groups[ o ];\n\n\t\t\t\tconst start = group.start;\n\t\t\t\tconst count = group.count;\n\n\t\t\t\tfor ( let i = start, l = ( start + count ); i < l; i += 3 ) {\n\n\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\tconst edge1 = indices.getX( i + j );\n\t\t\t\t\t\tconst edge2 = indices.getX( i + ( j + 1 ) % 3 );\n\t\t\t\t\t\tedge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates\n\t\t\t\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\t\t\t\tconst key = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\t\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// generate vertices\n\n\t\t\tfor ( const key in edges ) {\n\n\t\t\t\tconst e = edges[ key ];\n\n\t\t\t\tvertex.fromBufferAttribute( position, e.index1 );\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\tvertex.fromBufferAttribute( position, e.index2 );\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// non-indexed BufferGeometry\n\n\t\t\tconst position = geometry.attributes.position;\n\n\t\t\tfor ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t// three edges per triangle, an edge is represented as (index1, index2)\n\t\t\t\t\t// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n\n\t\t\t\t\tconst index1 = 3 * i + j;\n\t\t\t\t\tvertex.fromBufferAttribute( position, index1 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\tconst index2 = 3 * i + ( ( j + 1 ) % 3 );\n\t\t\t\t\tvertex.fromBufferAttribute( position, index2 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\nvar Geometries = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tBoxGeometry: BoxGeometry,\n\tBoxBufferGeometry: BoxGeometry,\n\tCircleGeometry: CircleGeometry,\n\tCircleBufferGeometry: CircleGeometry,\n\tConeGeometry: ConeGeometry,\n\tConeBufferGeometry: ConeGeometry,\n\tCylinderGeometry: CylinderGeometry,\n\tCylinderBufferGeometry: CylinderGeometry,\n\tDodecahedronGeometry: DodecahedronGeometry,\n\tDodecahedronBufferGeometry: DodecahedronGeometry,\n\tEdgesGeometry: EdgesGeometry,\n\tExtrudeGeometry: ExtrudeGeometry,\n\tExtrudeBufferGeometry: ExtrudeGeometry,\n\tIcosahedronGeometry: IcosahedronGeometry,\n\tIcosahedronBufferGeometry: IcosahedronGeometry,\n\tLatheGeometry: LatheGeometry,\n\tLatheBufferGeometry: LatheGeometry,\n\tOctahedronGeometry: OctahedronGeometry,\n\tOctahedronBufferGeometry: OctahedronGeometry,\n\tParametricGeometry: ParametricGeometry,\n\tParametricBufferGeometry: ParametricGeometry,\n\tPlaneGeometry: PlaneGeometry,\n\tPlaneBufferGeometry: PlaneGeometry,\n\tPolyhedronGeometry: PolyhedronGeometry,\n\tPolyhedronBufferGeometry: PolyhedronGeometry,\n\tRingGeometry: RingGeometry,\n\tRingBufferGeometry: RingGeometry,\n\tShapeGeometry: ShapeGeometry,\n\tShapeBufferGeometry: ShapeGeometry,\n\tSphereGeometry: SphereGeometry,\n\tSphereBufferGeometry: SphereGeometry,\n\tTetrahedronGeometry: TetrahedronGeometry,\n\tTetrahedronBufferGeometry: TetrahedronGeometry,\n\tTextGeometry: TextGeometry,\n\tTextBufferGeometry: TextGeometry,\n\tTorusGeometry: TorusGeometry,\n\tTorusBufferGeometry: TorusGeometry,\n\tTorusKnotGeometry: TorusKnotGeometry,\n\tTorusKnotBufferGeometry: TorusKnotGeometry,\n\tTubeGeometry: TubeGeometry,\n\tTubeBufferGeometry: TubeGeometry,\n\tWireframeGeometry: WireframeGeometry\n});\n\n/**\n * parameters = {\n * color: \n * }\n */\n\nfunction ShadowMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'ShadowMaterial';\n\n\tthis.color = new Color( 0x000000 );\n\tthis.transparent = true;\n\n\tthis.setValues( parameters );\n\n}\n\nShadowMaterial.prototype = Object.create( Material.prototype );\nShadowMaterial.prototype.constructor = ShadowMaterial;\n\nShadowMaterial.prototype.isShadowMaterial = true;\n\nShadowMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\treturn this;\n\n};\n\nfunction RawShaderMaterial( parameters ) {\n\n\tShaderMaterial.call( this, parameters );\n\n\tthis.type = 'RawShaderMaterial';\n\n}\n\nRawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );\nRawShaderMaterial.prototype.constructor = RawShaderMaterial;\n\nRawShaderMaterial.prototype.isRawShaderMaterial = true;\n\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\n\tMaterial.call( this );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.type = 'MeshStandardMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\tthis.roughness = 1.0;\n\tthis.metalness = 0.0;\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.roughnessMap = null;\n\n\tthis.metalnessMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.envMapIntensity = 1.0;\n\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.vertexTangents = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshStandardMaterial.prototype = Object.create( Material.prototype );\nMeshStandardMaterial.prototype.constructor = MeshStandardMaterial;\n\nMeshStandardMaterial.prototype.isMeshStandardMaterial = true;\n\nMeshStandardMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.color.copy( source.color );\n\tthis.roughness = source.roughness;\n\tthis.metalness = source.metalness;\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.roughnessMap = source.roughnessMap;\n\n\tthis.metalnessMap = source.metalnessMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.envMapIntensity = source.envMapIntensity;\n\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\tthis.vertexTangents = source.vertexTangents;\n\n\treturn this;\n\n};\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\nfunction MeshPhysicalMaterial( parameters ) {\n\n\tMeshStandardMaterial.call( this );\n\n\tthis.defines = {\n\n\t\t'STANDARD': '',\n\t\t'PHYSICAL': ''\n\n\t};\n\n\tthis.type = 'MeshPhysicalMaterial';\n\n\tthis.clearcoat = 0.0;\n\tthis.clearcoatMap = null;\n\tthis.clearcoatRoughness = 0.0;\n\tthis.clearcoatRoughnessMap = null;\n\tthis.clearcoatNormalScale = new Vector2( 1, 1 );\n\tthis.clearcoatNormalMap = null;\n\n\tthis.reflectivity = 0.5; // maps to F0 = 0.04\n\n\tObject.defineProperty( this, 'ior', {\n\t\tget: function () {\n\n\t\t\treturn ( 1 + 0.4 * this.reflectivity ) / ( 1 - 0.4 * this.reflectivity );\n\n\t\t},\n\t\tset: function ( ior ) {\n\n\t\t\tthis.reflectivity = MathUtils.clamp( 2.5 * ( ior - 1 ) / ( ior + 1 ), 0, 1 );\n\n\t\t}\n\t} );\n\n\tthis.sheen = null; // null will disable sheen bsdf\n\n\tthis.transmission = 0.0;\n\tthis.transmissionMap = null;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );\nMeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;\n\nMeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;\n\nMeshPhysicalMaterial.prototype.copy = function ( source ) {\n\n\tMeshStandardMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = {\n\n\t\t'STANDARD': '',\n\t\t'PHYSICAL': ''\n\n\t};\n\n\tthis.clearcoat = source.clearcoat;\n\tthis.clearcoatMap = source.clearcoatMap;\n\tthis.clearcoatRoughness = source.clearcoatRoughness;\n\tthis.clearcoatRoughnessMap = source.clearcoatRoughnessMap;\n\tthis.clearcoatNormalMap = source.clearcoatNormalMap;\n\tthis.clearcoatNormalScale.copy( source.clearcoatNormalScale );\n\n\tthis.reflectivity = source.reflectivity;\n\n\tif ( source.sheen ) {\n\n\t\tthis.sheen = ( this.sheen || new Color() ).copy( source.sheen );\n\n\t} else {\n\n\t\tthis.sheen = null;\n\n\t}\n\n\tthis.transmission = source.transmission;\n\tthis.transmissionMap = source.transmissionMap;\n\n\treturn this;\n\n};\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\nfunction MeshPhongMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshPhongMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\tthis.specular = new Color( 0x111111 );\n\tthis.shininess = 30;\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshPhongMaterial.prototype = Object.create( Material.prototype );\nMeshPhongMaterial.prototype.constructor = MeshPhongMaterial;\n\nMeshPhongMaterial.prototype.isMeshPhongMaterial = true;\n\nMeshPhongMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\tthis.specular.copy( source.specular );\n\tthis.shininess = source.shininess;\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\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\nfunction MeshToonMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.defines = { 'TOON': '' };\n\n\tthis.type = 'MeshToonMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.map = null;\n\tthis.gradientMap = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.alphaMap = null;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshToonMaterial.prototype = Object.create( Material.prototype );\nMeshToonMaterial.prototype.constructor = MeshToonMaterial;\n\nMeshToonMaterial.prototype.isMeshToonMaterial = true;\n\nMeshToonMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\tthis.gradientMap = source.gradientMap;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\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\nfunction MeshNormalMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshNormalMaterial';\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshNormalMaterial.prototype = Object.create( Material.prototype );\nMeshNormalMaterial.prototype.constructor = MeshNormalMaterial;\n\nMeshNormalMaterial.prototype.isMeshNormalMaterial = true;\n\nMeshNormalMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\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\nfunction MeshLambertMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshLambertMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshLambertMaterial.prototype = Object.create( Material.prototype );\nMeshLambertMaterial.prototype.constructor = MeshLambertMaterial;\n\nMeshLambertMaterial.prototype.isMeshLambertMaterial = true;\n\nMeshLambertMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\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\nfunction MeshMatcapMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.defines = { 'MATCAP': '' };\n\n\tthis.type = 'MeshMatcapMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\n\tthis.matcap = null;\n\n\tthis.map = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.alphaMap = null;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshMatcapMaterial.prototype = Object.create( Material.prototype );\nMeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;\n\nMeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;\n\nMeshMatcapMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = { 'MATCAP': '' };\n\n\tthis.color.copy( source.color );\n\n\tthis.matcap = source.matcap;\n\n\tthis.map = source.map;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n *\n * scale: ,\n * dashSize: ,\n * gapSize: \n * }\n */\n\nfunction LineDashedMaterial( parameters ) {\n\n\tLineBasicMaterial.call( this );\n\n\tthis.type = 'LineDashedMaterial';\n\n\tthis.scale = 1;\n\tthis.dashSize = 3;\n\tthis.gapSize = 1;\n\n\tthis.setValues( parameters );\n\n}\n\nLineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );\nLineDashedMaterial.prototype.constructor = LineDashedMaterial;\n\nLineDashedMaterial.prototype.isLineDashedMaterial = true;\n\nLineDashedMaterial.prototype.copy = function ( source ) {\n\n\tLineBasicMaterial.prototype.copy.call( this, source );\n\n\tthis.scale = source.scale;\n\tthis.dashSize = source.dashSize;\n\tthis.gapSize = source.gapSize;\n\n\treturn this;\n\n};\n\nvar Materials = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tShadowMaterial: ShadowMaterial,\n\tSpriteMaterial: SpriteMaterial,\n\tRawShaderMaterial: RawShaderMaterial,\n\tShaderMaterial: ShaderMaterial,\n\tPointsMaterial: PointsMaterial,\n\tMeshPhysicalMaterial: MeshPhysicalMaterial,\n\tMeshStandardMaterial: MeshStandardMaterial,\n\tMeshPhongMaterial: MeshPhongMaterial,\n\tMeshToonMaterial: MeshToonMaterial,\n\tMeshNormalMaterial: MeshNormalMaterial,\n\tMeshLambertMaterial: MeshLambertMaterial,\n\tMeshDepthMaterial: MeshDepthMaterial,\n\tMeshDistanceMaterial: MeshDistanceMaterial,\n\tMeshBasicMaterial: MeshBasicMaterial,\n\tMeshMatcapMaterial: MeshMatcapMaterial,\n\tLineDashedMaterial: LineDashedMaterial,\n\tLineBasicMaterial: LineBasicMaterial,\n\tMaterial: Material\n});\n\nconst AnimationUtils = {\n\n\t// same as Array.prototype.slice, but also works on typed arrays\n\tarraySlice: function ( array, from, to ) {\n\n\t\tif ( AnimationUtils.isTypedArray( array ) ) {\n\n\t\t\t// in ios9 array.subarray(from, undefined) will return empty array\n\t\t\t// but array.subarray(from) or array.subarray(from, len) is correct\n\t\t\treturn new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );\n\n\t\t}\n\n\t\treturn array.slice( from, to );\n\n\t},\n\n\t// converts an array to a specific type\n\tconvertArray: function ( array, type, forceClone ) {\n\n\t\tif ( ! array || // let 'undefined' and 'null' pass\n\t\t\t! forceClone && array.constructor === type ) return array;\n\n\t\tif ( typeof type.BYTES_PER_ELEMENT === 'number' ) {\n\n\t\t\treturn new type( array ); // create typed array\n\n\t\t}\n\n\t\treturn Array.prototype.slice.call( array ); // create Array\n\n\t},\n\n\tisTypedArray: function ( object ) {\n\n\t\treturn ArrayBuffer.isView( object ) &&\n\t\t\t! ( object instanceof DataView );\n\n\t},\n\n\t// returns an array by which times and values can be sorted\n\tgetKeyframeOrder: function ( times ) {\n\n\t\tfunction compareTime( i, j ) {\n\n\t\t\treturn times[ i ] - times[ j ];\n\n\t\t}\n\n\t\tconst n = times.length;\n\t\tconst result = new Array( n );\n\t\tfor ( let i = 0; i !== n; ++ i ) result[ i ] = i;\n\n\t\tresult.sort( compareTime );\n\n\t\treturn result;\n\n\t},\n\n\t// uses the array previously returned by 'getKeyframeOrder' to sort data\n\tsortedArray: function ( values, stride, order ) {\n\n\t\tconst nValues = values.length;\n\t\tconst result = new values.constructor( nValues );\n\n\t\tfor ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {\n\n\t\t\tconst srcOffset = order[ i ] * stride;\n\n\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tresult[ dstOffset ++ ] = values[ srcOffset + j ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// function for parsing AOS keyframe formats\n\tflattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {\n\n\t\tlet i = 1, key = jsonKeys[ 0 ];\n\n\t\twhile ( key !== undefined && key[ valuePropertyName ] === undefined ) {\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t}\n\n\t\tif ( key === undefined ) return; // no data\n\n\t\tlet value = key[ valuePropertyName ];\n\t\tif ( value === undefined ) return; // no data\n\n\t\tif ( Array.isArray( value ) ) {\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push.apply( values, value ); // push all elements\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else if ( value.toArray !== undefined ) {\n\n\t\t\t// ...assume THREE.Math-ish\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalue.toArray( values, values.length );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else {\n\n\t\t\t// otherwise push as-is\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push( value );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t}\n\n\t},\n\n\tsubclip: function ( sourceClip, name, startFrame, endFrame, fps = 30 ) {\n\n\t\tconst clip = sourceClip.clone();\n\n\t\tclip.name = name;\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tconst track = clip.tracks[ i ];\n\t\t\tconst valueSize = track.getValueSize();\n\n\t\t\tconst times = [];\n\t\t\tconst values = [];\n\n\t\t\tfor ( let j = 0; j < track.times.length; ++ j ) {\n\n\t\t\t\tconst frame = track.times[ j ] * fps;\n\n\t\t\t\tif ( frame < startFrame || frame >= endFrame ) continue;\n\n\t\t\t\ttimes.push( track.times[ j ] );\n\n\t\t\t\tfor ( let k = 0; k < valueSize; ++ k ) {\n\n\t\t\t\t\tvalues.push( track.values[ j * valueSize + k ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( times.length === 0 ) continue;\n\n\t\t\ttrack.times = AnimationUtils.convertArray( times, track.times.constructor );\n\t\t\ttrack.values = AnimationUtils.convertArray( values, track.values.constructor );\n\n\t\t\ttracks.push( track );\n\n\t\t}\n\n\t\tclip.tracks = tracks;\n\n\t\t// find minimum .times value across all tracks in the trimmed clip\n\n\t\tlet minStartTime = Infinity;\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tif ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {\n\n\t\t\t\tminStartTime = clip.tracks[ i ].times[ 0 ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// shift all tracks such that clip begins at t=0\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tclip.tracks[ i ].shift( - 1 * minStartTime );\n\n\t\t}\n\n\t\tclip.resetDuration();\n\n\t\treturn clip;\n\n\t},\n\n\tmakeClipAdditive: function ( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {\n\n\t\tif ( fps <= 0 ) fps = 30;\n\n\t\tconst numTracks = referenceClip.tracks.length;\n\t\tconst referenceTime = referenceFrame / fps;\n\n\t\t// Make each track's values relative to the values at the reference frame\n\t\tfor ( let i = 0; i < numTracks; ++ i ) {\n\n\t\t\tconst referenceTrack = referenceClip.tracks[ i ];\n\t\t\tconst referenceTrackType = referenceTrack.ValueTypeName;\n\n\t\t\t// Skip this track if it's non-numeric\n\t\t\tif ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;\n\n\t\t\t// Find the track in the target clip whose name and type matches the reference track\n\t\t\tconst targetTrack = targetClip.tracks.find( function ( track ) {\n\n\t\t\t\treturn track.name === referenceTrack.name\n\t\t\t\t\t&& track.ValueTypeName === referenceTrackType;\n\n\t\t\t} );\n\n\t\t\tif ( targetTrack === undefined ) continue;\n\n\t\t\tlet referenceOffset = 0;\n\t\t\tconst referenceValueSize = referenceTrack.getValueSize();\n\n\t\t\tif ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\treferenceOffset = referenceValueSize / 3;\n\n\t\t\t}\n\n\t\t\tlet targetOffset = 0;\n\t\t\tconst targetValueSize = targetTrack.getValueSize();\n\n\t\t\tif ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\ttargetOffset = targetValueSize / 3;\n\n\t\t\t}\n\n\t\t\tconst lastIndex = referenceTrack.times.length - 1;\n\t\t\tlet referenceValue;\n\n\t\t\t// Find the value to subtract out of the track\n\t\t\tif ( referenceTime <= referenceTrack.times[ 0 ] ) {\n\n\t\t\t\t// Reference frame is earlier than the first keyframe, so just use the first keyframe\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {\n\n\t\t\t\t// Reference frame is after the last keyframe, so just use the last keyframe\n\t\t\t\tconst startIndex = lastIndex * referenceValueSize + referenceOffset;\n\t\t\t\tconst endIndex = startIndex + referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else {\n\n\t\t\t\t// Interpolate to the reference value\n\t\t\t\tconst interpolant = referenceTrack.createInterpolant();\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\tinterpolant.evaluate( referenceTime );\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( interpolant.resultBuffer, startIndex, endIndex );\n\n\t\t\t}\n\n\t\t\t// Conjugate the quaternion\n\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\tconst referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();\n\t\t\t\treferenceQuat.toArray( referenceValue );\n\n\t\t\t}\n\n\t\t\t// Subtract the reference value from all of the track values\n\n\t\t\tconst numTimes = targetTrack.times.length;\n\t\t\tfor ( let j = 0; j < numTimes; ++ j ) {\n\n\t\t\t\tconst valueStart = j * targetValueSize + targetOffset;\n\n\t\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\t\t// Multiply the conjugate for quaternion track types\n\t\t\t\t\tQuaternion.multiplyQuaternionsFlat(\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart,\n\t\t\t\t\t\treferenceValue,\n\t\t\t\t\t\t0,\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart\n\t\t\t\t\t);\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst valueEnd = targetValueSize - targetOffset * 2;\n\n\t\t\t\t\t// Subtract each value for all other numeric track types\n\t\t\t\t\tfor ( let k = 0; k < valueEnd; ++ k ) {\n\n\t\t\t\t\t\ttargetTrack.values[ valueStart + k ] -= referenceValue[ k ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\ttargetClip.blendMode = AdditiveAnimationBlendMode;\n\n\t\treturn targetClip;\n\n\t}\n\n};\n\n/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n */\n\nfunction Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tthis.parameterPositions = parameterPositions;\n\tthis._cachedIndex = 0;\n\n\tthis.resultBuffer = resultBuffer !== undefined ?\n\t\tresultBuffer : new sampleValues.constructor( sampleSize );\n\tthis.sampleValues = sampleValues;\n\tthis.valueSize = sampleSize;\n\n}\n\nObject.assign( Interpolant.prototype, {\n\n\tevaluate: function ( t ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet i1 = this._cachedIndex,\n\t\t\tt1 = pp[ i1 ],\n\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\tvalidate_interval: {\n\n\t\t\tseek: {\n\n\t\t\t\tlet right;\n\n\t\t\t\tlinear_scan: {\n\n\t\t\t\t\t//- See http://jsperf.com/comparison-to-undefined/3\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\n\t\t\t\t\t//- \t\t\t\tif ( t >= t1 || t1 === undefined ) {\n\t\t\t\t\tforward_scan: if ( ! ( t < t1 ) ) {\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 + 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\t\t\t\tif ( t < t0 ) break forward_scan;\n\n\t\t\t\t\t\t\t\t// after end\n\n\t\t\t\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\t\t\t\treturn this.afterEnd_( i1 - 1, t, t0 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt0 = t1;\n\t\t\t\t\t\t\tt1 = pp[ ++ i1 ];\n\n\t\t\t\t\t\t\tif ( t < t1 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the right side of the index\n\t\t\t\t\t\tright = pp.length;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\t\t\t\t\tif ( ! ( t >= t0 ) ) {\n\n\t\t\t\t\t\t// looping?\n\n\t\t\t\t\t\tconst t1global = pp[ 1 ];\n\n\t\t\t\t\t\tif ( t < t1global ) {\n\n\t\t\t\t\t\t\ti1 = 2; // + 1, using the scan for the details\n\t\t\t\t\t\t\tt0 = t1global;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// linear reverse scan\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 - 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\t\t\t\t// before start\n\n\t\t\t\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt1 = t0;\n\t\t\t\t\t\t\tt0 = pp[ -- i1 - 1 ];\n\n\t\t\t\t\t\t\tif ( t >= t0 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the left side of the index\n\t\t\t\t\t\tright = i1;\n\t\t\t\t\t\ti1 = 0;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the interval is valid\n\n\t\t\t\t\tbreak validate_interval;\n\n\t\t\t\t} // linear scan\n\n\t\t\t\t// binary search\n\n\t\t\t\twhile ( i1 < right ) {\n\n\t\t\t\t\tconst mid = ( i1 + right ) >>> 1;\n\n\t\t\t\t\tif ( t < pp[ mid ] ) {\n\n\t\t\t\t\t\tright = mid;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ti1 = mid + 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tt1 = pp[ i1 ];\n\t\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\t\t\t// check boundary cases, again\n\n\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\treturn this.afterEnd_( i1 - 1, t0, t );\n\n\t\t\t\t}\n\n\t\t\t} // seek\n\n\t\t\tthis._cachedIndex = i1;\n\n\t\t\tthis.intervalChanged_( i1, t0, t1 );\n\n\t\t} // validate_interval\n\n\t\treturn this.interpolate_( i1, t0, t, t1 );\n\n\t},\n\n\tsettings: null, // optional, subclass-specific settings structure\n\t// Note: The indirection allows central control of many interpolants.\n\n\t// --- Protected interface\n\n\tDefaultSettings_: {},\n\n\tgetSettings_: function () {\n\n\t\treturn this.settings || this.DefaultSettings_;\n\n\t},\n\n\tcopySampleValue_: function ( index ) {\n\n\t\t// copies a sample value to the result buffer\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = index * stride;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// Template methods for derived classes:\n\n\tinterpolate_: function ( /* i1, t0, t, t1 */ ) {\n\n\t\tthrow new Error( 'call to abstract method' );\n\t\t// implementations shall return this.resultBuffer\n\n\t},\n\n\tintervalChanged_: function ( /* i1, t0, t1 */ ) {\n\n\t\t// empty\n\n\t}\n\n} );\n\n// DECLARE ALIAS AFTER assign prototype\nObject.assign( Interpolant.prototype, {\n\n\t//( 0, t, t0 ), returns this.resultBuffer\n\tbeforeStart_: Interpolant.prototype.copySampleValue_,\n\n\t//( N-1, tN-1, t ), returns this.resultBuffer\n\tafterEnd_: Interpolant.prototype.copySampleValue_,\n\n} );\n\n/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n */\n\nfunction CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\tthis._weightPrev = - 0;\n\tthis._offsetPrev = - 0;\n\tthis._weightNext = - 0;\n\tthis._offsetNext = - 0;\n\n}\n\nCubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: CubicInterpolant,\n\n\tDefaultSettings_: {\n\n\t\tendingStart: ZeroCurvatureEnding,\n\t\tendingEnd: ZeroCurvatureEnding\n\n\t},\n\n\tintervalChanged_: function ( i1, t0, t1 ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet iPrev = i1 - 2,\n\t\t\tiNext = i1 + 1,\n\n\t\t\ttPrev = pp[ iPrev ],\n\t\t\ttNext = pp[ iNext ];\n\n\t\tif ( tPrev === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingStart ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(t0) = 0\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = 2 * t0 - t1;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiPrev = pp.length - 2;\n\t\t\t\t\ttPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(t0) = 0 a.k.a. Natural Spline\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = t1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tNext === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingEnd ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(tN) = 0\n\t\t\t\t\tiNext = i1;\n\t\t\t\t\ttNext = 2 * t1 - t0;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiNext = 1;\n\t\t\t\t\ttNext = t1 + pp[ 1 ] - pp[ 0 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(tN) = 0, a.k.a. Natural Spline\n\t\t\t\t\tiNext = i1 - 1;\n\t\t\t\t\ttNext = t0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst halfDt = ( t1 - t0 ) * 0.5,\n\t\t\tstride = this.valueSize;\n\n\t\tthis._weightPrev = halfDt / ( t0 - tPrev );\n\t\tthis._weightNext = halfDt / ( tNext - t1 );\n\t\tthis._offsetPrev = iPrev * stride;\n\t\tthis._offsetNext = iNext * stride;\n\n\t},\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\to1 = i1 * stride,\t\to0 = o1 - stride,\n\t\t\toP = this._offsetPrev, \toN = this._offsetNext,\n\t\t\twP = this._weightPrev,\twN = this._weightNext,\n\n\t\t\tp = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tpp = p * p,\n\t\t\tppp = pp * p;\n\n\t\t// evaluate polynomials\n\n\t\tconst sP = - wP * ppp + 2 * wP * pp - wP * p;\n\t\tconst s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;\n\t\tconst s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;\n\t\tconst sN = wN * ppp - wN * pp;\n\n\t\t// combine data linearly\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tsP * values[ oP + i ] +\n\t\t\t\t\ts0 * values[ o0 + i ] +\n\t\t\t\t\ts1 * values[ o1 + i ] +\n\t\t\t\t\tsN * values[ oN + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\nfunction LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: LinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\toffset1 = i1 * stride,\n\t\t\toffset0 = offset1 - stride,\n\n\t\t\tweight1 = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tweight0 = 1 - weight1;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tvalues[ offset0 + i ] * weight0 +\n\t\t\t\t\tvalues[ offset1 + i ] * weight1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n *\n * Interpolant that evaluates to the sample value at the position preceeding\n * the parameter.\n */\n\nfunction DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nDiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: DiscreteInterpolant,\n\n\tinterpolate_: function ( i1 /*, t0, t, t1 */ ) {\n\n\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t}\n\n} );\n\nfunction KeyframeTrack( name, times, values, interpolation ) {\n\n\tif ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );\n\tif ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );\n\n\tthis.name = name;\n\n\tthis.times = AnimationUtils.convertArray( times, this.TimeBufferType );\n\tthis.values = AnimationUtils.convertArray( values, this.ValueBufferType );\n\n\tthis.setInterpolation( interpolation || this.DefaultInterpolation );\n\n}\n\n// Static methods\n\nObject.assign( KeyframeTrack, {\n\n\t// Serialization (in static context, because of constructor invocation\n\t// and automatic invocation of .toJSON):\n\n\ttoJSON: function ( track ) {\n\n\t\tconst trackType = track.constructor;\n\n\t\tlet json;\n\n\t\t// derived classes can define a static toJSON method\n\t\tif ( trackType.toJSON !== undefined ) {\n\n\t\t\tjson = trackType.toJSON( track );\n\n\t\t} else {\n\n\t\t\t// by default, we assume the data can be serialized as-is\n\t\t\tjson = {\n\n\t\t\t\t'name': track.name,\n\t\t\t\t'times': AnimationUtils.convertArray( track.times, Array ),\n\t\t\t\t'values': AnimationUtils.convertArray( track.values, Array )\n\n\t\t\t};\n\n\t\t\tconst interpolation = track.getInterpolation();\n\n\t\t\tif ( interpolation !== track.DefaultInterpolation ) {\n\n\t\t\t\tjson.interpolation = interpolation;\n\n\t\t\t}\n\n\t\t}\n\n\t\tjson.type = track.ValueTypeName; // mandatory\n\n\t\treturn json;\n\n\t}\n\n} );\n\nObject.assign( KeyframeTrack.prototype, {\n\n\tconstructor: KeyframeTrack,\n\n\tTimeBufferType: Float32Array,\n\n\tValueBufferType: Float32Array,\n\n\tDefaultInterpolation: InterpolateLinear,\n\n\tInterpolantFactoryMethodDiscrete: function ( result ) {\n\n\t\treturn new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodLinear: function ( result ) {\n\n\t\treturn new LinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodSmooth: function ( result ) {\n\n\t\treturn new CubicInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tsetInterpolation: function ( interpolation ) {\n\n\t\tlet factoryMethod;\n\n\t\tswitch ( interpolation ) {\n\n\t\t\tcase InterpolateDiscrete:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodDiscrete;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateLinear:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodLinear;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateSmooth:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodSmooth;\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tif ( factoryMethod === undefined ) {\n\n\t\t\tconst message = 'unsupported interpolation for ' +\n\t\t\t\tthis.ValueTypeName + ' keyframe track named ' + this.name;\n\n\t\t\tif ( this.createInterpolant === undefined ) {\n\n\t\t\t\t// fall back to default, unless the default itself is messed up\n\t\t\t\tif ( interpolation !== this.DefaultInterpolation ) {\n\n\t\t\t\t\tthis.setInterpolation( this.DefaultInterpolation );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( message ); // fatal, in this case\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.KeyframeTrack:', message );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tthis.createInterpolant = factoryMethod;\n\n\t\treturn this;\n\n\t},\n\n\tgetInterpolation: function () {\n\n\t\tswitch ( this.createInterpolant ) {\n\n\t\t\tcase this.InterpolantFactoryMethodDiscrete:\n\n\t\t\t\treturn InterpolateDiscrete;\n\n\t\t\tcase this.InterpolantFactoryMethodLinear:\n\n\t\t\t\treturn InterpolateLinear;\n\n\t\t\tcase this.InterpolantFactoryMethodSmooth:\n\n\t\t\t\treturn InterpolateSmooth;\n\n\t\t}\n\n\t},\n\n\tgetValueSize: function () {\n\n\t\treturn this.values.length / this.times.length;\n\n\t},\n\n\t// move all keyframes either forwards or backwards in time\n\tshift: function ( timeOffset ) {\n\n\t\tif ( timeOffset !== 0.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] += timeOffset;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n\tscale: function ( timeScale ) {\n\n\t\tif ( timeScale !== 1.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] *= timeScale;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n\t// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n\ttrim: function ( startTime, endTime ) {\n\n\t\tconst times = this.times,\n\t\t\tnKeys = times.length;\n\n\t\tlet from = 0,\n\t\t\tto = nKeys - 1;\n\n\t\twhile ( from !== nKeys && times[ from ] < startTime ) {\n\n\t\t\t++ from;\n\n\t\t}\n\n\t\twhile ( to !== - 1 && times[ to ] > endTime ) {\n\n\t\t\t-- to;\n\n\t\t}\n\n\t\t++ to; // inclusive -> exclusive bound\n\n\t\tif ( from !== 0 || to !== nKeys ) {\n\n\t\t\t// empty tracks are forbidden, so keep at least one keyframe\n\t\t\tif ( from >= to ) {\n\n\t\t\t\tto = Math.max( to, 1 );\n\t\t\t\tfrom = to - 1;\n\n\t\t\t}\n\n\t\t\tconst stride = this.getValueSize();\n\t\t\tthis.times = AnimationUtils.arraySlice( times, from, to );\n\t\t\tthis.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n\tvalidate: function () {\n\n\t\tlet valid = true;\n\n\t\tconst valueSize = this.getValueSize();\n\t\tif ( valueSize - Math.floor( valueSize ) !== 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tconst times = this.times,\n\t\t\tvalues = this.values,\n\n\t\t\tnKeys = times.length;\n\n\t\tif ( nKeys === 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Track is empty.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tlet prevTime = null;\n\n\t\tfor ( let i = 0; i !== nKeys; i ++ ) {\n\n\t\t\tconst currTime = times[ i ];\n\n\t\t\tif ( typeof currTime === 'number' && isNaN( currTime ) ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( prevTime !== null && prevTime > currTime ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tprevTime = currTime;\n\n\t\t}\n\n\t\tif ( values !== undefined ) {\n\n\t\t\tif ( AnimationUtils.isTypedArray( values ) ) {\n\n\t\t\t\tfor ( let i = 0, n = values.length; i !== n; ++ i ) {\n\n\t\t\t\t\tconst value = values[ i ];\n\n\t\t\t\t\tif ( isNaN( value ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );\n\t\t\t\t\t\tvalid = false;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn valid;\n\n\t},\n\n\t// removes equivalent sequential keys as common in morph target sequences\n\t// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n\toptimize: function () {\n\n\t\t// times or values may be shared with other tracks, so overwriting is unsafe\n\t\tconst times = AnimationUtils.arraySlice( this.times ),\n\t\t\tvalues = AnimationUtils.arraySlice( this.values ),\n\t\t\tstride = this.getValueSize(),\n\n\t\t\tsmoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n\n\t\t\tlastIndex = times.length - 1;\n\n\t\tlet writeIndex = 1;\n\n\t\tfor ( let i = 1; i < lastIndex; ++ i ) {\n\n\t\t\tlet keep = false;\n\n\t\t\tconst time = times[ i ];\n\t\t\tconst timeNext = times[ i + 1 ];\n\n\t\t\t// remove adjacent keyframes scheduled at the same time\n\n\t\t\tif ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {\n\n\t\t\t\tif ( ! smoothInterpolation ) {\n\n\t\t\t\t\t// remove unnecessary keyframes same as their neighbors\n\n\t\t\t\t\tconst offset = i * stride,\n\t\t\t\t\t\toffsetP = offset - stride,\n\t\t\t\t\t\toffsetN = offset + stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tconst value = values[ offset + j ];\n\n\t\t\t\t\t\tif ( value !== values[ offsetP + j ] ||\n\t\t\t\t\t\t\tvalue !== values[ offsetN + j ] ) {\n\n\t\t\t\t\t\t\tkeep = true;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tkeep = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// in-place compaction\n\n\t\t\tif ( keep ) {\n\n\t\t\t\tif ( i !== writeIndex ) {\n\n\t\t\t\t\ttimes[ writeIndex ] = times[ i ];\n\n\t\t\t\t\tconst readOffset = i * stride,\n\t\t\t\t\t\twriteOffset = writeIndex * stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t++ writeIndex;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// flush last keyframe (compaction looks ahead)\n\n\t\tif ( lastIndex > 0 ) {\n\n\t\t\ttimes[ writeIndex ] = times[ lastIndex ];\n\n\t\t\tfor ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t}\n\n\t\t\t++ writeIndex;\n\n\t\t}\n\n\t\tif ( writeIndex !== times.length ) {\n\n\t\t\tthis.times = AnimationUtils.arraySlice( times, 0, writeIndex );\n\t\t\tthis.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );\n\n\t\t} else {\n\n\t\t\tthis.times = times;\n\t\t\tthis.values = values;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\tconst times = AnimationUtils.arraySlice( this.times, 0 );\n\t\tconst values = AnimationUtils.arraySlice( this.values, 0 );\n\n\t\tconst TypedKeyframeTrack = this.constructor;\n\t\tconst track = new TypedKeyframeTrack( this.name, times, values );\n\n\t\t// Interpolant argument to constructor is not saved, so copy the factory method directly.\n\t\ttrack.createInterpolant = this.createInterpolant;\n\n\t\treturn track;\n\n\t}\n\n} );\n\n/**\n * A Track of Boolean keyframe values.\n */\n\nfunction BooleanKeyframeTrack( name, times, values ) {\n\n\tKeyframeTrack.call( this, name, times, values );\n\n}\n\nBooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: BooleanKeyframeTrack,\n\n\tValueTypeName: 'bool',\n\tValueBufferType: Array,\n\n\tDefaultInterpolation: InterpolateDiscrete,\n\n\tInterpolantFactoryMethodLinear: undefined,\n\tInterpolantFactoryMethodSmooth: undefined\n\n\t// Note: Actually this track could have a optimized / compressed\n\t// representation of a single value and a custom interpolant that\n\t// computes \"firstValue ^ isOdd( index )\".\n\n} );\n\n/**\n * A Track of keyframe values that represent color.\n */\n\nfunction ColorKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: ColorKeyframeTrack,\n\n\tValueTypeName: 'color'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n\t// Note: Very basic implementation and nothing special yet.\n\t// However, this is the place for color space parameterization.\n\n} );\n\n/**\n * A Track of numeric keyframe values.\n */\n\nfunction NumberKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nNumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: NumberKeyframeTrack,\n\n\tValueTypeName: 'number'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n} );\n\n/**\n * Spherical linear unit quaternion interpolant.\n */\n\nfunction QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nQuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: QuaternionLinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\talpha = ( t - t0 ) / ( t1 - t0 );\n\n\t\tlet offset = i1 * stride;\n\n\t\tfor ( let end = offset + stride; offset !== end; offset += 4 ) {\n\n\t\t\tQuaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n * A Track of quaternion keyframe values.\n */\n\nfunction QuaternionKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nQuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: QuaternionKeyframeTrack,\n\n\tValueTypeName: 'quaternion',\n\n\t// ValueBufferType is inherited\n\n\tDefaultInterpolation: InterpolateLinear,\n\n\tInterpolantFactoryMethodLinear: function ( result ) {\n\n\t\treturn new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodSmooth: undefined // not yet implemented\n\n} );\n\n/**\n * A Track that interpolates Strings\n */\n\nfunction StringKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nStringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: StringKeyframeTrack,\n\n\tValueTypeName: 'string',\n\tValueBufferType: Array,\n\n\tDefaultInterpolation: InterpolateDiscrete,\n\n\tInterpolantFactoryMethodLinear: undefined,\n\n\tInterpolantFactoryMethodSmooth: undefined\n\n} );\n\n/**\n * A Track of vectored keyframe values.\n */\n\nfunction VectorKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nVectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: VectorKeyframeTrack,\n\n\tValueTypeName: 'vector'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n} );\n\nfunction AnimationClip( name, duration = - 1, tracks, blendMode = NormalAnimationBlendMode ) {\n\n\tthis.name = name;\n\tthis.tracks = tracks;\n\tthis.duration = duration;\n\tthis.blendMode = blendMode;\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\t// this means it should figure out its duration by scanning the tracks\n\tif ( this.duration < 0 ) {\n\n\t\tthis.resetDuration();\n\n\t}\n\n}\n\nfunction getTrackTypeForValueTypeName( typeName ) {\n\n\tswitch ( typeName.toLowerCase() ) {\n\n\t\tcase 'scalar':\n\t\tcase 'double':\n\t\tcase 'float':\n\t\tcase 'number':\n\t\tcase 'integer':\n\n\t\t\treturn NumberKeyframeTrack;\n\n\t\tcase 'vector':\n\t\tcase 'vector2':\n\t\tcase 'vector3':\n\t\tcase 'vector4':\n\n\t\t\treturn VectorKeyframeTrack;\n\n\t\tcase 'color':\n\n\t\t\treturn ColorKeyframeTrack;\n\n\t\tcase 'quaternion':\n\n\t\t\treturn QuaternionKeyframeTrack;\n\n\t\tcase 'bool':\n\t\tcase 'boolean':\n\n\t\t\treturn BooleanKeyframeTrack;\n\n\t\tcase 'string':\n\n\t\t\treturn StringKeyframeTrack;\n\n\t}\n\n\tthrow new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );\n\n}\n\nfunction parseKeyframeTrack( json ) {\n\n\tif ( json.type === undefined ) {\n\n\t\tthrow new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );\n\n\t}\n\n\tconst trackType = getTrackTypeForValueTypeName( json.type );\n\n\tif ( json.times === undefined ) {\n\n\t\tconst times = [], values = [];\n\n\t\tAnimationUtils.flattenJSON( json.keys, times, values, 'value' );\n\n\t\tjson.times = times;\n\t\tjson.values = values;\n\n\t}\n\n\t// derived classes can define a static parse method\n\tif ( trackType.parse !== undefined ) {\n\n\t\treturn trackType.parse( json );\n\n\t} else {\n\n\t\t// by default, we assume a constructor compatible with the base\n\t\treturn new trackType( json.name, json.times, json.values, json.interpolation );\n\n\t}\n\n}\n\nObject.assign( AnimationClip, {\n\n\tparse: function ( json ) {\n\n\t\tconst tracks = [],\n\t\t\tjsonTracks = json.tracks,\n\t\t\tframeTime = 1.0 / ( json.fps || 1.0 );\n\n\t\tfor ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );\n\n\t\t}\n\n\t\tconst clip = new AnimationClip( json.name, json.duration, tracks, json.blendMode );\n\t\tclip.uuid = json.uuid;\n\n\t\treturn clip;\n\n\t},\n\n\ttoJSON: function ( clip ) {\n\n\t\tconst tracks = [],\n\t\t\tclipTracks = clip.tracks;\n\n\t\tconst json = {\n\n\t\t\t'name': clip.name,\n\t\t\t'duration': clip.duration,\n\t\t\t'tracks': tracks,\n\t\t\t'uuid': clip.uuid,\n\t\t\t'blendMode': clip.blendMode\n\n\t\t};\n\n\t\tfor ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );\n\n\t\t}\n\n\t\treturn json;\n\n\t},\n\n\tCreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {\n\n\t\tconst numMorphTargets = morphTargetSequence.length;\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < numMorphTargets; i ++ ) {\n\n\t\t\tlet times = [];\n\t\t\tlet values = [];\n\n\t\t\ttimes.push(\n\t\t\t\t( i + numMorphTargets - 1 ) % numMorphTargets,\n\t\t\t\ti,\n\t\t\t\t( i + 1 ) % numMorphTargets );\n\n\t\t\tvalues.push( 0, 1, 0 );\n\n\t\t\tconst order = AnimationUtils.getKeyframeOrder( times );\n\t\t\ttimes = AnimationUtils.sortedArray( times, 1, order );\n\t\t\tvalues = AnimationUtils.sortedArray( values, 1, order );\n\n\t\t\t// if there is a key at the first frame, duplicate it as the\n\t\t\t// last frame as well for perfect loop.\n\t\t\tif ( ! noLoop && times[ 0 ] === 0 ) {\n\n\t\t\t\ttimes.push( numMorphTargets );\n\t\t\t\tvalues.push( values[ 0 ] );\n\n\t\t\t}\n\n\t\t\ttracks.push(\n\t\t\t\tnew NumberKeyframeTrack(\n\t\t\t\t\t'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',\n\t\t\t\t\ttimes, values\n\t\t\t\t).scale( 1.0 / fps ) );\n\n\t\t}\n\n\t\treturn new AnimationClip( name, - 1, tracks );\n\n\t},\n\n\tfindByName: function ( objectOrClipArray, name ) {\n\n\t\tlet clipArray = objectOrClipArray;\n\n\t\tif ( ! Array.isArray( objectOrClipArray ) ) {\n\n\t\t\tconst o = objectOrClipArray;\n\t\t\tclipArray = o.geometry && o.geometry.animations || o.animations;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < clipArray.length; i ++ ) {\n\n\t\t\tif ( clipArray[ i ].name === name ) {\n\n\t\t\t\treturn clipArray[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t},\n\n\tCreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {\n\n\t\tconst animationToMorphTargets = {};\n\n\t\t// tested with https://regex101.com/ on trick sequences\n\t\t// such flamingo_flyA_003, flamingo_run1_003, crdeath0059\n\t\tconst pattern = /^([\\w-]*?)([\\d]+)$/;\n\n\t\t// sort morph target names into animation groups based\n\t\t// patterns like Walk_001, Walk_002, Run_001, Run_002\n\t\tfor ( let i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\tconst parts = morphTarget.name.match( pattern );\n\n\t\t\tif ( parts && parts.length > 1 ) {\n\n\t\t\t\tconst name = parts[ 1 ];\n\n\t\t\t\tlet animationMorphTargets = animationToMorphTargets[ name ];\n\n\t\t\t\tif ( ! animationMorphTargets ) {\n\n\t\t\t\t\tanimationToMorphTargets[ name ] = animationMorphTargets = [];\n\n\t\t\t\t}\n\n\t\t\t\tanimationMorphTargets.push( morphTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst clips = [];\n\n\t\tfor ( const name in animationToMorphTargets ) {\n\n\t\t\tclips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );\n\n\t\t}\n\n\t\treturn clips;\n\n\t},\n\n\t// parse the animation.hierarchy format\n\tparseAnimation: function ( animation, bones ) {\n\n\t\tif ( ! animation ) {\n\n\t\t\tconsole.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {\n\n\t\t\t// only return track if there are actually keys.\n\t\t\tif ( animationKeys.length !== 0 ) {\n\n\t\t\t\tconst times = [];\n\t\t\t\tconst values = [];\n\n\t\t\t\tAnimationUtils.flattenJSON( animationKeys, times, values, propertyName );\n\n\t\t\t\t// empty keys are filtered out, so check again\n\t\t\t\tif ( times.length !== 0 ) {\n\n\t\t\t\t\tdestTracks.push( new trackType( trackName, times, values ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tconst tracks = [];\n\n\t\tconst clipName = animation.name || 'default';\n\t\tconst fps = animation.fps || 30;\n\t\tconst blendMode = animation.blendMode;\n\n\t\t// automatic length determination in AnimationClip.\n\t\tlet duration = animation.length || - 1;\n\n\t\tconst hierarchyTracks = animation.hierarchy || [];\n\n\t\tfor ( let h = 0; h < hierarchyTracks.length; h ++ ) {\n\n\t\t\tconst animationKeys = hierarchyTracks[ h ].keys;\n\n\t\t\t// skip empty tracks\n\t\t\tif ( ! animationKeys || animationKeys.length === 0 ) continue;\n\n\t\t\t// process morph targets\n\t\t\tif ( animationKeys[ 0 ].morphTargets ) {\n\n\t\t\t\t// figure out all morph targets used in this track\n\t\t\t\tconst morphTargetNames = {};\n\n\t\t\t\tlet k;\n\n\t\t\t\tfor ( k = 0; k < animationKeys.length; k ++ ) {\n\n\t\t\t\t\tif ( animationKeys[ k ].morphTargets ) {\n\n\t\t\t\t\t\tfor ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {\n\n\t\t\t\t\t\t\tmorphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// create a track for each morph target with all zero\n\t\t\t\t// morphTargetInfluences except for the keys in which\n\t\t\t\t// the morphTarget is named.\n\t\t\t\tfor ( const morphTargetName in morphTargetNames ) {\n\n\t\t\t\t\tconst times = [];\n\t\t\t\t\tconst values = [];\n\n\t\t\t\t\tfor ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {\n\n\t\t\t\t\t\tconst animationKey = animationKeys[ k ];\n\n\t\t\t\t\t\ttimes.push( animationKey.time );\n\t\t\t\t\t\tvalues.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );\n\n\t\t\t\t}\n\n\t\t\t\tduration = morphTargetNames.length * ( fps || 1.0 );\n\n\t\t\t} else {\n\n\t\t\t\t// ...assume skeletal animation\n\n\t\t\t\tconst boneName = '.bones[' + bones[ h ].name + ']';\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.position',\n\t\t\t\t\tanimationKeys, 'pos', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tQuaternionKeyframeTrack, boneName + '.quaternion',\n\t\t\t\t\tanimationKeys, 'rot', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.scale',\n\t\t\t\t\tanimationKeys, 'scl', tracks );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tracks.length === 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst clip = new AnimationClip( clipName, duration, tracks, blendMode );\n\n\t\treturn clip;\n\n\t}\n\n} );\n\nObject.assign( AnimationClip.prototype, {\n\n\tresetDuration: function () {\n\n\t\tconst tracks = this.tracks;\n\t\tlet duration = 0;\n\n\t\tfor ( let i = 0, n = tracks.length; i !== n; ++ i ) {\n\n\t\t\tconst track = this.tracks[ i ];\n\n\t\t\tduration = Math.max( duration, track.times[ track.times.length - 1 ] );\n\n\t\t}\n\n\t\tthis.duration = duration;\n\n\t\treturn this;\n\n\t},\n\n\ttrim: function () {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].trim( 0, this.duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tvalidate: function () {\n\n\t\tlet valid = true;\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tvalid = valid && this.tracks[ i ].validate();\n\n\t\t}\n\n\t\treturn valid;\n\n\t},\n\n\toptimize: function () {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].optimize();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\ttracks.push( this.tracks[ i ].clone() );\n\n\t\t}\n\n\t\treturn new AnimationClip( this.name, this.duration, tracks, this.blendMode );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\treturn AnimationClip.toJSON( this );\n\n\t}\n\n} );\n\nconst Cache = {\n\n\tenabled: false,\n\n\tfiles: {},\n\n\tadd: function ( key, file ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Adding key:', key );\n\n\t\tthis.files[ key ] = file;\n\n\t},\n\n\tget: function ( key ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Checking key:', key );\n\n\t\treturn this.files[ key ];\n\n\t},\n\n\tremove: function ( key ) {\n\n\t\tdelete this.files[ key ];\n\n\t},\n\n\tclear: function () {\n\n\t\tthis.files = {};\n\n\t}\n\n};\n\nfunction LoadingManager( onLoad, onProgress, onError ) {\n\n\tconst scope = this;\n\n\tlet isLoading = false;\n\tlet itemsLoaded = 0;\n\tlet itemsTotal = 0;\n\tlet urlModifier = undefined;\n\tconst handlers = [];\n\n\t// Refer to #5689 for the reason why we don't set .onStart\n\t// in the constructor\n\n\tthis.onStart = undefined;\n\tthis.onLoad = onLoad;\n\tthis.onProgress = onProgress;\n\tthis.onError = onError;\n\n\tthis.itemStart = function ( url ) {\n\n\t\titemsTotal ++;\n\n\t\tif ( isLoading === false ) {\n\n\t\t\tif ( scope.onStart !== undefined ) {\n\n\t\t\t\tscope.onStart( url, itemsLoaded, itemsTotal );\n\n\t\t\t}\n\n\t\t}\n\n\t\tisLoading = true;\n\n\t};\n\n\tthis.itemEnd = function ( url ) {\n\n\t\titemsLoaded ++;\n\n\t\tif ( scope.onProgress !== undefined ) {\n\n\t\t\tscope.onProgress( url, itemsLoaded, itemsTotal );\n\n\t\t}\n\n\t\tif ( itemsLoaded === itemsTotal ) {\n\n\t\t\tisLoading = false;\n\n\t\t\tif ( scope.onLoad !== undefined ) {\n\n\t\t\t\tscope.onLoad();\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.itemError = function ( url ) {\n\n\t\tif ( scope.onError !== undefined ) {\n\n\t\t\tscope.onError( url );\n\n\t\t}\n\n\t};\n\n\tthis.resolveURL = function ( url ) {\n\n\t\tif ( urlModifier ) {\n\n\t\t\treturn urlModifier( url );\n\n\t\t}\n\n\t\treturn url;\n\n\t};\n\n\tthis.setURLModifier = function ( transform ) {\n\n\t\turlModifier = transform;\n\n\t\treturn this;\n\n\t};\n\n\tthis.addHandler = function ( regex, loader ) {\n\n\t\thandlers.push( regex, loader );\n\n\t\treturn this;\n\n\t};\n\n\tthis.removeHandler = function ( regex ) {\n\n\t\tconst index = handlers.indexOf( regex );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\thandlers.splice( index, 2 );\n\n\t\t}\n\n\t\treturn this;\n\n\t};\n\n\tthis.getHandler = function ( file ) {\n\n\t\tfor ( let i = 0, l = handlers.length; i < l; i += 2 ) {\n\n\t\t\tconst regex = handlers[ i ];\n\t\t\tconst loader = handlers[ i + 1 ];\n\n\t\t\tif ( regex.global ) regex.lastIndex = 0; // see #17920\n\n\t\t\tif ( regex.test( file ) ) {\n\n\t\t\t\treturn loader;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t};\n\n}\n\nconst DefaultLoadingManager = new LoadingManager();\n\nfunction Loader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\tthis.crossOrigin = 'anonymous';\n\tthis.withCredentials = false;\n\tthis.path = '';\n\tthis.resourcePath = '';\n\tthis.requestHeader = {};\n\n}\n\nObject.assign( Loader.prototype, {\n\n\tload: function ( /* url, onLoad, onProgress, onError */ ) {},\n\n\tloadAsync: function ( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tscope.load( url, resolve, onProgress, reject );\n\n\t\t} );\n\n\t},\n\n\tparse: function ( /* data */ ) {},\n\n\tsetCrossOrigin: function ( crossOrigin ) {\n\n\t\tthis.crossOrigin = crossOrigin;\n\t\treturn this;\n\n\t},\n\n\tsetWithCredentials: function ( value ) {\n\n\t\tthis.withCredentials = value;\n\t\treturn this;\n\n\t},\n\n\tsetPath: function ( path ) {\n\n\t\tthis.path = path;\n\t\treturn this;\n\n\t},\n\n\tsetResourcePath: function ( resourcePath ) {\n\n\t\tthis.resourcePath = resourcePath;\n\t\treturn this;\n\n\t},\n\n\tsetRequestHeader: function ( requestHeader ) {\n\n\t\tthis.requestHeader = requestHeader;\n\t\treturn this;\n\n\t}\n\n} );\n\nconst loading = {};\n\nfunction FileLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nFileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: FileLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\t// Check if request is duplicate\n\n\t\tif ( loading[ url ] !== undefined ) {\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// Check for data: URI\n\t\tconst dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;\n\t\tconst dataUriRegexResult = url.match( dataUriRegex );\n\t\tlet request;\n\n\t\t// Safari can not handle Data URIs through XMLHttpRequest so process manually\n\t\tif ( dataUriRegexResult ) {\n\n\t\t\tconst mimeType = dataUriRegexResult[ 1 ];\n\t\t\tconst isBase64 = !! dataUriRegexResult[ 2 ];\n\n\t\t\tlet data = dataUriRegexResult[ 3 ];\n\t\t\tdata = decodeURIComponent( data );\n\n\t\t\tif ( isBase64 ) data = atob( data );\n\n\t\t\ttry {\n\n\t\t\t\tlet response;\n\t\t\t\tconst responseType = ( this.responseType || '' ).toLowerCase();\n\n\t\t\t\tswitch ( responseType ) {\n\n\t\t\t\t\tcase 'arraybuffer':\n\t\t\t\t\tcase 'blob':\n\n\t\t\t\t\t\tconst view = new Uint8Array( data.length );\n\n\t\t\t\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\t\t\t\tview[ i ] = data.charCodeAt( i );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( responseType === 'blob' ) {\n\n\t\t\t\t\t\t\tresponse = new Blob( [ view.buffer ], { type: mimeType } );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tresponse = view.buffer;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'document':\n\n\t\t\t\t\t\tconst parser = new DOMParser();\n\t\t\t\t\t\tresponse = parser.parseFromString( data, mimeType );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'json':\n\n\t\t\t\t\t\tresponse = JSON.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault: // 'text' or other\n\n\t\t\t\t\t\tresponse = data;\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onLoad ) onLoad( response );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onError ) onError( error );\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Initialise array for duplicate requests\n\n\t\t\tloading[ url ] = [];\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\trequest = new XMLHttpRequest();\n\n\t\t\trequest.open( 'GET', url, true );\n\n\t\t\trequest.addEventListener( 'load', function ( event ) {\n\n\t\t\t\tconst response = this.response;\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tif ( this.status === 200 || this.status === 0 ) {\n\n\t\t\t\t\t// Some browsers return HTTP Status 0 when using non-http protocol\n\t\t\t\t\t// e.g. 'file://' or 'data://'. Handle as success.\n\n\t\t\t\t\tif ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );\n\n\t\t\t\t\t// Add to cache only on HTTP success, so that we do not cache\n\t\t\t\t\t// error response bodies as proper responses to requests.\n\t\t\t\t\tCache.add( url, response );\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onLoad ) callback.onLoad( response );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'progress', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onProgress ) callback.onProgress( event );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'error', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'abort', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\tif ( this.responseType !== undefined ) request.responseType = this.responseType;\n\t\t\tif ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;\n\n\t\t\tif ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );\n\n\t\t\tfor ( const header in this.requestHeader ) {\n\n\t\t\t\trequest.setRequestHeader( header, this.requestHeader[ header ] );\n\n\t\t\t}\n\n\t\t\trequest.send( null );\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\treturn request;\n\n\t},\n\n\tsetResponseType: function ( value ) {\n\n\t\tthis.responseType = value;\n\t\treturn this;\n\n\t},\n\n\tsetMimeType: function ( value ) {\n\n\t\tthis.mimeType = value;\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction AnimationLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nAnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: AnimationLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\tconst animations = [];\n\n\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\tconst clip = AnimationClip.parse( json[ i ] );\n\n\t\t\tanimations.push( clip );\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n} );\n\n/**\n * Abstract Base class to block based textures loader (dds, pvr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction CompressedTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nCompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: CompressedTextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst images = [];\n\n\t\tconst texture = new CompressedTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( url[ i ], function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\timages[ i ] = {\n\t\t\t\t\twidth: texDatas.width,\n\t\t\t\t\theight: texDatas.height,\n\t\t\t\t\tformat: texDatas.format,\n\t\t\t\t\tmipmaps: texDatas.mipmaps\n\t\t\t\t};\n\n\t\t\t\tloaded += 1;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\tif ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;\n\n\t\t\t\t\ttexture.image = images;\n\t\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\tif ( Array.isArray( url ) ) {\n\n\t\t\tfor ( let i = 0, il = url.length; i < il; ++ i ) {\n\n\t\t\t\tloadTexture( i );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// compressed cubemap texture stored in a single DDS file\n\n\t\t\tloader.load( url, function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\tif ( texDatas.isCubemap ) {\n\n\t\t\t\t\tconst faces = texDatas.mipmaps.length / texDatas.mipmapCount;\n\n\t\t\t\t\tfor ( let f = 0; f < faces; f ++ ) {\n\n\t\t\t\t\t\timages[ f ] = { mipmaps: [] };\n\n\t\t\t\t\t\tfor ( let i = 0; i < texDatas.mipmapCount; i ++ ) {\n\n\t\t\t\t\t\t\timages[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );\n\t\t\t\t\t\t\timages[ f ].format = texDatas.format;\n\t\t\t\t\t\t\timages[ f ].width = texDatas.width;\n\t\t\t\t\t\t\timages[ f ].height = texDatas.height;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.image = images;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttexture.image.width = texDatas.width;\n\t\t\t\t\ttexture.image.height = texDatas.height;\n\t\t\t\t\ttexture.mipmaps = texDatas.mipmaps;\n\n\t\t\t\t}\n\n\t\t\t\tif ( texDatas.mipmapCount === 1 ) {\n\n\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t}\n\n\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n} );\n\nfunction ImageLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: ImageLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );\n\n\t\tfunction onImageLoad() {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tCache.add( url, this );\n\n\t\t\tif ( onLoad ) onLoad( this );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction onImageError( event ) {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tif ( onError ) onError( event );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\timage.addEventListener( 'load', onImageLoad, false );\n\t\timage.addEventListener( 'error', onImageError, false );\n\n\t\tif ( url.substr( 0, 5 ) !== 'data:' ) {\n\n\t\t\tif ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\timage.src = url;\n\n\t\treturn image;\n\n\t}\n\n} );\n\nfunction CubeTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nCubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: CubeTextureLoader,\n\n\tload: function ( urls, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new CubeTexture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( urls[ i ], function ( image ) {\n\n\t\t\t\ttexture.images[ i ] = image;\n\n\t\t\t\tloaded ++;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, undefined, onError );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < urls.length; ++ i ) {\n\n\t\t\tloadTexture( i );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n} );\n\n/**\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction DataTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nDataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: DataTextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst texture = new DataTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setPath( this.path );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tconst texData = scope.parse( buffer );\n\n\t\t\tif ( ! texData ) return;\n\n\t\t\tif ( texData.image !== undefined ) {\n\n\t\t\t\ttexture.image = texData.image;\n\n\t\t\t} else if ( texData.data !== undefined ) {\n\n\t\t\t\ttexture.image.width = texData.width;\n\t\t\t\ttexture.image.height = texData.height;\n\t\t\t\ttexture.image.data = texData.data;\n\n\t\t\t}\n\n\t\t\ttexture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;\n\t\t\ttexture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;\n\n\t\t\ttexture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;\n\t\t\ttexture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;\n\n\t\t\ttexture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;\n\n\t\t\tif ( texData.encoding !== undefined ) {\n\n\t\t\t\ttexture.encoding = texData.encoding;\n\n\t\t\t}\n\n\t\t\tif ( texData.flipY !== undefined ) {\n\n\t\t\t\ttexture.flipY = texData.flipY;\n\n\t\t\t}\n\n\t\t\tif ( texData.format !== undefined ) {\n\n\t\t\t\ttexture.format = texData.format;\n\n\t\t\t}\n\n\t\t\tif ( texData.type !== undefined ) {\n\n\t\t\t\ttexture.type = texData.type;\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmaps !== undefined ) {\n\n\t\t\t\ttexture.mipmaps = texData.mipmaps;\n\t\t\t\ttexture.minFilter = LinearMipmapLinearFilter; // presumably...\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmapCount === 1 ) {\n\n\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t}\n\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}, onProgress, onError );\n\n\n\t\treturn texture;\n\n\t}\n\n} );\n\nfunction TextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: TextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new Texture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tloader.load( url, function ( image ) {\n\n\t\t\ttexture.image = image;\n\n\t\t\t// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.\n\t\t\tconst isJPEG = url.search( /\\.jpe?g($|\\?)/i ) > 0 || url.search( /^data\\:image\\/jpeg/ ) === 0;\n\n\t\t\ttexture.format = isJPEG ? RGBFormat : RGBAFormat;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad !== undefined ) {\n\n\t\t\t\tonLoad( texture );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\treturn texture;\n\n\t}\n\n} );\n\n/**\n * 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\n\tthis.type = 'Curve';\n\n\tthis.arcLengthDivisions = 200;\n\n}\n\nObject.assign( Curve.prototype, {\n\n\t// Virtual base class method to overwrite and implement in subclasses\n\t//\t- t [0 .. 1]\n\n\tgetPoint: function ( /* t, optionalTarget */ ) {\n\n\t\tconsole.warn( 'THREE.Curve: .getPoint() not implemented.' );\n\t\treturn null;\n\n\t},\n\n\t// Get point at relative position in curve according to arc length\n\t// - u [0 .. 1]\n\n\tgetPointAt: function ( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getPoint( t, optionalTarget );\n\n\t},\n\n\t// Get sequence of points using getPoint( t )\n\n\tgetPoints: function ( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPoint( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get sequence of points using getPointAt( u )\n\n\tgetSpacedPoints: function ( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPointAt( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get total curve arc length\n\n\tgetLength: function () {\n\n\t\tconst lengths = this.getLengths();\n\t\treturn lengths[ lengths.length - 1 ];\n\n\t},\n\n\t// Get list of cumulative segment lengths\n\n\tgetLengths: function ( divisions ) {\n\n\t\tif ( divisions === undefined ) divisions = this.arcLengthDivisions;\n\n\t\tif ( this.cacheArcLengths &&\n\t\t\t( this.cacheArcLengths.length === divisions + 1 ) &&\n\t\t\t! this.needsUpdate ) {\n\n\t\t\treturn this.cacheArcLengths;\n\n\t\t}\n\n\t\tthis.needsUpdate = false;\n\n\t\tconst cache = [];\n\t\tlet current, last = this.getPoint( 0 );\n\t\tlet sum = 0;\n\n\t\tcache.push( 0 );\n\n\t\tfor ( let p = 1; p <= divisions; p ++ ) {\n\n\t\t\tcurrent = this.getPoint( p / divisions );\n\t\t\tsum += current.distanceTo( last );\n\t\t\tcache.push( sum );\n\t\t\tlast = current;\n\n\t\t}\n\n\t\tthis.cacheArcLengths = cache;\n\n\t\treturn cache; // { sums: cache, sum: sum }; Sum is in the last element.\n\n\t},\n\n\tupdateArcLengths: function () {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.getLengths();\n\n\t},\n\n\t// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\n\n\tgetUtoTmapping: function ( u, distance ) {\n\n\t\tconst arcLengths = this.getLengths();\n\n\t\tlet i = 0;\n\t\tconst il = arcLengths.length;\n\n\t\tlet targetArcLength; // The targeted u distance value to get\n\n\t\tif ( distance ) {\n\n\t\t\ttargetArcLength = distance;\n\n\t\t} else {\n\n\t\t\ttargetArcLength = u * arcLengths[ il - 1 ];\n\n\t\t}\n\n\t\t// binary search for the index with largest value smaller than target u distance\n\n\t\tlet low = 0, high = il - 1, comparison;\n\n\t\twhile ( low <= high ) {\n\n\t\t\ti = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats\n\n\t\t\tcomparison = arcLengths[ i ] - targetArcLength;\n\n\t\t\tif ( comparison < 0 ) {\n\n\t\t\t\tlow = i + 1;\n\n\t\t\t} else if ( comparison > 0 ) {\n\n\t\t\t\thigh = i - 1;\n\n\t\t\t} else {\n\n\t\t\t\thigh = i;\n\t\t\t\tbreak;\n\n\t\t\t\t// DONE\n\n\t\t\t}\n\n\t\t}\n\n\t\ti = high;\n\n\t\tif ( arcLengths[ i ] === targetArcLength ) {\n\n\t\t\treturn i / ( il - 1 );\n\n\t\t}\n\n\t\t// we could get finer grain at lengths, or use simple interpolation between two points\n\n\t\tconst lengthBefore = arcLengths[ i ];\n\t\tconst lengthAfter = arcLengths[ i + 1 ];\n\n\t\tconst segmentLength = lengthAfter - lengthBefore;\n\n\t\t// determine where we are between the 'before' and 'after' points\n\n\t\tconst segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;\n\n\t\t// add that fractional amount to t\n\n\t\tconst t = ( i + segmentFraction ) / ( il - 1 );\n\n\t\treturn t;\n\n\t},\n\n\t// Returns a unit vector tangent at t\n\t// In case any sub curve does not implement its tangent derivation,\n\t// 2 points a small delta apart will be used to find its gradient\n\t// which seems to give a reasonable approximation\n\n\tgetTangent: function ( t, optionalTarget ) {\n\n\t\tconst delta = 0.0001;\n\t\tlet t1 = t - delta;\n\t\tlet t2 = t + delta;\n\n\t\t// Capping in case of danger\n\n\t\tif ( t1 < 0 ) t1 = 0;\n\t\tif ( t2 > 1 ) t2 = 1;\n\n\t\tconst pt1 = this.getPoint( t1 );\n\t\tconst pt2 = this.getPoint( t2 );\n\n\t\tconst tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );\n\n\t\ttangent.copy( pt2 ).sub( pt1 ).normalize();\n\n\t\treturn tangent;\n\n\t},\n\n\tgetTangentAt: function ( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getTangent( t, optionalTarget );\n\n\t},\n\n\tcomputeFrenetFrames: function ( segments, closed ) {\n\n\t\t// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n\n\t\tconst normal = new Vector3();\n\n\t\tconst tangents = [];\n\t\tconst normals = [];\n\t\tconst binormals = [];\n\n\t\tconst vec = new Vector3();\n\t\tconst mat = new Matrix4();\n\n\t\t// compute the tangent vectors for each segment on the curve\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst u = i / segments;\n\n\t\t\ttangents[ i ] = this.getTangentAt( u, new Vector3() );\n\t\t\ttangents[ i ].normalize();\n\n\t\t}\n\n\t\t// select an initial normal vector perpendicular to the first tangent vector,\n\t\t// and in the direction of the minimum tangent xyz component\n\n\t\tnormals[ 0 ] = new Vector3();\n\t\tbinormals[ 0 ] = new Vector3();\n\t\tlet min = Number.MAX_VALUE;\n\t\tconst tx = Math.abs( tangents[ 0 ].x );\n\t\tconst ty = Math.abs( tangents[ 0 ].y );\n\t\tconst tz = Math.abs( tangents[ 0 ].z );\n\n\t\tif ( tx <= min ) {\n\n\t\t\tmin = tx;\n\t\t\tnormal.set( 1, 0, 0 );\n\n\t\t}\n\n\t\tif ( ty <= min ) {\n\n\t\t\tmin = ty;\n\t\t\tnormal.set( 0, 1, 0 );\n\n\t\t}\n\n\t\tif ( tz <= min ) {\n\n\t\t\tnormal.set( 0, 0, 1 );\n\n\t\t}\n\n\t\tvec.crossVectors( tangents[ 0 ], normal ).normalize();\n\n\t\tnormals[ 0 ].crossVectors( tangents[ 0 ], vec );\n\t\tbinormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );\n\n\n\t\t// compute the slowly-varying normal and binormal vectors for each segment on the curve\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tnormals[ i ] = normals[ i - 1 ].clone();\n\n\t\t\tbinormals[ i ] = binormals[ i - 1 ].clone();\n\n\t\t\tvec.crossVectors( tangents[ i - 1 ], tangents[ i ] );\n\n\t\t\tif ( vec.length() > Number.EPSILON ) {\n\n\t\t\t\tvec.normalize();\n\n\t\t\t\tconst theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors\n\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );\n\n\t\t\t}\n\n\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t}\n\n\t\t// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\n\n\t\tif ( closed === true ) {\n\n\t\t\tlet theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );\n\t\t\ttheta /= segments;\n\n\t\t\tif ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {\n\n\t\t\t\ttheta = - theta;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\t\t// twist a little...\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );\n\t\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\t\t\ttangents: tangents,\n\t\t\tnormals: normals,\n\t\t\tbinormals: binormals\n\t\t};\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.arcLengthDivisions = source.arcLengthDivisions;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Curve',\n\t\t\t\tgenerator: 'Curve.toJSON'\n\t\t\t}\n\t\t};\n\n\t\tdata.arcLengthDivisions = this.arcLengthDivisions;\n\t\tdata.type = this.type;\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tthis.arcLengthDivisions = json.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'EllipseCurve';\n\n\tthis.aX = aX || 0;\n\tthis.aY = aY || 0;\n\n\tthis.xRadius = xRadius || 1;\n\tthis.yRadius = yRadius || 1;\n\n\tthis.aStartAngle = aStartAngle || 0;\n\tthis.aEndAngle = aEndAngle || 2 * Math.PI;\n\n\tthis.aClockwise = aClockwise || false;\n\n\tthis.aRotation = aRotation || 0;\n\n}\n\nEllipseCurve.prototype = Object.create( Curve.prototype );\nEllipseCurve.prototype.constructor = EllipseCurve;\n\nEllipseCurve.prototype.isEllipseCurve = true;\n\nEllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tconst point = optionalTarget || new Vector2();\n\n\tconst twoPi = Math.PI * 2;\n\tlet deltaAngle = this.aEndAngle - this.aStartAngle;\n\tconst samePoints = Math.abs( deltaAngle ) < Number.EPSILON;\n\n\t// ensures that deltaAngle is 0 .. 2 PI\n\twhile ( deltaAngle < 0 ) deltaAngle += twoPi;\n\twhile ( deltaAngle > twoPi ) deltaAngle -= twoPi;\n\n\tif ( deltaAngle < Number.EPSILON ) {\n\n\t\tif ( samePoints ) {\n\n\t\t\tdeltaAngle = 0;\n\n\t\t} else {\n\n\t\t\tdeltaAngle = twoPi;\n\n\t\t}\n\n\t}\n\n\tif ( this.aClockwise === true && ! samePoints ) {\n\n\t\tif ( deltaAngle === twoPi ) {\n\n\t\t\tdeltaAngle = - twoPi;\n\n\t\t} else {\n\n\t\t\tdeltaAngle = deltaAngle - twoPi;\n\n\t\t}\n\n\t}\n\n\tconst angle = this.aStartAngle + t * deltaAngle;\n\tlet x = this.aX + this.xRadius * Math.cos( angle );\n\tlet y = this.aY + this.yRadius * Math.sin( angle );\n\n\tif ( this.aRotation !== 0 ) {\n\n\t\tconst cos = Math.cos( this.aRotation );\n\t\tconst sin = Math.sin( this.aRotation );\n\n\t\tconst tx = x - this.aX;\n\t\tconst ty = y - this.aY;\n\n\t\t// Rotate the point about the center of the ellipse.\n\t\tx = tx * cos - ty * sin + this.aX;\n\t\ty = tx * sin + ty * cos + this.aY;\n\n\t}\n\n\treturn point.set( x, y );\n\n};\n\nEllipseCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.aX = source.aX;\n\tthis.aY = source.aY;\n\n\tthis.xRadius = source.xRadius;\n\tthis.yRadius = source.yRadius;\n\n\tthis.aStartAngle = source.aStartAngle;\n\tthis.aEndAngle = source.aEndAngle;\n\n\tthis.aClockwise = source.aClockwise;\n\n\tthis.aRotation = source.aRotation;\n\n\treturn this;\n\n};\n\n\nEllipseCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.aX = this.aX;\n\tdata.aY = this.aY;\n\n\tdata.xRadius = this.xRadius;\n\tdata.yRadius = this.yRadius;\n\n\tdata.aStartAngle = this.aStartAngle;\n\tdata.aEndAngle = this.aEndAngle;\n\n\tdata.aClockwise = this.aClockwise;\n\n\tdata.aRotation = this.aRotation;\n\n\treturn data;\n\n};\n\nEllipseCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.aX = json.aX;\n\tthis.aY = json.aY;\n\n\tthis.xRadius = json.xRadius;\n\tthis.yRadius = json.yRadius;\n\n\tthis.aStartAngle = json.aStartAngle;\n\tthis.aEndAngle = json.aEndAngle;\n\n\tthis.aClockwise = json.aClockwise;\n\n\tthis.aRotation = json.aRotation;\n\n\treturn this;\n\n};\n\nfunction ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\tEllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\tthis.type = 'ArcCurve';\n\n}\n\nArcCurve.prototype = Object.create( EllipseCurve.prototype );\nArcCurve.prototype.constructor = ArcCurve;\n\nArcCurve.prototype.isArcCurve = true;\n\n/**\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */\n\n\n/*\nBased on an optimized c++ solution in\n - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n - http://ideone.com/NoEbVM\n\nThis CubicPoly class could be used for reusing some variables and calculations,\nbut for three.js curve use, it could be possible inlined and flatten into a single function call\nwhich can be placed in CurveUtils.\n*/\n\nfunction CubicPoly() {\n\n\tlet c0 = 0, c1 = 0, c2 = 0, c3 = 0;\n\n\t/*\n\t * Compute coefficients for a cubic polynomial\n\t * p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n\t * such that\n\t * p(0) = x0, p(1) = x1\n\t * and\n\t * p'(0) = t0, p'(1) = t1.\n\t */\n\tfunction init( x0, x1, t0, t1 ) {\n\n\t\tc0 = x0;\n\t\tc1 = t0;\n\t\tc2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;\n\t\tc3 = 2 * x0 - 2 * x1 + t0 + t1;\n\n\t}\n\n\treturn {\n\n\t\tinitCatmullRom: function ( x0, x1, x2, x3, tension ) {\n\n\t\t\tinit( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );\n\n\t\t},\n\n\t\tinitNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {\n\n\t\t\t// compute tangents when parameterized in [t1,t2]\n\t\t\tlet t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;\n\t\t\tlet t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;\n\n\t\t\t// rescale tangents for parametrization in [0,1]\n\t\t\tt1 *= dt1;\n\t\t\tt2 *= dt1;\n\n\t\t\tinit( x1, x2, t1, t2 );\n\n\t\t},\n\n\t\tcalc: function ( t ) {\n\n\t\t\tconst t2 = t * t;\n\t\t\tconst t3 = t2 * t;\n\t\t\treturn c0 + c1 * t + c2 * t2 + c3 * t3;\n\n\t\t}\n\n\t};\n\n}\n\n//\n\nconst tmp = new Vector3();\nconst px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();\n\nfunction CatmullRomCurve3( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'CatmullRomCurve3';\n\n\tthis.points = points;\n\tthis.closed = closed;\n\tthis.curveType = curveType;\n\tthis.tension = tension;\n\n}\n\nCatmullRomCurve3.prototype = Object.create( Curve.prototype );\nCatmullRomCurve3.prototype.constructor = CatmullRomCurve3;\n\nCatmullRomCurve3.prototype.isCatmullRomCurve3 = true;\n\nCatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget = new Vector3() ) {\n\n\tconst point = optionalTarget;\n\n\tconst points = this.points;\n\tconst l = points.length;\n\n\tconst p = ( l - ( this.closed ? 0 : 1 ) ) * t;\n\tlet intPoint = Math.floor( p );\n\tlet weight = p - intPoint;\n\n\tif ( this.closed ) {\n\n\t\tintPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;\n\n\t} else if ( weight === 0 && intPoint === l - 1 ) {\n\n\t\tintPoint = l - 2;\n\t\tweight = 1;\n\n\t}\n\n\tlet p0, p3; // 4 points (p1 & p2 defined below)\n\n\tif ( this.closed || intPoint > 0 ) {\n\n\t\tp0 = points[ ( intPoint - 1 ) % l ];\n\n\t} else {\n\n\t\t// extrapolate first point\n\t\ttmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );\n\t\tp0 = tmp;\n\n\t}\n\n\tconst p1 = points[ intPoint % l ];\n\tconst p2 = points[ ( intPoint + 1 ) % l ];\n\n\tif ( this.closed || intPoint + 2 < l ) {\n\n\t\tp3 = points[ ( intPoint + 2 ) % l ];\n\n\t} else {\n\n\t\t// extrapolate last point\n\t\ttmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );\n\t\tp3 = tmp;\n\n\t}\n\n\tif ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {\n\n\t\t// init Centripetal / Chordal Catmull-Rom\n\t\tconst pow = this.curveType === 'chordal' ? 0.5 : 0.25;\n\t\tlet dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );\n\t\tlet dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );\n\t\tlet dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );\n\n\t\t// safety check for repeated points\n\t\tif ( dt1 < 1e-4 ) dt1 = 1.0;\n\t\tif ( dt0 < 1e-4 ) dt0 = dt1;\n\t\tif ( dt2 < 1e-4 ) dt2 = dt1;\n\n\t\tpx.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );\n\t\tpy.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );\n\t\tpz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );\n\n\t} else if ( this.curveType === 'catmullrom' ) {\n\n\t\tpx.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );\n\t\tpy.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );\n\t\tpz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );\n\n\t}\n\n\tpoint.set(\n\t\tpx.calc( weight ),\n\t\tpy.calc( weight ),\n\t\tpz.calc( weight )\n\t);\n\n\treturn point;\n\n};\n\nCatmullRomCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.points = [];\n\n\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\tconst point = source.points[ i ];\n\n\t\tthis.points.push( point.clone() );\n\n\t}\n\n\tthis.closed = source.closed;\n\tthis.curveType = source.curveType;\n\tthis.tension = source.tension;\n\n\treturn this;\n\n};\n\nCatmullRomCurve3.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.points = [];\n\n\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\tconst point = this.points[ i ];\n\t\tdata.points.push( point.toArray() );\n\n\t}\n\n\tdata.closed = this.closed;\n\tdata.curveType = this.curveType;\n\tdata.tension = this.tension;\n\n\treturn data;\n\n};\n\nCatmullRomCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.points = [];\n\n\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\tconst point = json.points[ i ];\n\t\tthis.points.push( new Vector3().fromArray( point ) );\n\n\t}\n\n\tthis.closed = json.closed;\n\tthis.curveType = json.curveType;\n\tthis.tension = json.tension;\n\n\treturn this;\n\n};\n\n/**\n * Bezier Curves formulas obtained from\n * http://en.wikipedia.org/wiki/Bézier_curve\n */\n\nfunction CatmullRom( t, p0, p1, p2, p3 ) {\n\n\tconst v0 = ( p2 - p0 ) * 0.5;\n\tconst v1 = ( p3 - p1 ) * 0.5;\n\tconst t2 = t * t;\n\tconst t3 = t * t2;\n\treturn ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;\n\n}\n\n//\n\nfunction QuadraticBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * p;\n\n}\n\nfunction QuadraticBezierP1( t, p ) {\n\n\treturn 2 * ( 1 - t ) * t * p;\n\n}\n\nfunction QuadraticBezierP2( t, p ) {\n\n\treturn t * t * p;\n\n}\n\nfunction QuadraticBezier( t, p0, p1, p2 ) {\n\n\treturn QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +\n\t\tQuadraticBezierP2( t, p2 );\n\n}\n\n//\n\nfunction CubicBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * k * p;\n\n}\n\nfunction CubicBezierP1( t, p ) {\n\n\tconst k = 1 - t;\n\treturn 3 * k * k * t * p;\n\n}\n\nfunction CubicBezierP2( t, p ) {\n\n\treturn 3 * ( 1 - t ) * t * t * p;\n\n}\n\nfunction CubicBezierP3( t, p ) {\n\n\treturn t * t * t * p;\n\n}\n\nfunction CubicBezier( t, p0, p1, p2, p3 ) {\n\n\treturn CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +\n\t\tCubicBezierP3( t, p3 );\n\n}\n\nfunction CubicBezierCurve( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'CubicBezierCurve';\n\n\tthis.v0 = v0;\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\tthis.v3 = v3;\n\n}\n\nCubicBezierCurve.prototype = Object.create( Curve.prototype );\nCubicBezierCurve.prototype.constructor = CubicBezierCurve;\n\nCubicBezierCurve.prototype.isCubicBezierCurve = true;\n\nCubicBezierCurve.prototype.getPoint = function ( t, optionalTarget = new Vector2() ) {\n\n\tconst point = optionalTarget;\n\n\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\tpoint.set(\n\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y )\n\t);\n\n\treturn point;\n\n};\n\nCubicBezierCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\tthis.v3.copy( source.v3 );\n\n\treturn this;\n\n};\n\nCubicBezierCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\tdata.v3 = this.v3.toArray();\n\n\treturn data;\n\n};\n\nCubicBezierCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\tthis.v3.fromArray( json.v3 );\n\n\treturn this;\n\n};\n\nfunction CubicBezierCurve3( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'CubicBezierCurve3';\n\n\tthis.v0 = v0;\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\tthis.v3 = v3;\n\n}\n\nCubicBezierCurve3.prototype = Object.create( Curve.prototype );\nCubicBezierCurve3.prototype.constructor = CubicBezierCurve3;\n\nCubicBezierCurve3.prototype.isCubicBezierCurve3 = true;\n\nCubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget = new Vector3() ) {\n\n\tconst point = optionalTarget;\n\n\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\tpoint.set(\n\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y ),\n\t\tCubicBezier( t, v0.z, v1.z, v2.z, v3.z )\n\t);\n\n\treturn point;\n\n};\n\nCubicBezierCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\tthis.v3.copy( source.v3 );\n\n\treturn this;\n\n};\n\nCubicBezierCurve3.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\tdata.v3 = this.v3.toArray();\n\n\treturn data;\n\n};\n\nCubicBezierCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\tthis.v3.fromArray( json.v3 );\n\n\treturn this;\n\n};\n\nfunction LineCurve( v1 = new Vector2(), v2 = new Vector2() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'LineCurve';\n\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\n}\n\nLineCurve.prototype = Object.create( Curve.prototype );\nLineCurve.prototype.constructor = LineCurve;\n\nLineCurve.prototype.isLineCurve = true;\n\nLineCurve.prototype.getPoint = function ( t, optionalTarget = new Vector2() ) {\n\n\tconst point = optionalTarget;\n\n\tif ( t === 1 ) {\n\n\t\tpoint.copy( this.v2 );\n\n\t} else {\n\n\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t}\n\n\treturn point;\n\n};\n\n// Line curve is linear, so we can overwrite default getPointAt\n\nLineCurve.prototype.getPointAt = function ( u, optionalTarget ) {\n\n\treturn this.getPoint( u, optionalTarget );\n\n};\n\nLineCurve.prototype.getTangent = function ( t, optionalTarget ) {\n\n\tconst tangent = optionalTarget || new Vector2();\n\n\ttangent.copy( this.v2 ).sub( this.v1 ).normalize();\n\n\treturn tangent;\n\n};\n\nLineCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nLineCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nLineCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction LineCurve3( v1 = new Vector3(), v2 = new Vector3() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'LineCurve3';\n\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\n}\n\nLineCurve3.prototype = Object.create( Curve.prototype );\nLineCurve3.prototype.constructor = LineCurve3;\n\nLineCurve3.prototype.isLineCurve3 = true;\n\nLineCurve3.prototype.getPoint = function ( t, optionalTarget = new Vector3() ) {\n\n\tconst point = optionalTarget;\n\n\tif ( t === 1 ) {\n\n\t\tpoint.copy( this.v2 );\n\n\t} else {\n\n\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t}\n\n\treturn point;\n\n};\n\n// Line curve is linear, so we can overwrite default getPointAt\n\nLineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {\n\n\treturn this.getPoint( u, optionalTarget );\n\n};\n\nLineCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nLineCurve3.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nLineCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction QuadraticBezierCurve( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'QuadraticBezierCurve';\n\n\tthis.v0 = v0;\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\n}\n\nQuadraticBezierCurve.prototype = Object.create( Curve.prototype );\nQuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;\n\nQuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;\n\nQuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget = new Vector2() ) {\n\n\tconst point = optionalTarget;\n\n\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\tpoint.set(\n\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\tQuadraticBezier( t, v0.y, v1.y, v2.y )\n\t);\n\n\treturn point;\n\n};\n\nQuadraticBezierCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nQuadraticBezierCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nQuadraticBezierCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction QuadraticBezierCurve3( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'QuadraticBezierCurve3';\n\n\tthis.v0 = v0;\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\n}\n\nQuadraticBezierCurve3.prototype = Object.create( Curve.prototype );\nQuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;\n\nQuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;\n\nQuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget = new Vector3() ) {\n\n\tconst point = optionalTarget;\n\n\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\tpoint.set(\n\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\tQuadraticBezier( t, v0.y, v1.y, v2.y ),\n\t\tQuadraticBezier( t, v0.z, v1.z, v2.z )\n\t);\n\n\treturn point;\n\n};\n\nQuadraticBezierCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nQuadraticBezierCurve3.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nQuadraticBezierCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction SplineCurve( points = [] ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'SplineCurve';\n\n\tthis.points = points;\n\n}\n\nSplineCurve.prototype = Object.create( Curve.prototype );\nSplineCurve.prototype.constructor = SplineCurve;\n\nSplineCurve.prototype.isSplineCurve = true;\n\nSplineCurve.prototype.getPoint = function ( t, optionalTarget = new Vector2() ) {\n\n\tconst point = optionalTarget;\n\n\tconst points = this.points;\n\tconst p = ( points.length - 1 ) * t;\n\n\tconst intPoint = Math.floor( p );\n\tconst weight = p - intPoint;\n\n\tconst p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];\n\tconst p1 = points[ intPoint ];\n\tconst p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];\n\tconst p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];\n\n\tpoint.set(\n\t\tCatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),\n\t\tCatmullRom( weight, p0.y, p1.y, p2.y, p3.y )\n\t);\n\n\treturn point;\n\n};\n\nSplineCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.points = [];\n\n\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\tconst point = source.points[ i ];\n\n\t\tthis.points.push( point.clone() );\n\n\t}\n\n\treturn this;\n\n};\n\nSplineCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.points = [];\n\n\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\tconst point = this.points[ i ];\n\t\tdata.points.push( point.toArray() );\n\n\t}\n\n\treturn data;\n\n};\n\nSplineCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.points = [];\n\n\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\tconst point = json.points[ i ];\n\t\tthis.points.push( new Vector2().fromArray( point ) );\n\n\t}\n\n\treturn this;\n\n};\n\nvar Curves = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tArcCurve: ArcCurve,\n\tCatmullRomCurve3: CatmullRomCurve3,\n\tCubicBezierCurve: CubicBezierCurve,\n\tCubicBezierCurve3: CubicBezierCurve3,\n\tEllipseCurve: EllipseCurve,\n\tLineCurve: LineCurve,\n\tLineCurve3: LineCurve3,\n\tQuadraticBezierCurve: QuadraticBezierCurve,\n\tQuadraticBezierCurve3: QuadraticBezierCurve3,\n\tSplineCurve: SplineCurve\n});\n\n/**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n * curves, but retains the api of a curve\n **************************************************************/\n\nfunction CurvePath() {\n\n\tCurve.call( this );\n\n\tthis.type = 'CurvePath';\n\n\tthis.curves = [];\n\tthis.autoClose = false; // Automatically closes the path\n\n}\n\nCurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {\n\n\tconstructor: CurvePath,\n\n\tadd: function ( curve ) {\n\n\t\tthis.curves.push( curve );\n\n\t},\n\n\tclosePath: function () {\n\n\t\t// Add a line curve if start and end of lines are not connected\n\t\tconst startPoint = this.curves[ 0 ].getPoint( 0 );\n\t\tconst endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );\n\n\t\tif ( ! startPoint.equals( endPoint ) ) {\n\n\t\t\tthis.curves.push( new LineCurve( endPoint, startPoint ) );\n\n\t\t}\n\n\t},\n\n\t// To get accurate point with reference to\n\t// entire path distance at time t,\n\t// following has to be done:\n\n\t// 1. Length of each sub path have to be known\n\t// 2. Locate and identify type of curve\n\t// 3. Get t for the curve\n\t// 4. Return curve.getPointAt(t')\n\n\tgetPoint: function ( t ) {\n\n\t\tconst d = t * this.getLength();\n\t\tconst curveLengths = this.getCurveLengths();\n\t\tlet i = 0;\n\n\t\t// To think about boundaries points.\n\n\t\twhile ( i < curveLengths.length ) {\n\n\t\t\tif ( curveLengths[ i ] >= d ) {\n\n\t\t\t\tconst diff = curveLengths[ i ] - d;\n\t\t\t\tconst curve = this.curves[ i ];\n\n\t\t\t\tconst segmentLength = curve.getLength();\n\t\t\t\tconst u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n\n\t\t\t\treturn curve.getPointAt( u );\n\n\t\t\t}\n\n\t\t\ti ++;\n\n\t\t}\n\n\t\treturn null;\n\n\t\t// loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tCurve.prototype.copy.call( this, source );\n\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = source.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = source.curves[ i ];\n\n\t\t\tthis.curves.push( curve.clone() );\n\n\t\t}\n\n\t\tthis.autoClose = source.autoClose;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = Curve.prototype.toJSON.call( this );\n\n\t\tdata.autoClose = this.autoClose;\n\t\tdata.curves = [];\n\n\t\tfor ( let i = 0, l = this.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = this.curves[ i ];\n\t\t\tdata.curves.push( curve.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tCurve.prototype.fromJSON.call( this, json );\n\n\t\tthis.autoClose = json.autoClose;\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = json.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = json.curves[ i ];\n\t\t\tthis.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction Path( points ) {\n\n\tCurvePath.call( this );\n\n\tthis.type = 'Path';\n\n\tthis.currentPoint = new Vector2();\n\n\tif ( points ) {\n\n\t\tthis.setFromPoints( points );\n\n\t}\n\n}\n\nPath.prototype = Object.assign( Object.create( CurvePath.prototype ), {\n\n\tconstructor: Path,\n\n\tsetFromPoints: function ( points ) {\n\n\t\tthis.moveTo( points[ 0 ].x, points[ 0 ].y );\n\n\t\tfor ( let i = 1, l = points.length; i < l; i ++ ) {\n\n\t\t\tthis.lineTo( points[ i ].x, points[ i ].y );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tmoveTo: function ( x, y ) {\n\n\t\tthis.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?\n\n\t\treturn this;\n\n\t},\n\n\tlineTo: function ( x, y ) {\n\n\t\tconst curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( x, y );\n\n\t\treturn this;\n\n\t},\n\n\tquadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {\n\n\t\tconst curve = new QuadraticBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCPx, aCPy ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tbezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tconst curve = new CubicBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCP1x, aCP1y ),\n\t\t\tnew Vector2( aCP2x, aCP2y ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tsplineThru: function ( pts /*Array of Vector*/ ) {\n\n\t\tconst npts = [ this.currentPoint.clone() ].concat( pts );\n\n\t\tconst curve = new SplineCurve( npts );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.copy( pts[ pts.length - 1 ] );\n\n\t\treturn this;\n\n\t},\n\n\tarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absarc( aX + x0, aY + y0, aRadius,\n\t\t\taStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t},\n\n\tabsarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tthis.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t},\n\n\tellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\treturn this;\n\n\t},\n\n\tabsellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\tif ( this.curves.length > 0 ) {\n\n\t\t\t// if a previous curve is present, attempt to join\n\t\t\tconst firstPoint = curve.getPoint( 0 );\n\n\t\t\tif ( ! firstPoint.equals( this.currentPoint ) ) {\n\n\t\t\t\tthis.lineTo( firstPoint.x, firstPoint.y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.curves.push( curve );\n\n\t\tconst lastPoint = curve.getPoint( 1 );\n\t\tthis.currentPoint.copy( lastPoint );\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tCurvePath.prototype.copy.call( this, source );\n\n\t\tthis.currentPoint.copy( source.currentPoint );\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = CurvePath.prototype.toJSON.call( this );\n\n\t\tdata.currentPoint = this.currentPoint.toArray();\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tCurvePath.prototype.fromJSON.call( this, json );\n\n\t\tthis.currentPoint.fromArray( json.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction Shape( points ) {\n\n\tPath.call( this, points );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.type = 'Shape';\n\n\tthis.holes = [];\n\n}\n\nShape.prototype = Object.assign( Object.create( Path.prototype ), {\n\n\tconstructor: Shape,\n\n\tgetPointsHoles: function ( divisions ) {\n\n\t\tconst holesPts = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tholesPts[ i ] = this.holes[ i ].getPoints( divisions );\n\n\t\t}\n\n\t\treturn holesPts;\n\n\t},\n\n\t// get points of shape and holes (keypoints based on segments parameter)\n\n\textractPoints: function ( divisions ) {\n\n\t\treturn {\n\n\t\t\tshape: this.getPoints( divisions ),\n\t\t\tholes: this.getPointsHoles( divisions )\n\n\t\t};\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tPath.prototype.copy.call( this, source );\n\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = source.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = source.holes[ i ];\n\n\t\t\tthis.holes.push( hole.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = Path.prototype.toJSON.call( this );\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.holes = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = this.holes[ i ];\n\t\t\tdata.holes.push( hole.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tPath.prototype.fromJSON.call( this, json );\n\n\t\tthis.uuid = json.uuid;\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = json.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = json.holes[ i ];\n\t\t\tthis.holes.push( new Path().fromJSON( hole ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction Light( color, intensity = 1 ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Light';\n\n\tthis.color = new Color( color );\n\tthis.intensity = intensity;\n\n}\n\nLight.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Light,\n\n\tisLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.color = this.color.getHex();\n\t\tdata.object.intensity = this.intensity;\n\n\t\tif ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();\n\n\t\tif ( this.distance !== undefined ) data.object.distance = this.distance;\n\t\tif ( this.angle !== undefined ) data.object.angle = this.angle;\n\t\tif ( this.decay !== undefined ) data.object.decay = this.decay;\n\t\tif ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;\n\n\t\tif ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction HemisphereLight( skyColor, groundColor, intensity ) {\n\n\tLight.call( this, skyColor, intensity );\n\n\tthis.type = 'HemisphereLight';\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.groundColor = new Color( groundColor );\n\n}\n\nHemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: HemisphereLight,\n\n\tisHemisphereLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.groundColor.copy( source.groundColor );\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction LightShadow( camera ) {\n\n\tthis.camera = camera;\n\n\tthis.bias = 0;\n\tthis.normalBias = 0;\n\tthis.radius = 1;\n\n\tthis.mapSize = new Vector2( 512, 512 );\n\n\tthis.map = null;\n\tthis.mapPass = null;\n\tthis.matrix = new Matrix4();\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis._frustum = new Frustum();\n\tthis._frameExtents = new Vector2( 1, 1 );\n\n\tthis._viewportCount = 1;\n\n\tthis._viewports = [\n\n\t\tnew Vector4( 0, 0, 1, 1 )\n\n\t];\n\n}\n\nObject.assign( LightShadow.prototype, {\n\n\t_projScreenMatrix: new Matrix4(),\n\n\t_lightPositionWorld: new Vector3(),\n\n\t_lookTarget: new Vector3(),\n\n\tgetViewportCount: function () {\n\n\t\treturn this._viewportCount;\n\n\t},\n\n\tgetFrustum: function () {\n\n\t\treturn this._frustum;\n\n\t},\n\n\tupdateMatrices: function ( light ) {\n\n\t\tconst shadowCamera = this.camera,\n\t\t\tshadowMatrix = this.matrix,\n\t\t\tprojScreenMatrix = this._projScreenMatrix,\n\t\t\tlookTarget = this._lookTarget,\n\t\t\tlightPositionWorld = this._lightPositionWorld;\n\n\t\tlightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tshadowCamera.position.copy( lightPositionWorld );\n\n\t\tlookTarget.setFromMatrixPosition( light.target.matrixWorld );\n\t\tshadowCamera.lookAt( lookTarget );\n\t\tshadowCamera.updateMatrixWorld();\n\n\t\tprojScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( projScreenMatrix );\n\n\t\tshadowMatrix.set(\n\t\t\t0.5, 0.0, 0.0, 0.5,\n\t\t\t0.0, 0.5, 0.0, 0.5,\n\t\t\t0.0, 0.0, 0.5, 0.5,\n\t\t\t0.0, 0.0, 0.0, 1.0\n\t\t);\n\n\t\tshadowMatrix.multiply( shadowCamera.projectionMatrix );\n\t\tshadowMatrix.multiply( shadowCamera.matrixWorldInverse );\n\n\t},\n\n\tgetViewport: function ( viewportIndex ) {\n\n\t\treturn this._viewports[ viewportIndex ];\n\n\t},\n\n\tgetFrameExtents: function () {\n\n\t\treturn this._frameExtents;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.camera = source.camera.clone();\n\n\t\tthis.bias = source.bias;\n\t\tthis.radius = source.radius;\n\n\t\tthis.mapSize.copy( source.mapSize );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst object = {};\n\n\t\tif ( this.bias !== 0 ) object.bias = this.bias;\n\t\tif ( this.normalBias !== 0 ) object.normalBias = this.normalBias;\n\t\tif ( this.radius !== 1 ) object.radius = this.radius;\n\t\tif ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();\n\n\t\tobject.camera = this.camera.toJSON( false ).object;\n\t\tdelete object.camera.matrix;\n\n\t\treturn object;\n\n\t}\n\n} );\n\nfunction SpotLightShadow() {\n\n\tLightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );\n\n\tthis.focus = 1;\n\n}\n\nSpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {\n\n\tconstructor: SpotLightShadow,\n\n\tisSpotLightShadow: true,\n\n\tupdateMatrices: function ( light ) {\n\n\t\tconst camera = this.camera;\n\n\t\tconst fov = MathUtils.RAD2DEG * 2 * light.angle * this.focus;\n\t\tconst aspect = this.mapSize.width / this.mapSize.height;\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {\n\n\t\t\tcamera.fov = fov;\n\t\t\tcamera.aspect = aspect;\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\tLightShadow.prototype.updateMatrices.call( this, light );\n\n\t}\n\n} );\n\nfunction SpotLight( color, intensity, distance, angle, penumbra, decay ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'SpotLight';\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.target = new Object3D();\n\n\tObject.defineProperty( this, 'power', {\n\t\tget: function () {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\treturn this.intensity * Math.PI;\n\n\t\t},\n\t\tset: function ( power ) {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\tthis.intensity = power / Math.PI;\n\n\t\t}\n\t} );\n\n\tthis.distance = ( distance !== undefined ) ? distance : 0;\n\tthis.angle = ( angle !== undefined ) ? angle : Math.PI / 3;\n\tthis.penumbra = ( penumbra !== undefined ) ? penumbra : 0;\n\tthis.decay = ( decay !== undefined ) ? decay : 1;\t// for physically correct lights, should be 2.\n\n\tthis.shadow = new SpotLightShadow();\n\n}\n\nSpotLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: SpotLight,\n\n\tisSpotLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.angle = source.angle;\n\t\tthis.penumbra = source.penumbra;\n\t\tthis.decay = source.decay;\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction PointLightShadow() {\n\n\tLightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );\n\n\tthis._frameExtents = new Vector2( 4, 2 );\n\n\tthis._viewportCount = 6;\n\n\tthis._viewports = [\n\t\t// These viewports map a cube-map onto a 2D texture with the\n\t\t// following orientation:\n\t\t//\n\t\t// xzXZ\n\t\t// y Y\n\t\t//\n\t\t// X - Positive x direction\n\t\t// x - Negative x direction\n\t\t// Y - Positive y direction\n\t\t// y - Negative y direction\n\t\t// Z - Positive z direction\n\t\t// z - Negative z direction\n\n\t\t// positive X\n\t\tnew Vector4( 2, 1, 1, 1 ),\n\t\t// negative X\n\t\tnew Vector4( 0, 1, 1, 1 ),\n\t\t// positive Z\n\t\tnew Vector4( 3, 1, 1, 1 ),\n\t\t// negative Z\n\t\tnew Vector4( 1, 1, 1, 1 ),\n\t\t// positive Y\n\t\tnew Vector4( 3, 0, 1, 1 ),\n\t\t// negative Y\n\t\tnew Vector4( 1, 0, 1, 1 )\n\t];\n\n\tthis._cubeDirections = [\n\t\tnew Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),\n\t\tnew Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )\n\t];\n\n\tthis._cubeUps = [\n\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),\n\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),\tnew Vector3( 0, 0, - 1 )\n\t];\n\n}\n\nPointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {\n\n\tconstructor: PointLightShadow,\n\n\tisPointLightShadow: true,\n\n\tupdateMatrices: function ( light, viewportIndex = 0 ) {\n\n\t\tconst camera = this.camera,\n\t\t\tshadowMatrix = this.matrix,\n\t\t\tlightPositionWorld = this._lightPositionWorld,\n\t\t\tlookTarget = this._lookTarget,\n\t\t\tprojScreenMatrix = this._projScreenMatrix;\n\n\t\tlightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tcamera.position.copy( lightPositionWorld );\n\n\t\tlookTarget.copy( camera.position );\n\t\tlookTarget.add( this._cubeDirections[ viewportIndex ] );\n\t\tcamera.up.copy( this._cubeUps[ viewportIndex ] );\n\t\tcamera.lookAt( lookTarget );\n\t\tcamera.updateMatrixWorld();\n\n\t\tshadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );\n\n\t\tprojScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( projScreenMatrix );\n\n\t}\n\n} );\n\nfunction PointLight( color, intensity, distance, decay ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'PointLight';\n\n\tObject.defineProperty( this, 'power', {\n\t\tget: function () {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\treturn this.intensity * 4 * Math.PI;\n\n\t\t},\n\t\tset: function ( power ) {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\tthis.intensity = power / ( 4 * Math.PI );\n\n\t\t}\n\t} );\n\n\tthis.distance = ( distance !== undefined ) ? distance : 0;\n\tthis.decay = ( decay !== undefined ) ? decay : 1;\t// for physically correct lights, should be 2.\n\n\tthis.shadow = new PointLightShadow();\n\n}\n\nPointLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: PointLight,\n\n\tisPointLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.decay = source.decay;\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction OrthographicCamera( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {\n\n\tCamera.call( this );\n\n\tthis.type = 'OrthographicCamera';\n\n\tthis.zoom = 1;\n\tthis.view = null;\n\n\tthis.left = left;\n\tthis.right = right;\n\tthis.top = top;\n\tthis.bottom = bottom;\n\n\tthis.near = near;\n\tthis.far = far;\n\n\tthis.updateProjectionMatrix();\n\n}\n\nOrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {\n\n\tconstructor: OrthographicCamera,\n\n\tisOrthographicCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tCamera.prototype.copy.call( this, source, recursive );\n\n\t\tthis.left = source.left;\n\t\tthis.right = source.right;\n\t\tthis.top = source.top;\n\t\tthis.bottom = source.bottom;\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\n\t\tthis.zoom = source.zoom;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\treturn this;\n\n\t},\n\n\tsetViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tclearViewOffset: function () {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tupdateProjectionMatrix: function () {\n\n\t\tconst dx = ( this.right - this.left ) / ( 2 * this.zoom );\n\t\tconst dy = ( this.top - this.bottom ) / ( 2 * this.zoom );\n\t\tconst cx = ( this.right + this.left ) / 2;\n\t\tconst cy = ( this.top + this.bottom ) / 2;\n\n\t\tlet left = cx - dx;\n\t\tlet right = cx + dx;\n\t\tlet top = cy + dy;\n\t\tlet bottom = cy - dy;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;\n\t\t\tconst scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;\n\n\t\t\tleft += scaleW * this.view.offsetX;\n\t\t\tright = left + scaleW * this.view.width;\n\t\t\ttop -= scaleH * this.view.offsetY;\n\t\t\tbottom = top - scaleH * this.view.height;\n\n\t\t}\n\n\t\tthis.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.zoom = this.zoom;\n\t\tdata.object.left = this.left;\n\t\tdata.object.right = this.right;\n\t\tdata.object.top = this.top;\n\t\tdata.object.bottom = this.bottom;\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction DirectionalLightShadow() {\n\n\tLightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );\n\n}\n\nDirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {\n\n\tconstructor: DirectionalLightShadow,\n\n\tisDirectionalLightShadow: true,\n\n\tupdateMatrices: function ( light ) {\n\n\t\tLightShadow.prototype.updateMatrices.call( this, light );\n\n\t}\n\n} );\n\nfunction DirectionalLight( color, intensity ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'DirectionalLight';\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.target = new Object3D();\n\n\tthis.shadow = new DirectionalLightShadow();\n\n}\n\nDirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: DirectionalLight,\n\n\tisDirectionalLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction AmbientLight( color, intensity ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'AmbientLight';\n\n}\n\nAmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: AmbientLight,\n\n\tisAmbientLight: true\n\n} );\n\nfunction RectAreaLight( color, intensity, width, height ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'RectAreaLight';\n\n\tthis.width = ( width !== undefined ) ? width : 10;\n\tthis.height = ( height !== undefined ) ? height : 10;\n\n}\n\nRectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: RectAreaLight,\n\n\tisRectAreaLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Light.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.width = this.width;\n\t\tdata.object.height = this.height;\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * Primary reference:\n * https://graphics.stanford.edu/papers/envmap/envmap.pdf\n *\n * Secondary reference:\n * https://www.ppsloan.org/publications/StupidSH36.pdf\n */\n\n// 3-band SH defined by 9 coefficients\n\nclass SphericalHarmonics3 {\n\n\tconstructor() {\n\n\t\tObject.defineProperty( this, 'isSphericalHarmonics3', { value: true } );\n\n\t\tthis.coefficients = [];\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients.push( new Vector3() );\n\n\t\t}\n\n\t}\n\n\tset( coefficients ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].copy( coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tzero() {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].set( 0, 0, 0 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// get the radiance in the direction of the normal\n\t// target is a Vector3\n\tgetAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 0.488603 * y );\n\t\ttarget.addScaledVector( coeff[ 2 ], 0.488603 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 0.488603 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );\n\t\ttarget.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );\n\t\ttarget.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );\n\n\t\treturn target;\n\n\t}\n\n\t// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal\n\t// target is a Vector3\n\t// https://graphics.stanford.edu/papers/envmap/envmap.pdf\n\tgetIrradianceAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603\n\t\ttarget.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548\n\t\ttarget.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3\n\t\ttarget.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274\n\n\t\treturn target;\n\n\t}\n\n\tadd( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].add( sh.coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\taddScaledSH( sh, s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tscale( s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].multiplyScalar( s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tlerp( sh, alpha ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcopy( sh ) {\n\n\t\treturn this.set( sh.coefficients );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].fromArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].toArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn array;\n\n\t}\n\n\t// evaluate the basis functions\n\t// shBasis is an Array[ 9 ]\n\tstatic getBasisAt( normal, shBasis ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\t// band 0\n\t\tshBasis[ 0 ] = 0.282095;\n\n\t\t// band 1\n\t\tshBasis[ 1 ] = 0.488603 * y;\n\t\tshBasis[ 2 ] = 0.488603 * z;\n\t\tshBasis[ 3 ] = 0.488603 * x;\n\n\t\t// band 2\n\t\tshBasis[ 4 ] = 1.092548 * x * y;\n\t\tshBasis[ 5 ] = 1.092548 * y * z;\n\t\tshBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );\n\t\tshBasis[ 7 ] = 1.092548 * x * z;\n\t\tshBasis[ 8 ] = 0.546274 * ( x * x - y * y );\n\n\t}\n\n}\n\nfunction LightProbe( sh, intensity ) {\n\n\tLight.call( this, undefined, intensity );\n\n\tthis.type = 'LightProbe';\n\n\tthis.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();\n\n}\n\nLightProbe.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: LightProbe,\n\n\tisLightProbe: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.sh.copy( source.sh );\n\n\t\treturn this;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tthis.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();\n\t\tthis.sh.fromArray( json.sh );\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Light.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.sh = this.sh.toArray();\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction MaterialLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n\tthis.textures = {};\n\n}\n\nMaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: MaterialLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\tconst textures = this.textures;\n\n\t\tfunction getTexture( name ) {\n\n\t\t\tif ( textures[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.MaterialLoader: Undefined texture', name );\n\n\t\t\t}\n\n\t\t\treturn textures[ name ];\n\n\t\t}\n\n\t\tconst material = new Materials[ json.type ]();\n\n\t\tif ( json.uuid !== undefined ) material.uuid = json.uuid;\n\t\tif ( json.name !== undefined ) material.name = json.name;\n\t\tif ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );\n\t\tif ( json.roughness !== undefined ) material.roughness = json.roughness;\n\t\tif ( json.metalness !== undefined ) material.metalness = json.metalness;\n\t\tif ( json.sheen !== undefined ) material.sheen = new Color().setHex( json.sheen );\n\t\tif ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );\n\t\tif ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );\n\t\tif ( json.shininess !== undefined ) material.shininess = json.shininess;\n\t\tif ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;\n\t\tif ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;\n\t\tif ( json.fog !== undefined ) material.fog = json.fog;\n\t\tif ( json.flatShading !== undefined ) material.flatShading = json.flatShading;\n\t\tif ( json.blending !== undefined ) material.blending = json.blending;\n\t\tif ( json.combine !== undefined ) material.combine = json.combine;\n\t\tif ( json.side !== undefined ) material.side = json.side;\n\t\tif ( json.opacity !== undefined ) material.opacity = json.opacity;\n\t\tif ( json.transparent !== undefined ) material.transparent = json.transparent;\n\t\tif ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;\n\t\tif ( json.depthTest !== undefined ) material.depthTest = json.depthTest;\n\t\tif ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;\n\t\tif ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;\n\n\t\tif ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;\n\t\tif ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;\n\t\tif ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;\n\t\tif ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;\n\t\tif ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;\n\t\tif ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;\n\t\tif ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;\n\t\tif ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;\n\n\t\tif ( json.wireframe !== undefined ) material.wireframe = json.wireframe;\n\t\tif ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;\n\t\tif ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;\n\t\tif ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;\n\n\t\tif ( json.rotation !== undefined ) material.rotation = json.rotation;\n\n\t\tif ( json.linewidth !== 1 ) material.linewidth = json.linewidth;\n\t\tif ( json.dashSize !== undefined ) material.dashSize = json.dashSize;\n\t\tif ( json.gapSize !== undefined ) material.gapSize = json.gapSize;\n\t\tif ( json.scale !== undefined ) material.scale = json.scale;\n\n\t\tif ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;\n\t\tif ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;\n\t\tif ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;\n\n\t\tif ( json.skinning !== undefined ) material.skinning = json.skinning;\n\t\tif ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;\n\t\tif ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;\n\t\tif ( json.dithering !== undefined ) material.dithering = json.dithering;\n\n\t\tif ( json.vertexTangents !== undefined ) material.vertexTangents = json.vertexTangents;\n\n\t\tif ( json.visible !== undefined ) material.visible = json.visible;\n\n\t\tif ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;\n\n\t\tif ( json.userData !== undefined ) material.userData = json.userData;\n\n\t\tif ( json.vertexColors !== undefined ) {\n\n\t\t\tif ( typeof json.vertexColors === 'number' ) {\n\n\t\t\t\tmaterial.vertexColors = ( json.vertexColors > 0 ) ? true : false;\n\n\t\t\t} else {\n\n\t\t\t\tmaterial.vertexColors = json.vertexColors;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Shader Material\n\n\t\tif ( json.uniforms !== undefined ) {\n\n\t\t\tfor ( const name in json.uniforms ) {\n\n\t\t\t\tconst uniform = json.uniforms[ name ];\n\n\t\t\t\tmaterial.uniforms[ name ] = {};\n\n\t\t\t\tswitch ( uniform.type ) {\n\n\t\t\t\t\tcase 't':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = getTexture( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'c':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Color().setHex( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v2':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector2().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = uniform.value;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.defines !== undefined ) material.defines = json.defines;\n\t\tif ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;\n\t\tif ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;\n\n\t\tif ( json.extensions !== undefined ) {\n\n\t\t\tfor ( const key in json.extensions ) {\n\n\t\t\t\tmaterial.extensions[ key ] = json.extensions[ key ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Deprecated\n\n\t\tif ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading\n\n\t\t// for PointsMaterial\n\n\t\tif ( json.size !== undefined ) material.size = json.size;\n\t\tif ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;\n\n\t\t// maps\n\n\t\tif ( json.map !== undefined ) material.map = getTexture( json.map );\n\t\tif ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );\n\n\t\tif ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );\n\n\t\tif ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );\n\t\tif ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;\n\n\t\tif ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );\n\t\tif ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;\n\t\tif ( json.normalScale !== undefined ) {\n\n\t\t\tlet normalScale = json.normalScale;\n\n\t\t\tif ( Array.isArray( normalScale ) === false ) {\n\n\t\t\t\t// Blender exporter used to export a scalar. See #7459\n\n\t\t\t\tnormalScale = [ normalScale, normalScale ];\n\n\t\t\t}\n\n\t\t\tmaterial.normalScale = new Vector2().fromArray( normalScale );\n\n\t\t}\n\n\t\tif ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );\n\t\tif ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;\n\t\tif ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;\n\n\t\tif ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );\n\t\tif ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );\n\n\t\tif ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );\n\t\tif ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;\n\n\t\tif ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );\n\n\t\tif ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );\n\t\tif ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;\n\n\t\tif ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;\n\t\tif ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;\n\n\t\tif ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );\n\t\tif ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;\n\n\t\tif ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );\n\t\tif ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;\n\n\t\tif ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );\n\n\t\tif ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );\n\t\tif ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );\n\t\tif ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );\n\t\tif ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );\n\n\t\tif ( json.transmission !== undefined ) material.transmission = json.transmission;\n\t\tif ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );\n\n\t\treturn material;\n\n\t},\n\n\tsetTextures: function ( value ) {\n\n\t\tthis.textures = value;\n\t\treturn this;\n\n\t}\n\n} );\n\nconst LoaderUtils = {\n\n\tdecodeText: function ( array ) {\n\n\t\tif ( typeof TextDecoder !== 'undefined' ) {\n\n\t\t\treturn new TextDecoder().decode( array );\n\n\t\t}\n\n\t\t// Avoid the String.fromCharCode.apply(null, array) shortcut, which\n\t\t// throws a \"maximum call stack size exceeded\" error for large arrays.\n\n\t\tlet s = '';\n\n\t\tfor ( let i = 0, il = array.length; i < il; i ++ ) {\n\n\t\t\t// Implicitly assumes little-endian.\n\t\t\ts += String.fromCharCode( array[ i ] );\n\n\t\t}\n\n\t\ttry {\n\n\t\t\t// merges multi-byte utf-8 characters.\n\n\t\t\treturn decodeURIComponent( escape( s ) );\n\n\t\t} catch ( e ) { // see #16358\n\n\t\t\treturn s;\n\n\t\t}\n\n\t},\n\n\textractUrlBase: function ( url ) {\n\n\t\tconst index = url.lastIndexOf( '/' );\n\n\t\tif ( index === - 1 ) return './';\n\n\t\treturn url.substr( 0, index + 1 );\n\n\t}\n\n};\n\nfunction InstancedBufferGeometry() {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'InstancedBufferGeometry';\n\tthis.instanceCount = Infinity;\n\n}\n\nInstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {\n\n\tconstructor: InstancedBufferGeometry,\n\n\tisInstancedBufferGeometry: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferGeometry.prototype.copy.call( this, source );\n\n\t\tthis.instanceCount = source.instanceCount;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tdata.instanceCount = this.instanceCount;\n\n\t\tdata.isInstancedBufferGeometry = true;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {\n\n\tif ( typeof ( normalized ) === 'number' ) {\n\n\t\tmeshPerAttribute = normalized;\n\n\t\tnormalized = false;\n\n\t\tconsole.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );\n\n\t}\n\n\tBufferAttribute.call( this, array, itemSize, normalized );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {\n\n\tconstructor: InstancedBufferAttribute,\n\n\tisInstancedBufferAttribute: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferAttribute.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ()\t{\n\n\t\tconst data = BufferAttribute.prototype.toJSON.call( this );\n\n\t\tdata.meshPerAttribute = this.meshPerAttribute;\n\n\t\tdata.isInstancedBufferAttribute = true;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction BufferGeometryLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nBufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: BufferGeometryLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\tconst interleavedBufferMap = {};\n\t\tconst arrayBufferMap = {};\n\n\t\tfunction getInterleavedBuffer( json, uuid ) {\n\n\t\t\tif ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];\n\n\t\t\tconst interleavedBuffers = json.interleavedBuffers;\n\t\t\tconst interleavedBuffer = interleavedBuffers[ uuid ];\n\n\t\t\tconst buffer = getArrayBuffer( json, interleavedBuffer.buffer );\n\n\t\t\tconst array = getTypedArray( interleavedBuffer.type, buffer );\n\t\t\tconst ib = new InterleavedBuffer( array, interleavedBuffer.stride );\n\t\t\tib.uuid = interleavedBuffer.uuid;\n\n\t\t\tinterleavedBufferMap[ uuid ] = ib;\n\n\t\t\treturn ib;\n\n\t\t}\n\n\t\tfunction getArrayBuffer( json, uuid ) {\n\n\t\t\tif ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];\n\n\t\t\tconst arrayBuffers = json.arrayBuffers;\n\t\t\tconst arrayBuffer = arrayBuffers[ uuid ];\n\n\t\t\tconst ab = new Uint32Array( arrayBuffer ).buffer;\n\n\t\t\tarrayBufferMap[ uuid ] = ab;\n\n\t\t\treturn ab;\n\n\t\t}\n\n\t\tconst geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();\n\n\t\tconst index = json.data.index;\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst typedArray = getTypedArray( index.type, index.array );\n\t\t\tgeometry.setIndex( new BufferAttribute( typedArray, 1 ) );\n\n\t\t}\n\n\t\tconst attributes = json.data.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\t\t\tlet bufferAttribute;\n\n\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t} else {\n\n\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\tconst bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;\n\t\t\t\tbufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t}\n\n\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\tgeometry.setAttribute( key, bufferAttribute );\n\n\t\t}\n\n\t\tconst morphAttributes = json.data.morphAttributes;\n\n\t\tif ( morphAttributes ) {\n\n\t\t\tfor ( const key in morphAttributes ) {\n\n\t\t\t\tconst attributeArray = morphAttributes[ key ];\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst attribute = attributeArray[ i ];\n\t\t\t\t\tlet bufferAttribute;\n\n\t\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\t\t\tbufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\t\t\tarray.push( bufferAttribute );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.morphAttributes[ key ] = array;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst morphTargetsRelative = json.data.morphTargetsRelative;\n\n\t\tif ( morphTargetsRelative ) {\n\n\t\t\tgeometry.morphTargetsRelative = true;\n\n\t\t}\n\n\t\tconst groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n\n\t\tif ( groups !== undefined ) {\n\n\t\t\tfor ( let i = 0, n = groups.length; i !== n; ++ i ) {\n\n\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\tgeometry.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst boundingSphere = json.data.boundingSphere;\n\n\t\tif ( boundingSphere !== undefined ) {\n\n\t\t\tconst center = new Vector3();\n\n\t\t\tif ( boundingSphere.center !== undefined ) {\n\n\t\t\t\tcenter.fromArray( boundingSphere.center );\n\n\t\t\t}\n\n\t\t\tgeometry.boundingSphere = new Sphere( center, boundingSphere.radius );\n\n\t\t}\n\n\t\tif ( json.name ) geometry.name = json.name;\n\t\tif ( json.userData ) geometry.userData = json.userData;\n\n\t\treturn geometry;\n\n\t}\n\n} );\n\nclass ObjectLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json = null;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( error );\n\n\t\t\t\tconsole.error( 'THREE:ObjectLoader: Can\\'t parse ' + url + '.', error.message );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst metadata = json.metadata;\n\n\t\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\t\tconsole.error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tscope.parse( json, onLoad );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json, onLoad ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = this.parseImages( json.images, function () {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t} );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\n\t\t//\n\n\t\tif ( onLoad !== undefined ) {\n\n\t\t\tlet hasImages = false;\n\n\t\t\tfor ( const uuid in images ) {\n\n\t\t\t\tif ( images[ uuid ] instanceof HTMLImageElement ) {\n\n\t\t\t\t\thasImages = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasImages === false ) onLoad( object );\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tparseShapes( json ) {\n\n\t\tconst shapes = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst shape = new Shape().fromJSON( json[ i ] );\n\n\t\t\t\tshapes[ shape.uuid ] = shape;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n\tparseSkeletons( json, object ) {\n\n\t\tconst skeletons = {};\n\t\tconst bones = {};\n\n\t\t// generate bone lookup table\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isBone ) bones[ child.uuid ] = child;\n\n\t\t} );\n\n\t\t// create skeletons\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst skeleton = new Skeleton().fromJSON( json[ i ], bones );\n\n\t\t\t\tskeletons[ skeleton.uuid ] = skeleton;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn skeletons;\n\n\t}\n\n\tparseGeometries( json, shapes ) {\n\n\t\tconst geometries = {};\n\t\tlet geometryShapes;\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst bufferGeometryLoader = new BufferGeometryLoader();\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tlet geometry;\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tswitch ( data.type ) {\n\n\t\t\t\t\tcase 'PlaneGeometry':\n\t\t\t\t\tcase 'PlaneBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BoxGeometry':\n\t\t\t\t\tcase 'BoxBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.depth,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.depthSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CircleGeometry':\n\t\t\t\t\tcase 'CircleBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CylinderGeometry':\n\t\t\t\t\tcase 'CylinderBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radiusTop,\n\t\t\t\t\t\t\tdata.radiusBottom,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ConeGeometry':\n\t\t\t\t\tcase 'ConeBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'SphereGeometry':\n\t\t\t\t\tcase 'SphereBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'DodecahedronGeometry':\n\t\t\t\t\tcase 'DodecahedronBufferGeometry':\n\t\t\t\t\tcase 'IcosahedronGeometry':\n\t\t\t\t\tcase 'IcosahedronBufferGeometry':\n\t\t\t\t\tcase 'OctahedronGeometry':\n\t\t\t\t\tcase 'OctahedronBufferGeometry':\n\t\t\t\t\tcase 'TetrahedronGeometry':\n\t\t\t\t\tcase 'TetrahedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.detail\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'RingGeometry':\n\t\t\t\t\tcase 'RingBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.innerRadius,\n\t\t\t\t\t\t\tdata.outerRadius,\n\t\t\t\t\t\t\tdata.thetaSegments,\n\t\t\t\t\t\t\tdata.phiSegments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusGeometry':\n\t\t\t\t\tcase 'TorusBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.arc\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusKnotGeometry':\n\t\t\t\t\tcase 'TorusKnotBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.p,\n\t\t\t\t\t\t\tdata.q\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TubeGeometry':\n\t\t\t\t\tcase 'TubeBufferGeometry':\n\n\t\t\t\t\t\t// This only works for built-in curves (e.g. CatmullRomCurve3).\n\t\t\t\t\t\t// User defined curves or instances of CurvePath will not be deserialized.\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tnew Curves[ data.path.type ]().fromJSON( data.path ),\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.closed\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'LatheGeometry':\n\t\t\t\t\tcase 'LatheBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.points,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'PolyhedronGeometry':\n\t\t\t\t\tcase 'PolyhedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.vertices,\n\t\t\t\t\t\t\tdata.indices,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.details\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ShapeGeometry':\n\t\t\t\t\tcase 'ShapeBufferGeometry':\n\n\t\t\t\t\t\tgeometryShapes = [];\n\n\t\t\t\t\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.curveSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\n\t\t\t\t\tcase 'ExtrudeGeometry':\n\t\t\t\t\tcase 'ExtrudeBufferGeometry':\n\n\t\t\t\t\t\tgeometryShapes = [];\n\n\t\t\t\t\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst extrudePath = data.options.extrudePath;\n\n\t\t\t\t\t\tif ( extrudePath !== undefined ) {\n\n\t\t\t\t\t\t\tdata.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.options\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BufferGeometry':\n\t\t\t\t\tcase 'InstancedBufferGeometry':\n\n\t\t\t\t\t\tgeometry = bufferGeometryLoader.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'Geometry':\n\n\t\t\t\t\t\tconsole.error( 'THREE.ObjectLoader: Loading \"Geometry\" is not supported anymore.' );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Unsupported geometry type \"' + data.type + '\"' );\n\n\t\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) geometry.name = data.name;\n\t\t\t\tif ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;\n\n\t\t\t\tgeometries[ data.uuid ] = geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn geometries;\n\n\t}\n\n\tparseMaterials( json, textures ) {\n\n\t\tconst cache = {}; // MultiMaterial\n\t\tconst materials = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst loader = new MaterialLoader();\n\t\t\tloader.setTextures( textures );\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.type === 'MultiMaterial' ) {\n\n\t\t\t\t\t// Deprecated\n\n\t\t\t\t\tconst array = [];\n\n\t\t\t\t\tfor ( let j = 0; j < data.materials.length; j ++ ) {\n\n\t\t\t\t\t\tconst material = data.materials[ j ];\n\n\t\t\t\t\t\tif ( cache[ material.uuid ] === undefined ) {\n\n\t\t\t\t\t\t\tcache[ material.uuid ] = loader.parse( material );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tarray.push( cache[ material.uuid ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = array;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( cache[ data.uuid ] === undefined ) {\n\n\t\t\t\t\t\tcache[ data.uuid ] = loader.parse( data );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = cache[ data.uuid ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn materials;\n\n\t}\n\n\tparseAnimations( json ) {\n\n\t\tconst animations = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tconst clip = AnimationClip.parse( data );\n\n\t\t\t\tanimations[ clip.uuid ] = clip;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n\tparseImages( json, onLoad ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tfunction loadImage( url ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\treturn loader.load( url, function () {\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, undefined, function () {\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\t}\n\n\t\tfunction deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn loadImage( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tconst manager = new LoadingManager( onLoad );\n\n\t\t\tloader = new ImageLoader( manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\timages[ image.uuid ] = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = deserializeImage( image.url );\n\n\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\timages[ image.uuid ] = deserializedImage;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tparseTextures( json, images ) {\n\n\t\tfunction parseConstant( value, type ) {\n\n\t\t\tif ( typeof value === 'number' ) return value;\n\n\t\t\tconsole.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );\n\n\t\t\treturn type[ value ];\n\n\t\t}\n\n\t\tconst textures = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.image === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No \"image\" specified for', data.uuid );\n\n\t\t\t\t}\n\n\t\t\t\tif ( images[ data.image ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined image', data.image );\n\n\t\t\t\t}\n\n\t\t\t\tlet texture;\n\t\t\t\tconst image = images[ data.image ];\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\ttexture = new CubeTexture( image );\n\n\t\t\t\t\tif ( image.length === 6 ) texture.needsUpdate = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( image && image.data ) {\n\n\t\t\t\t\t\ttexture = new DataTexture( image.data, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttexture = new Texture( image );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( image ) texture.needsUpdate = true; // textures can have undefined image data\n\n\t\t\t\t}\n\n\t\t\t\ttexture.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) texture.name = data.name;\n\n\t\t\t\tif ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );\n\n\t\t\t\tif ( data.offset !== undefined ) texture.offset.fromArray( data.offset );\n\t\t\t\tif ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );\n\t\t\t\tif ( data.center !== undefined ) texture.center.fromArray( data.center );\n\t\t\t\tif ( data.rotation !== undefined ) texture.rotation = data.rotation;\n\n\t\t\t\tif ( data.wrap !== undefined ) {\n\n\t\t\t\t\ttexture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );\n\t\t\t\t\ttexture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.format !== undefined ) texture.format = data.format;\n\t\t\t\tif ( data.type !== undefined ) texture.type = data.type;\n\t\t\t\tif ( data.encoding !== undefined ) texture.encoding = data.encoding;\n\n\t\t\t\tif ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;\n\n\t\t\t\tif ( data.flipY !== undefined ) texture.flipY = data.flipY;\n\n\t\t\t\tif ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;\n\t\t\t\tif ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;\n\n\t\t\t\ttextures[ data.uuid ] = texture;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn textures;\n\n\t}\n\n\tparseObject( data, geometries, materials, animations ) {\n\n\t\tlet object;\n\n\t\tfunction getGeometry( name ) {\n\n\t\t\tif ( geometries[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined geometry', name );\n\n\t\t\t}\n\n\t\t\treturn geometries[ name ];\n\n\t\t}\n\n\t\tfunction getMaterial( name ) {\n\n\t\t\tif ( name === undefined ) return undefined;\n\n\t\t\tif ( Array.isArray( name ) ) {\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, l = name.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst uuid = name[ i ];\n\n\t\t\t\t\tif ( materials[ uuid ] === undefined ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', uuid );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tarray.push( materials[ uuid ] );\n\n\t\t\t\t}\n\n\t\t\t\treturn array;\n\n\t\t\t}\n\n\t\t\tif ( materials[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', name );\n\n\t\t\t}\n\n\t\t\treturn materials[ name ];\n\n\t\t}\n\n\t\tlet geometry, material;\n\n\t\tswitch ( data.type ) {\n\n\t\t\tcase 'Scene':\n\n\t\t\t\tobject = new Scene();\n\n\t\t\t\tif ( data.background !== undefined ) {\n\n\t\t\t\t\tif ( Number.isInteger( data.background ) ) {\n\n\t\t\t\t\t\tobject.background = new Color( data.background );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.fog !== undefined ) {\n\n\t\t\t\t\tif ( data.fog.type === 'Fog' ) {\n\n\t\t\t\t\t\tobject.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );\n\n\t\t\t\t\t} else if ( data.fog.type === 'FogExp2' ) {\n\n\t\t\t\t\t\tobject.fog = new FogExp2( data.fog.color, data.fog.density );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PerspectiveCamera':\n\n\t\t\t\tobject = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );\n\n\t\t\t\tif ( data.focus !== undefined ) object.focus = data.focus;\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;\n\t\t\t\tif ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'OrthographicCamera':\n\n\t\t\t\tobject = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );\n\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'AmbientLight':\n\n\t\t\t\tobject = new AmbientLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'DirectionalLight':\n\n\t\t\t\tobject = new DirectionalLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointLight':\n\n\t\t\t\tobject = new PointLight( data.color, data.intensity, data.distance, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'RectAreaLight':\n\n\t\t\t\tobject = new RectAreaLight( data.color, data.intensity, data.width, data.height );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SpotLight':\n\n\t\t\t\tobject = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'HemisphereLight':\n\n\t\t\t\tobject = new HemisphereLight( data.color, data.groundColor, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LightProbe':\n\n\t\t\t\tobject = new LightProbe().fromJSON( data );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SkinnedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t \tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new SkinnedMesh( geometry, material );\n\n\t\t\t\tif ( data.bindMode !== undefined ) object.bindMode = data.bindMode;\n\t\t\t\tif ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );\n\t\t\t\tif ( data.skeleton !== undefined ) object.skeleton = data.skeleton;\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Mesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new Mesh( geometry, material );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'InstancedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\t\t\t\tconst count = data.count;\n\t\t\t\tconst instanceMatrix = data.instanceMatrix;\n\n\t\t\t\tobject = new InstancedMesh( geometry, material, count );\n\t\t\t\tobject.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LOD':\n\n\t\t\t\tobject = new LOD();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Line':\n\n\t\t\t\tobject = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineLoop':\n\n\t\t\t\tobject = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineSegments':\n\n\t\t\t\tobject = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointCloud':\n\t\t\tcase 'Points':\n\n\t\t\t\tobject = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Sprite':\n\n\t\t\t\tobject = new Sprite( getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Group':\n\n\t\t\t\tobject = new Group();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Bone':\n\n\t\t\t\tobject = new Bone();\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tobject = new Object3D();\n\n\t\t}\n\n\t\tobject.uuid = data.uuid;\n\n\t\tif ( data.name !== undefined ) object.name = data.name;\n\n\t\tif ( data.matrix !== undefined ) {\n\n\t\t\tobject.matrix.fromArray( data.matrix );\n\n\t\t\tif ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;\n\t\t\tif ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );\n\n\t\t} else {\n\n\t\t\tif ( data.position !== undefined ) object.position.fromArray( data.position );\n\t\t\tif ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );\n\t\t\tif ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );\n\t\t\tif ( data.scale !== undefined ) object.scale.fromArray( data.scale );\n\n\t\t}\n\n\t\tif ( data.castShadow !== undefined ) object.castShadow = data.castShadow;\n\t\tif ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;\n\n\t\tif ( data.shadow ) {\n\n\t\t\tif ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;\n\t\t\tif ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;\n\t\t\tif ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;\n\t\t\tif ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );\n\t\t\tif ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );\n\n\t\t}\n\n\t\tif ( data.visible !== undefined ) object.visible = data.visible;\n\t\tif ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;\n\t\tif ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;\n\t\tif ( data.userData !== undefined ) object.userData = data.userData;\n\t\tif ( data.layers !== undefined ) object.layers.mask = data.layers;\n\n\t\tif ( data.children !== undefined ) {\n\n\t\t\tconst children = data.children;\n\n\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\tobject.add( this.parseObject( children[ i ], geometries, materials, animations ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.animations !== undefined ) {\n\n\t\t\tconst objectAnimations = data.animations;\n\n\t\t\tfor ( let i = 0; i < objectAnimations.length; i ++ ) {\n\n\t\t\t\tconst uuid = objectAnimations[ i ];\n\n\t\t\t\tobject.animations.push( animations[ uuid ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.type === 'LOD' ) {\n\n\t\t\tif ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;\n\n\t\t\tconst levels = data.levels;\n\n\t\t\tfor ( let l = 0; l < levels.length; l ++ ) {\n\n\t\t\t\tconst level = levels[ l ];\n\t\t\t\tconst child = object.getObjectByProperty( 'uuid', level.object );\n\n\t\t\t\tif ( child !== undefined ) {\n\n\t\t\t\t\tobject.addLevel( child, level.distance );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tbindSkeletons( object, skeletons ) {\n\n\t\tif ( Object.keys( skeletons ).length === 0 ) return;\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {\n\n\t\t\t\tconst skeleton = skeletons[ child.skeleton ];\n\n\t\t\t\tif ( skeleton === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tchild.bind( skeleton, child.bindMatrix );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t}\n\n\t/* DEPRECATED */\n\n\tsetTexturePath( value ) {\n\n\t\tconsole.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );\n\t\treturn this.setResourcePath( value );\n\n\t}\n\n}\n\nconst TEXTURE_MAPPING = {\n\tUVMapping: UVMapping,\n\tCubeReflectionMapping: CubeReflectionMapping,\n\tCubeRefractionMapping: CubeRefractionMapping,\n\tEquirectangularReflectionMapping: EquirectangularReflectionMapping,\n\tEquirectangularRefractionMapping: EquirectangularRefractionMapping,\n\tCubeUVReflectionMapping: CubeUVReflectionMapping,\n\tCubeUVRefractionMapping: CubeUVRefractionMapping\n};\n\nconst TEXTURE_WRAPPING = {\n\tRepeatWrapping: RepeatWrapping,\n\tClampToEdgeWrapping: ClampToEdgeWrapping,\n\tMirroredRepeatWrapping: MirroredRepeatWrapping\n};\n\nconst TEXTURE_FILTER = {\n\tNearestFilter: NearestFilter,\n\tNearestMipmapNearestFilter: NearestMipmapNearestFilter,\n\tNearestMipmapLinearFilter: NearestMipmapLinearFilter,\n\tLinearFilter: LinearFilter,\n\tLinearMipmapNearestFilter: LinearMipmapNearestFilter,\n\tLinearMipmapLinearFilter: LinearMipmapLinearFilter\n};\n\nfunction ImageBitmapLoader( manager ) {\n\n\tif ( typeof createImageBitmap === 'undefined' ) {\n\n\t\tconsole.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );\n\n\t}\n\n\tif ( typeof fetch === 'undefined' ) {\n\n\t\tconsole.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );\n\n\t}\n\n\tLoader.call( this, manager );\n\n\tthis.options = { premultiplyAlpha: 'none' };\n\n}\n\nImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: ImageBitmapLoader,\n\n\tisImageBitmapLoader: true,\n\n\tsetOptions: function setOptions( options ) {\n\n\t\tthis.options = options;\n\n\t\treturn this;\n\n\t},\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst fetchOptions = {};\n\t\tfetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';\n\n\t\tfetch( url, fetchOptions ).then( function ( res ) {\n\n\t\t\treturn res.blob();\n\n\t\t} ).then( function ( blob ) {\n\n\t\t\treturn createImageBitmap( blob, scope.options );\n\n\t\t} ).then( function ( imageBitmap ) {\n\n\t\t\tCache.add( url, imageBitmap );\n\n\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} ).catch( function ( e ) {\n\n\t\t\tif ( onError ) onError( e );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} );\n\n\t\tscope.manager.itemStart( url );\n\n\t}\n\n} );\n\nfunction ShapePath() {\n\n\tthis.type = 'ShapePath';\n\n\tthis.color = new Color();\n\n\tthis.subPaths = [];\n\tthis.currentPath = null;\n\n}\n\nObject.assign( ShapePath.prototype, {\n\n\tmoveTo: function ( x, y ) {\n\n\t\tthis.currentPath = new Path();\n\t\tthis.subPaths.push( this.currentPath );\n\t\tthis.currentPath.moveTo( x, y );\n\n\t\treturn this;\n\n\t},\n\n\tlineTo: function ( x, y ) {\n\n\t\tthis.currentPath.lineTo( x, y );\n\n\t\treturn this;\n\n\t},\n\n\tquadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {\n\n\t\tthis.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tbezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tthis.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tsplineThru: function ( pts ) {\n\n\t\tthis.currentPath.splineThru( pts );\n\n\t\treturn this;\n\n\t},\n\n\ttoShapes: function ( isCCW, noHoles ) {\n\n\t\tfunction toShapesNoHoles( inSubpaths ) {\n\n\t\t\tconst shapes = [];\n\n\t\t\tfor ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {\n\n\t\t\t\tconst tmpPath = inSubpaths[ i ];\n\n\t\t\t\tconst tmpShape = new Shape();\n\t\t\t\ttmpShape.curves = tmpPath.curves;\n\n\t\t\t\tshapes.push( tmpShape );\n\n\t\t\t}\n\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tfunction isPointInsidePolygon( inPt, inPolygon ) {\n\n\t\t\tconst polyLen = inPolygon.length;\n\n\t\t\t// inPt on polygon contour => immediate success or\n\t\t\t// toggling of inside/outside at every single! intersection point of an edge\n\t\t\t// with the horizontal line through inPt, left of inPt\n\t\t\t// not counting lowerY endpoints of edges and whole edges on that line\n\t\t\tlet inside = false;\n\t\t\tfor ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {\n\n\t\t\t\tlet edgeLowPt = inPolygon[ p ];\n\t\t\t\tlet edgeHighPt = inPolygon[ q ];\n\n\t\t\t\tlet edgeDx = edgeHighPt.x - edgeLowPt.x;\n\t\t\t\tlet edgeDy = edgeHighPt.y - edgeLowPt.y;\n\n\t\t\t\tif ( Math.abs( edgeDy ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not parallel\n\t\t\t\t\tif ( edgeDy < 0 ) {\n\n\t\t\t\t\t\tedgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;\n\t\t\t\t\t\tedgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) \t\tcontinue;\n\n\t\t\t\t\tif ( inPt.y === edgeLowPt.y ) {\n\n\t\t\t\t\t\tif ( inPt.x === edgeLowPt.x )\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\t// continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );\n\t\t\t\t\t\tif ( perpEdge === 0 )\t\t\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\tif ( perpEdge < 0 ) \t\t\t\tcontinue;\n\t\t\t\t\t\tinside = ! inside;\t\t// true intersection left of inPt\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// parallel or collinear\n\t\t\t\t\tif ( inPt.y !== edgeLowPt.y ) \t\tcontinue;\t\t\t// parallel\n\t\t\t\t\t// edge lies on the same horizontal line as inPt\n\t\t\t\t\tif ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||\n\t\t\t\t\t\t ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )\t\treturn\ttrue;\t// inPt: Point on contour !\n\t\t\t\t\t// continue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn\tinside;\n\n\t\t}\n\n\t\tconst isClockWise = ShapeUtils.isClockWise;\n\n\t\tconst subPaths = this.subPaths;\n\t\tif ( subPaths.length === 0 ) return [];\n\n\t\tif ( noHoles === true )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tlet solid, tmpPath, tmpShape;\n\t\tconst shapes = [];\n\n\t\tif ( subPaths.length === 1 ) {\n\n\t\t\ttmpPath = subPaths[ 0 ];\n\t\t\ttmpShape = new Shape();\n\t\t\ttmpShape.curves = tmpPath.curves;\n\t\t\tshapes.push( tmpShape );\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tlet holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );\n\t\tholesFirst = isCCW ? ! holesFirst : holesFirst;\n\n\t\t// console.log(\"Holes first\", holesFirst);\n\n\t\tconst betterShapeHoles = [];\n\t\tconst newShapes = [];\n\t\tlet newShapeHoles = [];\n\t\tlet mainIdx = 0;\n\t\tlet tmpPoints;\n\n\t\tnewShapes[ mainIdx ] = undefined;\n\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\tfor ( let i = 0, l = subPaths.length; i < l; i ++ ) {\n\n\t\t\ttmpPath = subPaths[ i ];\n\t\t\ttmpPoints = tmpPath.getPoints();\n\t\t\tsolid = isClockWise( tmpPoints );\n\t\t\tsolid = isCCW ? ! solid : solid;\n\n\t\t\tif ( solid ) {\n\n\t\t\t\tif ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )\tmainIdx ++;\n\n\t\t\t\tnewShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };\n\t\t\t\tnewShapes[ mainIdx ].s.curves = tmpPath.curves;\n\n\t\t\t\tif ( holesFirst )\tmainIdx ++;\n\t\t\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\t\t\t//console.log('cw', i);\n\n\t\t\t} else {\n\n\t\t\t\tnewShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );\n\n\t\t\t\t//console.log('ccw', i);\n\n\t\t\t}\n\n\t\t}\n\n\t\t// only Holes? -> probably all Shapes with wrong orientation\n\t\tif ( ! newShapes[ 0 ] )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tif ( newShapes.length > 1 ) {\n\n\t\t\tlet ambiguous = false;\n\t\t\tconst toChange = [];\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tbetterShapeHoles[ sIdx ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tconst sho = newShapeHoles[ sIdx ];\n\n\t\t\t\tfor ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {\n\n\t\t\t\t\tconst ho = sho[ hIdx ];\n\t\t\t\t\tlet hole_unassigned = true;\n\n\t\t\t\t\tfor ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {\n\n\t\t\t\t\t\tif ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {\n\n\t\t\t\t\t\t\tif ( sIdx !== s2Idx )\ttoChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );\n\t\t\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\t\t\thole_unassigned = false;\n\t\t\t\t\t\t\t\tbetterShapeHoles[ s2Idx ].push( ho );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tambiguous = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\tbetterShapeHoles[ sIdx ].push( ho );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t\t// console.log(\"ambiguous: \", ambiguous);\n\n\t\t\tif ( toChange.length > 0 ) {\n\n\t\t\t\t// console.log(\"to change: \", toChange);\n\t\t\t\tif ( ! ambiguous )\tnewShapeHoles = betterShapeHoles;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet tmpHoles;\n\n\t\tfor ( let i = 0, il = newShapes.length; i < il; i ++ ) {\n\n\t\t\ttmpShape = newShapes[ i ].s;\n\t\t\tshapes.push( tmpShape );\n\t\t\ttmpHoles = newShapeHoles[ i ];\n\n\t\t\tfor ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {\n\n\t\t\t\ttmpShape.holes.push( tmpHoles[ j ].h );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//console.log(\"shape\", shapes);\n\n\t\treturn shapes;\n\n\t}\n\n} );\n\nclass Font {\n\n\tconstructor( data ) {\n\n\t\tObject.defineProperty( this, 'isFont', { value: true } );\n\n\t\tthis.type = 'Font';\n\n\t\tthis.data = data;\n\n\t}\n\n\tgenerateShapes( text, size = 100 ) {\n\n\t\tconst shapes = [];\n\t\tconst paths = createPaths( text, size, this.data );\n\n\t\tfor ( let p = 0, pl = paths.length; p < pl; p ++ ) {\n\n\t\t\tArray.prototype.push.apply( shapes, paths[ p ].toShapes() );\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n}\n\nfunction createPaths( text, size, data ) {\n\n\tconst chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988\n\tconst scale = size / data.resolution;\n\tconst line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;\n\n\tconst paths = [];\n\n\tlet offsetX = 0, offsetY = 0;\n\n\tfor ( let i = 0; i < chars.length; i ++ ) {\n\n\t\tconst char = chars[ i ];\n\n\t\tif ( char === '\\n' ) {\n\n\t\t\toffsetX = 0;\n\t\t\toffsetY -= line_height;\n\n\t\t} else {\n\n\t\t\tconst ret = createPath( char, scale, offsetX, offsetY, data );\n\t\t\toffsetX += ret.offsetX;\n\t\t\tpaths.push( ret.path );\n\n\t\t}\n\n\t}\n\n\treturn paths;\n\n}\n\nfunction createPath( char, scale, offsetX, offsetY, data ) {\n\n\tconst glyph = data.glyphs[ char ] || data.glyphs[ '?' ];\n\n\tif ( ! glyph ) {\n\n\t\tconsole.error( 'THREE.Font: character \"' + char + '\" does not exists in font family ' + data.familyName + '.' );\n\n\t\treturn;\n\n\t}\n\n\tconst path = new ShapePath();\n\n\tlet x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;\n\n\tif ( glyph.o ) {\n\n\t\tconst outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );\n\n\t\tfor ( let i = 0, l = outline.length; i < l; ) {\n\n\t\t\tconst action = outline[ i ++ ];\n\n\t\t\tswitch ( action ) {\n\n\t\t\t\tcase 'm': // moveTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.moveTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'l': // lineTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.lineTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'q': // quadraticCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.quadraticCurveTo( cpx1, cpy1, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'b': // bezierCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx2 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy2 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { offsetX: glyph.ha * scale, path: path };\n\n}\n\nfunction FontLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nFontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: FontLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tconsole.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );\n\t\t\t\tjson = JSON.parse( text.substring( 65, text.length - 2 ) );\n\n\t\t\t}\n\n\t\t\tconst font = scope.parse( json );\n\n\t\t\tif ( onLoad ) onLoad( font );\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\treturn new Font( json );\n\n\t}\n\n} );\n\nlet _context;\n\nconst AudioContext = {\n\n\tgetContext: function () {\n\n\t\tif ( _context === undefined ) {\n\n\t\t\t_context = new ( window.AudioContext || window.webkitAudioContext )();\n\n\t\t}\n\n\t\treturn _context;\n\n\t},\n\n\tsetContext: function ( value ) {\n\n\t\t_context = value;\n\n\t}\n\n};\n\nfunction AudioLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nAudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: AudioLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\ttry {\n\n\t\t\t\t// Create a copy of the buffer. The `decodeAudioData` method\n\t\t\t\t// detaches the buffer when complete, preventing reuse.\n\t\t\t\tconst bufferCopy = buffer.slice( 0 );\n\n\t\t\t\tconst context = AudioContext.getContext();\n\t\t\t\tcontext.decodeAudioData( bufferCopy, function ( audioBuffer ) {\n\n\t\t\t\t\tonLoad( audioBuffer );\n\n\t\t\t\t} );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n} );\n\nfunction HemisphereLightProbe( skyColor, groundColor, intensity ) {\n\n\tLightProbe.call( this, undefined, intensity );\n\n\tconst color1 = new Color().set( skyColor );\n\tconst color2 = new Color().set( groundColor );\n\n\tconst sky = new Vector3( color1.r, color1.g, color1.b );\n\tconst ground = new Vector3( color2.r, color2.g, color2.b );\n\n\t// without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );\n\tconst c0 = Math.sqrt( Math.PI );\n\tconst c1 = c0 * Math.sqrt( 0.75 );\n\n\tthis.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );\n\tthis.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );\n\n}\n\nHemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {\n\n\tconstructor: HemisphereLightProbe,\n\n\tisHemisphereLightProbe: true,\n\n\tcopy: function ( source ) { // modifying colors not currently supported\n\n\t\tLightProbe.prototype.copy.call( this, source );\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = LightProbe.prototype.toJSON.call( this, meta );\n\n\t\t// data.sh = this.sh.toArray(); // todo\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction AmbientLightProbe( color, intensity ) {\n\n\tLightProbe.call( this, undefined, intensity );\n\n\tconst color1 = new Color().set( color );\n\n\t// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );\n\tthis.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );\n\n}\n\nAmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {\n\n\tconstructor: AmbientLightProbe,\n\n\tisAmbientLightProbe: true,\n\n\tcopy: function ( source ) { // modifying color not currently supported\n\n\t\tLightProbe.prototype.copy.call( this, source );\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = LightProbe.prototype.toJSON.call( this, meta );\n\n\t\t// data.sh = this.sh.toArray(); // todo\n\n\t\treturn data;\n\n\t}\n\n} );\n\nconst _eyeRight = new Matrix4();\nconst _eyeLeft = new Matrix4();\n\nfunction StereoCamera() {\n\n\tthis.type = 'StereoCamera';\n\n\tthis.aspect = 1;\n\n\tthis.eyeSep = 0.064;\n\n\tthis.cameraL = new PerspectiveCamera();\n\tthis.cameraL.layers.enable( 1 );\n\tthis.cameraL.matrixAutoUpdate = false;\n\n\tthis.cameraR = new PerspectiveCamera();\n\tthis.cameraR.layers.enable( 2 );\n\tthis.cameraR.matrixAutoUpdate = false;\n\n\tthis._cache = {\n\t\tfocus: null,\n\t\tfov: null,\n\t\taspect: null,\n\t\tnear: null,\n\t\tfar: null,\n\t\tzoom: null,\n\t\teyeSep: null\n\t};\n\n}\n\nObject.assign( StereoCamera.prototype, {\n\n\tupdate: function ( camera ) {\n\n\t\tconst cache = this._cache;\n\n\t\tconst needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||\n\t\t\tcache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||\n\t\t\tcache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tcache.focus = camera.focus;\n\t\t\tcache.fov = camera.fov;\n\t\t\tcache.aspect = camera.aspect * this.aspect;\n\t\t\tcache.near = camera.near;\n\t\t\tcache.far = camera.far;\n\t\t\tcache.zoom = camera.zoom;\n\t\t\tcache.eyeSep = this.eyeSep;\n\n\t\t\t// Off-axis stereoscopic effect based on\n\t\t\t// http://paulbourke.net/stereographics/stereorender/\n\n\t\t\tconst projectionMatrix = camera.projectionMatrix.clone();\n\t\t\tconst eyeSepHalf = cache.eyeSep / 2;\n\t\t\tconst eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;\n\t\t\tconst ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;\n\t\t\tlet xmin, xmax;\n\n\t\t\t// translate xOffset\n\n\t\t\t_eyeLeft.elements[ 12 ] = - eyeSepHalf;\n\t\t\t_eyeRight.elements[ 12 ] = eyeSepHalf;\n\n\t\t\t// for left eye\n\n\t\t\txmin = - ymax * cache.aspect + eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect + eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraL.projectionMatrix.copy( projectionMatrix );\n\n\t\t\t// for right eye\n\n\t\t\txmin = - ymax * cache.aspect - eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect - eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraR.projectionMatrix.copy( projectionMatrix );\n\n\t\t}\n\n\t\tthis.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );\n\t\tthis.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );\n\n\t}\n\n} );\n\nclass Clock {\n\n\tconstructor( autoStart ) {\n\n\t\tthis.autoStart = ( autoStart !== undefined ) ? autoStart : true;\n\n\t\tthis.startTime = 0;\n\t\tthis.oldTime = 0;\n\t\tthis.elapsedTime = 0;\n\n\t\tthis.running = false;\n\n\t}\n\n\tstart() {\n\n\t\tthis.startTime = now();\n\n\t\tthis.oldTime = this.startTime;\n\t\tthis.elapsedTime = 0;\n\t\tthis.running = true;\n\n\t}\n\n\tstop() {\n\n\t\tthis.getElapsedTime();\n\t\tthis.running = false;\n\t\tthis.autoStart = false;\n\n\t}\n\n\tgetElapsedTime() {\n\n\t\tthis.getDelta();\n\t\treturn this.elapsedTime;\n\n\t}\n\n\tgetDelta() {\n\n\t\tlet diff = 0;\n\n\t\tif ( this.autoStart && ! this.running ) {\n\n\t\t\tthis.start();\n\t\t\treturn 0;\n\n\t\t}\n\n\t\tif ( this.running ) {\n\n\t\t\tconst newTime = now();\n\n\t\t\tdiff = ( newTime - this.oldTime ) / 1000;\n\t\t\tthis.oldTime = newTime;\n\n\t\t\tthis.elapsedTime += diff;\n\n\t\t}\n\n\t\treturn diff;\n\n\t}\n\n}\n\nfunction now() {\n\n\treturn ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732\n\n}\n\nconst _position$2 = /*@__PURE__*/ new Vector3();\nconst _quaternion$3 = /*@__PURE__*/ new Quaternion();\nconst _scale$1 = /*@__PURE__*/ new Vector3();\nconst _orientation = /*@__PURE__*/ new Vector3();\n\nclass AudioListener extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'AudioListener';\n\n\t\tthis.context = AudioContext.getContext();\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( this.context.destination );\n\n\t\tthis.filter = null;\n\n\t\tthis.timeDelta = 0;\n\n\t\t// private\n\n\t\tthis._clock = new Clock();\n\n\t}\n\n\tgetInput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tremoveFilter() {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\t\t\tthis.gain.connect( this.context.destination );\n\t\t\tthis.filter = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.filter;\n\n\t}\n\n\tsetFilter( value ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\n\t\t} else {\n\n\t\t\tthis.gain.disconnect( this.context.destination );\n\n\t\t}\n\n\t\tthis.filter = value;\n\t\tthis.gain.connect( this.filter );\n\t\tthis.filter.connect( this.context.destination );\n\n\t\treturn this;\n\n\t}\n\n\tgetMasterVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetMasterVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tconst listener = this.context.listener;\n\t\tconst up = this.up;\n\n\t\tthis.timeDelta = this._clock.getDelta();\n\n\t\tthis.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );\n\n\t\t_orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );\n\n\t\tif ( listener.positionX ) {\n\n\t\t\t// code path for Chrome (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.timeDelta;\n\n\t\t\tlistener.positionX.linearRampToValueAtTime( _position$2.x, endTime );\n\t\t\tlistener.positionY.linearRampToValueAtTime( _position$2.y, endTime );\n\t\t\tlistener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );\n\t\t\tlistener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );\n\t\t\tlistener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );\n\t\t\tlistener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );\n\t\t\tlistener.upX.linearRampToValueAtTime( up.x, endTime );\n\t\t\tlistener.upY.linearRampToValueAtTime( up.y, endTime );\n\t\t\tlistener.upZ.linearRampToValueAtTime( up.z, endTime );\n\n\t\t} else {\n\n\t\t\tlistener.setPosition( _position$2.x, _position$2.y, _position$2.z );\n\t\t\tlistener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass Audio extends Object3D {\n\n\tconstructor( listener ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Audio';\n\n\t\tthis.listener = listener;\n\t\tthis.context = listener.context;\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( listener.getInput() );\n\n\t\tthis.autoplay = false;\n\n\t\tthis.buffer = null;\n\t\tthis.detune = 0;\n\t\tthis.loop = false;\n\t\tthis.loopStart = 0;\n\t\tthis.loopEnd = 0;\n\t\tthis.offset = 0;\n\t\tthis.duration = undefined;\n\t\tthis.playbackRate = 1;\n\t\tthis.isPlaying = false;\n\t\tthis.hasPlaybackControl = true;\n\t\tthis.source = null;\n\t\tthis.sourceType = 'empty';\n\n\t\tthis._startedAt = 0;\n\t\tthis._progress = 0;\n\t\tthis._connected = false;\n\n\t\tthis.filters = [];\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tsetNodeSource( audioNode ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'audioNode';\n\t\tthis.source = audioNode;\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaElementSource( mediaElement ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaNode';\n\t\tthis.source = this.context.createMediaElementSource( mediaElement );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaStreamSource( mediaStream ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaStreamNode';\n\t\tthis.source = this.context.createMediaStreamSource( mediaStream );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetBuffer( audioBuffer ) {\n\n\t\tthis.buffer = audioBuffer;\n\t\tthis.sourceType = 'buffer';\n\n\t\tif ( this.autoplay ) this.play();\n\n\t\treturn this;\n\n\t}\n\n\tplay( delay = 0 ) {\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: Audio is already playing.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._startedAt = this.context.currentTime + delay;\n\n\t\tconst source = this.context.createBufferSource();\n\t\tsource.buffer = this.buffer;\n\t\tsource.loop = this.loop;\n\t\tsource.loopStart = this.loopStart;\n\t\tsource.loopEnd = this.loopEnd;\n\t\tsource.onended = this.onEnded.bind( this );\n\t\tsource.start( this._startedAt, this._progress + this.offset, this.duration );\n\n\t\tthis.isPlaying = true;\n\n\t\tthis.source = source;\n\n\t\tthis.setDetune( this.detune );\n\t\tthis.setPlaybackRate( this.playbackRate );\n\n\t\treturn this.connect();\n\n\t}\n\n\tpause() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\t// update current progress\n\n\t\t\tthis._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;\n\n\t\t\tif ( this.loop === true ) {\n\n\t\t\t\t// ensure _progress does not exceed duration with looped audios\n\n\t\t\t\tthis._progress = this._progress % ( this.duration || this.buffer.duration );\n\n\t\t\t}\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t\tthis.isPlaying = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._progress = 0;\n\n\t\tthis.source.stop();\n\t\tthis.source.onended = null;\n\t\tthis.isPlaying = false;\n\n\t\treturn this;\n\n\t}\n\n\tconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.connect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].connect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].connect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.connect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = true;\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.disconnect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].disconnect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.disconnect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = false;\n\n\t\treturn this;\n\n\t}\n\n\tgetFilters() {\n\n\t\treturn this.filters;\n\n\t}\n\n\tsetFilters( value ) {\n\n\t\tif ( ! value ) value = [];\n\n\t\tif ( this._connected === true ) {\n\n\t\t\tthis.disconnect();\n\t\t\tthis.filters = value.slice();\n\t\t\tthis.connect();\n\n\t\t} else {\n\n\t\t\tthis.filters = value.slice();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetDetune( value ) {\n\n\t\tthis.detune = value;\n\n\t\tif ( this.source.detune === undefined ) return; // only set detune when available\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetDetune() {\n\n\t\treturn this.detune;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.getFilters()[ 0 ];\n\n\t}\n\n\tsetFilter( filter ) {\n\n\t\treturn this.setFilters( filter ? [ filter ] : [] );\n\n\t}\n\n\tsetPlaybackRate( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.playbackRate = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetPlaybackRate() {\n\n\t\treturn this.playbackRate;\n\n\t}\n\n\tonEnded() {\n\n\t\tthis.isPlaying = false;\n\n\t}\n\n\tgetLoop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn this.loop;\n\n\t}\n\n\tsetLoop( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.loop = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.loop = this.loop;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopStart( value ) {\n\n\t\tthis.loopStart = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopEnd( value ) {\n\n\t\tthis.loopEnd = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _position$3 = /*@__PURE__*/ new Vector3();\nconst _quaternion$4 = /*@__PURE__*/ new Quaternion();\nconst _scale$2 = /*@__PURE__*/ new Vector3();\nconst _orientation$1 = /*@__PURE__*/ new Vector3();\n\nclass PositionalAudio extends Audio {\n\n\tconstructor( listener ) {\n\n\t\tsuper( listener );\n\n\t\tthis.panner = this.context.createPanner();\n\t\tthis.panner.panningModel = 'HRTF';\n\t\tthis.panner.connect( this.gain );\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.panner;\n\n\t}\n\n\tgetRefDistance() {\n\n\t\treturn this.panner.refDistance;\n\n\t}\n\n\tsetRefDistance( value ) {\n\n\t\tthis.panner.refDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetRolloffFactor() {\n\n\t\treturn this.panner.rolloffFactor;\n\n\t}\n\n\tsetRolloffFactor( value ) {\n\n\t\tthis.panner.rolloffFactor = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetDistanceModel() {\n\n\t\treturn this.panner.distanceModel;\n\n\t}\n\n\tsetDistanceModel( value ) {\n\n\t\tthis.panner.distanceModel = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxDistance() {\n\n\t\treturn this.panner.maxDistance;\n\n\t}\n\n\tsetMaxDistance( value ) {\n\n\t\tthis.panner.maxDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {\n\n\t\tthis.panner.coneInnerAngle = coneInnerAngle;\n\t\tthis.panner.coneOuterAngle = coneOuterAngle;\n\t\tthis.panner.coneOuterGain = coneOuterGain;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.hasPlaybackControl === true && this.isPlaying === false ) return;\n\n\t\tthis.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );\n\n\t\t_orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );\n\n\t\tconst panner = this.panner;\n\n\t\tif ( panner.positionX ) {\n\n\t\t\t// code path for Chrome and Firefox (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.listener.timeDelta;\n\n\t\t\tpanner.positionX.linearRampToValueAtTime( _position$3.x, endTime );\n\t\t\tpanner.positionY.linearRampToValueAtTime( _position$3.y, endTime );\n\t\t\tpanner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );\n\t\t\tpanner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );\n\t\t\tpanner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );\n\t\t\tpanner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );\n\n\t\t} else {\n\n\t\t\tpanner.setPosition( _position$3.x, _position$3.y, _position$3.z );\n\t\t\tpanner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass AudioAnalyser {\n\n\tconstructor( audio, fftSize = 2048 ) {\n\n\t\tthis.analyser = audio.context.createAnalyser();\n\t\tthis.analyser.fftSize = fftSize;\n\n\t\tthis.data = new Uint8Array( this.analyser.frequencyBinCount );\n\n\t\taudio.getOutput().connect( this.analyser );\n\n\t}\n\n\n\tgetFrequencyData() {\n\n\t\tthis.analyser.getByteFrequencyData( this.data );\n\n\t\treturn this.data;\n\n\t}\n\n\tgetAverageFrequency() {\n\n\t\tlet value = 0;\n\t\tconst data = this.getFrequencyData();\n\n\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\tvalue += data[ i ];\n\n\t\t}\n\n\t\treturn value / data.length;\n\n\t}\n\n}\n\nfunction PropertyMixer( binding, typeName, valueSize ) {\n\n\tthis.binding = binding;\n\tthis.valueSize = valueSize;\n\n\tlet mixFunction,\n\t\tmixFunctionAdditive,\n\t\tsetIdentity;\n\n\t// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]\n\t//\n\t// interpolators can use .buffer as their .result\n\t// the data then goes to 'incoming'\n\t//\n\t// 'accu0' and 'accu1' are used frame-interleaved for\n\t// the cumulative result and are compared to detect\n\t// changes\n\t//\n\t// 'orig' stores the original state of the property\n\t//\n\t// 'add' is used for additive cumulative results\n\t//\n\t// 'work' is optional and is only present for quaternion types. It is used\n\t// to store intermediate quaternion multiplication results\n\n\tswitch ( typeName ) {\n\n\t\tcase 'quaternion':\n\t\t\tmixFunction = this._slerp;\n\t\t\tmixFunctionAdditive = this._slerpAdditive;\n\t\t\tsetIdentity = this._setAdditiveIdentityQuaternion;\n\n\t\t\tthis.buffer = new Float64Array( valueSize * 6 );\n\t\t\tthis._workIndex = 5;\n\t\t\tbreak;\n\n\t\tcase 'string':\n\t\tcase 'bool':\n\t\t\tmixFunction = this._select;\n\n\t\t\t// Use the regular mix function and for additive on these types,\n\t\t\t// additive is not relevant for non-numeric types\n\t\t\tmixFunctionAdditive = this._select;\n\n\t\t\tsetIdentity = this._setAdditiveIdentityOther;\n\n\t\t\tthis.buffer = new Array( valueSize * 5 );\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tmixFunction = this._lerp;\n\t\t\tmixFunctionAdditive = this._lerpAdditive;\n\t\t\tsetIdentity = this._setAdditiveIdentityNumeric;\n\n\t\t\tthis.buffer = new Float64Array( valueSize * 5 );\n\n\t}\n\n\tthis._mixBufferRegion = mixFunction;\n\tthis._mixBufferRegionAdditive = mixFunctionAdditive;\n\tthis._setIdentity = setIdentity;\n\tthis._origIndex = 3;\n\tthis._addIndex = 4;\n\n\tthis.cumulativeWeight = 0;\n\tthis.cumulativeWeightAdditive = 0;\n\n\tthis.useCount = 0;\n\tthis.referenceCount = 0;\n\n}\n\nObject.assign( PropertyMixer.prototype, {\n\n\t// accumulate data in the 'incoming' region into 'accu'\n\taccumulate: function ( accuIndex, weight ) {\n\n\t\t// note: happily accumulating nothing when weight = 0, the caller knows\n\t\t// the weight and shouldn't have made the call in the first place\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = accuIndex * stride + stride;\n\n\t\tlet currentWeight = this.cumulativeWeight;\n\n\t\tif ( currentWeight === 0 ) {\n\n\t\t\t// accuN := incoming * weight\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ offset + i ] = buffer[ i ];\n\n\t\t\t}\n\n\t\t\tcurrentWeight = weight;\n\n\t\t} else {\n\n\t\t\t// accuN := accuN + incoming * weight\n\n\t\t\tcurrentWeight += weight;\n\t\t\tconst mix = weight / currentWeight;\n\t\t\tthis._mixBufferRegion( buffer, offset, 0, mix, stride );\n\n\t\t}\n\n\t\tthis.cumulativeWeight = currentWeight;\n\n\t},\n\n\t// accumulate data in the 'incoming' region into 'add'\n\taccumulateAdditive: function ( weight ) {\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = stride * this._addIndex;\n\n\t\tif ( this.cumulativeWeightAdditive === 0 ) {\n\n\t\t\t// add = identity\n\n\t\t\tthis._setIdentity();\n\n\t\t}\n\n\t\t// add := add + incoming * weight\n\n\t\tthis._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );\n\t\tthis.cumulativeWeightAdditive += weight;\n\n\t},\n\n\t// apply the state of 'accu' to the binding when accus differ\n\tapply: function ( accuIndex ) {\n\n\t\tconst stride = this.valueSize,\n\t\t\tbuffer = this.buffer,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tweight = this.cumulativeWeight,\n\t\t\tweightAdditive = this.cumulativeWeightAdditive,\n\n\t\t\tbinding = this.binding;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tif ( weight < 1 ) {\n\n\t\t\t// accuN := accuN + original * ( 1 - cumulativeWeight )\n\n\t\t\tconst originalValueOffset = stride * this._origIndex;\n\n\t\t\tthis._mixBufferRegion(\n\t\t\t\tbuffer, offset, originalValueOffset, 1 - weight, stride );\n\n\t\t}\n\n\t\tif ( weightAdditive > 0 ) {\n\n\t\t\t// accuN := accuN + additive accuN\n\n\t\t\tthis._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );\n\n\t\t}\n\n\t\tfor ( let i = stride, e = stride + stride; i !== e; ++ i ) {\n\n\t\t\tif ( buffer[ i ] !== buffer[ i + stride ] ) {\n\n\t\t\t\t// value has changed -> update scene graph\n\n\t\t\t\tbinding.setValue( buffer, offset );\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t// remember the state of the bound property and copy it to both accus\n\tsaveOriginalState: function () {\n\n\t\tconst binding = this.binding;\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\n\t\t\toriginalValueOffset = stride * this._origIndex;\n\n\t\tbinding.getValue( buffer, originalValueOffset );\n\n\t\t// accu[0..1] := orig -- initially detect changes against the original\n\t\tfor ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {\n\n\t\t\tbuffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];\n\n\t\t}\n\n\t\t// Add to identity for additive\n\t\tthis._setIdentity();\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t},\n\n\t// apply the state previously taken via 'saveOriginalState' to the binding\n\trestoreOriginalState: function () {\n\n\t\tconst originalValueOffset = this.valueSize * 3;\n\t\tthis.binding.setValue( this.buffer, originalValueOffset );\n\n\t},\n\n\t_setAdditiveIdentityNumeric: function () {\n\n\t\tconst startIndex = this._addIndex * this.valueSize;\n\t\tconst endIndex = startIndex + this.valueSize;\n\n\t\tfor ( let i = startIndex; i < endIndex; i ++ ) {\n\n\t\t\tthis.buffer[ i ] = 0;\n\n\t\t}\n\n\t},\n\n\t_setAdditiveIdentityQuaternion: function () {\n\n\t\tthis._setAdditiveIdentityNumeric();\n\t\tthis.buffer[ this._addIndex * this.valueSize + 3 ] = 1;\n\n\t},\n\n\t_setAdditiveIdentityOther: function () {\n\n\t\tconst startIndex = this._origIndex * this.valueSize;\n\t\tconst targetIndex = this._addIndex * this.valueSize;\n\n\t\tfor ( let i = 0; i < this.valueSize; i ++ ) {\n\n\t\t\tthis.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];\n\n\t\t}\n\n\t},\n\n\n\t// mix functions\n\n\t_select: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tif ( t >= 0.5 ) {\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ dstOffset + i ] = buffer[ srcOffset + i ];\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t_slerp: function ( buffer, dstOffset, srcOffset, t ) {\n\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );\n\n\t},\n\n\t_slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst workOffset = this._workIndex * stride;\n\n\t\t// Store result in intermediate buffer offset\n\t\tQuaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );\n\n\t\t// Slerp to the intermediate result\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );\n\n\t},\n\n\t_lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst s = 1 - t;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t},\n\n\t_lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n} );\n\n// Characters [].:/ are reserved for track binding syntax.\nconst _RESERVED_CHARS_RE = '\\\\[\\\\]\\\\.:\\\\/';\nconst _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );\n\n// Attempts to allow node names from any language. ES5's `\\w` regexp matches\n// only latin characters, and the unicode \\p{L} is not yet supported. So\n// instead, we exclude reserved characters and match everything else.\nconst _wordChar = '[^' + _RESERVED_CHARS_RE + ']';\nconst _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\\\.', '' ) + ']';\n\n// Parent directories, delimited by '/' or ':'. Currently unused, but must\n// be matched to parse the rest of the track name.\nconst _directoryRe = /((?:WC+[\\/:])*)/.source.replace( 'WC', _wordChar );\n\n// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\nconst _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );\n\n// Object on target node, and accessor. May not contain reserved\n// characters. Accessor may contain any character except closing bracket.\nconst _objectRe = /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace( 'WC', _wordChar );\n\n// Property and accessor. May not contain reserved characters. Accessor may\n// contain any non-bracket characters.\nconst _propertyRe = /\\.(WC+)(?:\\[(.+)\\])?/.source.replace( 'WC', _wordChar );\n\nconst _trackRe = new RegExp( ''\n\t+ '^'\n\t+ _directoryRe\n\t+ _nodeRe\n\t+ _objectRe\n\t+ _propertyRe\n\t+ '$'\n);\n\nconst _supportedObjectNames = [ 'material', 'materials', 'bones' ];\n\nfunction Composite( targetGroup, path, optionalParsedPath ) {\n\n\tconst parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis._targetGroup = targetGroup;\n\tthis._bindings = targetGroup.subscribe_( path, parsedPath );\n\n}\n\nObject.assign( Composite.prototype, {\n\n\tgetValue: function ( array, offset ) {\n\n\t\tthis.bind(); // bind all binding\n\n\t\tconst firstValidIndex = this._targetGroup.nCachedObjects_,\n\t\t\tbinding = this._bindings[ firstValidIndex ];\n\n\t\t// and only call .getValue on the first\n\t\tif ( binding !== undefined ) binding.getValue( array, offset );\n\n\t},\n\n\tsetValue: function ( array, offset ) {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].setValue( array, offset );\n\n\t\t}\n\n\t},\n\n\tbind: function () {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].bind();\n\n\t\t}\n\n\t},\n\n\tunbind: function () {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].unbind();\n\n\t\t}\n\n\t}\n\n} );\n\n\nfunction PropertyBinding( rootNode, path, parsedPath ) {\n\n\tthis.path = path;\n\tthis.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;\n\n\tthis.rootNode = rootNode;\n\n}\n\nObject.assign( PropertyBinding, {\n\n\tComposite: Composite,\n\n\tcreate: function ( root, path, parsedPath ) {\n\n\t\tif ( ! ( root && root.isAnimationObjectGroup ) ) {\n\n\t\t\treturn new PropertyBinding( root, path, parsedPath );\n\n\t\t} else {\n\n\t\t\treturn new PropertyBinding.Composite( root, path, parsedPath );\n\n\t\t}\n\n\t},\n\n\t/**\n\t * Replaces spaces with underscores and removes unsupported characters from\n\t * node names, to ensure compatibility with parseTrackName().\n\t *\n\t * @param {string} name Node name to be sanitized.\n\t * @return {string}\n\t */\n\tsanitizeNodeName: function ( name ) {\n\n\t\treturn name.replace( /\\s/g, '_' ).replace( _reservedRe, '' );\n\n\t},\n\n\tparseTrackName: function ( trackName ) {\n\n\t\tconst matches = _trackRe.exec( trackName );\n\n\t\tif ( ! matches ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );\n\n\t\t}\n\n\t\tconst results = {\n\t\t\t// directoryName: matches[ 1 ], // (tschw) currently unused\n\t\t\tnodeName: matches[ 2 ],\n\t\t\tobjectName: matches[ 3 ],\n\t\t\tobjectIndex: matches[ 4 ],\n\t\t\tpropertyName: matches[ 5 ], // required\n\t\t\tpropertyIndex: matches[ 6 ]\n\t\t};\n\n\t\tconst lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );\n\n\t\tif ( lastDot !== undefined && lastDot !== - 1 ) {\n\n\t\t\tconst objectName = results.nodeName.substring( lastDot + 1 );\n\n\t\t\t// Object names must be checked against an allowlist. Otherwise, there\n\t\t\t// is no way to parse 'foo.bar.baz': 'baz' must be a property, but\n\t\t\t// 'bar' could be the objectName, or part of a nodeName (which can\n\t\t\t// include '.' characters).\n\t\t\tif ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {\n\n\t\t\t\tresults.nodeName = results.nodeName.substring( 0, lastDot );\n\t\t\t\tresults.objectName = objectName;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( results.propertyName === null || results.propertyName.length === 0 ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );\n\n\t\t}\n\n\t\treturn results;\n\n\t},\n\n\tfindNode: function ( root, nodeName ) {\n\n\t\tif ( ! nodeName || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {\n\n\t\t\treturn root;\n\n\t\t}\n\n\t\t// search into skeleton bones.\n\t\tif ( root.skeleton ) {\n\n\t\t\tconst bone = root.skeleton.getBoneByName( nodeName );\n\n\t\t\tif ( bone !== undefined ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// search into node subtree.\n\t\tif ( root.children ) {\n\n\t\t\tconst searchNodeSubtree = function ( children ) {\n\n\t\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\t\tconst childNode = children[ i ];\n\n\t\t\t\t\tif ( childNode.name === nodeName || childNode.uuid === nodeName ) {\n\n\t\t\t\t\t\treturn childNode;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst result = searchNodeSubtree( childNode.children );\n\n\t\t\t\t\tif ( result ) return result;\n\n\t\t\t\t}\n\n\t\t\t\treturn null;\n\n\t\t\t};\n\n\t\t\tconst subTreeNode = searchNodeSubtree( root.children );\n\n\t\t\tif ( subTreeNode ) {\n\n\t\t\t\treturn subTreeNode;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n} );\n\nObject.assign( PropertyBinding.prototype, { // prototype, continued\n\n\t// these are used to \"bind\" a nonexistent property\n\t_getValue_unavailable: function () {},\n\t_setValue_unavailable: function () {},\n\n\tBindingType: {\n\t\tDirect: 0,\n\t\tEntireArray: 1,\n\t\tArrayElement: 2,\n\t\tHasFromToArray: 3\n\t},\n\n\tVersioning: {\n\t\tNone: 0,\n\t\tNeedsUpdate: 1,\n\t\tMatrixWorldNeedsUpdate: 2\n\t},\n\n\tGetterByBindingType: [\n\n\t\tfunction getValue_direct( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.node[ this.propertyName ];\n\n\t\t},\n\n\t\tfunction getValue_array( buffer, offset ) {\n\n\t\t\tconst source = this.resolvedProperty;\n\n\t\t\tfor ( let i = 0, n = source.length; i !== n; ++ i ) {\n\n\t\t\t\tbuffer[ offset ++ ] = source[ i ];\n\n\t\t\t}\n\n\t\t},\n\n\t\tfunction getValue_arrayElement( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];\n\n\t\t},\n\n\t\tfunction getValue_toArray( buffer, offset ) {\n\n\t\t\tthis.resolvedProperty.toArray( buffer, offset );\n\n\t\t}\n\n\t],\n\n\tSetterByBindingTypeAndVersioning: [\n\n\t\t[\n\t\t\t// Direct\n\n\t\t\tfunction setValue_direct( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// EntireArray\n\n\t\t\tfunction setValue_array( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// ArrayElement\n\n\t\t\tfunction setValue_arrayElement( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// HasToFromArray\n\n\t\t\tfunction setValue_fromArray( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t]\n\n\t],\n\n\tgetValue: function getValue_unbound( targetArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.getValue( targetArray, offset );\n\n\t\t// Note: This class uses a State pattern on a per-method basis:\n\t\t// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n\t\t// prototype version of these methods with one that represents\n\t\t// the bound state. When the property is not found, the methods\n\t\t// become no-ops.\n\n\t},\n\n\tsetValue: function getValue_unbound( sourceArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.setValue( sourceArray, offset );\n\n\t},\n\n\t// create getter / setter pair for a property in the scene graph\n\tbind: function () {\n\n\t\tlet targetObject = this.node;\n\t\tconst parsedPath = this.parsedPath;\n\n\t\tconst objectName = parsedPath.objectName;\n\t\tconst propertyName = parsedPath.propertyName;\n\t\tlet propertyIndex = parsedPath.propertyIndex;\n\n\t\tif ( ! targetObject ) {\n\n\t\t\ttargetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;\n\n\t\t\tthis.node = targetObject;\n\n\t\t}\n\n\t\t// set fail state so we can just 'return' on error\n\t\tthis.getValue = this._getValue_unavailable;\n\t\tthis.setValue = this._setValue_unavailable;\n\n\t\t// ensure there is a value node\n\t\tif ( ! targetObject ) {\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\\'t found.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( objectName ) {\n\n\t\t\tlet objectIndex = parsedPath.objectIndex;\n\n\t\t\t// special cases were we need to reach deeper into the hierarchy to get the face materials....\n\t\t\tswitch ( objectName ) {\n\n\t\t\t\tcase 'materials':\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.materials ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.materials;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bones':\n\n\t\t\t\t\tif ( ! targetObject.skeleton ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// potential future optimization: skip this if propertyIndex is already an integer\n\t\t\t\t\t// and convert the integer string to a true integer.\n\n\t\t\t\t\ttargetObject = targetObject.skeleton.bones;\n\n\t\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\t\tfor ( let i = 0; i < targetObject.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject[ i ].name === objectIndex ) {\n\n\t\t\t\t\t\t\tobjectIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tif ( targetObject[ objectName ] === undefined ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject[ objectName ];\n\n\t\t\t}\n\n\n\t\t\tif ( objectIndex !== undefined ) {\n\n\t\t\t\tif ( targetObject[ objectIndex ] === undefined ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\ttargetObject = targetObject[ objectIndex ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// resolve property\n\t\tconst nodeProperty = targetObject[ propertyName ];\n\n\t\tif ( nodeProperty === undefined ) {\n\n\t\t\tconst nodeName = parsedPath.nodeName;\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +\n\t\t\t\t'.' + propertyName + ' but it wasn\\'t found.', targetObject );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// determine versioning scheme\n\t\tlet versioning = this.Versioning.None;\n\n\t\tthis.targetObject = targetObject;\n\n\t\tif ( targetObject.needsUpdate !== undefined ) { // material\n\n\t\t\tversioning = this.Versioning.NeedsUpdate;\n\n\t\t} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform\n\n\t\t\tversioning = this.Versioning.MatrixWorldNeedsUpdate;\n\n\t\t}\n\n\t\t// determine how the property gets bound\n\t\tlet bindingType = this.BindingType.Direct;\n\n\t\tif ( propertyIndex !== undefined ) {\n\n\t\t\t// access a sub element of the property array (only primitives are supported right now)\n\n\t\t\tif ( propertyName === 'morphTargetInfluences' ) {\n\n\t\t\t\t// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n\n\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\tif ( ! targetObject.geometry ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( targetObject.geometry.isBufferGeometry ) {\n\n\t\t\t\t\tif ( ! targetObject.geometry.morphAttributes ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {\n\n\t\t\t\t\t\tpropertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];\n\n\t\t\t\t\t}\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tbindingType = this.BindingType.ArrayElement;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\t\t\tthis.propertyIndex = propertyIndex;\n\n\t\t} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {\n\n\t\t\t// must use copy for Object3D.Euler/Quaternion\n\n\t\t\tbindingType = this.BindingType.HasFromToArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else if ( Array.isArray( nodeProperty ) ) {\n\n\t\t\tbindingType = this.BindingType.EntireArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else {\n\n\t\t\tthis.propertyName = propertyName;\n\n\t\t}\n\n\t\t// select getter / setter\n\t\tthis.getValue = this.GetterByBindingType[ bindingType ];\n\t\tthis.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];\n\n\t},\n\n\tunbind: function () {\n\n\t\tthis.node = null;\n\n\t\t// back to the prototype version of getValue / setValue\n\t\t// note: avoiding to mutate the shape of 'this' via 'delete'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n} );\n\n// DECLARE ALIAS AFTER assign prototype\nObject.assign( PropertyBinding.prototype, {\n\n\t// initial state of these methods that calls 'bind'\n\t_getValue_unbound: PropertyBinding.prototype.getValue,\n\t_setValue_unbound: PropertyBinding.prototype.setValue,\n\n} );\n\n/**\n *\n * A group of objects that receives a shared animation state.\n *\n * Usage:\n *\n * - Add objects you would otherwise pass as 'root' to the\n * constructor or the .clipAction method of AnimationMixer.\n *\n * - Instead pass this object as 'root'.\n *\n * - You can also add and remove objects later when the mixer\n * is running.\n *\n * Note:\n *\n * Objects of this class appear as one object to the mixer,\n * so cache control of the individual objects must be done\n * on the group.\n *\n * Limitation:\n *\n * - The animated properties must be compatible among the\n * all objects in the group.\n *\n * - A single property can either be controlled through a\n * target group or directly, but not both.\n */\n\nfunction AnimationObjectGroup() {\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\t// cached objects followed by the active ones\n\tthis._objects = Array.prototype.slice.call( arguments );\n\n\tthis.nCachedObjects_ = 0; // threshold\n\t// note: read by PropertyBinding.Composite\n\n\tconst indices = {};\n\tthis._indicesByUUID = indices; // for bookkeeping\n\n\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\tindices[ arguments[ i ].uuid ] = i;\n\n\t}\n\n\tthis._paths = []; // inside: string\n\tthis._parsedPaths = []; // inside: { we don't care, here }\n\tthis._bindings = []; // inside: Array< PropertyBinding >\n\tthis._bindingsIndicesByPath = {}; // inside: indices in these arrays\n\n\tconst scope = this;\n\n\tthis.stats = {\n\n\t\tobjects: {\n\t\t\tget total() {\n\n\t\t\t\treturn scope._objects.length;\n\n\t\t\t},\n\t\t\tget inUse() {\n\n\t\t\t\treturn this.total - scope.nCachedObjects_;\n\n\t\t\t}\n\t\t},\n\t\tget bindingsPerObject() {\n\n\t\t\treturn scope._bindings.length;\n\n\t\t}\n\n\t};\n\n}\n\nObject.assign( AnimationObjectGroup.prototype, {\n\n\tisAnimationObjectGroup: true,\n\n\tadd: function () {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tpaths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet knownObject = undefined,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid;\n\t\t\tlet index = indicesByUUID[ uuid ];\n\n\t\t\tif ( index === undefined ) {\n\n\t\t\t\t// unknown object -> add it to the ACTIVE region\n\n\t\t\t\tindex = nObjects ++;\n\t\t\t\tindicesByUUID[ uuid ] = index;\n\t\t\t\tobjects.push( object );\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tbindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );\n\n\t\t\t\t}\n\n\t\t\t} else if ( index < nCachedObjects ) {\n\n\t\t\t\tknownObject = objects[ index ];\n\n\t\t\t\t// move existing object to the ACTIVE region\n\n\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ];\n\n\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = firstActiveIndex;\n\t\t\t\tobjects[ firstActiveIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ];\n\n\t\t\t\t\tlet binding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\n\t\t\t\t\tif ( binding === undefined ) {\n\n\t\t\t\t\t\t// since we do not bother to create new bindings\n\t\t\t\t\t\t// for objects that are cached, the binding may\n\t\t\t\t\t\t// or may not exist\n\n\t\t\t\t\t\tbinding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t} else if ( objects[ index ] !== knownObject ) {\n\n\t\t\t\tconsole.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +\n\t\t\t\t\t'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );\n\n\t\t\t} // else the object is already where we want it to be\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\tremove: function () {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined && index >= nCachedObjects ) {\n\n\t\t\t\t// move existing object into the CACHED region\n\n\t\t\t\tconst lastCachedIndex = nCachedObjects ++,\n\t\t\t\t\tfirstActiveObject = objects[ lastCachedIndex ];\n\n\t\t\t\tindicesByUUID[ firstActiveObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = firstActiveObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = lastCachedIndex;\n\t\t\t\tobjects[ lastCachedIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tfirstActive = bindingsForPath[ lastCachedIndex ],\n\t\t\t\t\t\tbinding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = firstActive;\n\t\t\t\t\tbindingsForPath[ lastCachedIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\t// remove & forget\n\tuncache: function () {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_,\n\t\t\tnObjects = objects.length;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tdelete indicesByUUID[ uuid ];\n\n\t\t\t\tif ( index < nCachedObjects ) {\n\n\t\t\t\t\t// object is cached, shrink the CACHED region\n\n\t\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ],\n\t\t\t\t\t\tlastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\t// last cached object takes this object's place\n\t\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\t\t// last object goes to the activated slot and pop\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = firstActiveIndex;\n\t\t\t\t\tobjects[ firstActiveIndex ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ],\n\t\t\t\t\t\t\tlast = bindingsForPath[ lastIndex ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\t\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = last;\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// object is active, just swap with the last and pop\n\n\t\t\t\t\tconst lastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\tif ( lastIndex > 0 ) {\n\n\t\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = index;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobjects[ index ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = bindingsForPath[ lastIndex ];\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} // cached or active\n\n\t\t\t} // if object is known\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\t// Internal interface used by befriended PropertyBinding.Composite:\n\n\tsubscribe_: function ( path, parsedPath ) {\n\n\t\t// returns an array of bindings for the given path that is changed\n\t\t// according to the contained objects in the group\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath;\n\t\tlet index = indicesByPath[ path ];\n\t\tconst bindings = this._bindings;\n\n\t\tif ( index !== undefined ) return bindings[ index ];\n\n\t\tconst paths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tobjects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tbindingsForPath = new Array( nObjects );\n\n\t\tindex = bindings.length;\n\n\t\tindicesByPath[ path ] = index;\n\n\t\tpaths.push( path );\n\t\tparsedPaths.push( parsedPath );\n\t\tbindings.push( bindingsForPath );\n\n\t\tfor ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {\n\n\t\t\tconst object = objects[ i ];\n\t\t\tbindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );\n\n\t\t}\n\n\t\treturn bindingsForPath;\n\n\t},\n\n\tunsubscribe_: function ( path ) {\n\n\t\t// tells the group to forget about a property path and no longer\n\t\t// update the array previously obtained with 'subscribe_'\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath,\n\t\t\tindex = indicesByPath[ path ];\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst paths = this._paths,\n\t\t\t\tparsedPaths = this._parsedPaths,\n\t\t\t\tbindings = this._bindings,\n\t\t\t\tlastBindingsIndex = bindings.length - 1,\n\t\t\t\tlastBindings = bindings[ lastBindingsIndex ],\n\t\t\t\tlastBindingsPath = path[ lastBindingsIndex ];\n\n\t\t\tindicesByPath[ lastBindingsPath ] = index;\n\n\t\t\tbindings[ index ] = lastBindings;\n\t\t\tbindings.pop();\n\n\t\t\tparsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];\n\t\t\tparsedPaths.pop();\n\n\t\t\tpaths[ index ] = paths[ lastBindingsIndex ];\n\t\t\tpaths.pop();\n\n\t\t}\n\n\t}\n\n} );\n\nclass AnimationAction {\n\n\tconstructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {\n\n\t\tthis._mixer = mixer;\n\t\tthis._clip = clip;\n\t\tthis._localRoot = localRoot;\n\t\tthis.blendMode = blendMode;\n\n\t\tconst tracks = clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tinterpolants = new Array( nTracks );\n\n\t\tconst interpolantSettings = {\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\t\t};\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst interpolant = tracks[ i ].createInterpolant( null );\n\t\t\tinterpolants[ i ] = interpolant;\n\t\t\tinterpolant.settings = interpolantSettings;\n\n\t\t}\n\n\t\tthis._interpolantSettings = interpolantSettings;\n\n\t\tthis._interpolants = interpolants; // bound by the mixer\n\n\t\t// inside: PropertyMixer (managed by the mixer)\n\t\tthis._propertyBindings = new Array( nTracks );\n\n\t\tthis._cacheIndex = null; // for the memory manager\n\t\tthis._byClipCacheIndex = null; // for the memory manager\n\n\t\tthis._timeScaleInterpolant = null;\n\t\tthis._weightInterpolant = null;\n\n\t\tthis.loop = LoopRepeat;\n\t\tthis._loopCount = - 1;\n\n\t\t// global mixer time when the action is to be started\n\t\t// it's set back to 'null' upon start of the action\n\t\tthis._startTime = null;\n\n\t\t// scaled local time of the action\n\t\t// gets clamped or wrapped to 0..clip.duration according to loop\n\t\tthis.time = 0;\n\n\t\tthis.timeScale = 1;\n\t\tthis._effectiveTimeScale = 1;\n\n\t\tthis.weight = 1;\n\t\tthis._effectiveWeight = 1;\n\n\t\tthis.repetitions = Infinity; // no. of repetitions when looping\n\n\t\tthis.paused = false; // true -> zero effective time scale\n\t\tthis.enabled = true; // false -> zero effective weight\n\n\t\tthis.clampWhenFinished = false;// keep feeding the last frame?\n\n\t\tthis.zeroSlopeAtStart = true;// for smooth interpolation w/o separate\n\t\tthis.zeroSlopeAtEnd = true;// clips for start, loop and end\n\n\t}\n\n\t// State & Scheduling\n\n\tplay() {\n\n\t\tthis._mixer._activateAction( this );\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tthis._mixer._deactivateAction( this );\n\n\t\treturn this.reset();\n\n\t}\n\n\treset() {\n\n\t\tthis.paused = false;\n\t\tthis.enabled = true;\n\n\t\tthis.time = 0; // restart clip\n\t\tthis._loopCount = - 1;// forget previous loops\n\t\tthis._startTime = null;// forget scheduling\n\n\t\treturn this.stopFading().stopWarping();\n\n\t}\n\n\tisRunning() {\n\n\t\treturn this.enabled && ! this.paused && this.timeScale !== 0 &&\n\t\t\tthis._startTime === null && this._mixer._isActiveAction( this );\n\n\t}\n\n\t// return true when play has been called\n\tisScheduled() {\n\n\t\treturn this._mixer._isActiveAction( this );\n\n\t}\n\n\tstartAt( time ) {\n\n\t\tthis._startTime = time;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoop( mode, repetitions ) {\n\n\t\tthis.loop = mode;\n\t\tthis.repetitions = repetitions;\n\n\t\treturn this;\n\n\t}\n\n\t// Weight\n\n\t// set the weight stopping any scheduled fading\n\t// although .enabled = false yields an effective weight of zero, this\n\t// method does *not* change .enabled, because it would be confusing\n\tsetEffectiveWeight( weight ) {\n\n\t\tthis.weight = weight;\n\n\t\t// note: same logic as when updated at runtime\n\t\tthis._effectiveWeight = this.enabled ? weight : 0;\n\n\t\treturn this.stopFading();\n\n\t}\n\n\t// return the weight considering fading and .enabled\n\tgetEffectiveWeight() {\n\n\t\treturn this._effectiveWeight;\n\n\t}\n\n\tfadeIn( duration ) {\n\n\t\treturn this._scheduleFading( duration, 0, 1 );\n\n\t}\n\n\tfadeOut( duration ) {\n\n\t\treturn this._scheduleFading( duration, 1, 0 );\n\n\t}\n\n\tcrossFadeFrom( fadeOutAction, duration, warp ) {\n\n\t\tfadeOutAction.fadeOut( duration );\n\t\tthis.fadeIn( duration );\n\n\t\tif ( warp ) {\n\n\t\t\tconst fadeInDuration = this._clip.duration,\n\t\t\t\tfadeOutDuration = fadeOutAction._clip.duration,\n\n\t\t\t\tstartEndRatio = fadeOutDuration / fadeInDuration,\n\t\t\t\tendStartRatio = fadeInDuration / fadeOutDuration;\n\n\t\t\tfadeOutAction.warp( 1.0, startEndRatio, duration );\n\t\t\tthis.warp( endStartRatio, 1.0, duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcrossFadeTo( fadeInAction, duration, warp ) {\n\n\t\treturn fadeInAction.crossFadeFrom( this, duration, warp );\n\n\t}\n\n\tstopFading() {\n\n\t\tconst weightInterpolant = this._weightInterpolant;\n\n\t\tif ( weightInterpolant !== null ) {\n\n\t\t\tthis._weightInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( weightInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Time Scale Control\n\n\t// set the time scale stopping any scheduled warping\n\t// although .paused = true yields an effective time scale of zero, this\n\t// method does *not* change .paused, because it would be confusing\n\tsetEffectiveTimeScale( timeScale ) {\n\n\t\tthis.timeScale = timeScale;\n\t\tthis._effectiveTimeScale = this.paused ? 0 : timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\t// return the time scale considering warping and .paused\n\tgetEffectiveTimeScale() {\n\n\t\treturn this._effectiveTimeScale;\n\n\t}\n\n\tsetDuration( duration ) {\n\n\t\tthis.timeScale = this._clip.duration / duration;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\tsyncWith( action ) {\n\n\t\tthis.time = action.time;\n\t\tthis.timeScale = action.timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\thalt( duration ) {\n\n\t\treturn this.warp( this._effectiveTimeScale, 0, duration );\n\n\t}\n\n\twarp( startTimeScale, endTimeScale, duration ) {\n\n\t\tconst mixer = this._mixer,\n\t\t\tnow = mixer.time,\n\t\t\ttimeScale = this.timeScale;\n\n\t\tlet interpolant = this._timeScaleInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._timeScaleInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\ttimes[ 1 ] = now + duration;\n\n\t\tvalues[ 0 ] = startTimeScale / timeScale;\n\t\tvalues[ 1 ] = endTimeScale / timeScale;\n\n\t\treturn this;\n\n\t}\n\n\tstopWarping() {\n\n\t\tconst timeScaleInterpolant = this._timeScaleInterpolant;\n\n\t\tif ( timeScaleInterpolant !== null ) {\n\n\t\t\tthis._timeScaleInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( timeScaleInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Object Accessors\n\n\tgetMixer() {\n\n\t\treturn this._mixer;\n\n\t}\n\n\tgetClip() {\n\n\t\treturn this._clip;\n\n\t}\n\n\tgetRoot() {\n\n\t\treturn this._localRoot || this._mixer._root;\n\n\t}\n\n\t// Interna\n\n\t_update( time, deltaTime, timeDirection, accuIndex ) {\n\n\t\t// called by the mixer\n\n\t\tif ( ! this.enabled ) {\n\n\t\t\t// call ._updateWeight() to update ._effectiveWeight\n\n\t\t\tthis._updateWeight( time );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst startTime = this._startTime;\n\n\t\tif ( startTime !== null ) {\n\n\t\t\t// check for scheduled start of action\n\n\t\t\tconst timeRunning = ( time - startTime ) * timeDirection;\n\t\t\tif ( timeRunning < 0 || timeDirection === 0 ) {\n\n\t\t\t\treturn; // yet to come / don't decide when delta = 0\n\n\t\t\t}\n\n\t\t\t// start\n\n\t\t\tthis._startTime = null; // unschedule\n\t\t\tdeltaTime = timeDirection * timeRunning;\n\n\t\t}\n\n\t\t// apply time scale and advance time\n\n\t\tdeltaTime *= this._updateTimeScale( time );\n\t\tconst clipTime = this._updateTime( deltaTime );\n\n\t\t// note: _updateTime may disable the action resulting in\n\t\t// an effective weight of 0\n\n\t\tconst weight = this._updateWeight( time );\n\n\t\tif ( weight > 0 ) {\n\n\t\t\tconst interpolants = this._interpolants;\n\t\t\tconst propertyMixers = this._propertyBindings;\n\n\t\t\tswitch ( this.blendMode ) {\n\n\t\t\t\tcase AdditiveAnimationBlendMode:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulateAdditive( weight );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase NormalAnimationBlendMode:\n\t\t\t\tdefault:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulate( accuIndex, weight );\n\n\t\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_updateWeight( time ) {\n\n\t\tlet weight = 0;\n\n\t\tif ( this.enabled ) {\n\n\t\t\tweight = this.weight;\n\t\t\tconst interpolant = this._weightInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\tweight *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopFading();\n\n\t\t\t\t\tif ( interpolantValue === 0 ) {\n\n\t\t\t\t\t\t// faded out, disable\n\t\t\t\t\t\tthis.enabled = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveWeight = weight;\n\t\treturn weight;\n\n\t}\n\n\t_updateTimeScale( time ) {\n\n\t\tlet timeScale = 0;\n\n\t\tif ( ! this.paused ) {\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\t\tconst interpolant = this._timeScaleInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\ttimeScale *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopWarping();\n\n\t\t\t\t\tif ( timeScale === 0 ) {\n\n\t\t\t\t\t\t// motion has halted, pause\n\t\t\t\t\t\tthis.paused = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// warp done - apply final time scale\n\t\t\t\t\t\tthis.timeScale = timeScale;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveTimeScale = timeScale;\n\t\treturn timeScale;\n\n\t}\n\n\t_updateTime( deltaTime ) {\n\n\t\tconst duration = this._clip.duration;\n\t\tconst loop = this.loop;\n\n\t\tlet time = this.time + deltaTime;\n\t\tlet loopCount = this._loopCount;\n\n\t\tconst pingPong = ( loop === LoopPingPong );\n\n\t\tif ( deltaTime === 0 ) {\n\n\t\t\tif ( loopCount === - 1 ) return time;\n\n\t\t\treturn ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;\n\n\t\t}\n\n\t\tif ( loop === LoopOnce ) {\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tthis._loopCount = 0;\n\t\t\t\tthis._setEndings( true, true, false );\n\n\t\t\t}\n\n\t\t\thandle_stop: {\n\n\t\t\t\tif ( time >= duration ) {\n\n\t\t\t\t\ttime = duration;\n\n\t\t\t\t} else if ( time < 0 ) {\n\n\t\t\t\t\ttime = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tbreak handle_stop;\n\n\t\t\t\t}\n\n\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\telse this.enabled = false;\n\n\t\t\t\tthis.time = time;\n\n\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\tdirection: deltaTime < 0 ? - 1 : 1\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else { // repetitive Repeat or PingPong\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tif ( deltaTime >= 0 ) {\n\n\t\t\t\t\tloopCount = 0;\n\n\t\t\t\t\tthis._setEndings( true, this.repetitions === 0, pingPong );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// when looping in reverse direction, the initial\n\t\t\t\t\t// transition through zero counts as a repetition,\n\t\t\t\t\t// so leave loopCount at -1\n\n\t\t\t\t\tthis._setEndings( this.repetitions === 0, true, pingPong );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( time >= duration || time < 0 ) {\n\n\t\t\t\t// wrap around\n\n\t\t\t\tconst loopDelta = Math.floor( time / duration ); // signed\n\t\t\t\ttime -= duration * loopDelta;\n\n\t\t\t\tloopCount += Math.abs( loopDelta );\n\n\t\t\t\tconst pending = this.repetitions - loopCount;\n\n\t\t\t\tif ( pending <= 0 ) {\n\n\t\t\t\t\t// have to stop (switch state, clamp time, fire event)\n\n\t\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\t\telse this.enabled = false;\n\n\t\t\t\t\ttime = deltaTime > 0 ? duration : 0;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\t\tdirection: deltaTime > 0 ? 1 : - 1\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// keep running\n\n\t\t\t\t\tif ( pending === 1 ) {\n\n\t\t\t\t\t\t// entering the last round\n\n\t\t\t\t\t\tconst atStart = deltaTime < 0;\n\t\t\t\t\t\tthis._setEndings( atStart, ! atStart, pingPong );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis._setEndings( false, false, pingPong );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis._loopCount = loopCount;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'loop', action: this, loopDelta: loopDelta\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tthis.time = time;\n\n\t\t\t}\n\n\t\t\tif ( pingPong && ( loopCount & 1 ) === 1 ) {\n\n\t\t\t\t// invert time for the \"pong round\"\n\n\t\t\t\treturn duration - time;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn time;\n\n\t}\n\n\t_setEndings( atStart, atEnd, pingPong ) {\n\n\t\tconst settings = this._interpolantSettings;\n\n\t\tif ( pingPong ) {\n\n\t\t\tsettings.endingStart = ZeroSlopeEnding;\n\t\t\tsettings.endingEnd = ZeroSlopeEnding;\n\n\t\t} else {\n\n\t\t\t// assuming for LoopOnce atStart == atEnd == true\n\n\t\t\tif ( atStart ) {\n\n\t\t\t\tsettings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingStart = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t\tif ( atEnd ) {\n\n\t\t\t\tsettings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingEnd \t = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_scheduleFading( duration, weightNow, weightThen ) {\n\n\t\tconst mixer = this._mixer, now = mixer.time;\n\t\tlet interpolant = this._weightInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._weightInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\tvalues[ 0 ] = weightNow;\n\t\ttimes[ 1 ] = now + duration;\n\t\tvalues[ 1 ] = weightThen;\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction AnimationMixer( root ) {\n\n\tthis._root = root;\n\tthis._initMemoryManager();\n\tthis._accuIndex = 0;\n\n\tthis.time = 0;\n\n\tthis.timeScale = 1.0;\n\n}\n\nAnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: AnimationMixer,\n\n\t_bindAction: function ( action, prototypeAction ) {\n\n\t\tconst root = action._localRoot || this._root,\n\t\t\ttracks = action._clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tbindings = action._propertyBindings,\n\t\t\tinterpolants = action._interpolants,\n\t\t\trootUuid = root.uuid,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName;\n\n\t\tlet bindingsByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingsByName === undefined ) {\n\n\t\t\tbindingsByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingsByName;\n\n\t\t}\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst track = tracks[ i ],\n\t\t\t\ttrackName = track.name;\n\n\t\t\tlet binding = bindingsByName[ trackName ];\n\n\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t} else {\n\n\t\t\t\tbinding = bindings[ i ];\n\n\t\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t\t// existing binding, make sure the cache knows\n\n\t\t\t\t\tif ( binding._cacheIndex === null ) {\n\n\t\t\t\t\t\t++ binding.referenceCount;\n\t\t\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tconst path = prototypeAction && prototypeAction.\n\t\t\t\t\t_propertyBindings[ i ].binding.parsedPath;\n\n\t\t\t\tbinding = new PropertyMixer(\n\t\t\t\t\tPropertyBinding.create( root, trackName, path ),\n\t\t\t\t\ttrack.ValueTypeName, track.getValueSize() );\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t}\n\n\t\t\tinterpolants[ i ].resultBuffer = binding.buffer;\n\n\t\t}\n\n\t},\n\n\t_activateAction: function ( action ) {\n\n\t\tif ( ! this._isActiveAction( action ) ) {\n\n\t\t\tif ( action._cacheIndex === null ) {\n\n\t\t\t\t// this action has been forgotten by the cache, but the user\n\t\t\t\t// appears to be still using it -> rebind\n\n\t\t\t\tconst rootUuid = ( action._localRoot || this._root ).uuid,\n\t\t\t\t\tclipUuid = action._clip.uuid,\n\t\t\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\t\t\tthis._bindAction( action,\n\t\t\t\t\tactionsForClip && actionsForClip.knownActions[ 0 ] );\n\n\t\t\t\tthis._addInactiveAction( action, clipUuid, rootUuid );\n\n\t\t\t}\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// increment reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( binding.useCount ++ === 0 ) {\n\n\t\t\t\t\tthis._lendBinding( binding );\n\t\t\t\t\tbinding.saveOriginalState();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._lendAction( action );\n\n\t\t}\n\n\t},\n\n\t_deactivateAction: function ( action ) {\n\n\t\tif ( this._isActiveAction( action ) ) {\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// decrement reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( -- binding.useCount === 0 ) {\n\n\t\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\t\tthis._takeBackBinding( binding );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._takeBackAction( action );\n\n\t\t}\n\n\t},\n\n\t// Memory manager\n\n\t_initMemoryManager: function () {\n\n\t\tthis._actions = []; // 'nActiveActions' followed by inactive ones\n\t\tthis._nActiveActions = 0;\n\n\t\tthis._actionsByClip = {};\n\t\t// inside:\n\t\t// {\n\t\t// \tknownActions: Array< AnimationAction > - used as prototypes\n\t\t// \tactionByRoot: AnimationAction - lookup\n\t\t// }\n\n\n\t\tthis._bindings = []; // 'nActiveBindings' followed by inactive ones\n\t\tthis._nActiveBindings = 0;\n\n\t\tthis._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >\n\n\n\t\tthis._controlInterpolants = []; // same game as above\n\t\tthis._nActiveControlInterpolants = 0;\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tactions: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._actions.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveActions;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tbindings: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._bindings.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveBindings;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tcontrolInterpolants: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._controlInterpolants.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveControlInterpolants;\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t};\n\n\t},\n\n\t// Memory management for AnimationAction objects\n\n\t_isActiveAction: function ( action ) {\n\n\t\tconst index = action._cacheIndex;\n\t\treturn index !== null && index < this._nActiveActions;\n\n\t},\n\n\t_addInactiveAction: function ( action, clipUuid, rootUuid ) {\n\n\t\tconst actions = this._actions,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tlet actionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip === undefined ) {\n\n\t\t\tactionsForClip = {\n\n\t\t\t\tknownActions: [ action ],\n\t\t\t\tactionByRoot: {}\n\n\t\t\t};\n\n\t\t\taction._byClipCacheIndex = 0;\n\n\t\t\tactionsByClip[ clipUuid ] = actionsForClip;\n\n\t\t} else {\n\n\t\t\tconst knownActions = actionsForClip.knownActions;\n\n\t\t\taction._byClipCacheIndex = knownActions.length;\n\t\t\tknownActions.push( action );\n\n\t\t}\n\n\t\taction._cacheIndex = actions.length;\n\t\tactions.push( action );\n\n\t\tactionsForClip.actionByRoot[ rootUuid ] = action;\n\n\t},\n\n\t_removeInactiveAction: function ( action ) {\n\n\t\tconst actions = this._actions,\n\t\t\tlastInactiveAction = actions[ actions.length - 1 ],\n\t\t\tcacheIndex = action._cacheIndex;\n\n\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\tactions.pop();\n\n\t\taction._cacheIndex = null;\n\n\n\t\tconst clipUuid = action._clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ],\n\t\t\tknownActionsForClip = actionsForClip.knownActions,\n\n\t\t\tlastKnownAction =\n\t\t\t\tknownActionsForClip[ knownActionsForClip.length - 1 ],\n\n\t\t\tbyClipCacheIndex = action._byClipCacheIndex;\n\n\t\tlastKnownAction._byClipCacheIndex = byClipCacheIndex;\n\t\tknownActionsForClip[ byClipCacheIndex ] = lastKnownAction;\n\t\tknownActionsForClip.pop();\n\n\t\taction._byClipCacheIndex = null;\n\n\n\t\tconst actionByRoot = actionsForClip.actionByRoot,\n\t\t\trootUuid = ( action._localRoot || this._root ).uuid;\n\n\t\tdelete actionByRoot[ rootUuid ];\n\n\t\tif ( knownActionsForClip.length === 0 ) {\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t\tthis._removeInactiveBindingsForAction( action );\n\n\t},\n\n\t_removeInactiveBindingsForAction: function ( action ) {\n\n\t\tconst bindings = action._propertyBindings;\n\n\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tconst binding = bindings[ i ];\n\n\t\t\tif ( -- binding.referenceCount === 0 ) {\n\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t_lendAction: function ( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions >| inactive actions ]\n\t\t// s a\n\t\t// <-swap->\n\t\t// a s\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveActions ++,\n\n\t\t\tfirstInactiveAction = actions[ lastActiveIndex ];\n\n\t\taction._cacheIndex = lastActiveIndex;\n\t\tactions[ lastActiveIndex ] = action;\n\n\t\tfirstInactiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = firstInactiveAction;\n\n\t},\n\n\t_takeBackAction: function ( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions |< inactive actions ]\n\t\t// a s\n\t\t// <-swap->\n\t\t// s a\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveActions,\n\n\t\t\tlastActiveAction = actions[ firstInactiveIndex ];\n\n\t\taction._cacheIndex = firstInactiveIndex;\n\t\tactions[ firstInactiveIndex ] = action;\n\n\t\tlastActiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = lastActiveAction;\n\n\t},\n\n\t// Memory management for PropertyMixer objects\n\n\t_addInactiveBinding: function ( binding, rootUuid, trackName ) {\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindings = this._bindings;\n\n\t\tlet bindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName === undefined ) {\n\n\t\t\tbindingByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingByName;\n\n\t\t}\n\n\t\tbindingByName[ trackName ] = binding;\n\n\t\tbinding._cacheIndex = bindings.length;\n\t\tbindings.push( binding );\n\n\t},\n\n\t_removeInactiveBinding: function ( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tpropBinding = binding.binding,\n\t\t\trootUuid = propBinding.rootNode.uuid,\n\t\t\ttrackName = propBinding.path,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tlastInactiveBinding = bindings[ bindings.length - 1 ],\n\t\t\tcacheIndex = binding._cacheIndex;\n\n\t\tlastInactiveBinding._cacheIndex = cacheIndex;\n\t\tbindings[ cacheIndex ] = lastInactiveBinding;\n\t\tbindings.pop();\n\n\t\tdelete bindingByName[ trackName ];\n\n\t\tif ( Object.keys( bindingByName ).length === 0 ) {\n\n\t\t\tdelete bindingsByRoot[ rootUuid ];\n\n\t\t}\n\n\t},\n\n\t_lendBinding: function ( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveBindings ++,\n\n\t\t\tfirstInactiveBinding = bindings[ lastActiveIndex ];\n\n\t\tbinding._cacheIndex = lastActiveIndex;\n\t\tbindings[ lastActiveIndex ] = binding;\n\n\t\tfirstInactiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = firstInactiveBinding;\n\n\t},\n\n\t_takeBackBinding: function ( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveBindings,\n\n\t\t\tlastActiveBinding = bindings[ firstInactiveIndex ];\n\n\t\tbinding._cacheIndex = firstInactiveIndex;\n\t\tbindings[ firstInactiveIndex ] = binding;\n\n\t\tlastActiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = lastActiveBinding;\n\n\t},\n\n\n\t// Memory management of Interpolants for weight and time scale\n\n\t_lendControlInterpolant: function () {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tlastActiveIndex = this._nActiveControlInterpolants ++;\n\n\t\tlet interpolant = interpolants[ lastActiveIndex ];\n\n\t\tif ( interpolant === undefined ) {\n\n\t\t\tinterpolant = new LinearInterpolant(\n\t\t\t\tnew Float32Array( 2 ), new Float32Array( 2 ),\n\t\t\t\t1, this._controlInterpolantsResultBuffer );\n\n\t\t\tinterpolant.__cacheIndex = lastActiveIndex;\n\t\t\tinterpolants[ lastActiveIndex ] = interpolant;\n\n\t\t}\n\n\t\treturn interpolant;\n\n\t},\n\n\t_takeBackControlInterpolant: function ( interpolant ) {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tprevIndex = interpolant.__cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveControlInterpolants,\n\n\t\t\tlastActiveInterpolant = interpolants[ firstInactiveIndex ];\n\n\t\tinterpolant.__cacheIndex = firstInactiveIndex;\n\t\tinterpolants[ firstInactiveIndex ] = interpolant;\n\n\t\tlastActiveInterpolant.__cacheIndex = prevIndex;\n\t\tinterpolants[ prevIndex ] = lastActiveInterpolant;\n\n\t},\n\n\t_controlInterpolantsResultBuffer: new Float32Array( 1 ),\n\n\t// return an action for a clip optionally using a custom root target\n\t// object (this method allocates a lot of dynamic memory in case a\n\t// previously unknown clip/root combination is specified)\n\tclipAction: function ( clip, optionalRoot, blendMode ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid;\n\n\t\tlet clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;\n\n\t\tconst clipUuid = clipObject !== null ? clipObject.uuid : clip;\n\n\t\tconst actionsForClip = this._actionsByClip[ clipUuid ];\n\t\tlet prototypeAction = null;\n\n\t\tif ( blendMode === undefined ) {\n\n\t\t\tif ( clipObject !== null ) {\n\n\t\t\t\tblendMode = clipObject.blendMode;\n\n\t\t\t} else {\n\n\t\t\t\tblendMode = NormalAnimationBlendMode;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\tconst existingAction = actionsForClip.actionByRoot[ rootUuid ];\n\n\t\t\tif ( existingAction !== undefined && existingAction.blendMode === blendMode ) {\n\n\t\t\t\treturn existingAction;\n\n\t\t\t}\n\n\t\t\t// we know the clip, so we don't have to parse all\n\t\t\t// the bindings again but can just copy\n\t\t\tprototypeAction = actionsForClip.knownActions[ 0 ];\n\n\t\t\t// also, take the clip from the prototype action\n\t\t\tif ( clipObject === null )\n\t\t\t\tclipObject = prototypeAction._clip;\n\n\t\t}\n\n\t\t// clip must be known when specified via string\n\t\tif ( clipObject === null ) return null;\n\n\t\t// allocate all resources required to run it\n\t\tconst newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );\n\n\t\tthis._bindAction( newAction, prototypeAction );\n\n\t\t// and make the action known to the memory manager\n\t\tthis._addInactiveAction( newAction, clipUuid, rootUuid );\n\n\t\treturn newAction;\n\n\t},\n\n\t// get an existing action\n\texistingAction: function ( clip, optionalRoot ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\treturn actionsForClip.actionByRoot[ rootUuid ] || null;\n\n\t\t}\n\n\t\treturn null;\n\n\t},\n\n\t// deactivates all previously scheduled actions\n\tstopAllAction: function () {\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions;\n\n\t\tfor ( let i = nActions - 1; i >= 0; -- i ) {\n\n\t\t\tactions[ i ].stop();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// advance the time and update apply the animation\n\tupdate: function ( deltaTime ) {\n\n\t\tdeltaTime *= this.timeScale;\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\n\t\t\ttime = this.time += deltaTime,\n\t\t\ttimeDirection = Math.sign( deltaTime ),\n\n\t\t\taccuIndex = this._accuIndex ^= 1;\n\n\t\t// run active actions\n\n\t\tfor ( let i = 0; i !== nActions; ++ i ) {\n\n\t\t\tconst action = actions[ i ];\n\n\t\t\taction._update( time, deltaTime, timeDirection, accuIndex );\n\n\t\t}\n\n\t\t// update scene graph\n\n\t\tconst bindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tfor ( let i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].apply( accuIndex );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// Allows you to seek to a specific time in an animation.\n\tsetTime: function ( timeInSeconds ) {\n\n\t\tthis.time = 0; // Zero out time attribute for AnimationMixer object;\n\t\tfor ( let i = 0; i < this._actions.length; i ++ ) {\n\n\t\t\tthis._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.\n\n\t\t}\n\n\t\treturn this.update( timeInSeconds ); // Update used to set exact time. Returns \"this\" AnimationMixer object.\n\n\t},\n\n\t// return this mixer's root target object\n\tgetRoot: function () {\n\n\t\treturn this._root;\n\n\t},\n\n\t// free all resources specific to a particular clip\n\tuncacheClip: function ( clip ) {\n\n\t\tconst actions = this._actions,\n\t\t\tclipUuid = clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\t// note: just calling _removeInactiveAction would mess up the\n\t\t\t// iteration state and also require updating the state we can\n\t\t\t// just throw away\n\n\t\t\tconst actionsToRemove = actionsForClip.knownActions;\n\n\t\t\tfor ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {\n\n\t\t\t\tconst action = actionsToRemove[ i ];\n\n\t\t\t\tthis._deactivateAction( action );\n\n\t\t\t\tconst cacheIndex = action._cacheIndex,\n\t\t\t\t\tlastInactiveAction = actions[ actions.length - 1 ];\n\n\t\t\t\taction._cacheIndex = null;\n\t\t\t\taction._byClipCacheIndex = null;\n\n\t\t\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\t\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\t\t\tactions.pop();\n\n\t\t\t\tthis._removeInactiveBindingsForAction( action );\n\n\t\t\t}\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t},\n\n\t// free all resources specific to a particular root target object\n\tuncacheRoot: function ( root ) {\n\n\t\tconst rootUuid = root.uuid,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tfor ( const clipUuid in actionsByClip ) {\n\n\t\t\tconst actionByRoot = actionsByClip[ clipUuid ].actionByRoot,\n\t\t\t\taction = actionByRoot[ rootUuid ];\n\n\t\t\tif ( action !== undefined ) {\n\n\t\t\t\tthis._deactivateAction( action );\n\t\t\t\tthis._removeInactiveAction( action );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName !== undefined ) {\n\n\t\t\tfor ( const trackName in bindingByName ) {\n\n\t\t\t\tconst binding = bindingByName[ trackName ];\n\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t// remove a targeted clip from the cache\n\tuncacheAction: function ( clip, optionalRoot ) {\n\n\t\tconst action = this.existingAction( clip, optionalRoot );\n\n\t\tif ( action !== null ) {\n\n\t\t\tthis._deactivateAction( action );\n\t\t\tthis._removeInactiveAction( action );\n\n\t\t}\n\n\t}\n\n} );\n\nclass Uniform {\n\n\tconstructor( value ) {\n\n\t\tif ( typeof value === 'string' ) {\n\n\t\t\tconsole.warn( 'THREE.Uniform: Type parameter is no longer needed.' );\n\t\t\tvalue = arguments[ 1 ];\n\n\t\t}\n\n\t\tthis.value = value;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );\n\n\t}\n\n}\n\nfunction InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {\n\n\tInterleavedBuffer.call( this, array, stride );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {\n\n\tconstructor: InstancedInterleavedBuffer,\n\n\tisInstancedInterleavedBuffer: true,\n\n\tcopy: function ( source ) {\n\n\t\tInterleavedBuffer.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tconst ib = InterleavedBuffer.prototype.clone.call( this, data );\n\n\t\tib.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn ib;\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tconst json = InterleavedBuffer.prototype.toJSON.call( this, data );\n\n\t\tjson.isInstancedInterleavedBuffer = true;\n\t\tjson.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn json;\n\n\t}\n\n} );\n\nfunction GLBufferAttribute( buffer, type, itemSize, elementSize, count ) {\n\n\tthis.buffer = buffer;\n\tthis.type = type;\n\tthis.itemSize = itemSize;\n\tthis.elementSize = elementSize;\n\tthis.count = count;\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( GLBufferAttribute.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( GLBufferAttribute.prototype, {\n\n\tisGLBufferAttribute: true,\n\n\tsetBuffer: function ( buffer ) {\n\n\t\tthis.buffer = buffer;\n\n\t\treturn this;\n\n\t},\n\n\tsetType: function ( type, elementSize ) {\n\n\t\tthis.type = type;\n\t\tthis.elementSize = elementSize;\n\n\t\treturn this;\n\n\t},\n\n\tsetItemSize: function ( itemSize ) {\n\n\t\tthis.itemSize = itemSize;\n\n\t\treturn this;\n\n\t},\n\n\tsetCount: function ( count ) {\n\n\t\tthis.count = count;\n\n\t\treturn this;\n\n\t},\n\n} );\n\nfunction Raycaster( origin, direction, near, far ) {\n\n\tthis.ray = new Ray( origin, direction );\n\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\tthis.near = near || 0;\n\tthis.far = far || Infinity;\n\tthis.camera = null;\n\tthis.layers = new Layers();\n\n\tthis.params = {\n\t\tMesh: {},\n\t\tLine: { threshold: 1 },\n\t\tLOD: {},\n\t\tPoints: { threshold: 1 },\n\t\tSprite: {}\n\t};\n\n\tObject.defineProperties( this.params, {\n\t\tPointCloud: {\n\t\t\tget: function () {\n\n\t\t\t\tconsole.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );\n\t\t\t\treturn this.Points;\n\n\t\t\t}\n\t\t}\n\t} );\n\n}\n\nfunction ascSort( a, b ) {\n\n\treturn a.distance - b.distance;\n\n}\n\nfunction intersectObject( object, raycaster, intersects, recursive ) {\n\n\tif ( object.layers.test( raycaster.layers ) ) {\n\n\t\tobject.raycast( raycaster, intersects );\n\n\t}\n\n\tif ( recursive === true ) {\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( children[ i ], raycaster, intersects, true );\n\n\t\t}\n\n\t}\n\n}\n\nObject.assign( Raycaster.prototype, {\n\n\tset: function ( origin, direction ) {\n\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.ray.set( origin, direction );\n\n\t},\n\n\tsetFromCamera: function ( coords, camera ) {\n\n\t\tif ( camera && camera.isPerspectiveCamera ) {\n\n\t\t\tthis.ray.origin.setFromMatrixPosition( camera.matrixWorld );\n\t\t\tthis.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();\n\t\t\tthis.camera = camera;\n\n\t\t} else if ( camera && camera.isOrthographicCamera ) {\n\n\t\t\tthis.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera\n\t\t\tthis.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );\n\t\t\tthis.camera = camera;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );\n\n\t\t}\n\n\t},\n\n\tintersectObject: function ( object, recursive, optionalTarget ) {\n\n\t\tconst intersects = optionalTarget || [];\n\n\t\tintersectObject( object, this, intersects, recursive );\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t},\n\n\tintersectObjects: function ( objects, recursive, optionalTarget ) {\n\n\t\tconst intersects = optionalTarget || [];\n\n\t\tif ( Array.isArray( objects ) === false ) {\n\n\t\t\tconsole.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );\n\t\t\treturn intersects;\n\n\t\t}\n\n\t\tfor ( let i = 0, l = objects.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( objects[ i ], this, intersects, recursive );\n\n\t\t}\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n} );\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.\n * The azimuthal angle (theta) is measured from the positive z-axis.\n */\n\nclass Spherical {\n\n\tconstructor( radius = 1, phi = 0, theta = 0 ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi; // polar angle\n\t\tthis.theta = theta; // azimuthal angle\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, phi, theta ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi;\n\t\tthis.theta = theta;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.phi = other.phi;\n\t\tthis.theta = other.theta;\n\n\t\treturn this;\n\n\t}\n\n\t// restrict phi to be betwee EPS and PI-EPS\n\tmakeSafe() {\n\n\t\tconst EPS = 0.000001;\n\t\tthis.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + y * y + z * z );\n\n\t\tif ( this.radius === 0 ) {\n\n\t\t\tthis.theta = 0;\n\t\t\tthis.phi = 0;\n\n\t\t} else {\n\n\t\t\tthis.theta = Math.atan2( x, z );\n\t\t\tthis.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system\n */\n\nclass Cylindrical {\n\n\tconstructor( radius, theta, y ) {\n\n\t\tthis.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane\n\t\tthis.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis\n\t\tthis.y = ( y !== undefined ) ? y : 0; // height above the x-z plane\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, theta, y ) {\n\n\t\tthis.radius = radius;\n\t\tthis.theta = theta;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.theta = other.theta;\n\t\tthis.y = other.y;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + z * z );\n\t\tthis.theta = Math.atan2( x, z );\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _vector$8 = /*@__PURE__*/ new Vector2();\n\nclass Box2 {\n\n\tconstructor( min, max ) {\n\n\t\tObject.defineProperty( this, 'isBox2', { value: true } );\n\n\t\tthis.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );\n\t\tthis.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$8.copy( size ).multiplyScalar( 0.5 );\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = + Infinity;\n\t\tthis.max.x = this.max.y = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getCenter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getSize() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getParameter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 4 splitting planes to rule out intersections\n\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ? false : true;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$8.copy( point ).clamp( this.min, this.max );\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nconst _startP = /*@__PURE__*/ new Vector3();\nconst _startEnd = /*@__PURE__*/ new Vector3();\n\nclass Line3 {\n\n\tconstructor( start, end ) {\n\n\t\tthis.start = ( start !== undefined ) ? start : new Vector3();\n\t\tthis.end = ( end !== undefined ) ? end : new Vector3();\n\n\t}\n\n\tset( start, end ) {\n\n\t\tthis.start.copy( start );\n\t\tthis.end.copy( end );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( line ) {\n\n\t\tthis.start.copy( line.start );\n\t\tthis.end.copy( line.end );\n\n\t\treturn this;\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );\n\n\t}\n\n\tdelta( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .delta() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.subVectors( this.end, this.start );\n\n\t}\n\n\tdistanceSq() {\n\n\t\treturn this.start.distanceToSquared( this.end );\n\n\t}\n\n\tdistance() {\n\n\t\treturn this.start.distanceTo( this.end );\n\n\t}\n\n\tat( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tclosestPointToPointParameter( point, clampToLine ) {\n\n\t\t_startP.subVectors( point, this.start );\n\t\t_startEnd.subVectors( this.end, this.start );\n\n\t\tconst startEnd2 = _startEnd.dot( _startEnd );\n\t\tconst startEnd_startP = _startEnd.dot( _startP );\n\n\t\tlet t = startEnd_startP / startEnd2;\n\n\t\tif ( clampToLine ) {\n\n\t\t\tt = MathUtils.clamp( t, 0, 1 );\n\n\t\t}\n\n\t\treturn t;\n\n\t}\n\n\tclosestPointToPoint( point, clampToLine, target ) {\n\n\t\tconst t = this.closestPointToPointParameter( point, clampToLine );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.start.applyMatrix4( matrix );\n\t\tthis.end.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t}\n\n\tequals( line ) {\n\n\t\treturn line.start.equals( this.start ) && line.end.equals( this.end );\n\n\t}\n\n}\n\nfunction ImmediateRenderObject( material ) {\n\n\tObject3D.call( this );\n\n\tthis.material = material;\n\tthis.render = function ( /* renderCallback */ ) {};\n\n\tthis.hasPositions = false;\n\tthis.hasNormals = false;\n\tthis.hasColors = false;\n\tthis.hasUvs = false;\n\n\tthis.positionArray = null;\n\tthis.normalArray = null;\n\tthis.colorArray = null;\n\tthis.uvArray = null;\n\n\tthis.count = 0;\n\n}\n\nImmediateRenderObject.prototype = Object.create( Object3D.prototype );\nImmediateRenderObject.prototype.constructor = ImmediateRenderObject;\n\nImmediateRenderObject.prototype.isImmediateRenderObject = true;\n\nconst _vector$9 = /*@__PURE__*/ new Vector3();\n\nclass SpotLightHelper extends Object3D {\n\n\tconstructor( light, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst positions = [\n\t\t\t0, 0, 0, \t0, 0, 1,\n\t\t\t0, 0, 0, \t1, 0, 1,\n\t\t\t0, 0, 0,\t- 1, 0, 1,\n\t\t\t0, 0, 0, \t0, 1, 1,\n\t\t\t0, 0, 0, \t0, - 1, 1\n\t\t];\n\n\t\tfor ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {\n\n\t\t\tconst p1 = ( i / l ) * Math.PI * 2;\n\t\t\tconst p2 = ( j / l ) * Math.PI * 2;\n\n\t\t\tpositions.push(\n\t\t\t\tMath.cos( p1 ), Math.sin( p1 ), 1,\n\t\t\t\tMath.cos( p2 ), Math.sin( p2 ), 1\n\t\t\t);\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.cone = new LineSegments( geometry, material );\n\t\tthis.add( this.cone );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.cone.geometry.dispose();\n\t\tthis.cone.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateMatrixWorld();\n\n\t\tconst coneLength = this.light.distance ? this.light.distance : 1000;\n\t\tconst coneWidth = coneLength * Math.tan( this.light.angle );\n\n\t\tthis.cone.scale.set( coneWidth, coneWidth, coneLength );\n\n\t\t_vector$9.setFromMatrixPosition( this.light.target.matrixWorld );\n\n\t\tthis.cone.lookAt( _vector$9 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.cone.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.cone.material.color.copy( this.light.color );\n\n\t\t}\n\n\t}\n\n}\n\nconst _vector$a = /*@__PURE__*/ new Vector3();\nconst _boneMatrix = /*@__PURE__*/ new Matrix4();\nconst _matrixWorldInv = /*@__PURE__*/ new Matrix4();\n\n\nclass SkeletonHelper extends LineSegments {\n\n\tconstructor( object ) {\n\n\t\tconst bones = getBoneList( object );\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst color1 = new Color( 0, 0, 1 );\n\t\tconst color2 = new Color( 0, 1, 0 );\n\n\t\tfor ( let i = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tcolors.push( color1.r, color1.g, color1.b );\n\t\t\t\tcolors.push( color2.r, color2.g, color2.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'SkeletonHelper';\n\t\tthis.isSkeletonHelper = true;\n\n\t\tthis.root = object;\n\t\tthis.bones = bones;\n\n\t\tthis.matrix = object.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst bones = this.bones;\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\t_matrixWorldInv.copy( this.root.matrixWorld ).invert();\n\n\t\tfor ( let i = 0, j = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );\n\t\t\t\t_vector$a.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j, _vector$a.x, _vector$a.y, _vector$a.z );\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );\n\t\t\t\t_vector$a.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j + 1, _vector$a.x, _vector$a.y, _vector$a.z );\n\n\t\t\t\tj += 2;\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\n\nfunction getBoneList( object ) {\n\n\tconst boneList = [];\n\n\tif ( object && object.isBone ) {\n\n\t\tboneList.push( object );\n\n\t}\n\n\tfor ( let i = 0; i < object.children.length; i ++ ) {\n\n\t\tboneList.push.apply( boneList, getBoneList( object.children[ i ] ) );\n\n\t}\n\n\treturn boneList;\n\n}\n\nclass PointLightHelper extends Mesh {\n\n\tconstructor( light, sphereSize, color ) {\n\n\t\tconst geometry = new SphereGeometry( sphereSize, 4, 2 );\n\t\tconst material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'PointLightHelper';\n\n\t\tthis.matrix = this.light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\n\t\t/*\n\t// TODO: delete this comment?\n\tconst distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );\n\tconst distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n\n\tthis.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n\tthis.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n\n\tconst d = light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\n\tthis.add( this.lightDistance );\n\t*/\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\t/*\n\t\tconst d = this.light.distance;\n\n\t\tif ( d === 0.0 ) {\n\n\t\t\tthis.lightDistance.visible = false;\n\n\t\t} else {\n\n\t\t\tthis.lightDistance.visible = true;\n\t\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t\t}\n\t\t*/\n\n\t}\n\n}\n\nconst _vector$b = /*@__PURE__*/ new Vector3();\nconst _color1 = /*@__PURE__*/ new Color();\nconst _color2 = /*@__PURE__*/ new Color();\n\nclass HemisphereLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new OctahedronGeometry( size );\n\t\tgeometry.rotateY( Math.PI * 0.5 );\n\n\t\tthis.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\t\tif ( this.color === undefined ) this.material.vertexColors = true;\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\t\tconst colors = new Float32Array( position.count * 3 );\n\n\t\tgeometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );\n\n\t\tthis.add( new Mesh( geometry, this.material ) );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.children[ 0 ].geometry.dispose();\n\t\tthis.children[ 0 ].material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tconst mesh = this.children[ 0 ];\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tconst colors = mesh.geometry.getAttribute( 'color' );\n\n\t\t\t_color1.copy( this.light.color );\n\t\t\t_color2.copy( this.light.groundColor );\n\n\t\t\tfor ( let i = 0, l = colors.count; i < l; i ++ ) {\n\n\t\t\t\tconst color = ( i < ( l / 2 ) ) ? _color1 : _color2;\n\n\t\t\t\tcolors.setXYZ( i, color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t\tcolors.needsUpdate = true;\n\n\t\t}\n\n\t\tmesh.lookAt( _vector$b.setFromMatrixPosition( this.light.matrixWorld ).negate() );\n\n\t}\n\n}\n\nclass GridHelper extends LineSegments {\n\n\tconstructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst center = divisions / 2;\n\t\tconst step = size / divisions;\n\t\tconst halfSize = size / 2;\n\n\t\tconst vertices = [], colors = [];\n\n\t\tfor ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {\n\n\t\t\tvertices.push( - halfSize, 0, k, halfSize, 0, k );\n\t\t\tvertices.push( k, 0, - halfSize, k, 0, halfSize );\n\n\t\t\tconst color = i === center ? color1 : color2;\n\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'GridHelper';\n\n\t}\n\n}\n\nclass PolarGridHelper extends LineSegments {\n\n\tconstructor( radius = 10, radials = 16, circles = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\t// create the radials\n\n\t\tfor ( let i = 0; i <= radials; i ++ ) {\n\n\t\t\tconst v = ( i / radials ) * ( Math.PI * 2 );\n\n\t\t\tconst x = Math.sin( v ) * radius;\n\t\t\tconst z = Math.cos( v ) * radius;\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tvertices.push( x, 0, z );\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tcolors.push( color.r, color.g, color.b );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t}\n\n\t\t// create the circles\n\n\t\tfor ( let i = 0; i <= circles; i ++ ) {\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tconst r = radius - ( radius / circles * i );\n\n\t\t\tfor ( let j = 0; j < divisions; j ++ ) {\n\n\t\t\t\t// first vertex\n\n\t\t\t\tlet v = ( j / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tlet x = Math.sin( v ) * r;\n\t\t\t\tlet z = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t\t// second vertex\n\n\t\t\t\tv = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tx = Math.sin( v ) * r;\n\t\t\t\tz = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'PolarGridHelper';\n\n\t}\n\n}\n\nconst _v1$6 = /*@__PURE__*/ new Vector3();\nconst _v2$3 = /*@__PURE__*/ new Vector3();\nconst _v3$1 = /*@__PURE__*/ new Vector3();\n\nclass DirectionalLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tif ( size === undefined ) size = 1;\n\n\t\tlet geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [\n\t\t\t- size, size, 0,\n\t\t\tsize, size, 0,\n\t\t\tsize, - size, 0,\n\t\t\t- size, - size, 0,\n\t\t\t- size, size, 0\n\t\t], 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.lightPlane = new Line( geometry, material );\n\t\tthis.add( this.lightPlane );\n\n\t\tgeometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );\n\n\t\tthis.targetLine = new Line( geometry, material );\n\t\tthis.add( this.targetLine );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.lightPlane.geometry.dispose();\n\t\tthis.lightPlane.material.dispose();\n\t\tthis.targetLine.geometry.dispose();\n\t\tthis.targetLine.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\t_v1$6.setFromMatrixPosition( this.light.matrixWorld );\n\t\t_v2$3.setFromMatrixPosition( this.light.target.matrixWorld );\n\t\t_v3$1.subVectors( _v2$3, _v1$6 );\n\n\t\tthis.lightPlane.lookAt( _v2$3 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.lightPlane.material.color.set( this.color );\n\t\t\tthis.targetLine.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.lightPlane.material.color.copy( this.light.color );\n\t\t\tthis.targetLine.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\tthis.targetLine.lookAt( _v2$3 );\n\t\tthis.targetLine.scale.z = _v3$1.length();\n\n\t}\n\n}\n\nconst _vector$c = /*@__PURE__*/ new Vector3();\nconst _camera = /*@__PURE__*/ new Camera();\n\n/**\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttp://evanw.github.com/lightgl.js/tests/shadowmap.html\n */\n\nclass CameraHelper extends LineSegments {\n\n\tconstructor( camera ) {\n\n\t\tconst geometry = new BufferGeometry();\n\t\tconst material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst pointMap = {};\n\n\t\t// colors\n\n\t\tconst colorFrustum = new Color( 0xffaa00 );\n\t\tconst colorCone = new Color( 0xff0000 );\n\t\tconst colorUp = new Color( 0x00aaff );\n\t\tconst colorTarget = new Color( 0xffffff );\n\t\tconst colorCross = new Color( 0x333333 );\n\n\t\t// near\n\n\t\taddLine( 'n1', 'n2', colorFrustum );\n\t\taddLine( 'n2', 'n4', colorFrustum );\n\t\taddLine( 'n4', 'n3', colorFrustum );\n\t\taddLine( 'n3', 'n1', colorFrustum );\n\n\t\t// far\n\n\t\taddLine( 'f1', 'f2', colorFrustum );\n\t\taddLine( 'f2', 'f4', colorFrustum );\n\t\taddLine( 'f4', 'f3', colorFrustum );\n\t\taddLine( 'f3', 'f1', colorFrustum );\n\n\t\t// sides\n\n\t\taddLine( 'n1', 'f1', colorFrustum );\n\t\taddLine( 'n2', 'f2', colorFrustum );\n\t\taddLine( 'n3', 'f3', colorFrustum );\n\t\taddLine( 'n4', 'f4', colorFrustum );\n\n\t\t// cone\n\n\t\taddLine( 'p', 'n1', colorCone );\n\t\taddLine( 'p', 'n2', colorCone );\n\t\taddLine( 'p', 'n3', colorCone );\n\t\taddLine( 'p', 'n4', colorCone );\n\n\t\t// up\n\n\t\taddLine( 'u1', 'u2', colorUp );\n\t\taddLine( 'u2', 'u3', colorUp );\n\t\taddLine( 'u3', 'u1', colorUp );\n\n\t\t// target\n\n\t\taddLine( 'c', 't', colorTarget );\n\t\taddLine( 'p', 'c', colorCross );\n\n\t\t// cross\n\n\t\taddLine( 'cn1', 'cn2', colorCross );\n\t\taddLine( 'cn3', 'cn4', colorCross );\n\n\t\taddLine( 'cf1', 'cf2', colorCross );\n\t\taddLine( 'cf3', 'cf4', colorCross );\n\n\t\tfunction addLine( a, b, color ) {\n\n\t\t\taddPoint( a, color );\n\t\t\taddPoint( b, color );\n\n\t\t}\n\n\t\tfunction addPoint( id, color ) {\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\tif ( pointMap[ id ] === undefined ) {\n\n\t\t\t\tpointMap[ id ] = [];\n\n\t\t\t}\n\n\t\t\tpointMap[ id ].push( ( vertices.length / 3 ) - 1 );\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'CameraHelper';\n\n\t\tthis.camera = camera;\n\t\tif ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();\n\n\t\tthis.matrix = camera.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.pointMap = pointMap;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst pointMap = this.pointMap;\n\n\t\tconst w = 1, h = 1;\n\n\t\t// we need just camera projection matrix inverse\n\t\t// world matrix must be identity\n\n\t\t_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );\n\n\t\t// center / target\n\n\t\tsetPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );\n\t\tsetPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );\n\n\t\t// near\n\n\t\tsetPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );\n\t\tsetPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );\n\t\tsetPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );\n\t\tsetPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );\n\n\t\t// far\n\n\t\tsetPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );\n\t\tsetPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );\n\t\tsetPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );\n\t\tsetPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );\n\n\t\t// up\n\n\t\tsetPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );\n\n\t\t// cross\n\n\t\tsetPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );\n\t\tsetPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );\n\t\tsetPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );\n\t\tsetPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );\n\n\t\tsetPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );\n\t\tsetPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );\n\t\tsetPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );\n\t\tsetPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t}\n\n}\n\n\nfunction setPoint( point, pointMap, geometry, camera, x, y, z ) {\n\n\t_vector$c.set( x, y, z ).unproject( camera );\n\n\tconst points = pointMap[ point ];\n\n\tif ( points !== undefined ) {\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tposition.setXYZ( points[ i ], _vector$c.x, _vector$c.y, _vector$c.z );\n\n\t\t}\n\n\t}\n\n}\n\nconst _box$3 = /*@__PURE__*/ new Box3();\n\nclass BoxHelper extends LineSegments {\n\n\tconstructor( object, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\t\tconst positions = new Float32Array( 8 * 3 );\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\t\tgeometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.object = object;\n\t\tthis.type = 'BoxHelper';\n\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate( object ) {\n\n\t\tif ( object !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );\n\n\t\t}\n\n\t\tif ( this.object !== undefined ) {\n\n\t\t\t_box$3.setFromObject( this.object );\n\n\t\t}\n\n\t\tif ( _box$3.isEmpty() ) return;\n\n\t\tconst min = _box$3.min;\n\t\tconst max = _box$3.max;\n\n\t\t/*\n\t\t\t5____4\n\t\t1/___0/|\n\t\t| 6__|_7\n\t\t2/___3/\n\n\t\t0: max.x, max.y, max.z\n\t\t1: min.x, max.y, max.z\n\t\t2: min.x, min.y, max.z\n\t\t3: max.x, min.y, max.z\n\t\t4: max.x, max.y, min.z\n\t\t5: min.x, max.y, min.z\n\t\t6: min.x, min.y, min.z\n\t\t7: max.x, min.y, min.z\n\t\t*/\n\n\t\tconst position = this.geometry.attributes.position;\n\t\tconst array = position.array;\n\n\t\tarray[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;\n\t\tarray[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;\n\t\tarray[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;\n\t\tarray[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;\n\t\tarray[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;\n\t\tarray[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;\n\t\tarray[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;\n\t\tarray[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;\n\n\t\tposition.needsUpdate = true;\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.object = object;\n\t\tthis.update();\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tLineSegments.prototype.copy.call( this, source );\n\n\t\tthis.object = source.object;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Box3Helper extends LineSegments {\n\n\tconstructor( box, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\n\t\tconst positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.box = box;\n\n\t\tthis.type = 'Box3Helper';\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst box = this.box;\n\n\t\tif ( box.isEmpty() ) return;\n\n\t\tbox.getCenter( this.position );\n\n\t\tbox.getSize( this.scale );\n\n\t\tthis.scale.multiplyScalar( 0.5 );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nclass PlaneHelper extends Line {\n\n\tconstructor( plane, size = 1, hex = 0xffff00 ) {\n\n\t\tconst color = hex;\n\n\t\tconst positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\t\tgeometry.computeBoundingSphere();\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.type = 'PlaneHelper';\n\n\t\tthis.plane = plane;\n\n\t\tthis.size = size;\n\n\t\tconst positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];\n\n\t\tconst geometry2 = new BufferGeometry();\n\t\tgeometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );\n\t\tgeometry2.computeBoundingSphere();\n\n\t\tthis.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tlet scale = - this.plane.constant;\n\n\t\tif ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter\n\n\t\tthis.scale.set( 0.5 * this.size, 0.5 * this.size, scale );\n\n\t\tthis.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here\n\n\t\tthis.lookAt( this.plane.normal );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nconst _axis = /*@__PURE__*/ new Vector3();\nlet _lineGeometry, _coneGeometry;\n\nclass ArrowHelper extends Object3D {\n\n\tconstructor( dir, origin, length, color, headLength, headWidth ) {\n\n\t\tsuper();\n\t\t// dir is assumed to be normalized\n\n\t\tthis.type = 'ArrowHelper';\n\n\t\tif ( dir === undefined ) dir = new Vector3( 0, 0, 1 );\n\t\tif ( origin === undefined ) origin = new Vector3( 0, 0, 0 );\n\t\tif ( length === undefined ) length = 1;\n\t\tif ( color === undefined ) color = 0xffff00;\n\t\tif ( headLength === undefined ) headLength = 0.2 * length;\n\t\tif ( headWidth === undefined ) headWidth = 0.2 * headLength;\n\n\t\tif ( _lineGeometry === undefined ) {\n\n\t\t\t_lineGeometry = new BufferGeometry();\n\t\t\t_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );\n\n\t\t\t_coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 );\n\t\t\t_coneGeometry.translate( 0, - 0.5, 0 );\n\n\t\t}\n\n\t\tthis.position.copy( origin );\n\n\t\tthis.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.line.matrixAutoUpdate = false;\n\t\tthis.add( this.line );\n\n\t\tthis.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.cone.matrixAutoUpdate = false;\n\t\tthis.add( this.cone );\n\n\t\tthis.setDirection( dir );\n\t\tthis.setLength( length, headLength, headWidth );\n\n\t}\n\n\tsetDirection( dir ) {\n\n\t\t// dir is assumed to be normalized\n\n\t\tif ( dir.y > 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 0, 0, 0, 1 );\n\n\t\t} else if ( dir.y < - 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 1, 0, 0, 0 );\n\n\t\t} else {\n\n\t\t\t_axis.set( dir.z, 0, - dir.x ).normalize();\n\n\t\t\tconst radians = Math.acos( dir.y );\n\n\t\t\tthis.quaternion.setFromAxisAngle( _axis, radians );\n\n\t\t}\n\n\t}\n\n\tsetLength( length, headLength, headWidth ) {\n\n\t\tif ( headLength === undefined ) headLength = 0.2 * length;\n\t\tif ( headWidth === undefined ) headWidth = 0.2 * headLength;\n\n\t\tthis.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458\n\t\tthis.line.updateMatrix();\n\n\t\tthis.cone.scale.set( headWidth, headLength, headWidth );\n\t\tthis.cone.position.y = length;\n\t\tthis.cone.updateMatrix();\n\n\t}\n\n\tsetColor( color ) {\n\n\t\tthis.line.material.color.set( color );\n\t\tthis.cone.material.color.set( color );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tthis.line.copy( source.line );\n\t\tthis.cone.copy( source.cone );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AxesHelper extends LineSegments {\n\n\tconstructor( size = 1 ) {\n\n\t\tconst vertices = [\n\t\t\t0, 0, 0,\tsize, 0, 0,\n\t\t\t0, 0, 0,\t0, size, 0,\n\t\t\t0, 0, 0,\t0, 0, size\n\t\t];\n\n\t\tconst colors = [\n\t\t\t1, 0, 0,\t1, 0.6, 0,\n\t\t\t0, 1, 0,\t0.6, 1, 0,\n\t\t\t0, 0, 1,\t0, 0.6, 1\n\t\t];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'AxesHelper';\n\n\t}\n\n}\n\nconst _floatView = new Float32Array( 1 );\nconst _int32View = new Int32Array( _floatView.buffer );\n\nconst DataUtils = {\n\n\t// Converts float32 to float16 (stored as uint16 value).\n\n\ttoHalfFloat: function ( val ) {\n\n\t\t// Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410\n\n\t\t/* This method is faster than the OpenEXR implementation (very often\n\t\t* used, eg. in Ogre), with the additional benefit of rounding, inspired\n\t\t* by James Tursa?s half-precision code. */\n\n\t\t_floatView[ 0 ] = val;\n\t\tconst x = _int32View[ 0 ];\n\n\t\tlet bits = ( x >> 16 ) & 0x8000; /* Get the sign */\n\t\tlet m = ( x >> 12 ) & 0x07ff; /* Keep one extra bit for rounding */\n\t\tconst e = ( x >> 23 ) & 0xff; /* Using int is faster here */\n\n\t\t/* If zero, or denormal, or exponent underflows too much for a denormal\n\t\t\t* half, return signed zero. */\n\t\tif ( e < 103 ) return bits;\n\n\t\t/* If NaN, return NaN. If Inf or exponent overflow, return Inf. */\n\t\tif ( e > 142 ) {\n\n\t\t\tbits |= 0x7c00;\n\t\t\t/* If exponent was 0xff and one mantissa bit was set, it means NaN,\n\t\t\t\t\t\t* not Inf, so make sure we set one mantissa bit too. */\n\t\t\tbits |= ( ( e == 255 ) ? 0 : 1 ) && ( x & 0x007fffff );\n\t\t\treturn bits;\n\n\t\t}\n\n\t\t/* If exponent underflows but not too much, return a denormal */\n\t\tif ( e < 113 ) {\n\n\t\t\tm |= 0x0800;\n\t\t\t/* Extra rounding may overflow and set mantissa to 0 and exponent\n\t\t\t\t* to 1, which is OK. */\n\t\t\tbits |= ( m >> ( 114 - e ) ) + ( ( m >> ( 113 - e ) ) & 1 );\n\t\t\treturn bits;\n\n\t\t}\n\n\t\tbits |= ( ( e - 112 ) << 10 ) | ( m >> 1 );\n\t\t/* Extra rounding. An overflow will set mantissa to 0 and increment\n\t\t\t* the exponent, which is OK. */\n\t\tbits += m & 1;\n\t\treturn bits;\n\n\t}\n\n};\n\nconst LOD_MIN = 4;\nconst LOD_MAX = 8;\nconst SIZE_MAX = Math.pow( 2, LOD_MAX );\n\n// The standard deviations (radians) associated with the extra mips. These are\n// chosen to approximate a Trowbridge-Reitz distribution function times the\n// geometric shadowing function. These sigma values squared must match the\n// variance #defines in cube_uv_reflection_fragment.glsl.js.\nconst EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];\n\nconst TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;\n\n// The maximum length of the blur for loop. Smaller sigmas will use fewer\n// samples and exit early, but not recompile the shader.\nconst MAX_SAMPLES = 20;\n\nconst ENCODINGS = {\n\t[ LinearEncoding ]: 0,\n\t[ sRGBEncoding ]: 1,\n\t[ RGBEEncoding ]: 2,\n\t[ RGBM7Encoding ]: 3,\n\t[ RGBM16Encoding ]: 4,\n\t[ RGBDEncoding ]: 5,\n\t[ GammaEncoding ]: 6\n};\n\nconst backgroundMaterial = new MeshBasicMaterial( {\n\tside: BackSide,\n\tdepthWrite: false,\n\tdepthTest: false,\n} );\nconst backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );\n\nconst _flatCamera = /*@__PURE__*/ new OrthographicCamera();\nconst { _lodPlanes, _sizeLods, _sigmas } = /*@__PURE__*/ _createPlanes();\nconst _clearColor = /*@__PURE__*/ new Color();\nlet _oldTarget = null;\n\n// Golden Ratio\nconst PHI = ( 1 + Math.sqrt( 5 ) ) / 2;\nconst INV_PHI = 1 / PHI;\n\n// Vertices of a dodecahedron (except the opposites, which represent the\n// same axis), used as axis directions evenly spread on a sphere.\nconst _axisDirections = [\n\t/*@__PURE__*/ new Vector3( 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),\n\t/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),\n\t/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];\n\n/**\n * This class generates a Prefiltered, Mipmapped Radiance Environment Map\n * (PMREM) from a cubeMap environment texture. This allows different levels of\n * blur to be quickly accessed based on material roughness. It is packed into a\n * special CubeUV format that allows us to perform custom interpolation so that\n * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap\n * chain, it only goes down to the LOD_MIN level (above), and then creates extra\n * even more filtered 'mips' at the same LOD_MIN resolution, associated with\n * higher roughness levels. In this way we maintain resolution to smoothly\n * interpolate diffuse lighting while limiting sampling computation.\n */\n\nfunction convertLinearToRGBE( color ) {\n\n\tconst maxComponent = Math.max( color.r, color.g, color.b );\n\tconst fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );\n\tcolor.multiplyScalar( Math.pow( 2.0, - fExp ) );\n\n\tconst alpha = ( fExp + 128.0 ) / 255.0;\n\treturn alpha;\n\n}\n\nclass PMREMGenerator {\n\n\tconstructor( renderer ) {\n\n\t\tthis._renderer = renderer;\n\t\tthis._pingPongRenderTarget = null;\n\n\t\tthis._blurMaterial = _getBlurShader( MAX_SAMPLES );\n\t\tthis._equirectShader = null;\n\t\tthis._cubemapShader = null;\n\n\t\tthis._compileMaterial( this._blurMaterial );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from a supplied Scene, which can be faster than using an\n\t * image if networking bandwidth is low. Optional sigma specifies a blur radius\n\t * in radians to be applied to the scene before PMREM generation. Optional near\n\t * and far planes ensure the scene is rendered in its entirety (the cubeCamera\n\t * is placed at the origin).\n\t */\n\tfromScene( scene, sigma = 0, near = 0.1, far = 100 ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets();\n\n\t\tthis._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );\n\t\tif ( sigma > 0 ) {\n\n\t\t\tthis._blur( cubeUVRenderTarget, 0, 0, sigma );\n\n\t\t}\n\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an equirectangular texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromEquirectangular( equirectangular ) {\n\n\t\treturn this._fromTexture( equirectangular );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an cubemap texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromCubemap( cubemap ) {\n\n\t\treturn this._fromTexture( cubemap );\n\n\t}\n\n\t/**\n\t * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileCubemapShader() {\n\n\t\tif ( this._cubemapShader === null ) {\n\n\t\t\tthis._cubemapShader = _getCubemapShader();\n\t\t\tthis._compileMaterial( this._cubemapShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileEquirectangularShader() {\n\n\t\tif ( this._equirectShader === null ) {\n\n\t\t\tthis._equirectShader = _getEquirectShader();\n\t\t\tthis._compileMaterial( this._equirectShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n\t * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n\t * one of them will cause any others to also become unusable.\n\t */\n\tdispose() {\n\n\t\tthis._blurMaterial.dispose();\n\n\t\tif ( this._cubemapShader !== null ) this._cubemapShader.dispose();\n\t\tif ( this._equirectShader !== null ) this._equirectShader.dispose();\n\n\t\tfor ( let i = 0; i < _lodPlanes.length; i ++ ) {\n\n\t\t\t_lodPlanes[ i ].dispose();\n\n\t\t}\n\n\t}\n\n\t// private interface\n\n\t_cleanup( outputTarget ) {\n\n\t\tthis._pingPongRenderTarget.dispose();\n\t\tthis._renderer.setRenderTarget( _oldTarget );\n\t\toutputTarget.scissorTest = false;\n\t\t_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );\n\n\t}\n\n\t_fromTexture( texture ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets( texture );\n\t\tthis._textureToCubeUV( texture, cubeUVRenderTarget );\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_allocateTargets( texture ) { // warning: null texture is valid\n\n\t\tconst params = {\n\t\t\tmagFilter: NearestFilter,\n\t\t\tminFilter: NearestFilter,\n\t\t\tgenerateMipmaps: false,\n\t\t\ttype: UnsignedByteType,\n\t\t\tformat: RGBEFormat,\n\t\t\tencoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,\n\t\t\tdepthBuffer: false\n\t\t};\n\n\t\tconst cubeUVRenderTarget = _createRenderTarget( params );\n\t\tcubeUVRenderTarget.depthBuffer = texture ? false : true;\n\t\tthis._pingPongRenderTarget = _createRenderTarget( params );\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_compileMaterial( material ) {\n\n\t\tconst tmpMesh = new Mesh( _lodPlanes[ 0 ], material );\n\t\tthis._renderer.compile( tmpMesh, _flatCamera );\n\n\t}\n\n\t_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {\n\n\t\tconst fov = 90;\n\t\tconst aspect = 1;\n\t\tconst cubeCamera = new PerspectiveCamera( fov, aspect, near, far );\n\t\tconst upSign = [ 1, - 1, 1, 1, 1, 1 ];\n\t\tconst forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];\n\t\tconst renderer = this._renderer;\n\n\t\tconst originalAutoClear = renderer.autoClear;\n\t\tconst outputEncoding = renderer.outputEncoding;\n\t\tconst toneMapping = renderer.toneMapping;\n\t\trenderer.getClearColor( _clearColor );\n\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.outputEncoding = LinearEncoding;\n\t\trenderer.autoClear = false;\n\n\t\tlet useSolidColor = false;\n\t\tconst background = scene.background;\n\t\tif ( background ) {\n\n\t\t\tif ( background.isColor ) {\n\n\t\t\t\tbackgroundMaterial.color.copy( background ).convertSRGBToLinear();\n\t\t\t\tscene.background = null;\n\n\t\t\t\tconst alpha = convertLinearToRGBE( backgroundMaterial.color );\n\t\t\t\tbackgroundMaterial.opacity = alpha;\n\t\t\t\tuseSolidColor = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tbackgroundMaterial.color.copy( _clearColor ).convertSRGBToLinear();\n\n\t\t\tconst alpha = convertLinearToRGBE( backgroundMaterial.color );\n\t\t\tbackgroundMaterial.opacity = alpha;\n\t\t\tuseSolidColor = true;\n\n\t\t}\n\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst col = i % 3;\n\t\t\tif ( col == 0 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( forwardSign[ i ], 0, 0 );\n\n\t\t\t} else if ( col == 1 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, 0, upSign[ i ] );\n\t\t\t\tcubeCamera.lookAt( 0, forwardSign[ i ], 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( 0, 0, forwardSign[ i ] );\n\n\t\t\t}\n\n\t\t\t_setViewport( cubeUVRenderTarget,\n\t\t\t\tcol * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );\n\t\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\n\t\t\tif ( useSolidColor ) {\n\n\t\t\t\trenderer.render( backgroundBox, cubeCamera );\n\n\t\t\t}\n\n\t\t\trenderer.render( scene, cubeCamera );\n\n\t\t}\n\n\t\trenderer.toneMapping = toneMapping;\n\t\trenderer.outputEncoding = outputEncoding;\n\t\trenderer.autoClear = originalAutoClear;\n\n\t}\n\n\t_textureToCubeUV( texture, cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\n\t\tif ( texture.isCubeTexture ) {\n\n\t\t\tif ( this._cubemapShader == null ) {\n\n\t\t\t\tthis._cubemapShader = _getCubemapShader();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( this._equirectShader == null ) {\n\n\t\t\t\tthis._equirectShader = _getEquirectShader();\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;\n\t\tconst mesh = new Mesh( _lodPlanes[ 0 ], material );\n\n\t\tconst uniforms = material.uniforms;\n\n\t\tuniforms[ 'envMap' ].value = texture;\n\n\t\tif ( ! texture.isCubeTexture ) {\n\n\t\t\tuniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );\n\n\t\t}\n\n\t\tuniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];\n\t\tuniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];\n\n\t\t_setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );\n\n\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\trenderer.render( mesh, _flatCamera );\n\n\t}\n\n\t_applyPMREM( cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst autoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\n\t\tfor ( let i = 1; i < TOTAL_LODS; i ++ ) {\n\n\t\t\tconst sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );\n\n\t\t\tconst poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];\n\n\t\t\tthis._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );\n\n\t\t}\n\n\t\trenderer.autoClear = autoClear;\n\n\t}\n\n\t/**\n\t * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n\t * vertically and horizontally, but this breaks down on a cube. Here we apply\n\t * the blur latitudinally (around the poles), and then longitudinally (towards\n\t * the poles) to approximate the orthogonally-separable blur. It is least\n\t * accurate at the poles, but still does a decent job.\n\t */\n\t_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {\n\n\t\tconst pingPongRenderTarget = this._pingPongRenderTarget;\n\n\t\tthis._halfBlur(\n\t\t\tcubeUVRenderTarget,\n\t\t\tpingPongRenderTarget,\n\t\t\tlodIn,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'latitudinal',\n\t\t\tpoleAxis );\n\n\t\tthis._halfBlur(\n\t\t\tpingPongRenderTarget,\n\t\t\tcubeUVRenderTarget,\n\t\t\tlodOut,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'longitudinal',\n\t\t\tpoleAxis );\n\n\t}\n\n\t_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst blurMaterial = this._blurMaterial;\n\n\t\tif ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {\n\n\t\t\tconsole.error(\n\t\t\t\t'blur direction must be either latitudinal or longitudinal!' );\n\n\t\t}\n\n\t\t// Number of standard deviations at which to cut off the discrete approximation.\n\t\tconst STANDARD_DEVIATIONS = 3;\n\n\t\tconst blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );\n\t\tconst blurUniforms = blurMaterial.uniforms;\n\n\t\tconst pixels = _sizeLods[ lodIn ] - 1;\n\t\tconst radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );\n\t\tconst sigmaPixels = sigmaRadians / radiansPerPixel;\n\t\tconst samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;\n\n\t\tif ( samples > MAX_SAMPLES ) {\n\n\t\t\tconsole.warn( `sigmaRadians, ${\n\t\t\t\tsigmaRadians}, is too large and will clip, as it requested ${\n\t\t\t\tsamples} samples when the maximum is set to ${MAX_SAMPLES}` );\n\n\t\t}\n\n\t\tconst weights = [];\n\t\tlet sum = 0;\n\n\t\tfor ( let i = 0; i < MAX_SAMPLES; ++ i ) {\n\n\t\t\tconst x = i / sigmaPixels;\n\t\t\tconst weight = Math.exp( - x * x / 2 );\n\t\t\tweights.push( weight );\n\n\t\t\tif ( i == 0 ) {\n\n\t\t\t\tsum += weight;\n\n\t\t\t} else if ( i < samples ) {\n\n\t\t\t\tsum += 2 * weight;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = 0; i < weights.length; i ++ ) {\n\n\t\t\tweights[ i ] = weights[ i ] / sum;\n\n\t\t}\n\n\t\tblurUniforms[ 'envMap' ].value = targetIn.texture;\n\t\tblurUniforms[ 'samples' ].value = samples;\n\t\tblurUniforms[ 'weights' ].value = weights;\n\t\tblurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';\n\n\t\tif ( poleAxis ) {\n\n\t\t\tblurUniforms[ 'poleAxis' ].value = poleAxis;\n\n\t\t}\n\n\t\tblurUniforms[ 'dTheta' ].value = radiansPerPixel;\n\t\tblurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;\n\t\tblurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\t\tblurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\n\t\tconst outputSize = _sizeLods[ lodOut ];\n\t\tconst x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );\n\t\tconst y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );\n\n\t\t_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );\n\t\trenderer.setRenderTarget( targetOut );\n\t\trenderer.render( blurMesh, _flatCamera );\n\n\t}\n\n}\n\nfunction _isLDR( texture ) {\n\n\tif ( texture === undefined || texture.type !== UnsignedByteType ) return false;\n\n\treturn texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;\n\n}\n\nfunction _createPlanes() {\n\n\tconst _lodPlanes = [];\n\tconst _sizeLods = [];\n\tconst _sigmas = [];\n\n\tlet lod = LOD_MAX;\n\n\tfor ( let i = 0; i < TOTAL_LODS; i ++ ) {\n\n\t\tconst sizeLod = Math.pow( 2, lod );\n\t\t_sizeLods.push( sizeLod );\n\t\tlet sigma = 1.0 / sizeLod;\n\n\t\tif ( i > LOD_MAX - LOD_MIN ) {\n\n\t\t\tsigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];\n\n\t\t} else if ( i == 0 ) {\n\n\t\t\tsigma = 0;\n\n\t\t}\n\n\t\t_sigmas.push( sigma );\n\n\t\tconst texelSize = 1.0 / ( sizeLod - 1 );\n\t\tconst min = - texelSize / 2;\n\t\tconst max = 1 + texelSize / 2;\n\t\tconst uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];\n\n\t\tconst cubeFaces = 6;\n\t\tconst vertices = 6;\n\t\tconst positionSize = 3;\n\t\tconst uvSize = 2;\n\t\tconst faceIndexSize = 1;\n\n\t\tconst position = new Float32Array( positionSize * vertices * cubeFaces );\n\t\tconst uv = new Float32Array( uvSize * vertices * cubeFaces );\n\t\tconst faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );\n\n\t\tfor ( let face = 0; face < cubeFaces; face ++ ) {\n\n\t\t\tconst x = ( face % 3 ) * 2 / 3 - 1;\n\t\t\tconst y = face > 2 ? 0 : - 1;\n\t\t\tconst coordinates = [\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y + 1, 0\n\t\t\t];\n\t\t\tposition.set( coordinates, positionSize * vertices * face );\n\t\t\tuv.set( uv1, uvSize * vertices * face );\n\t\t\tconst fill = [ face, face, face, face, face, face ];\n\t\t\tfaceIndex.set( fill, faceIndexSize * vertices * face );\n\n\t\t}\n\n\t\tconst planes = new BufferGeometry();\n\t\tplanes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );\n\t\tplanes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );\n\t\tplanes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );\n\t\t_lodPlanes.push( planes );\n\n\t\tif ( lod > LOD_MIN ) {\n\n\t\t\tlod --;\n\n\t\t}\n\n\t}\n\n\treturn { _lodPlanes, _sizeLods, _sigmas };\n\n}\n\nfunction _createRenderTarget( params ) {\n\n\tconst cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );\n\tcubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;\n\tcubeUVRenderTarget.texture.name = 'PMREM.cubeUv';\n\tcubeUVRenderTarget.scissorTest = true;\n\treturn cubeUVRenderTarget;\n\n}\n\nfunction _setViewport( target, x, y, width, height ) {\n\n\ttarget.viewport.set( x, y, width, height );\n\ttarget.scissor.set( x, y, width, height );\n\n}\n\nfunction _getBlurShader( maxSamples ) {\n\n\tconst weights = new Float32Array( maxSamples );\n\tconst poleAxis = new Vector3( 0, 1, 0 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'SphericalGaussianBlur',\n\n\t\tdefines: { 'n': maxSamples },\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'samples': { value: 1 },\n\t\t\t'weights': { value: weights },\n\t\t\t'latitudinal': { value: false },\n\t\t\t'dTheta': { value: 0 },\n\t\t\t'mipInt': { value: 0 },\n\t\t\t'poleAxis': { value: poleAxis },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include \n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getEquirectShader() {\n\n\tconst texelSize = new Vector2( 1, 1 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'EquirectangularToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'texelSize': { value: texelSize },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCubemapShader() {\n\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'CubemapToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCommonVertexShader() {\n\n\treturn /* glsl */`\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t`;\n\n}\n\nfunction _getEncodings() {\n\n\treturn /* glsl */`\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include \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\n\tconsole.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );\n\treturn new Face3( a, b, c, normal, color, materialIndex );\n\n}\n\nconst LineStrip = 0;\nconst LinePieces = 1;\nconst NoColors = 0;\nconst FaceColors = 1;\nconst VertexColors = 2;\n\nfunction MeshFaceMaterial( materials ) {\n\n\tconsole.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );\n\treturn materials;\n\n}\n\nfunction MultiMaterial( materials = [] ) {\n\n\tconsole.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );\n\tmaterials.isMultiMaterial = true;\n\tmaterials.materials = materials;\n\tmaterials.clone = function () {\n\n\t\treturn materials.slice();\n\n\t};\n\n\treturn materials;\n\n}\n\nfunction PointCloud( geometry, material ) {\n\n\tconsole.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction Particle( material ) {\n\n\tconsole.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );\n\treturn new Sprite( material );\n\n}\n\nfunction ParticleSystem( geometry, material ) {\n\n\tconsole.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction PointCloudMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleBasicMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleSystemMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction Vertex( x, y, z ) {\n\n\tconsole.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );\n\treturn new Vector3( x, y, z );\n\n}\n\n//\n\nfunction DynamicBufferAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );\n\treturn new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );\n\n}\n\nfunction Int8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );\n\treturn new Int8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );\n\treturn new Uint8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8ClampedAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );\n\treturn new Uint8ClampedBufferAttribute( array, itemSize );\n\n}\n\nfunction Int16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );\n\treturn new Int16BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );\n\treturn new Uint16BufferAttribute( array, itemSize );\n\n}\n\nfunction Int32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );\n\treturn new Int32BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );\n\treturn new Uint32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );\n\treturn new Float32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float64Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );\n\treturn new Float64BufferAttribute( array, itemSize );\n\n}\n\n//\n\nCurve.create = function ( construct, getPoint ) {\n\n\tconsole.log( 'THREE.Curve.create() has been deprecated' );\n\n\tconstruct.prototype = Object.create( Curve.prototype );\n\tconstruct.prototype.constructor = construct;\n\tconstruct.prototype.getPoint = getPoint;\n\n\treturn construct;\n\n};\n\n//\n\nObject.assign( Path.prototype, {\n\n\tfromPoints: function ( points ) {\n\n\t\tconsole.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );\n\t\treturn this.setFromPoints( points );\n\n\t}\n\n} );\n\n//\n\nfunction ClosedSplineCurve3( points ) {\n\n\tconsole.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\tthis.closed = true;\n\n}\n\nClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );\n\n//\n\nfunction SplineCurve3( points ) {\n\n\tconsole.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\n}\n\nSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );\n\n//\n\nfunction Spline( points ) {\n\n\tconsole.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\n}\n\nSpline.prototype = Object.create( CatmullRomCurve3.prototype );\n\nObject.assign( Spline.prototype, {\n\n\tinitFromArray: function ( /* a */ ) {\n\n\t\tconsole.error( 'THREE.Spline: .initFromArray() has been removed.' );\n\n\t},\n\tgetControlPointsArray: function ( /* optionalTarget */ ) {\n\n\t\tconsole.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );\n\n\t},\n\treparametrizeByArcLength: function ( /* samplingCoef */ ) {\n\n\t\tconsole.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );\n\n\t}\n\n} );\n\n//\n\nfunction AxisHelper( size ) {\n\n\tconsole.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );\n\treturn new AxesHelper( size );\n\n}\n\nfunction BoundingBoxHelper( object, color ) {\n\n\tconsole.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );\n\treturn new BoxHelper( object, color );\n\n}\n\nfunction EdgesHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );\n\treturn new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\nGridHelper.prototype.setColors = function () {\n\n\tconsole.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );\n\n};\n\nSkeletonHelper.prototype.update = function () {\n\n\tconsole.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );\n\n};\n\nfunction WireframeHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );\n\treturn new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\n//\n\nObject.assign( Loader.prototype, {\n\n\textractUrlBase: function ( url ) {\n\n\t\tconsole.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );\n\t\treturn LoaderUtils.extractUrlBase( url );\n\n\t}\n\n} );\n\nLoader.Handlers = {\n\n\tadd: function ( /* regex, loader */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );\n\n\t},\n\n\tget: function ( /* file */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );\n\n\t}\n\n};\n\nfunction XHRLoader( manager ) {\n\n\tconsole.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );\n\treturn new FileLoader( manager );\n\n}\n\nfunction BinaryTextureLoader( manager ) {\n\n\tconsole.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );\n\treturn new DataTextureLoader( manager );\n\n}\n\n//\n\nObject.assign( Box2.prototype, {\n\n\tcenter: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );\n\t\treturn this.getCenter( optionalTarget );\n\n\t},\n\tempty: function () {\n\n\t\tconsole.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );\n\t\treturn this.isEmpty();\n\n\t},\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tsize: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );\n\t\treturn this.getSize( optionalTarget );\n\n\t}\n} );\n\nObject.assign( Box3.prototype, {\n\n\tcenter: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );\n\t\treturn this.getCenter( optionalTarget );\n\n\t},\n\tempty: function () {\n\n\t\tconsole.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );\n\t\treturn this.isEmpty();\n\n\t},\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tisIntersectionSphere: function ( sphere ) {\n\n\t\tconsole.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\t\treturn this.intersectsSphere( sphere );\n\n\t},\n\tsize: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );\n\t\treturn this.getSize( optionalTarget );\n\n\t}\n} );\n\nObject.assign( Sphere.prototype, {\n\n\tempty: function () {\n\n\t\tconsole.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );\n\t\treturn this.isEmpty();\n\n\t},\n\n} );\n\nFrustum.prototype.setFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );\n\treturn this.setFromProjectionMatrix( m );\n\n};\n\nLine3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\nObject.assign( MathUtils, {\n\n\trandom16: function () {\n\n\t\tconsole.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );\n\t\treturn Math.random();\n\n\t},\n\n\tnearestPowerOfTwo: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );\n\t\treturn MathUtils.floorPowerOfTwo( value );\n\n\t},\n\n\tnextPowerOfTwo: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );\n\t\treturn MathUtils.ceilPowerOfTwo( value );\n\n\t}\n\n} );\n\nObject.assign( Matrix3.prototype, {\n\n\tflattenToArrayOffset: function ( array, offset ) {\n\n\t\tconsole.warn( 'THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );\n\t\treturn this.toArray( array, offset );\n\n\t},\n\tmultiplyVector3: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );\n\t\treturn vector.applyMatrix3( this );\n\n\t},\n\tmultiplyVector3Array: function ( /* a */ ) {\n\n\t\tconsole.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );\n\n\t},\n\tapplyToBufferAttribute: function ( attribute ) {\n\n\t\tconsole.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );\n\t\treturn attribute.applyMatrix3( this );\n\n\t},\n\tapplyToVector3Array: function ( /* array, offset, length */ ) {\n\n\t\tconsole.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );\n\n\t},\n\tgetInverse: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\t\treturn this.copy( matrix ).invert();\n\n\t}\n\n} );\n\nObject.assign( Matrix4.prototype, {\n\n\textractPosition: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );\n\t\treturn this.copyPosition( m );\n\n\t},\n\tflattenToArrayOffset: function ( array, offset ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );\n\t\treturn this.toArray( array, offset );\n\n\t},\n\tgetPosition: function () {\n\n\t\tconsole.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );\n\t\treturn new Vector3().setFromMatrixColumn( this, 3 );\n\n\t},\n\tsetRotationFromQuaternion: function ( q ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );\n\t\treturn this.makeRotationFromQuaternion( q );\n\n\t},\n\tmultiplyToArray: function () {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );\n\n\t},\n\tmultiplyVector3: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\tmultiplyVector4: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\tmultiplyVector3Array: function ( /* a */ ) {\n\n\t\tconsole.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );\n\n\t},\n\trotateAxis: function ( v ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );\n\t\tv.transformDirection( this );\n\n\t},\n\tcrossVector: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\ttranslate: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .translate() has been removed.' );\n\n\t},\n\trotateX: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateX() has been removed.' );\n\n\t},\n\trotateY: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateY() has been removed.' );\n\n\t},\n\trotateZ: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateZ() has been removed.' );\n\n\t},\n\trotateByAxis: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );\n\n\t},\n\tapplyToBufferAttribute: function ( attribute ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );\n\t\treturn attribute.applyMatrix4( this );\n\n\t},\n\tapplyToVector3Array: function ( /* array, offset, length */ ) {\n\n\t\tconsole.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );\n\n\t},\n\tmakeFrustum: function ( left, right, bottom, top, near, far ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );\n\t\treturn this.makePerspective( left, right, top, bottom, near, far );\n\n\t},\n\tgetInverse: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\t\treturn this.copy( matrix ).invert();\n\n\t}\n\n} );\n\nPlane.prototype.isIntersectionLine = function ( line ) {\n\n\tconsole.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );\n\treturn this.intersectsLine( line );\n\n};\n\nObject.assign( Quaternion.prototype, {\n\n\tmultiplyVector3: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );\n\t\treturn vector.applyQuaternion( this );\n\n\t},\n\tinverse: function ( ) {\n\n\t\tconsole.warn( 'THREE.Quaternion: .inverse() has been renamed to invert().' );\n\t\treturn this.invert();\n\n\t}\n\n} );\n\nObject.assign( Ray.prototype, {\n\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tisIntersectionPlane: function ( plane ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );\n\t\treturn this.intersectsPlane( plane );\n\n\t},\n\tisIntersectionSphere: function ( sphere ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\t\treturn this.intersectsSphere( sphere );\n\n\t}\n\n} );\n\nObject.assign( Triangle.prototype, {\n\n\tarea: function () {\n\n\t\tconsole.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );\n\t\treturn this.getArea();\n\n\t},\n\tbarycoordFromPoint: function ( point, target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\t\treturn this.getBarycoord( point, target );\n\n\t},\n\tmidpoint: function ( target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );\n\t\treturn this.getMidpoint( target );\n\n\t},\n\tnormal: function ( target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\t\treturn this.getNormal( target );\n\n\t},\n\tplane: function ( target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );\n\t\treturn this.getPlane( target );\n\n\t}\n\n} );\n\nObject.assign( Triangle, {\n\n\tbarycoordFromPoint: function ( point, a, b, c, target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\t\treturn Triangle.getBarycoord( point, a, b, c, target );\n\n\t},\n\tnormal: function ( a, b, c, target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\t\treturn Triangle.getNormal( a, b, c, target );\n\n\t}\n\n} );\n\nObject.assign( Shape.prototype, {\n\n\textractAllPoints: function ( divisions ) {\n\n\t\tconsole.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );\n\t\treturn this.extractPoints( divisions );\n\n\t},\n\textrude: function ( options ) {\n\n\t\tconsole.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );\n\t\treturn new ExtrudeGeometry( this, options );\n\n\t},\n\tmakeGeometry: function ( options ) {\n\n\t\tconsole.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );\n\t\treturn new ShapeGeometry( this, options );\n\n\t}\n\n} );\n\nObject.assign( Vector2.prototype, {\n\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t},\n\tdistanceToManhattan: function ( v ) {\n\n\t\tconsole.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\t\treturn this.manhattanDistanceTo( v );\n\n\t},\n\tlengthManhattan: function () {\n\n\t\tconsole.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );\n\t\treturn this.manhattanLength();\n\n\t}\n\n} );\n\nObject.assign( Vector3.prototype, {\n\n\tsetEulerFromRotationMatrix: function () {\n\n\t\tconsole.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );\n\n\t},\n\tsetEulerFromQuaternion: function () {\n\n\t\tconsole.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );\n\n\t},\n\tgetPositionFromMatrix: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );\n\t\treturn this.setFromMatrixPosition( m );\n\n\t},\n\tgetScaleFromMatrix: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );\n\t\treturn this.setFromMatrixScale( m );\n\n\t},\n\tgetColumnFromMatrix: function ( index, matrix ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );\n\t\treturn this.setFromMatrixColumn( matrix, index );\n\n\t},\n\tapplyProjection: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );\n\t\treturn this.applyMatrix4( m );\n\n\t},\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t},\n\tdistanceToManhattan: function ( v ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\t\treturn this.manhattanDistanceTo( v );\n\n\t},\n\tlengthManhattan: function () {\n\n\t\tconsole.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );\n\t\treturn this.manhattanLength();\n\n\t}\n\n} );\n\nObject.assign( Vector4.prototype, {\n\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t},\n\tlengthManhattan: function () {\n\n\t\tconsole.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );\n\t\treturn this.manhattanLength();\n\n\t}\n\n} );\n\n//\n\nObject.assign( Object3D.prototype, {\n\n\tgetChildByName: function ( name ) {\n\n\t\tconsole.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );\n\t\treturn this.getObjectByName( name );\n\n\t},\n\trenderDepth: function () {\n\n\t\tconsole.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );\n\n\t},\n\ttranslate: function ( distance, axis ) {\n\n\t\tconsole.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );\n\t\treturn this.translateOnAxis( axis, distance );\n\n\t},\n\tgetWorldRotation: function () {\n\n\t\tconsole.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );\n\n\t},\n\tapplyMatrix: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );\n\t\treturn this.applyMatrix4( matrix );\n\n\t}\n\n} );\n\nObject.defineProperties( Object3D.prototype, {\n\n\teulerOrder: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\treturn this.rotation.order;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\tthis.rotation.order = value;\n\n\t\t}\n\t},\n\tuseQuaternion: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t}\n\t}\n\n} );\n\nObject.assign( Mesh.prototype, {\n\n\tsetDrawMode: function () {\n\n\t\tconsole.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n\t},\n\n} );\n\nObject.defineProperties( Mesh.prototype, {\n\n\tdrawMode: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );\n\t\t\treturn TrianglesDrawMode;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( LOD.prototype, {\n\n\tobjects: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.LOD: .objects has been renamed to .levels.' );\n\t\t\treturn this.levels;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperty( Skeleton.prototype, 'useVertexTexture', {\n\n\tget: function () {\n\n\t\tconsole.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );\n\n\t},\n\tset: function () {\n\n\t\tconsole.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );\n\n\t}\n\n} );\n\nSkinnedMesh.prototype.initBones = function () {\n\n\tconsole.error( 'THREE.SkinnedMesh: initBones() has been removed.' );\n\n};\n\nObject.defineProperty( Curve.prototype, '__arcLengthDivisions', {\n\n\tget: function () {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\treturn this.arcLengthDivisions;\n\n\t},\n\tset: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\tthis.arcLengthDivisions = value;\n\n\t}\n\n} );\n\n//\n\nPerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {\n\n\tconsole.warn( 'THREE.PerspectiveCamera.setLens is deprecated. ' +\n\t\t\t'Use .setFocalLength and .filmGauge for a photographic setup.' );\n\n\tif ( filmGauge !== undefined ) this.filmGauge = filmGauge;\n\tthis.setFocalLength( focalLength );\n\n};\n\n//\n\nObject.defineProperties( Light.prototype, {\n\tonlyShadow: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .onlyShadow has been removed.' );\n\n\t\t}\n\t},\n\tshadowCameraFov: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );\n\t\t\tthis.shadow.camera.fov = value;\n\n\t\t}\n\t},\n\tshadowCameraLeft: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );\n\t\t\tthis.shadow.camera.left = value;\n\n\t\t}\n\t},\n\tshadowCameraRight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );\n\t\t\tthis.shadow.camera.right = value;\n\n\t\t}\n\t},\n\tshadowCameraTop: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );\n\t\t\tthis.shadow.camera.top = value;\n\n\t\t}\n\t},\n\tshadowCameraBottom: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );\n\t\t\tthis.shadow.camera.bottom = value;\n\n\t\t}\n\t},\n\tshadowCameraNear: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );\n\t\t\tthis.shadow.camera.near = value;\n\n\t\t}\n\t},\n\tshadowCameraFar: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );\n\t\t\tthis.shadow.camera.far = value;\n\n\t\t}\n\t},\n\tshadowCameraVisible: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );\n\n\t\t}\n\t},\n\tshadowBias: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );\n\t\t\tthis.shadow.bias = value;\n\n\t\t}\n\t},\n\tshadowDarkness: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowDarkness has been removed.' );\n\n\t\t}\n\t},\n\tshadowMapWidth: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );\n\t\t\tthis.shadow.mapSize.width = value;\n\n\t\t}\n\t},\n\tshadowMapHeight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );\n\t\t\tthis.shadow.mapSize.height = value;\n\n\t\t}\n\t}\n} );\n\n//\n\nObject.defineProperties( BufferAttribute.prototype, {\n\n\tlength: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );\n\t\t\treturn this.array.length;\n\n\t\t}\n\t},\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( DynamicDrawUsage );\n\n\t\t}\n\t}\n\n} );\n\nObject.assign( BufferAttribute.prototype, {\n\tsetDynamic: function ( value ) {\n\n\t\tconsole.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\t\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\t\treturn this;\n\n\t},\n\tcopyIndicesArray: function ( /* indices */ ) {\n\n\t\tconsole.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );\n\n\t},\n\tsetArray: function ( /* array */ ) {\n\n\t\tconsole.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n\t}\n} );\n\nObject.assign( BufferGeometry.prototype, {\n\n\taddIndex: function ( index ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );\n\t\tthis.setIndex( index );\n\n\t},\n\taddAttribute: function ( name, attribute ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );\n\n\t\tif ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );\n\n\t\t\treturn this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );\n\n\t\t}\n\n\t\tif ( name === 'index' ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );\n\t\t\tthis.setIndex( attribute );\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\treturn this.setAttribute( name, attribute );\n\n\t},\n\taddDrawCall: function ( start, count, indexOffset ) {\n\n\t\tif ( indexOffset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );\n\n\t\t}\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );\n\t\tthis.addGroup( start, count );\n\n\t},\n\tclearDrawCalls: function () {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );\n\t\tthis.clearGroups();\n\n\t},\n\tcomputeOffsets: function () {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );\n\n\t},\n\tremoveAttribute: function ( name ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );\n\n\t\treturn this.deleteAttribute( name );\n\n\t},\n\tapplyMatrix: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );\n\t\treturn this.applyMatrix4( matrix );\n\n\t}\n\n} );\n\nObject.defineProperties( BufferGeometry.prototype, {\n\n\tdrawcalls: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t},\n\toffsets: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( InstancedBufferGeometry.prototype, {\n\n\tmaxInstancedCount: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );\n\t\t\treturn this.instanceCount;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );\n\t\t\tthis.instanceCount = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( Raycaster.prototype, {\n\n\tlinePrecision: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );\n\t\t\treturn this.params.Line.threshold;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );\n\t\t\tthis.params.Line.threshold = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( InterleavedBuffer.prototype, {\n\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( value );\n\n\t\t}\n\t}\n\n} );\n\nObject.assign( InterleavedBuffer.prototype, {\n\tsetDynamic: function ( value ) {\n\n\t\tconsole.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\t\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\t\treturn this;\n\n\t},\n\tsetArray: function ( /* array */ ) {\n\n\t\tconsole.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n\t}\n} );\n\n//\n\nObject.assign( ExtrudeGeometry.prototype, {\n\n\tgetArrays: function () {\n\n\t\tconsole.error( 'THREE.ExtrudeGeometry: .getArrays() has been removed.' );\n\n\t},\n\n\taddShapeList: function () {\n\n\t\tconsole.error( 'THREE.ExtrudeGeometry: .addShapeList() has been removed.' );\n\n\t},\n\n\taddShape: function () {\n\n\t\tconsole.error( 'THREE.ExtrudeGeometry: .addShape() has been removed.' );\n\n\t}\n\n} );\n\n//\n\nObject.assign( Scene.prototype, {\n\n\tdispose: function () {\n\n\t\tconsole.error( 'THREE.Scene: .dispose() has been removed.' );\n\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Uniform.prototype, {\n\n\tdynamic: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );\n\n\t\t}\n\t},\n\tonUpdate: {\n\t\tvalue: function () {\n\n\t\t\tconsole.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );\n\t\t\treturn this;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Material.prototype, {\n\n\twrapAround: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t}\n\t},\n\n\toverdraw: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t}\n\t},\n\n\twrapRGB: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapRGB has been removed.' );\n\t\t\treturn new Color();\n\n\t\t}\n\t},\n\n\tshading: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\tthis.flatShading = ( value === FlatShading );\n\n\t\t}\n\t},\n\n\tstencilMask: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\treturn this.stencilFuncMask;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\tthis.stencilFuncMask = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( MeshPhongMaterial.prototype, {\n\n\tmetal: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( MeshPhysicalMaterial.prototype, {\n\n\ttransparency: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );\n\t\t\treturn this.transmission;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );\n\t\t\tthis.transmission = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( ShaderMaterial.prototype, {\n\n\tderivatives: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\treturn this.extensions.derivatives;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\tthis.extensions.derivatives = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.assign( WebGLRenderer.prototype, {\n\n\tclearTarget: function ( renderTarget, color, depth, stencil ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );\n\t\tthis.setRenderTarget( renderTarget );\n\t\tthis.clear( color, depth, stencil );\n\n\t},\n\tanimate: function ( callback ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );\n\t\tthis.setAnimationLoop( callback );\n\n\t},\n\tgetCurrentRenderTarget: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );\n\t\treturn this.getRenderTarget();\n\n\t},\n\tgetMaxAnisotropy: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );\n\t\treturn this.capabilities.getMaxAnisotropy();\n\n\t},\n\tgetPrecision: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );\n\t\treturn this.capabilities.precision;\n\n\t},\n\tresetGLState: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );\n\t\treturn this.state.reset();\n\n\t},\n\tsupportsFloatTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \\'OES_texture_float\\' ).' );\n\t\treturn this.extensions.get( 'OES_texture_float' );\n\n\t},\n\tsupportsHalfFloatTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \\'OES_texture_half_float\\' ).' );\n\t\treturn this.extensions.get( 'OES_texture_half_float' );\n\n\t},\n\tsupportsStandardDerivatives: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \\'OES_standard_derivatives\\' ).' );\n\t\treturn this.extensions.get( 'OES_standard_derivatives' );\n\n\t},\n\tsupportsCompressedTextureS3TC: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \\'WEBGL_compressed_texture_s3tc\\' ).' );\n\t\treturn this.extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t},\n\tsupportsCompressedTexturePVRTC: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \\'WEBGL_compressed_texture_pvrtc\\' ).' );\n\t\treturn this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t},\n\tsupportsBlendMinMax: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \\'EXT_blend_minmax\\' ).' );\n\t\treturn this.extensions.get( 'EXT_blend_minmax' );\n\n\t},\n\tsupportsVertexTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );\n\t\treturn this.capabilities.vertexTextures;\n\n\t},\n\tsupportsInstancedArrays: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \\'ANGLE_instanced_arrays\\' ).' );\n\t\treturn this.extensions.get( 'ANGLE_instanced_arrays' );\n\n\t},\n\tenableScissorTest: function ( boolean ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );\n\t\tthis.setScissorTest( boolean );\n\n\t},\n\tinitMaterial: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );\n\n\t},\n\taddPrePlugin: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );\n\n\t},\n\taddPostPlugin: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );\n\n\t},\n\tupdateShadowMap: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );\n\n\t},\n\tsetFaceCulling: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );\n\n\t},\n\tallocTextureUnit: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );\n\n\t},\n\tsetTexture: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );\n\n\t},\n\tsetTexture2D: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );\n\n\t},\n\tsetTextureCube: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );\n\n\t},\n\tgetActiveMipMapLevel: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );\n\t\treturn this.getActiveMipmapLevel();\n\n\t}\n\n} );\n\nObject.defineProperties( WebGLRenderer.prototype, {\n\n\tshadowMapEnabled: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.enabled;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );\n\t\t\tthis.shadowMap.enabled = value;\n\n\t\t}\n\t},\n\tshadowMapType: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );\n\t\t\tthis.shadowMap.type = value;\n\n\t\t}\n\t},\n\tshadowMapCullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\tcontext: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );\n\t\t\treturn this.getContext();\n\n\t\t}\n\t},\n\tvr: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );\n\t\t\treturn this.xr;\n\n\t\t}\n\t},\n\tgammaInput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\n\t\t}\n\t},\n\tgammaOutput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\tthis.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;\n\n\t\t}\n\t},\n\ttoneMappingWhitePoint: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\t\t\treturn 1.0;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\n\t\t}\n\t},\n\n} );\n\nObject.defineProperties( WebGLShadowMap.prototype, {\n\n\tcullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* cullFace */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderReverseSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderSingleSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t}\n\n} );\n\nfunction WebGLRenderTargetCube( width, height, options ) {\n\n\tconsole.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );\n\treturn new WebGLCubeRenderTarget( width, options );\n\n}\n\n//\n\nObject.defineProperties( WebGLRenderTarget.prototype, {\n\n\twrapS: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\treturn this.texture.wrapS;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\tthis.texture.wrapS = value;\n\n\t\t}\n\t},\n\twrapT: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\treturn this.texture.wrapT;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\tthis.texture.wrapT = value;\n\n\t\t}\n\t},\n\tmagFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\treturn this.texture.magFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\tthis.texture.magFilter = value;\n\n\t\t}\n\t},\n\tminFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\treturn this.texture.minFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\tthis.texture.minFilter = value;\n\n\t\t}\n\t},\n\tanisotropy: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\treturn this.texture.anisotropy;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\tthis.texture.anisotropy = value;\n\n\t\t}\n\t},\n\toffset: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\treturn this.texture.offset;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\tthis.texture.offset = value;\n\n\t\t}\n\t},\n\trepeat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\treturn this.texture.repeat;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\tthis.texture.repeat = value;\n\n\t\t}\n\t},\n\tformat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\treturn this.texture.format;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\tthis.texture.format = value;\n\n\t\t}\n\t},\n\ttype: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\treturn this.texture.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\tthis.texture.type = value;\n\n\t\t}\n\t},\n\tgenerateMipmaps: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\treturn this.texture.generateMipmaps;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\tthis.texture.generateMipmaps = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Audio.prototype, {\n\n\tload: {\n\t\tvalue: function ( file ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );\n\t\t\tconst scope = this;\n\t\t\tconst audioLoader = new AudioLoader();\n\t\t\taudioLoader.load( file, function ( buffer ) {\n\n\t\t\t\tscope.setBuffer( buffer );\n\n\t\t\t} );\n\t\t\treturn this;\n\n\t\t}\n\t},\n\tstartTime: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Audio: .startTime is now .play( delay ).' );\n\n\t\t}\n\t}\n\n} );\n\nAudioAnalyser.prototype.getData = function () {\n\n\tconsole.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );\n\treturn this.getFrequencyData();\n\n};\n\n//\n\nCubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );\n\treturn this.update( renderer, scene );\n\n};\n\nCubeCamera.prototype.clear = function ( renderer, color, depth, stencil ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .clear() is now .renderTarget.clear().' );\n\treturn this.renderTarget.clear( renderer, color, depth, stencil );\n\n};\n\n//\n\nconst GeometryUtils = {\n\n\tmerge: function ( geometry1, geometry2, materialIndexOffset ) {\n\n\t\tconsole.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );\n\t\tlet matrix;\n\n\t\tif ( geometry2.isMesh ) {\n\n\t\t\tgeometry2.matrixAutoUpdate && geometry2.updateMatrix();\n\n\t\t\tmatrix = geometry2.matrix;\n\t\t\tgeometry2 = geometry2.geometry;\n\n\t\t}\n\n\t\tgeometry1.merge( geometry2, matrix, materialIndexOffset );\n\n\t},\n\n\tcenter: function ( geometry ) {\n\n\t\tconsole.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );\n\t\treturn geometry.center();\n\n\t}\n\n};\n\nImageUtils.crossOrigin = undefined;\n\nImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );\n\n\tconst loader = new TextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( url, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );\n\n\tconst loader = new CubeTextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( urls, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadCompressedTexture = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\nImageUtils.loadCompressedTextureCube = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\n//\n\nfunction CanvasRenderer() {\n\n\tconsole.error( 'THREE.CanvasRenderer has been removed' );\n\n}\n\n//\n\nfunction JSONLoader() {\n\n\tconsole.error( 'THREE.JSONLoader has been removed.' );\n\n}\n\n//\n\nconst SceneUtils = {\n\n\tcreateMultiMaterialObject: function ( /* geometry, materials */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tdetach: function ( /* child, parent, scene */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tattach: function ( /* child, scene, parent */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t}\n\n};\n\n//\n\nfunction LensFlare() {\n\n\tconsole.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );\n\n}\n\nif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t/* eslint-disable no-undef */\n\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {\n\t\trevision: REVISION,\n\t} } ) );\n\t/* eslint-enable no-undef */\n\n}\n\nif ( typeof window !== 'undefined' ) {\n\n\tif ( window.__THREE__ ) {\n\n\t\tconsole.warn( 'WARNING: Multiple instances of Three.js being imported.' );\n\n\t} else {\n\n\t\twindow.__THREE__ = REVISION;\n\n\t}\n\n}\n\n\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/three/build/three.module.js?"); /***/ }), @@ -2441,10 +1296,6 @@ eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export */ __webpac /*!**********************************************!*\ !*** ./node_modules/tinycolor2/tinycolor.js ***! \**********************************************/ -/*! unknown exports (runtime-defined) */ -/*! runtime requirements: module, __webpack_require__, __webpack_exports__ */ -/*! CommonJS bailout: module.exports is used directly at 1183:37-51 */ -/*! CommonJS bailout: module.exports is used directly at 1184:4-18 */ /***/ ((module, exports, __webpack_require__) => { eval("var __WEBPACK_AMD_DEFINE_RESULT__;// TinyColor v1.4.2\n// https://github.com/bgrins/TinyColor\n// Brian Grinstead, MIT License\n\n(function(Math) {\n\nvar trimLeft = /^\\s+/,\n trimRight = /\\s+$/,\n tinyCounter = 0,\n mathRound = Math.round,\n mathMin = Math.min,\n mathMax = Math.max,\n mathRandom = Math.random;\n\nfunction tinycolor (color, opts) {\n\n color = (color) ? color : '';\n opts = opts || { };\n\n // If input is already a tinycolor, return itself\n if (color instanceof tinycolor) {\n return color;\n }\n // If we are called as a function, call using new instead\n if (!(this instanceof tinycolor)) {\n return new tinycolor(color, opts);\n }\n\n var rgb = inputToRGB(color);\n this._originalInput = color,\n this._r = rgb.r,\n this._g = rgb.g,\n this._b = rgb.b,\n this._a = rgb.a,\n this._roundA = mathRound(100*this._a) / 100,\n this._format = opts.format || rgb.format;\n this._gradientType = opts.gradientType;\n\n // Don't let the range of [0,255] come back in [0,1].\n // Potentially lose a little bit of precision here, but will fix issues where\n // .5 gets interpreted as half of the total, instead of half of 1\n // If it was supposed to be 128, this was already taken care of by `inputToRgb`\n if (this._r < 1) { this._r = mathRound(this._r); }\n if (this._g < 1) { this._g = mathRound(this._g); }\n if (this._b < 1) { this._b = mathRound(this._b); }\n\n this._ok = rgb.ok;\n this._tc_id = tinyCounter++;\n}\n\ntinycolor.prototype = {\n isDark: function() {\n return this.getBrightness() < 128;\n },\n isLight: function() {\n return !this.isDark();\n },\n isValid: function() {\n return this._ok;\n },\n getOriginalInput: function() {\n return this._originalInput;\n },\n getFormat: function() {\n return this._format;\n },\n getAlpha: function() {\n return this._a;\n },\n getBrightness: function() {\n //http://www.w3.org/TR/AERT#color-contrast\n var rgb = this.toRgb();\n return (rgb.r * 299 + rgb.g * 587 + rgb.b * 114) / 1000;\n },\n getLuminance: function() {\n //http://www.w3.org/TR/2008/REC-WCAG20-20081211/#relativeluminancedef\n var rgb = this.toRgb();\n var RsRGB, GsRGB, BsRGB, R, G, B;\n RsRGB = rgb.r/255;\n GsRGB = rgb.g/255;\n BsRGB = rgb.b/255;\n\n if (RsRGB <= 0.03928) {R = RsRGB / 12.92;} else {R = Math.pow(((RsRGB + 0.055) / 1.055), 2.4);}\n if (GsRGB <= 0.03928) {G = GsRGB / 12.92;} else {G = Math.pow(((GsRGB + 0.055) / 1.055), 2.4);}\n if (BsRGB <= 0.03928) {B = BsRGB / 12.92;} else {B = Math.pow(((BsRGB + 0.055) / 1.055), 2.4);}\n return (0.2126 * R) + (0.7152 * G) + (0.0722 * B);\n },\n setAlpha: function(value) {\n this._a = boundAlpha(value);\n this._roundA = mathRound(100*this._a) / 100;\n return this;\n },\n toHsv: function() {\n var hsv = rgbToHsv(this._r, this._g, this._b);\n return { h: hsv.h * 360, s: hsv.s, v: hsv.v, a: this._a };\n },\n toHsvString: function() {\n var hsv = rgbToHsv(this._r, this._g, this._b);\n var h = mathRound(hsv.h * 360), s = mathRound(hsv.s * 100), v = mathRound(hsv.v * 100);\n return (this._a == 1) ?\n \"hsv(\" + h + \", \" + s + \"%, \" + v + \"%)\" :\n \"hsva(\" + h + \", \" + s + \"%, \" + v + \"%, \"+ this._roundA + \")\";\n },\n toHsl: function() {\n var hsl = rgbToHsl(this._r, this._g, this._b);\n return { h: hsl.h * 360, s: hsl.s, l: hsl.l, a: this._a };\n },\n toHslString: function() {\n var hsl = rgbToHsl(this._r, this._g, this._b);\n var h = mathRound(hsl.h * 360), s = mathRound(hsl.s * 100), l = mathRound(hsl.l * 100);\n return (this._a == 1) ?\n \"hsl(\" + h + \", \" + s + \"%, \" + l + \"%)\" :\n \"hsla(\" + h + \", \" + s + \"%, \" + l + \"%, \"+ this._roundA + \")\";\n },\n toHex: function(allow3Char) {\n return rgbToHex(this._r, this._g, this._b, allow3Char);\n },\n toHexString: function(allow3Char) {\n return '#' + this.toHex(allow3Char);\n },\n toHex8: function(allow4Char) {\n return rgbaToHex(this._r, this._g, this._b, this._a, allow4Char);\n },\n toHex8String: function(allow4Char) {\n return '#' + this.toHex8(allow4Char);\n },\n toRgb: function() {\n return { r: mathRound(this._r), g: mathRound(this._g), b: mathRound(this._b), a: this._a };\n },\n toRgbString: function() {\n return (this._a == 1) ?\n \"rgb(\" + mathRound(this._r) + \", \" + mathRound(this._g) + \", \" + mathRound(this._b) + \")\" :\n \"rgba(\" + mathRound(this._r) + \", \" + mathRound(this._g) + \", \" + mathRound(this._b) + \", \" + this._roundA + \")\";\n },\n toPercentageRgb: function() {\n return { r: mathRound(bound01(this._r, 255) * 100) + \"%\", g: mathRound(bound01(this._g, 255) * 100) + \"%\", b: mathRound(bound01(this._b, 255) * 100) + \"%\", a: this._a };\n },\n toPercentageRgbString: function() {\n return (this._a == 1) ?\n \"rgb(\" + mathRound(bound01(this._r, 255) * 100) + \"%, \" + mathRound(bound01(this._g, 255) * 100) + \"%, \" + mathRound(bound01(this._b, 255) * 100) + \"%)\" :\n \"rgba(\" + mathRound(bound01(this._r, 255) * 100) + \"%, \" + mathRound(bound01(this._g, 255) * 100) + \"%, \" + mathRound(bound01(this._b, 255) * 100) + \"%, \" + this._roundA + \")\";\n },\n toName: function() {\n if (this._a === 0) {\n return \"transparent\";\n }\n\n if (this._a < 1) {\n return false;\n }\n\n return hexNames[rgbToHex(this._r, this._g, this._b, true)] || false;\n },\n toFilter: function(secondColor) {\n var hex8String = '#' + rgbaToArgbHex(this._r, this._g, this._b, this._a);\n var secondHex8String = hex8String;\n var gradientType = this._gradientType ? \"GradientType = 1, \" : \"\";\n\n if (secondColor) {\n var s = tinycolor(secondColor);\n secondHex8String = '#' + rgbaToArgbHex(s._r, s._g, s._b, s._a);\n }\n\n return \"progid:DXImageTransform.Microsoft.gradient(\"+gradientType+\"startColorstr=\"+hex8String+\",endColorstr=\"+secondHex8String+\")\";\n },\n toString: function(format) {\n var formatSet = !!format;\n format = format || this._format;\n\n var formattedString = false;\n var hasAlpha = this._a < 1 && this._a >= 0;\n var needsAlphaFormat = !formatSet && hasAlpha && (format === \"hex\" || format === \"hex6\" || format === \"hex3\" || format === \"hex4\" || format === \"hex8\" || format === \"name\");\n\n if (needsAlphaFormat) {\n // Special case for \"transparent\", all other non-alpha formats\n // will return rgba when there is transparency.\n if (format === \"name\" && this._a === 0) {\n return this.toName();\n }\n return this.toRgbString();\n }\n if (format === \"rgb\") {\n formattedString = this.toRgbString();\n }\n if (format === \"prgb\") {\n formattedString = this.toPercentageRgbString();\n }\n if (format === \"hex\" || format === \"hex6\") {\n formattedString = this.toHexString();\n }\n if (format === \"hex3\") {\n formattedString = this.toHexString(true);\n }\n if (format === \"hex4\") {\n formattedString = this.toHex8String(true);\n }\n if (format === \"hex8\") {\n formattedString = this.toHex8String();\n }\n if (format === \"name\") {\n formattedString = this.toName();\n }\n if (format === \"hsl\") {\n formattedString = this.toHslString();\n }\n if (format === \"hsv\") {\n formattedString = this.toHsvString();\n }\n\n return formattedString || this.toHexString();\n },\n clone: function() {\n return tinycolor(this.toString());\n },\n\n _applyModification: function(fn, args) {\n var color = fn.apply(null, [this].concat([].slice.call(args)));\n this._r = color._r;\n this._g = color._g;\n this._b = color._b;\n this.setAlpha(color._a);\n return this;\n },\n lighten: function() {\n return this._applyModification(lighten, arguments);\n },\n brighten: function() {\n return this._applyModification(brighten, arguments);\n },\n darken: function() {\n return this._applyModification(darken, arguments);\n },\n desaturate: function() {\n return this._applyModification(desaturate, arguments);\n },\n saturate: function() {\n return this._applyModification(saturate, arguments);\n },\n greyscale: function() {\n return this._applyModification(greyscale, arguments);\n },\n spin: function() {\n return this._applyModification(spin, arguments);\n },\n\n _applyCombination: function(fn, args) {\n return fn.apply(null, [this].concat([].slice.call(args)));\n },\n analogous: function() {\n return this._applyCombination(analogous, arguments);\n },\n complement: function() {\n return this._applyCombination(complement, arguments);\n },\n monochromatic: function() {\n return this._applyCombination(monochromatic, arguments);\n },\n splitcomplement: function() {\n return this._applyCombination(splitcomplement, arguments);\n },\n triad: function() {\n return this._applyCombination(triad, arguments);\n },\n tetrad: function() {\n return this._applyCombination(tetrad, arguments);\n }\n};\n\n// If input is an object, force 1 into \"1.0\" to handle ratios properly\n// String input requires \"1.0\" as input, so 1 will be treated as 1\ntinycolor.fromRatio = function(color, opts) {\n if (typeof color == \"object\") {\n var newColor = {};\n for (var i in color) {\n if (color.hasOwnProperty(i)) {\n if (i === \"a\") {\n newColor[i] = color[i];\n }\n else {\n newColor[i] = convertToPercentage(color[i]);\n }\n }\n }\n color = newColor;\n }\n\n return tinycolor(color, opts);\n};\n\n// Given a string or object, convert that input to RGB\n// Possible string inputs:\n//\n// \"red\"\n// \"#f00\" or \"f00\"\n// \"#ff0000\" or \"ff0000\"\n// \"#ff000000\" or \"ff000000\"\n// \"rgb 255 0 0\" or \"rgb (255, 0, 0)\"\n// \"rgb 1.0 0 0\" or \"rgb (1, 0, 0)\"\n// \"rgba (255, 0, 0, 1)\" or \"rgba 255, 0, 0, 1\"\n// \"rgba (1.0, 0, 0, 1)\" or \"rgba 1.0, 0, 0, 1\"\n// \"hsl(0, 100%, 50%)\" or \"hsl 0 100% 50%\"\n// \"hsla(0, 100%, 50%, 1)\" or \"hsla 0 100% 50%, 1\"\n// \"hsv(0, 100%, 100%)\" or \"hsv 0 100% 100%\"\n//\nfunction inputToRGB(color) {\n\n var rgb = { r: 0, g: 0, b: 0 };\n var a = 1;\n var s = null;\n var v = null;\n var l = null;\n var ok = false;\n var format = false;\n\n if (typeof color == \"string\") {\n color = stringInputToObject(color);\n }\n\n if (typeof color == \"object\") {\n if (isValidCSSUnit(color.r) && isValidCSSUnit(color.g) && isValidCSSUnit(color.b)) {\n rgb = rgbToRgb(color.r, color.g, color.b);\n ok = true;\n format = String(color.r).substr(-1) === \"%\" ? \"prgb\" : \"rgb\";\n }\n else if (isValidCSSUnit(color.h) && isValidCSSUnit(color.s) && isValidCSSUnit(color.v)) {\n s = convertToPercentage(color.s);\n v = convertToPercentage(color.v);\n rgb = hsvToRgb(color.h, s, v);\n ok = true;\n format = \"hsv\";\n }\n else if (isValidCSSUnit(color.h) && isValidCSSUnit(color.s) && isValidCSSUnit(color.l)) {\n s = convertToPercentage(color.s);\n l = convertToPercentage(color.l);\n rgb = hslToRgb(color.h, s, l);\n ok = true;\n format = \"hsl\";\n }\n\n if (color.hasOwnProperty(\"a\")) {\n a = color.a;\n }\n }\n\n a = boundAlpha(a);\n\n return {\n ok: ok,\n format: color.format || format,\n r: mathMin(255, mathMax(rgb.r, 0)),\n g: mathMin(255, mathMax(rgb.g, 0)),\n b: mathMin(255, mathMax(rgb.b, 0)),\n a: a\n };\n}\n\n\n// Conversion Functions\n// --------------------\n\n// `rgbToHsl`, `rgbToHsv`, `hslToRgb`, `hsvToRgb` modified from:\n// \n\n// `rgbToRgb`\n// Handle bounds / percentage checking to conform to CSS color spec\n// \n// *Assumes:* r, g, b in [0, 255] or [0, 1]\n// *Returns:* { r, g, b } in [0, 255]\nfunction rgbToRgb(r, g, b){\n return {\n r: bound01(r, 255) * 255,\n g: bound01(g, 255) * 255,\n b: bound01(b, 255) * 255\n };\n}\n\n// `rgbToHsl`\n// Converts an RGB color value to HSL.\n// *Assumes:* r, g, and b are contained in [0, 255] or [0, 1]\n// *Returns:* { h, s, l } in [0,1]\nfunction rgbToHsl(r, g, b) {\n\n r = bound01(r, 255);\n g = bound01(g, 255);\n b = bound01(b, 255);\n\n var max = mathMax(r, g, b), min = mathMin(r, g, b);\n var h, s, l = (max + min) / 2;\n\n if(max == min) {\n h = s = 0; // achromatic\n }\n else {\n var d = max - min;\n s = l > 0.5 ? d / (2 - max - min) : d / (max + min);\n switch(max) {\n case r: h = (g - b) / d + (g < b ? 6 : 0); break;\n case g: h = (b - r) / d + 2; break;\n case b: h = (r - g) / d + 4; break;\n }\n\n h /= 6;\n }\n\n return { h: h, s: s, l: l };\n}\n\n// `hslToRgb`\n// Converts an HSL color value to RGB.\n// *Assumes:* h is contained in [0, 1] or [0, 360] and s and l are contained [0, 1] or [0, 100]\n// *Returns:* { r, g, b } in the set [0, 255]\nfunction hslToRgb(h, s, l) {\n var r, g, b;\n\n h = bound01(h, 360);\n s = bound01(s, 100);\n l = bound01(l, 100);\n\n function 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) * (2/3 - t) * 6;\n return p;\n }\n\n if(s === 0) {\n r = g = b = l; // achromatic\n }\n else {\n var q = l < 0.5 ? l * (1 + s) : l + s - l * s;\n var p = 2 * l - q;\n r = hue2rgb(p, q, h + 1/3);\n g = hue2rgb(p, q, h);\n b = hue2rgb(p, q, h - 1/3);\n }\n\n return { r: r * 255, g: g * 255, b: b * 255 };\n}\n\n// `rgbToHsv`\n// Converts an RGB color value to HSV\n// *Assumes:* r, g, and b are contained in the set [0, 255] or [0, 1]\n// *Returns:* { h, s, v } in [0,1]\nfunction rgbToHsv(r, g, b) {\n\n r = bound01(r, 255);\n g = bound01(g, 255);\n b = bound01(b, 255);\n\n var max = mathMax(r, g, b), min = mathMin(r, g, b);\n var h, s, v = max;\n\n var d = max - min;\n s = max === 0 ? 0 : d / max;\n\n if(max == min) {\n h = 0; // achromatic\n }\n else {\n switch(max) {\n case r: h = (g - b) / d + (g < b ? 6 : 0); break;\n case g: h = (b - r) / d + 2; break;\n case b: h = (r - g) / d + 4; break;\n }\n h /= 6;\n }\n return { h: h, s: s, v: v };\n}\n\n// `hsvToRgb`\n// Converts an HSV color value to RGB.\n// *Assumes:* h is contained in [0, 1] or [0, 360] and s and v are contained in [0, 1] or [0, 100]\n// *Returns:* { r, g, b } in the set [0, 255]\n function hsvToRgb(h, s, v) {\n\n h = bound01(h, 360) * 6;\n s = bound01(s, 100);\n v = bound01(v, 100);\n\n var i = Math.floor(h),\n f = h - i,\n p = v * (1 - s),\n q = v * (1 - f * s),\n t = v * (1 - (1 - f) * s),\n mod = i % 6,\n r = [v, q, p, p, t, v][mod],\n g = [t, v, v, q, p, p][mod],\n b = [p, p, t, v, v, q][mod];\n\n return { r: r * 255, g: g * 255, b: b * 255 };\n}\n\n// `rgbToHex`\n// Converts an RGB color to hex\n// Assumes r, g, and b are contained in the set [0, 255]\n// Returns a 3 or 6 character hex\nfunction rgbToHex(r, g, b, allow3Char) {\n\n var hex = [\n pad2(mathRound(r).toString(16)),\n pad2(mathRound(g).toString(16)),\n pad2(mathRound(b).toString(16))\n ];\n\n // Return a 3 character hex if possible\n if (allow3Char && hex[0].charAt(0) == hex[0].charAt(1) && hex[1].charAt(0) == hex[1].charAt(1) && hex[2].charAt(0) == hex[2].charAt(1)) {\n return hex[0].charAt(0) + hex[1].charAt(0) + hex[2].charAt(0);\n }\n\n return hex.join(\"\");\n}\n\n// `rgbaToHex`\n// Converts an RGBA color plus alpha transparency to hex\n// Assumes r, g, b are contained in the set [0, 255] and\n// a in [0, 1]. Returns a 4 or 8 character rgba hex\nfunction rgbaToHex(r, g, b, a, allow4Char) {\n\n var hex = [\n pad2(mathRound(r).toString(16)),\n pad2(mathRound(g).toString(16)),\n pad2(mathRound(b).toString(16)),\n pad2(convertDecimalToHex(a))\n ];\n\n // Return a 4 character hex if possible\n if (allow4Char && hex[0].charAt(0) == hex[0].charAt(1) && hex[1].charAt(0) == hex[1].charAt(1) && hex[2].charAt(0) == hex[2].charAt(1) && hex[3].charAt(0) == hex[3].charAt(1)) {\n return hex[0].charAt(0) + hex[1].charAt(0) + hex[2].charAt(0) + hex[3].charAt(0);\n }\n\n return hex.join(\"\");\n}\n\n// `rgbaToArgbHex`\n// Converts an RGBA color to an ARGB Hex8 string\n// Rarely used, but required for \"toFilter()\"\nfunction rgbaToArgbHex(r, g, b, a) {\n\n var hex = [\n pad2(convertDecimalToHex(a)),\n pad2(mathRound(r).toString(16)),\n pad2(mathRound(g).toString(16)),\n pad2(mathRound(b).toString(16))\n ];\n\n return hex.join(\"\");\n}\n\n// `equals`\n// Can be called with any tinycolor input\ntinycolor.equals = function (color1, color2) {\n if (!color1 || !color2) { return false; }\n return tinycolor(color1).toRgbString() == tinycolor(color2).toRgbString();\n};\n\ntinycolor.random = function() {\n return tinycolor.fromRatio({\n r: mathRandom(),\n g: mathRandom(),\n b: mathRandom()\n });\n};\n\n\n// Modification Functions\n// ----------------------\n// Thanks to less.js for some of the basics here\n// \n\nfunction desaturate(color, amount) {\n amount = (amount === 0) ? 0 : (amount || 10);\n var hsl = tinycolor(color).toHsl();\n hsl.s -= amount / 100;\n hsl.s = clamp01(hsl.s);\n return tinycolor(hsl);\n}\n\nfunction saturate(color, amount) {\n amount = (amount === 0) ? 0 : (amount || 10);\n var hsl = tinycolor(color).toHsl();\n hsl.s += amount / 100;\n hsl.s = clamp01(hsl.s);\n return tinycolor(hsl);\n}\n\nfunction greyscale(color) {\n return tinycolor(color).desaturate(100);\n}\n\nfunction lighten (color, amount) {\n amount = (amount === 0) ? 0 : (amount || 10);\n var hsl = tinycolor(color).toHsl();\n hsl.l += amount / 100;\n hsl.l = clamp01(hsl.l);\n return tinycolor(hsl);\n}\n\nfunction brighten(color, amount) {\n amount = (amount === 0) ? 0 : (amount || 10);\n var rgb = tinycolor(color).toRgb();\n rgb.r = mathMax(0, mathMin(255, rgb.r - mathRound(255 * - (amount / 100))));\n rgb.g = mathMax(0, mathMin(255, rgb.g - mathRound(255 * - (amount / 100))));\n rgb.b = mathMax(0, mathMin(255, rgb.b - mathRound(255 * - (amount / 100))));\n return tinycolor(rgb);\n}\n\nfunction darken (color, amount) {\n amount = (amount === 0) ? 0 : (amount || 10);\n var hsl = tinycolor(color).toHsl();\n hsl.l -= amount / 100;\n hsl.l = clamp01(hsl.l);\n return tinycolor(hsl);\n}\n\n// Spin takes a positive or negative amount within [-360, 360] indicating the change of hue.\n// Values outside of this range will be wrapped into this range.\nfunction spin(color, amount) {\n var hsl = tinycolor(color).toHsl();\n var hue = (hsl.h + amount) % 360;\n hsl.h = hue < 0 ? 360 + hue : hue;\n return tinycolor(hsl);\n}\n\n// Combination Functions\n// ---------------------\n// Thanks to jQuery xColor for some of the ideas behind these\n// \n\nfunction complement(color) {\n var hsl = tinycolor(color).toHsl();\n hsl.h = (hsl.h + 180) % 360;\n return tinycolor(hsl);\n}\n\nfunction triad(color) {\n var hsl = tinycolor(color).toHsl();\n var h = hsl.h;\n return [\n tinycolor(color),\n tinycolor({ h: (h + 120) % 360, s: hsl.s, l: hsl.l }),\n tinycolor({ h: (h + 240) % 360, s: hsl.s, l: hsl.l })\n ];\n}\n\nfunction tetrad(color) {\n var hsl = tinycolor(color).toHsl();\n var h = hsl.h;\n return [\n tinycolor(color),\n tinycolor({ h: (h + 90) % 360, s: hsl.s, l: hsl.l }),\n tinycolor({ h: (h + 180) % 360, s: hsl.s, l: hsl.l }),\n tinycolor({ h: (h + 270) % 360, s: hsl.s, l: hsl.l })\n ];\n}\n\nfunction splitcomplement(color) {\n var hsl = tinycolor(color).toHsl();\n var h = hsl.h;\n return [\n tinycolor(color),\n tinycolor({ h: (h + 72) % 360, s: hsl.s, l: hsl.l}),\n tinycolor({ h: (h + 216) % 360, s: hsl.s, l: hsl.l})\n ];\n}\n\nfunction analogous(color, results, slices) {\n results = results || 6;\n slices = slices || 30;\n\n var hsl = tinycolor(color).toHsl();\n var part = 360 / slices;\n var ret = [tinycolor(color)];\n\n for (hsl.h = ((hsl.h - (part * results >> 1)) + 720) % 360; --results; ) {\n hsl.h = (hsl.h + part) % 360;\n ret.push(tinycolor(hsl));\n }\n return ret;\n}\n\nfunction monochromatic(color, results) {\n results = results || 6;\n var hsv = tinycolor(color).toHsv();\n var h = hsv.h, s = hsv.s, v = hsv.v;\n var ret = [];\n var modification = 1 / results;\n\n while (results--) {\n ret.push(tinycolor({ h: h, s: s, v: v}));\n v = (v + modification) % 1;\n }\n\n return ret;\n}\n\n// Utility Functions\n// ---------------------\n\ntinycolor.mix = function(color1, color2, amount) {\n amount = (amount === 0) ? 0 : (amount || 50);\n\n var rgb1 = tinycolor(color1).toRgb();\n var rgb2 = tinycolor(color2).toRgb();\n\n var p = amount / 100;\n\n var rgba = {\n r: ((rgb2.r - rgb1.r) * p) + rgb1.r,\n g: ((rgb2.g - rgb1.g) * p) + rgb1.g,\n b: ((rgb2.b - rgb1.b) * p) + rgb1.b,\n a: ((rgb2.a - rgb1.a) * p) + rgb1.a\n };\n\n return tinycolor(rgba);\n};\n\n\n// Readability Functions\n// ---------------------\n// false\n// tinycolor.isReadable(\"#000\", \"#111\",{level:\"AA\",size:\"large\"}) => false\ntinycolor.isReadable = function(color1, color2, wcag2) {\n var readability = tinycolor.readability(color1, color2);\n var wcag2Parms, out;\n\n out = false;\n\n wcag2Parms = validateWCAG2Parms(wcag2);\n switch (wcag2Parms.level + wcag2Parms.size) {\n case \"AAsmall\":\n case \"AAAlarge\":\n out = readability >= 4.5;\n break;\n case \"AAlarge\":\n out = readability >= 3;\n break;\n case \"AAAsmall\":\n out = readability >= 7;\n break;\n }\n return out;\n\n};\n\n// `mostReadable`\n// Given a base color and a list of possible foreground or background\n// colors for that base, returns the most readable color.\n// Optionally returns Black or White if the most readable color is unreadable.\n// *Example*\n// tinycolor.mostReadable(tinycolor.mostReadable(\"#123\", [\"#124\", \"#125\"],{includeFallbackColors:false}).toHexString(); // \"#112255\"\n// tinycolor.mostReadable(tinycolor.mostReadable(\"#123\", [\"#124\", \"#125\"],{includeFallbackColors:true}).toHexString(); // \"#ffffff\"\n// tinycolor.mostReadable(\"#a8015a\", [\"#faf3f3\"],{includeFallbackColors:true,level:\"AAA\",size:\"large\"}).toHexString(); // \"#faf3f3\"\n// tinycolor.mostReadable(\"#a8015a\", [\"#faf3f3\"],{includeFallbackColors:true,level:\"AAA\",size:\"small\"}).toHexString(); // \"#ffffff\"\ntinycolor.mostReadable = function(baseColor, colorList, args) {\n var bestColor = null;\n var bestScore = 0;\n var readability;\n var includeFallbackColors, level, size ;\n args = args || {};\n includeFallbackColors = args.includeFallbackColors ;\n level = args.level;\n size = args.size;\n\n for (var i= 0; i < colorList.length ; i++) {\n readability = tinycolor.readability(baseColor, colorList[i]);\n if (readability > bestScore) {\n bestScore = readability;\n bestColor = tinycolor(colorList[i]);\n }\n }\n\n if (tinycolor.isReadable(baseColor, bestColor, {\"level\":level,\"size\":size}) || !includeFallbackColors) {\n return bestColor;\n }\n else {\n args.includeFallbackColors=false;\n return tinycolor.mostReadable(baseColor,[\"#fff\", \"#000\"],args);\n }\n};\n\n\n// Big List of Colors\n// ------------------\n// \nvar names = tinycolor.names = {\n aliceblue: \"f0f8ff\",\n antiquewhite: \"faebd7\",\n aqua: \"0ff\",\n aquamarine: \"7fffd4\",\n azure: \"f0ffff\",\n beige: \"f5f5dc\",\n bisque: \"ffe4c4\",\n black: \"000\",\n blanchedalmond: \"ffebcd\",\n blue: \"00f\",\n blueviolet: \"8a2be2\",\n brown: \"a52a2a\",\n burlywood: \"deb887\",\n burntsienna: \"ea7e5d\",\n cadetblue: \"5f9ea0\",\n chartreuse: \"7fff00\",\n chocolate: \"d2691e\",\n coral: \"ff7f50\",\n cornflowerblue: \"6495ed\",\n cornsilk: \"fff8dc\",\n crimson: \"dc143c\",\n cyan: \"0ff\",\n darkblue: \"00008b\",\n darkcyan: \"008b8b\",\n darkgoldenrod: \"b8860b\",\n darkgray: \"a9a9a9\",\n darkgreen: \"006400\",\n darkgrey: \"a9a9a9\",\n darkkhaki: \"bdb76b\",\n darkmagenta: \"8b008b\",\n darkolivegreen: \"556b2f\",\n darkorange: \"ff8c00\",\n darkorchid: \"9932cc\",\n darkred: \"8b0000\",\n darksalmon: \"e9967a\",\n darkseagreen: \"8fbc8f\",\n darkslateblue: \"483d8b\",\n darkslategray: \"2f4f4f\",\n darkslategrey: \"2f4f4f\",\n darkturquoise: \"00ced1\",\n darkviolet: \"9400d3\",\n deeppink: \"ff1493\",\n deepskyblue: \"00bfff\",\n dimgray: \"696969\",\n dimgrey: \"696969\",\n dodgerblue: \"1e90ff\",\n firebrick: \"b22222\",\n floralwhite: \"fffaf0\",\n forestgreen: \"228b22\",\n fuchsia: \"f0f\",\n gainsboro: \"dcdcdc\",\n ghostwhite: \"f8f8ff\",\n gold: \"ffd700\",\n goldenrod: \"daa520\",\n gray: \"808080\",\n green: \"008000\",\n greenyellow: \"adff2f\",\n grey: \"808080\",\n honeydew: \"f0fff0\",\n hotpink: \"ff69b4\",\n indianred: \"cd5c5c\",\n indigo: \"4b0082\",\n ivory: \"fffff0\",\n khaki: \"f0e68c\",\n lavender: \"e6e6fa\",\n lavenderblush: \"fff0f5\",\n lawngreen: \"7cfc00\",\n lemonchiffon: \"fffacd\",\n lightblue: \"add8e6\",\n lightcoral: \"f08080\",\n lightcyan: \"e0ffff\",\n lightgoldenrodyellow: \"fafad2\",\n lightgray: \"d3d3d3\",\n lightgreen: \"90ee90\",\n lightgrey: \"d3d3d3\",\n lightpink: \"ffb6c1\",\n lightsalmon: \"ffa07a\",\n lightseagreen: \"20b2aa\",\n lightskyblue: \"87cefa\",\n lightslategray: \"789\",\n lightslategrey: \"789\",\n lightsteelblue: \"b0c4de\",\n lightyellow: \"ffffe0\",\n lime: \"0f0\",\n limegreen: \"32cd32\",\n linen: \"faf0e6\",\n magenta: \"f0f\",\n maroon: \"800000\",\n mediumaquamarine: \"66cdaa\",\n mediumblue: \"0000cd\",\n mediumorchid: \"ba55d3\",\n mediumpurple: \"9370db\",\n mediumseagreen: \"3cb371\",\n mediumslateblue: \"7b68ee\",\n mediumspringgreen: \"00fa9a\",\n mediumturquoise: \"48d1cc\",\n mediumvioletred: \"c71585\",\n midnightblue: \"191970\",\n mintcream: \"f5fffa\",\n mistyrose: \"ffe4e1\",\n moccasin: \"ffe4b5\",\n navajowhite: \"ffdead\",\n navy: \"000080\",\n oldlace: \"fdf5e6\",\n olive: \"808000\",\n olivedrab: \"6b8e23\",\n orange: \"ffa500\",\n orangered: \"ff4500\",\n orchid: \"da70d6\",\n palegoldenrod: \"eee8aa\",\n palegreen: \"98fb98\",\n paleturquoise: \"afeeee\",\n palevioletred: \"db7093\",\n papayawhip: \"ffefd5\",\n peachpuff: \"ffdab9\",\n peru: \"cd853f\",\n pink: \"ffc0cb\",\n plum: \"dda0dd\",\n powderblue: \"b0e0e6\",\n purple: \"800080\",\n rebeccapurple: \"663399\",\n red: \"f00\",\n rosybrown: \"bc8f8f\",\n royalblue: \"4169e1\",\n saddlebrown: \"8b4513\",\n salmon: \"fa8072\",\n sandybrown: \"f4a460\",\n seagreen: \"2e8b57\",\n seashell: \"fff5ee\",\n sienna: \"a0522d\",\n silver: \"c0c0c0\",\n skyblue: \"87ceeb\",\n slateblue: \"6a5acd\",\n slategray: \"708090\",\n slategrey: \"708090\",\n snow: \"fffafa\",\n springgreen: \"00ff7f\",\n steelblue: \"4682b4\",\n tan: \"d2b48c\",\n teal: \"008080\",\n thistle: \"d8bfd8\",\n tomato: \"ff6347\",\n turquoise: \"40e0d0\",\n violet: \"ee82ee\",\n wheat: \"f5deb3\",\n white: \"fff\",\n whitesmoke: \"f5f5f5\",\n yellow: \"ff0\",\n yellowgreen: \"9acd32\"\n};\n\n// Make it easy to access colors via `hexNames[hex]`\nvar hexNames = tinycolor.hexNames = flip(names);\n\n\n// Utilities\n// ---------\n\n// `{ 'name1': 'val1' }` becomes `{ 'val1': 'name1' }`\nfunction flip(o) {\n var flipped = { };\n for (var i in o) {\n if (o.hasOwnProperty(i)) {\n flipped[o[i]] = i;\n }\n }\n return flipped;\n}\n\n// Return a valid alpha value [0,1] with all invalid values being set to 1\nfunction boundAlpha(a) {\n a = parseFloat(a);\n\n if (isNaN(a) || a < 0 || a > 1) {\n a = 1;\n }\n\n return a;\n}\n\n// Take input from [0, n] and return it as [0, 1]\nfunction bound01(n, max) {\n if (isOnePointZero(n)) { n = \"100%\"; }\n\n var processPercent = isPercentage(n);\n n = mathMin(max, mathMax(0, parseFloat(n)));\n\n // Automatically convert percentage into number\n 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Take in a number of formats, and output an object\n// based on detected format. Returns `{ r, g, b }` or `{ h, s, l }` or `{ h, s, v}`\nfunction stringInputToObject(color) {\n\n color = color.replace(trimLeft,'').replace(trimRight, '').toLowerCase();\n var named = false;\n if (names[color]) {\n color = names[color];\n named = true;\n }\n else if (color == 'transparent') {\n return { r: 0, g: 0, b: 0, a: 0, format: \"name\" };\n }\n\n // Try to match string input using regular expressions.\n // Keep most of the number bounding out of this function - don't worry about [0,1] or [0,100] or [0,360]\n // Just return an object and let the conversion functions handle that.\n // This way the result will be the same whether the tinycolor is initialized with string or object.\n var match;\n if ((match = matchers.rgb.exec(color))) {\n return { r: match[1], g: match[2], b: match[3] };\n }\n if ((match = matchers.rgba.exec(color))) {\n return { r: match[1], g: match[2], b: match[3], a: match[4] };\n }\n if ((match = matchers.hsl.exec(color))) {\n return { h: match[1], s: match[2], l: match[3] };\n }\n if ((match = matchers.hsla.exec(color))) {\n return { h: match[1], s: match[2], l: match[3], a: match[4] };\n }\n if ((match = matchers.hsv.exec(color))) {\n return { h: match[1], s: match[2], v: match[3] };\n }\n if ((match = matchers.hsva.exec(color))) {\n return { h: match[1], s: match[2], v: match[3], a: match[4] };\n }\n if ((match = matchers.hex8.exec(color))) {\n return {\n r: parseIntFromHex(match[1]),\n g: parseIntFromHex(match[2]),\n b: parseIntFromHex(match[3]),\n a: convertHexToDecimal(match[4]),\n format: named ? \"name\" : \"hex8\"\n };\n }\n if ((match = matchers.hex6.exec(color))) {\n return {\n r: parseIntFromHex(match[1]),\n g: parseIntFromHex(match[2]),\n b: parseIntFromHex(match[3]),\n format: named ? \"name\" : \"hex\"\n };\n }\n if ((match = matchers.hex4.exec(color))) {\n return {\n r: parseIntFromHex(match[1] + '' + match[1]),\n g: parseIntFromHex(match[2] + '' + match[2]),\n b: parseIntFromHex(match[3] + '' + match[3]),\n a: convertHexToDecimal(match[4] + '' + match[4]),\n format: named ? \"name\" : \"hex8\"\n };\n }\n if ((match = matchers.hex3.exec(color))) {\n return {\n r: parseIntFromHex(match[1] + '' + match[1]),\n g: parseIntFromHex(match[2] + '' + match[2]),\n b: parseIntFromHex(match[3] + '' + match[3]),\n format: named ? \"name\" : \"hex\"\n };\n }\n\n return false;\n}\n\nfunction validateWCAG2Parms(parms) {\n // return valid WCAG2 parms for isReadable.\n // If input parms are invalid, return {\"level\":\"AA\", \"size\":\"small\"}\n var level, size;\n parms = parms || {\"level\":\"AA\", \"size\":\"small\"};\n level = (parms.level || \"AA\").toUpperCase();\n size = (parms.size || \"small\").toLowerCase();\n if (level !== \"AA\" && level !== \"AAA\") {\n level = \"AA\";\n }\n if (size !== \"small\" && size !== \"large\") {\n size = \"small\";\n }\n return {\"level\":level, \"size\":size};\n}\n\n// Node: Export function\nif ( true && module.exports) {\n module.exports = tinycolor;\n}\n// AMD/requirejs: Define the module\nelse if (true) {\n !(__WEBPACK_AMD_DEFINE_RESULT__ = (function () {return tinycolor;}).call(exports, __webpack_require__, exports, module),\n\t\t__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));\n}\n// Browser: Expose to window\nelse {}\n\n})(Math);\n\n\n//# sourceURL=webpack://aframe-globe-component/./node_modules/tinycolor2/tinycolor.js?"); @@ -2482,8 +1333,8 @@ eval("var __WEBPACK_AMD_DEFINE_RESULT__;// TinyColor v1.4.2\n// https://github.c /******/ // getDefaultExport function for compatibility with non-harmony modules /******/ __webpack_require__.n = (module) => { /******/ var getter = module && module.__esModule ? -/******/ () => module['default'] : -/******/ () => module; +/******/ () => (module['default']) : +/******/ () => (module); /******/ __webpack_require__.d(getter, { a: getter }); /******/ return getter; /******/ }; @@ -2503,7 +1354,7 @@ eval("var __WEBPACK_AMD_DEFINE_RESULT__;// TinyColor 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this.x=Math.floor(this.x),this.y=Math.floor(this.y),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this}roundToZero(){return this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x),this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y),this}negate(){return this.x=-this.x,this.y=-this.y,this}dot(t){return this.x*t.x+this.y*t.y}cross(t){return this.x*t.y-this.y*t.x}lengthSq(){return this.x*this.x+this.y*this.y}length(){return Math.sqrt(this.x*this.x+this.y*this.y)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)}normalize(){return this.divideScalar(this.length()||1)}angle(){return Math.atan2(-this.y,-this.x)+Math.PI}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,n=this.y-t.y;return e*e+n*n}manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)}setLength(t){return this.normalize().multiplyScalar(t)}lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this}lerpVectors(t,e,n){return this.x=t.x+(e.x-t.x)*n,this.y=t.y+(e.y-t.y)*n,this}equals(t){return t.x===this.x&&t.y===this.y}fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this}toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t}fromBufferAttribute(t,e,n){return void 0!==n&&console.warn("THREE.Vector2: offset has been removed from .fromBufferAttribute()."),this.x=t.getX(e),this.y=t.getY(e),this}rotateAround(t,e){const n=Math.cos(e),i=Math.sin(e),r=this.x-t.x,o=this.y-t.y;return this.x=r*n-o*i+t.x,this.y=r*i+o*n+t.y,this}random(){return this.x=Math.random(),this.y=Math.random(),this}}class O{constructor(){Object.defineProperty(this,"isMatrix3",{value:!0}),this.elements=[1,0,0,0,1,0,0,0,1],arguments.length>0&&console.error("THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.")}set(t,e,n,i,r,o,a,s,A){const l=this.elements;return l[0]=t,l[1]=i,l[2]=a,l[3]=e,l[4]=r,l[5]=s,l[6]=n,l[7]=o,l[8]=A,this}identity(){return this.set(1,0,0,0,1,0,0,0,1),this}clone(){return(new this.constructor).fromArray(this.elements)}copy(t){const e=this.elements,n=t.elements;return e[0]=n[0],e[1]=n[1],e[2]=n[2],e[3]=n[3],e[4]=n[4],e[5]=n[5],e[6]=n[6],e[7]=n[7],e[8]=n[8],this}extractBasis(t,e,n){return t.setFromMatrix3Column(this,0),e.setFromMatrix3Column(this,1),n.setFromMatrix3Column(this,2),this}setFromMatrix4(t){const e=t.elements;return this.set(e[0],e[4],e[8],e[1],e[5],e[9],e[2],e[6],e[10]),this}multiply(t){return this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const n=t.elements,i=e.elements,r=this.elements,o=n[0],a=n[3],s=n[6],A=n[1],l=n[4],c=n[7],u=n[2],h=n[5],d=n[8],f=i[0],p=i[3],m=i[6],g=i[1],v=i[4],y=i[7],x=i[2],b=i[5],_=i[8];return r[0]=o*f+a*g+s*x,r[3]=o*p+a*v+s*b,r[6]=o*m+a*y+s*_,r[1]=A*f+l*g+c*x,r[4]=A*p+l*v+c*b,r[7]=A*m+l*y+c*_,r[2]=u*f+h*g+d*x,r[5]=u*p+h*v+d*b,r[8]=u*m+h*y+d*_,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[3]*=t,e[6]*=t,e[1]*=t,e[4]*=t,e[7]*=t,e[2]*=t,e[5]*=t,e[8]*=t,this}determinant(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],o=t[4],a=t[5],s=t[6],A=t[7],l=t[8];return e*o*l-e*a*A-n*r*l+n*a*s+i*r*A-i*o*s}invert(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],o=t[4],a=t[5],s=t[6],A=t[7],l=t[8],c=l*o-a*A,u=a*s-l*r,h=A*r-o*s,d=e*c+n*u+i*h;if(0===d)return this.set(0,0,0,0,0,0,0,0,0);const f=1/d;return t[0]=c*f,t[1]=(i*A-l*n)*f,t[2]=(a*n-i*o)*f,t[3]=u*f,t[4]=(l*e-i*s)*f,t[5]=(i*r-a*e)*f,t[6]=h*f,t[7]=(n*s-A*e)*f,t[8]=(o*e-n*r)*f,this}transpose(){let t;const e=this.elements;return t=e[1],e[1]=e[3],e[3]=t,t=e[2],e[2]=e[6],e[6]=t,t=e[5],e[5]=e[7],e[7]=t,this}getNormalMatrix(t){return this.setFromMatrix4(t).copy(this).invert().transpose()}transposeIntoArray(t){const e=this.elements;return t[0]=e[0],t[1]=e[3],t[2]=e[6],t[3]=e[1],t[4]=e[4],t[5]=e[7],t[6]=e[2],t[7]=e[5],t[8]=e[8],this}setUvTransform(t,e,n,i,r,o,a){const s=Math.cos(r),A=Math.sin(r);this.set(n*s,n*A,-n*(s*o+A*a)+o+t,-i*A,i*s,-i*(-A*o+s*a)+a+e,0,0,1)}scale(t,e){const n=this.elements;return n[0]*=t,n[3]*=t,n[6]*=t,n[1]*=e,n[4]*=e,n[7]*=e,this}rotate(t){const e=Math.cos(t),n=Math.sin(t),i=this.elements,r=i[0],o=i[3],a=i[6],s=i[1],A=i[4],l=i[7];return i[0]=e*r+n*s,i[3]=e*o+n*A,i[6]=e*a+n*l,i[1]=-n*r+e*s,i[4]=-n*o+e*A,i[7]=-n*a+e*l,this}translate(t,e){const n=this.elements;return n[0]+=t*n[2],n[3]+=t*n[5],n[6]+=t*n[8],n[1]+=e*n[2],n[4]+=e*n[5],n[7]+=e*n[8],this}equals(t){const e=this.elements,n=t.elements;for(let t=0;t<9;t++)if(e[t]!==n[t])return!1;return!0}fromArray(t,e=0){for(let n=0;n<9;n++)this.elements[n]=t[n+e];return this}toArray(t=[],e=0){const n=this.elements;return t[e]=n[0],t[e+1]=n[1],t[e+2]=n[2],t[e+3]=n[3],t[e+4]=n[4],t[e+5]=n[5],t[e+6]=n[6],t[e+7]=n[7],t[e+8]=n[8],t}}let N;const k={getDataURL:function(t){if(/^data:/i.test(t.src))return t.src;if("undefined"==typeof HTMLCanvasElement)return t.src;let e;if(t instanceof HTMLCanvasElement)e=t;else{void 0===N&&(N=document.createElementNS("http://www.w3.org/1999/xhtml","canvas")),N.width=t.width,N.height=t.height;const n=N.getContext("2d");t instanceof ImageData?n.putImageData(t,0,0):n.drawImage(t,0,0,t.width,t.height),e=N}return e.width>2048||e.height>2048?e.toDataURL("image/jpeg",.6):e.toDataURL("image/png")}};let F=0;function U(t=U.DEFAULT_IMAGE,e=U.DEFAULT_MAPPING,n=1001,i=1001,r=1006,o=1008,a=1023,s=1009,A=1,l=3e3){Object.defineProperty(this,"id",{value:F++}),this.uuid=I.generateUUID(),this.name="",this.image=t,this.mipmaps=[],this.mapping=e,this.wrapS=n,this.wrapT=i,this.magFilter=r,this.minFilter=o,this.anisotropy=A,this.format=a,this.internalFormat=null,this.type=s,this.offset=new B(0,0),this.repeat=new B(1,1),this.center=new B(0,0),this.rotation=0,this.matrixAutoUpdate=!0,this.matrix=new O,this.generateMipmaps=!0,this.premultiplyAlpha=!1,this.flipY=!0,this.unpackAlignment=4,this.encoding=l,this.version=0,this.onUpdate=null}function z(t){return"undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap?k.getDataURL(t):t.data?{data:Array.prototype.slice.call(t.data),width:t.width,height:t.height,type:t.data.constructor.name}:(console.warn("THREE.Texture: Unable to serialize Texture."),{})}U.DEFAULT_IMAGE=void 0,U.DEFAULT_MAPPING=300,U.prototype=Object.assign(Object.create(P.prototype),{constructor:U,isTexture:!0,updateMatrix:function(){this.matrix.setUvTransform(this.offset.x,this.offset.y,this.repeat.x,this.repeat.y,this.rotation,this.center.x,this.center.y)},clone:function(){return(new this.constructor).copy(this)},copy:function(t){return this.name=t.name,this.image=t.image,this.mipmaps=t.mipmaps.slice(0),this.mapping=t.mapping,this.wrapS=t.wrapS,this.wrapT=t.wrapT,this.magFilter=t.magFilter,this.minFilter=t.minFilter,this.anisotropy=t.anisotropy,this.format=t.format,this.internalFormat=t.internalFormat,this.type=t.type,this.offset.copy(t.offset),this.repeat.copy(t.repeat),this.center.copy(t.center),this.rotation=t.rotation,this.matrixAutoUpdate=t.matrixAutoUpdate,this.matrix.copy(t.matrix),this.generateMipmaps=t.generateMipmaps,this.premultiplyAlpha=t.premultiplyAlpha,this.flipY=t.flipY,this.unpackAlignment=t.unpackAlignment,this.encoding=t.encoding,this},toJSON:function(t){const e=void 0===t||"string"==typeof t;if(!e&&void 0!==t.textures[this.uuid])return t.textures[this.uuid];const n={metadata:{version:4.5,type:"Texture",generator:"Texture.toJSON"},uuid:this.uuid,name:this.name,mapping:this.mapping,repeat:[this.repeat.x,this.repeat.y],offset:[this.offset.x,this.offset.y],center:[this.center.x,this.center.y],rotation:this.rotation,wrap:[this.wrapS,this.wrapT],format:this.format,type:this.type,encoding:this.encoding,minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY,premultiplyAlpha:this.premultiplyAlpha,unpackAlignment:this.unpackAlignment};if(void 0!==this.image){const i=this.image;if(void 0===i.uuid&&(i.uuid=I.generateUUID()),!e&&void 0===t.images[i.uuid]){let e;if(Array.isArray(i)){e=[];for(let t=0,n=i.length;t1)switch(this.wrapS){case r:t.x=t.x-Math.floor(t.x);break;case o:t.x=t.x<0?0:1;break;case a:1===Math.abs(Math.floor(t.x)%2)?t.x=Math.ceil(t.x)-t.x:t.x=t.x-Math.floor(t.x)}if(t.y<0||t.y>1)switch(this.wrapT){case r:t.y=t.y-Math.floor(t.y);break;case o:t.y=t.y<0?0:1;break;case a:1===Math.abs(Math.floor(t.y)%2)?t.y=Math.ceil(t.y)-t.y:t.y=t.y-Math.floor(t.y)}return this.flipY&&(t.y=1-t.y),t}}),Object.defineProperty(U.prototype,"needsUpdate",{set:function(t){!0===t&&this.version++}});class H{constructor(t=0,e=0,n=0,i=1){Object.defineProperty(this,"isVector4",{value:!0}),this.x=t,this.y=e,this.z=n,this.w=i}get width(){return this.z}set width(t){this.z=t}get height(){return this.w}set height(t){this.w=t}set(t,e,n,i){return this.x=t,this.y=e,this.z=n,this.w=i,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this.w=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setW(t){return this.w=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;case 3:this.w=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z,this.w)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this.w=void 0!==t.w?t.w:1,this}add(t,e){return void 0!==e?(console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(t,e)):(this.x+=t.x,this.y+=t.y,this.z+=t.z,this.w+=t.w,this)}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this.w+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this.w=t.w+e.w,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this.w+=t.w*e,this}sub(t,e){return void 0!==e?(console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(t,e)):(this.x-=t.x,this.y-=t.y,this.z-=t.z,this.w-=t.w,this)}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this.w-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this.w=t.w-e.w,this}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this.w*=t,this}applyMatrix4(t){const e=this.x,n=this.y,i=this.z,r=this.w,o=t.elements;return this.x=o[0]*e+o[4]*n+o[8]*i+o[12]*r,this.y=o[1]*e+o[5]*n+o[9]*i+o[13]*r,this.z=o[2]*e+o[6]*n+o[10]*i+o[14]*r,this.w=o[3]*e+o[7]*n+o[11]*i+o[15]*r,this}divideScalar(t){return this.multiplyScalar(1/t)}setAxisAngleFromQuaternion(t){this.w=2*Math.acos(t.w);const e=Math.sqrt(1-t.w*t.w);return e<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=t.x/e,this.y=t.y/e,this.z=t.z/e),this}setAxisAngleFromRotationMatrix(t){let e,n,i,r;const o=.01,a=.1,s=t.elements,A=s[0],l=s[4],c=s[8],u=s[1],h=s[5],d=s[9],f=s[2],p=s[6],m=s[10];if(Math.abs(l-u)s&&t>g?tg?s=0?1:-1,i=1-e*e;if(i>Number.EPSILON){const r=Math.sqrt(i),o=Math.atan2(r,e*n);t=Math.sin(t*o)/r,a=Math.sin(a*o)/r}const r=a*n;if(s=s*t+u*r,A=A*t+h*r,l=l*t+d*r,c=c*t+f*r,t===1-a){const t=1/Math.sqrt(s*s+A*A+l*l+c*c);s*=t,A*=t,l*=t,c*=t}}t[e]=s,t[e+1]=A,t[e+2]=l,t[e+3]=c}static multiplyQuaternionsFlat(t,e,n,i,r,o){const a=n[i],s=n[i+1],A=n[i+2],l=n[i+3],c=r[o],u=r[o+1],h=r[o+2],d=r[o+3];return t[e]=a*d+l*c+s*h-A*u,t[e+1]=s*d+l*u+A*c-a*h,t[e+2]=A*d+l*h+a*u-s*c,t[e+3]=l*d-a*c-s*u-A*h,t}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get w(){return this._w}set w(t){this._w=t,this._onChangeCallback()}set(t,e,n,i){return this._x=t,this._y=e,this._z=n,this._w=i,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}copy(t){return this._x=t.x,this._y=t.y,this._z=t.z,this._w=t.w,this._onChangeCallback(),this}setFromEuler(t,e){if(!t||!t.isEuler)throw new Error("THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.");const n=t._x,i=t._y,r=t._z,o=t._order,a=Math.cos,s=Math.sin,A=a(n/2),l=a(i/2),c=a(r/2),u=s(n/2),h=s(i/2),d=s(r/2);switch(o){case"XYZ":this._x=u*l*c+A*h*d,this._y=A*h*c-u*l*d,this._z=A*l*d+u*h*c,this._w=A*l*c-u*h*d;break;case"YXZ":this._x=u*l*c+A*h*d,this._y=A*h*c-u*l*d,this._z=A*l*d-u*h*c,this._w=A*l*c+u*h*d;break;case"ZXY":this._x=u*l*c-A*h*d,this._y=A*h*c+u*l*d,this._z=A*l*d+u*h*c,this._w=A*l*c-u*h*d;break;case"ZYX":this._x=u*l*c-A*h*d,this._y=A*h*c+u*l*d,this._z=A*l*d-u*h*c,this._w=A*l*c+u*h*d;break;case"YZX":this._x=u*l*c+A*h*d,this._y=A*h*c+u*l*d,this._z=A*l*d-u*h*c,this._w=A*l*c-u*h*d;break;case"XZY":this._x=u*l*c-A*h*d,this._y=A*h*c-u*l*d,this._z=A*l*d+u*h*c,this._w=A*l*c+u*h*d;break;default:console.warn("THREE.Quaternion: .setFromEuler() encountered an unknown order: "+o)}return!1!==e&&this._onChangeCallback(),this}setFromAxisAngle(t,e){const n=e/2,i=Math.sin(n);return this._x=t.x*i,this._y=t.y*i,this._z=t.z*i,this._w=Math.cos(n),this._onChangeCallback(),this}setFromRotationMatrix(t){const e=t.elements,n=e[0],i=e[4],r=e[8],o=e[1],a=e[5],s=e[9],A=e[2],l=e[6],c=e[10],u=n+a+c;if(u>0){const t=.5/Math.sqrt(u+1);this._w=.25/t,this._x=(l-s)*t,this._y=(r-A)*t,this._z=(o-i)*t}else if(n>a&&n>c){const t=2*Math.sqrt(1+n-a-c);this._w=(l-s)/t,this._x=.25*t,this._y=(i+o)/t,this._z=(r+A)/t}else if(a>c){const t=2*Math.sqrt(1+a-n-c);this._w=(r-A)/t,this._x=(i+o)/t,this._y=.25*t,this._z=(s+l)/t}else{const t=2*Math.sqrt(1+c-n-a);this._w=(o-i)/t,this._x=(r+A)/t,this._y=(s+l)/t,this._z=.25*t}return this._onChangeCallback(),this}setFromUnitVectors(t,e){let n=t.dot(e)+1;return n<1e-6?(n=0,Math.abs(t.x)>Math.abs(t.z)?(this._x=-t.y,this._y=t.x,this._z=0,this._w=n):(this._x=0,this._y=-t.z,this._z=t.y,this._w=n)):(this._x=t.y*e.z-t.z*e.y,this._y=t.z*e.x-t.x*e.z,this._z=t.x*e.y-t.y*e.x,this._w=n),this.normalize()}angleTo(t){return 2*Math.acos(Math.abs(I.clamp(this.dot(t),-1,1)))}rotateTowards(t,e){const n=this.angleTo(t);if(0===n)return this;const i=Math.min(1,e/n);return this.slerp(t,i),this}identity(){return this.set(0,0,0,1)}invert(){return this.conjugate()}conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this}dot(t){return this._x*t._x+this._y*t._y+this._z*t._z+this._w*t._w}lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w}length(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)}normalize(){let t=this.length();return 0===t?(this._x=0,this._y=0,this._z=0,this._w=1):(t=1/t,this._x=this._x*t,this._y=this._y*t,this._z=this._z*t,this._w=this._w*t),this._onChangeCallback(),this}multiply(t,e){return void 0!==e?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(t,e)):this.multiplyQuaternions(this,t)}premultiply(t){return this.multiplyQuaternions(t,this)}multiplyQuaternions(t,e){const n=t._x,i=t._y,r=t._z,o=t._w,a=e._x,s=e._y,A=e._z,l=e._w;return this._x=n*l+o*a+i*A-r*s,this._y=i*l+o*s+r*a-n*A,this._z=r*l+o*A+n*s-i*a,this._w=o*l-n*a-i*s-r*A,this._onChangeCallback(),this}slerp(t,e){if(0===e)return this;if(1===e)return this.copy(t);const n=this._x,i=this._y,r=this._z,o=this._w;let a=o*t._w+n*t._x+i*t._y+r*t._z;if(a<0?(this._w=-t._w,this._x=-t._x,this._y=-t._y,this._z=-t._z,a=-a):this.copy(t),a>=1)return this._w=o,this._x=n,this._y=i,this._z=r,this;const s=1-a*a;if(s<=Number.EPSILON){const t=1-e;return this._w=t*o+e*this._w,this._x=t*n+e*this._x,this._y=t*i+e*this._y,this._z=t*r+e*this._z,this.normalize(),this._onChangeCallback(),this}const A=Math.sqrt(s),l=Math.atan2(A,a),c=Math.sin((1-e)*l)/A,u=Math.sin(e*l)/A;return this._w=o*c+this._w*u,this._x=n*c+this._x*u,this._y=i*c+this._y*u,this._z=r*c+this._z*u,this._onChangeCallback(),this}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._w===this._w}fromArray(t,e=0){return this._x=t[e],this._y=t[e+1],this._z=t[e+2],this._w=t[e+3],this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._w,t}fromBufferAttribute(t,e){return this._x=t.getX(e),this._y=t.getY(e),this._z=t.getZ(e),this._w=t.getW(e),this}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}}class W{constructor(t=0,e=0,n=0){Object.defineProperty(this,"isVector3",{value:!0}),this.x=t,this.y=e,this.z=n}set(t,e,n){return void 0===n&&(n=this.z),this.x=t,this.y=e,this.z=n,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this}add(t,e){return void 0!==e?(console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(t,e)):(this.x+=t.x,this.y+=t.y,this.z+=t.z,this)}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this}sub(t,e){return void 0!==e?(console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(t,e)):(this.x-=t.x,this.y-=t.y,this.z-=t.z,this)}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this}multiply(t,e){return void 0!==e?(console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(t,e)):(this.x*=t.x,this.y*=t.y,this.z*=t.z,this)}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this}multiplyVectors(t,e){return this.x=t.x*e.x,this.y=t.y*e.y,this.z=t.z*e.z,this}applyEuler(t){return t&&t.isEuler||console.error("THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order."),this.applyQuaternion(Y.setFromEuler(t))}applyAxisAngle(t,e){return this.applyQuaternion(Y.setFromAxisAngle(t,e))}applyMatrix3(t){const e=this.x,n=this.y,i=this.z,r=t.elements;return this.x=r[0]*e+r[3]*n+r[6]*i,this.y=r[1]*e+r[4]*n+r[7]*i,this.z=r[2]*e+r[5]*n+r[8]*i,this}applyNormalMatrix(t){return this.applyMatrix3(t).normalize()}applyMatrix4(t){const e=this.x,n=this.y,i=this.z,r=t.elements,o=1/(r[3]*e+r[7]*n+r[11]*i+r[15]);return this.x=(r[0]*e+r[4]*n+r[8]*i+r[12])*o,this.y=(r[1]*e+r[5]*n+r[9]*i+r[13])*o,this.z=(r[2]*e+r[6]*n+r[10]*i+r[14])*o,this}applyQuaternion(t){const e=this.x,n=this.y,i=this.z,r=t.x,o=t.y,a=t.z,s=t.w,A=s*e+o*i-a*n,l=s*n+a*e-r*i,c=s*i+r*n-o*e,u=-r*e-o*n-a*i;return this.x=A*s+u*-r+l*-a-c*-o,this.y=l*s+u*-o+c*-r-A*-a,this.z=c*s+u*-a+A*-o-l*-r,this}project(t){return this.applyMatrix4(t.matrixWorldInverse).applyMatrix4(t.projectionMatrix)}unproject(t){return this.applyMatrix4(t.projectionMatrixInverse).applyMatrix4(t.matrixWorld)}transformDirection(t){const e=this.x,n=this.y,i=this.z,r=t.elements;return this.x=r[0]*e+r[4]*n+r[8]*i,this.y=r[1]*e+r[5]*n+r[9]*i,this.z=r[2]*e+r[6]*n+r[10]*i,this.normalize()}divide(t){return this.x/=t.x,this.y/=t.y,this.z/=t.z,this}divideScalar(t){return this.multiplyScalar(1/t)}min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this.z=Math.min(this.z,t.z),this}max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),this.z=Math.max(this.z,t.z),this}clamp(t,e){return this.x=Math.max(t.x,Math.min(e.x,this.x)),this.y=Math.max(t.y,Math.min(e.y,this.y)),this.z=Math.max(t.z,Math.min(e.z,this.z)),this}clampScalar(t,e){return this.x=Math.max(t,Math.min(e,this.x)),this.y=Math.max(t,Math.min(e,this.y)),this.z=Math.max(t,Math.min(e,this.z)),this}clampLength(t,e){const n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(t,Math.min(e,n)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this}roundToZero(){return this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x),this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y),this.z=this.z<0?Math.ceil(this.z):Math.floor(this.z),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this}dot(t){return this.x*t.x+this.y*t.y+this.z*t.z}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)}normalize(){return this.divideScalar(this.length()||1)}setLength(t){return this.normalize().multiplyScalar(t)}lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this.z+=(t.z-this.z)*e,this}lerpVectors(t,e,n){return this.x=t.x+(e.x-t.x)*n,this.y=t.y+(e.y-t.y)*n,this.z=t.z+(e.z-t.z)*n,this}cross(t,e){return void 0!==e?(console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(t,e)):this.crossVectors(this,t)}crossVectors(t,e){const n=t.x,i=t.y,r=t.z,o=e.x,a=e.y,s=e.z;return this.x=i*s-r*a,this.y=r*o-n*s,this.z=n*a-i*o,this}projectOnVector(t){const e=t.lengthSq();if(0===e)return this.set(0,0,0);const n=t.dot(this)/e;return this.copy(t).multiplyScalar(n)}projectOnPlane(t){return Q.copy(this).projectOnVector(t),this.sub(Q)}reflect(t){return this.sub(Q.copy(t).multiplyScalar(2*this.dot(t)))}angleTo(t){const e=Math.sqrt(this.lengthSq()*t.lengthSq());if(0===e)return Math.PI/2;const n=this.dot(t)/e;return Math.acos(I.clamp(n,-1,1))}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,n=this.y-t.y,i=this.z-t.z;return e*e+n*n+i*i}manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)+Math.abs(this.z-t.z)}setFromSpherical(t){return this.setFromSphericalCoords(t.radius,t.phi,t.theta)}setFromSphericalCoords(t,e,n){const i=Math.sin(e)*t;return this.x=i*Math.sin(n),this.y=Math.cos(e)*t,this.z=i*Math.cos(n),this}setFromCylindrical(t){return this.setFromCylindricalCoords(t.radius,t.theta,t.y)}setFromCylindricalCoords(t,e,n){return this.x=t*Math.sin(e),this.y=n,this.z=t*Math.cos(e),this}setFromMatrixPosition(t){const e=t.elements;return this.x=e[12],this.y=e[13],this.z=e[14],this}setFromMatrixScale(t){const e=this.setFromMatrixColumn(t,0).length(),n=this.setFromMatrixColumn(t,1).length(),i=this.setFromMatrixColumn(t,2).length();return this.x=e,this.y=n,this.z=i,this}setFromMatrixColumn(t,e){return this.fromArray(t.elements,4*e)}setFromMatrix3Column(t,e){return this.fromArray(t.elements,3*e)}equals(t){return t.x===this.x&&t.y===this.y&&t.z===this.z}fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this.z=t[e+2],this}toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t[e+2]=this.z,t}fromBufferAttribute(t,e,n){return void 0!==n&&console.warn("THREE.Vector3: offset has been removed from .fromBufferAttribute()."),this.x=t.getX(e),this.y=t.getY(e),this.z=t.getZ(e),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this}}const Q=new W,Y=new V;class X{constructor(t,e){Object.defineProperty(this,"isBox3",{value:!0}),this.min=void 0!==t?t:new W(1/0,1/0,1/0),this.max=void 0!==e?e:new W(-1/0,-1/0,-1/0)}set(t,e){return this.min.copy(t),this.max.copy(e),this}setFromArray(t){let e=1/0,n=1/0,i=1/0,r=-1/0,o=-1/0,a=-1/0;for(let s=0,A=t.length;sr&&(r=A),l>o&&(o=l),c>a&&(a=c)}return this.min.set(e,n,i),this.max.set(r,o,a),this}setFromBufferAttribute(t){let e=1/0,n=1/0,i=1/0,r=-1/0,o=-1/0,a=-1/0;for(let s=0,A=t.count;sr&&(r=A),l>o&&(o=l),c>a&&(a=c)}return this.min.set(e,n,i),this.max.set(r,o,a),this}setFromPoints(t){this.makeEmpty();for(let e=0,n=t.length;ethis.max.x||t.ythis.max.y||t.zthis.max.z)}containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y&&this.min.z<=t.min.z&&t.max.z<=this.max.z}getParameter(t,e){return void 0===e&&(console.warn("THREE.Box3: .getParameter() target is now required"),e=new W),e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y),(t.z-this.min.z)/(this.max.z-this.min.z))}intersectsBox(t){return!(t.max.xthis.max.x||t.max.ythis.max.y||t.max.zthis.max.z)}intersectsSphere(t){return this.clampPoint(t.center,K),K.distanceToSquared(t.center)<=t.radius*t.radius}intersectsPlane(t){let e,n;return t.normal.x>0?(e=t.normal.x*this.min.x,n=t.normal.x*this.max.x):(e=t.normal.x*this.max.x,n=t.normal.x*this.min.x),t.normal.y>0?(e+=t.normal.y*this.min.y,n+=t.normal.y*this.max.y):(e+=t.normal.y*this.max.y,n+=t.normal.y*this.min.y),t.normal.z>0?(e+=t.normal.z*this.min.z,n+=t.normal.z*this.max.z):(e+=t.normal.z*this.max.z,n+=t.normal.z*this.min.z),e<=-t.constant&&n>=-t.constant}intersectsTriangle(t){if(this.isEmpty())return!1;this.getCenter(at),st.subVectors(this.max,at),tt.subVectors(t.a,at),et.subVectors(t.b,at),nt.subVectors(t.c,at),it.subVectors(et,tt),rt.subVectors(nt,et),ot.subVectors(tt,nt);let e=[0,-it.z,it.y,0,-rt.z,rt.y,0,-ot.z,ot.y,it.z,0,-it.x,rt.z,0,-rt.x,ot.z,0,-ot.x,-it.y,it.x,0,-rt.y,rt.x,0,-ot.y,ot.x,0];return!!Z(e,tt,et,nt,st)&&(e=[1,0,0,0,1,0,0,0,1],!!Z(e,tt,et,nt,st)&&(At.crossVectors(it,rt),e=[At.x,At.y,At.z],Z(e,tt,et,nt,st)))}clampPoint(t,e){return void 0===e&&(console.warn("THREE.Box3: .clampPoint() target is now required"),e=new W),e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return K.copy(t).clamp(this.min,this.max).sub(t).length()}getBoundingSphere(t){return void 0===t&&console.error("THREE.Box3: .getBoundingSphere() target is now required"),this.getCenter(t.center),t.radius=.5*this.getSize(K).length(),t}intersect(t){return this.min.max(t.min),this.max.min(t.max),this.isEmpty()&&this.makeEmpty(),this}union(t){return this.min.min(t.min),this.max.max(t.max),this}applyMatrix4(t){return this.isEmpty()||(J[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(t),J[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(t),J[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(t),J[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(t),J[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(t),J[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(t),J[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(t),J[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(t),this.setFromPoints(J)),this}translate(t){return this.min.add(t),this.max.add(t),this}equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}}function Z(t,e,n,i,r){for(let o=0,a=t.length-3;o<=a;o+=3){lt.fromArray(t,o);const a=r.x*Math.abs(lt.x)+r.y*Math.abs(lt.y)+r.z*Math.abs(lt.z),s=e.dot(lt),A=n.dot(lt),l=i.dot(lt);if(Math.max(-Math.max(s,A,l),Math.min(s,A,l))>a)return!1}return!0}const J=[new W,new W,new W,new W,new W,new W,new W,new W],K=new W,$=new X,tt=new W,et=new W,nt=new W,it=new W,rt=new W,ot=new W,at=new W,st=new W,At=new W,lt=new W,ct=new X;class ut{constructor(t,e){this.center=void 0!==t?t:new W,this.radius=void 0!==e?e:-1}set(t,e){return this.center.copy(t),this.radius=e,this}setFromPoints(t,e){const n=this.center;void 0!==e?n.copy(e):ct.setFromPoints(t).getCenter(n);let i=0;for(let e=0,r=t.length;ethis.radius*this.radius&&(e.sub(this.center).normalize(),e.multiplyScalar(this.radius).add(this.center)),e}getBoundingBox(t){return void 0===t&&(console.warn("THREE.Sphere: .getBoundingBox() target is now required"),t=new X),this.isEmpty()?(t.makeEmpty(),t):(t.set(this.center,this.center),t.expandByScalar(this.radius),t)}applyMatrix4(t){return this.center.applyMatrix4(t),this.radius=this.radius*t.getMaxScaleOnAxis(),this}translate(t){return this.center.add(t),this}equals(t){return t.center.equals(this.center)&&t.radius===this.radius}}const ht=new W,dt=new W,ft=new W,pt=new W,mt=new W,gt=new W,vt=new W;class yt{constructor(t,e){this.origin=void 0!==t?t:new W,this.direction=void 0!==e?e:new W(0,0,-1)}set(t,e){return this.origin.copy(t),this.direction.copy(e),this}clone(){return(new this.constructor).copy(this)}copy(t){return this.origin.copy(t.origin),this.direction.copy(t.direction),this}at(t,e){return void 0===e&&(console.warn("THREE.Ray: .at() target is now required"),e=new W),e.copy(this.direction).multiplyScalar(t).add(this.origin)}lookAt(t){return this.direction.copy(t).sub(this.origin).normalize(),this}recast(t){return this.origin.copy(this.at(t,ht)),this}closestPointToPoint(t,e){void 0===e&&(console.warn("THREE.Ray: .closestPointToPoint() target is now required"),e=new W),e.subVectors(t,this.origin);const n=e.dot(this.direction);return n<0?e.copy(this.origin):e.copy(this.direction).multiplyScalar(n).add(this.origin)}distanceToPoint(t){return Math.sqrt(this.distanceSqToPoint(t))}distanceSqToPoint(t){const e=ht.subVectors(t,this.origin).dot(this.direction);return e<0?this.origin.distanceToSquared(t):(ht.copy(this.direction).multiplyScalar(e).add(this.origin),ht.distanceToSquared(t))}distanceSqToSegment(t,e,n,i){dt.copy(t).add(e).multiplyScalar(.5),ft.copy(e).sub(t).normalize(),pt.copy(this.origin).sub(dt);const r=.5*t.distanceTo(e),o=-this.direction.dot(ft),a=pt.dot(this.direction),s=-pt.dot(ft),A=pt.lengthSq(),l=Math.abs(1-o*o);let c,u,h,d;if(l>0)if(c=o*s-a,u=o*a-s,d=r*l,c>=0)if(u>=-d)if(u<=d){const t=1/l;c*=t,u*=t,h=c*(c+o*u+2*a)+u*(o*c+u+2*s)+A}else u=r,c=Math.max(0,-(o*u+a)),h=-c*c+u*(u+2*s)+A;else u=-r,c=Math.max(0,-(o*u+a)),h=-c*c+u*(u+2*s)+A;else u<=-d?(c=Math.max(0,-(-o*r+a)),u=c>0?-r:Math.min(Math.max(-r,-s),r),h=-c*c+u*(u+2*s)+A):u<=d?(c=0,u=Math.min(Math.max(-r,-s),r),h=u*(u+2*s)+A):(c=Math.max(0,-(o*r+a)),u=c>0?r:Math.min(Math.max(-r,-s),r),h=-c*c+u*(u+2*s)+A);else u=o>0?-r:r,c=Math.max(0,-(o*u+a)),h=-c*c+u*(u+2*s)+A;return n&&n.copy(this.direction).multiplyScalar(c).add(this.origin),i&&i.copy(ft).multiplyScalar(u).add(dt),h}intersectSphere(t,e){ht.subVectors(t.center,this.origin);const n=ht.dot(this.direction),i=ht.dot(ht)-n*n,r=t.radius*t.radius;if(i>r)return null;const o=Math.sqrt(r-i),a=n-o,s=n+o;return a<0&&s<0?null:a<0?this.at(s,e):this.at(a,e)}intersectsSphere(t){return this.distanceSqToPoint(t.center)<=t.radius*t.radius}distanceToPlane(t){const e=t.normal.dot(this.direction);if(0===e)return 0===t.distanceToPoint(this.origin)?0:null;const n=-(this.origin.dot(t.normal)+t.constant)/e;return n>=0?n:null}intersectPlane(t,e){const n=this.distanceToPlane(t);return null===n?null:this.at(n,e)}intersectsPlane(t){const e=t.distanceToPoint(this.origin);return 0===e||t.normal.dot(this.direction)*e<0}intersectBox(t,e){let n,i,r,o,a,s;const A=1/this.direction.x,l=1/this.direction.y,c=1/this.direction.z,u=this.origin;return A>=0?(n=(t.min.x-u.x)*A,i=(t.max.x-u.x)*A):(n=(t.max.x-u.x)*A,i=(t.min.x-u.x)*A),l>=0?(r=(t.min.y-u.y)*l,o=(t.max.y-u.y)*l):(r=(t.max.y-u.y)*l,o=(t.min.y-u.y)*l),n>o||r>i?null:((r>n||n!=n)&&(n=r),(o=0?(a=(t.min.z-u.z)*c,s=(t.max.z-u.z)*c):(a=(t.max.z-u.z)*c,s=(t.min.z-u.z)*c),n>s||a>i?null:((a>n||n!=n)&&(n=a),(s=0?n:i,e)))}intersectsBox(t){return null!==this.intersectBox(t,ht)}intersectTriangle(t,e,n,i,r){mt.subVectors(e,t),gt.subVectors(n,t),vt.crossVectors(mt,gt);let o,a=this.direction.dot(vt);if(a>0){if(i)return null;o=1}else{if(!(a<0))return null;o=-1,a=-a}pt.subVectors(this.origin,t);const s=o*this.direction.dot(gt.crossVectors(pt,gt));if(s<0)return null;const A=o*this.direction.dot(mt.cross(pt));if(A<0)return null;if(s+A>a)return null;const l=-o*pt.dot(vt);return l<0?null:this.at(l/a,r)}applyMatrix4(t){return this.origin.applyMatrix4(t),this.direction.transformDirection(t),this}equals(t){return t.origin.equals(this.origin)&&t.direction.equals(this.direction)}}class xt{constructor(){Object.defineProperty(this,"isMatrix4",{value:!0}),this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1],arguments.length>0&&console.error("THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.")}set(t,e,n,i,r,o,a,s,A,l,c,u,h,d,f,p){const m=this.elements;return m[0]=t,m[4]=e,m[8]=n,m[12]=i,m[1]=r,m[5]=o,m[9]=a,m[13]=s,m[2]=A,m[6]=l,m[10]=c,m[14]=u,m[3]=h,m[7]=d,m[11]=f,m[15]=p,this}identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this}clone(){return(new xt).fromArray(this.elements)}copy(t){const e=this.elements,n=t.elements;return e[0]=n[0],e[1]=n[1],e[2]=n[2],e[3]=n[3],e[4]=n[4],e[5]=n[5],e[6]=n[6],e[7]=n[7],e[8]=n[8],e[9]=n[9],e[10]=n[10],e[11]=n[11],e[12]=n[12],e[13]=n[13],e[14]=n[14],e[15]=n[15],this}copyPosition(t){const e=this.elements,n=t.elements;return e[12]=n[12],e[13]=n[13],e[14]=n[14],this}extractBasis(t,e,n){return t.setFromMatrixColumn(this,0),e.setFromMatrixColumn(this,1),n.setFromMatrixColumn(this,2),this}makeBasis(t,e,n){return this.set(t.x,e.x,n.x,0,t.y,e.y,n.y,0,t.z,e.z,n.z,0,0,0,0,1),this}extractRotation(t){const e=this.elements,n=t.elements,i=1/bt.setFromMatrixColumn(t,0).length(),r=1/bt.setFromMatrixColumn(t,1).length(),o=1/bt.setFromMatrixColumn(t,2).length();return e[0]=n[0]*i,e[1]=n[1]*i,e[2]=n[2]*i,e[3]=0,e[4]=n[4]*r,e[5]=n[5]*r,e[6]=n[6]*r,e[7]=0,e[8]=n[8]*o,e[9]=n[9]*o,e[10]=n[10]*o,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromEuler(t){t&&t.isEuler||console.error("THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.");const e=this.elements,n=t.x,i=t.y,r=t.z,o=Math.cos(n),a=Math.sin(n),s=Math.cos(i),A=Math.sin(i),l=Math.cos(r),c=Math.sin(r);if("XYZ"===t.order){const t=o*l,n=o*c,i=a*l,r=a*c;e[0]=s*l,e[4]=-s*c,e[8]=A,e[1]=n+i*A,e[5]=t-r*A,e[9]=-a*s,e[2]=r-t*A,e[6]=i+n*A,e[10]=o*s}else if("YXZ"===t.order){const t=s*l,n=s*c,i=A*l,r=A*c;e[0]=t+r*a,e[4]=i*a-n,e[8]=o*A,e[1]=o*c,e[5]=o*l,e[9]=-a,e[2]=n*a-i,e[6]=r+t*a,e[10]=o*s}else if("ZXY"===t.order){const t=s*l,n=s*c,i=A*l,r=A*c;e[0]=t-r*a,e[4]=-o*c,e[8]=i+n*a,e[1]=n+i*a,e[5]=o*l,e[9]=r-t*a,e[2]=-o*A,e[6]=a,e[10]=o*s}else if("ZYX"===t.order){const t=o*l,n=o*c,i=a*l,r=a*c;e[0]=s*l,e[4]=i*A-n,e[8]=t*A+r,e[1]=s*c,e[5]=r*A+t,e[9]=n*A-i,e[2]=-A,e[6]=a*s,e[10]=o*s}else if("YZX"===t.order){const t=o*s,n=o*A,i=a*s,r=a*A;e[0]=s*l,e[4]=r-t*c,e[8]=i*c+n,e[1]=c,e[5]=o*l,e[9]=-a*l,e[2]=-A*l,e[6]=n*c+i,e[10]=t-r*c}else if("XZY"===t.order){const t=o*s,n=o*A,i=a*s,r=a*A;e[0]=s*l,e[4]=-c,e[8]=A*l,e[1]=t*c+r,e[5]=o*l,e[9]=n*c-i,e[2]=i*c-n,e[6]=a*l,e[10]=r*c+t}return e[3]=0,e[7]=0,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromQuaternion(t){return this.compose(wt,t,Mt)}lookAt(t,e,n){const i=this.elements;return Tt.subVectors(t,e),0===Tt.lengthSq()&&(Tt.z=1),Tt.normalize(),St.crossVectors(n,Tt),0===St.lengthSq()&&(1===Math.abs(n.z)?Tt.x+=1e-4:Tt.z+=1e-4,Tt.normalize(),St.crossVectors(n,Tt)),St.normalize(),Et.crossVectors(Tt,St),i[0]=St.x,i[4]=Et.x,i[8]=Tt.x,i[1]=St.y,i[5]=Et.y,i[9]=Tt.y,i[2]=St.z,i[6]=Et.z,i[10]=Tt.z,this}multiply(t,e){return void 0!==e?(console.warn("THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."),this.multiplyMatrices(t,e)):this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const n=t.elements,i=e.elements,r=this.elements,o=n[0],a=n[4],s=n[8],A=n[12],l=n[1],c=n[5],u=n[9],h=n[13],d=n[2],f=n[6],p=n[10],m=n[14],g=n[3],v=n[7],y=n[11],x=n[15],b=i[0],_=i[4],w=i[8],M=i[12],S=i[1],E=i[5],T=i[9],L=i[13],q=i[2],C=i[6],P=i[10],R=i[14],D=i[3],I=i[7],B=i[11],O=i[15];return r[0]=o*b+a*S+s*q+A*D,r[4]=o*_+a*E+s*C+A*I,r[8]=o*w+a*T+s*P+A*B,r[12]=o*M+a*L+s*R+A*O,r[1]=l*b+c*S+u*q+h*D,r[5]=l*_+c*E+u*C+h*I,r[9]=l*w+c*T+u*P+h*B,r[13]=l*M+c*L+u*R+h*O,r[2]=d*b+f*S+p*q+m*D,r[6]=d*_+f*E+p*C+m*I,r[10]=d*w+f*T+p*P+m*B,r[14]=d*M+f*L+p*R+m*O,r[3]=g*b+v*S+y*q+x*D,r[7]=g*_+v*E+y*C+x*I,r[11]=g*w+v*T+y*P+x*B,r[15]=g*M+v*L+y*R+x*O,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[4]*=t,e[8]*=t,e[12]*=t,e[1]*=t,e[5]*=t,e[9]*=t,e[13]*=t,e[2]*=t,e[6]*=t,e[10]*=t,e[14]*=t,e[3]*=t,e[7]*=t,e[11]*=t,e[15]*=t,this}determinant(){const t=this.elements,e=t[0],n=t[4],i=t[8],r=t[12],o=t[1],a=t[5],s=t[9],A=t[13],l=t[2],c=t[6],u=t[10],h=t[14];return t[3]*(+r*s*c-i*A*c-r*a*u+n*A*u+i*a*h-n*s*h)+t[7]*(+e*s*h-e*A*u+r*o*u-i*o*h+i*A*l-r*s*l)+t[11]*(+e*A*c-e*a*h-r*o*c+n*o*h+r*a*l-n*A*l)+t[15]*(-i*a*l-e*s*c+e*a*u+i*o*c-n*o*u+n*s*l)}transpose(){const t=this.elements;let e;return e=t[1],t[1]=t[4],t[4]=e,e=t[2],t[2]=t[8],t[8]=e,e=t[6],t[6]=t[9],t[9]=e,e=t[3],t[3]=t[12],t[12]=e,e=t[7],t[7]=t[13],t[13]=e,e=t[11],t[11]=t[14],t[14]=e,this}setPosition(t,e,n){const i=this.elements;return t.isVector3?(i[12]=t.x,i[13]=t.y,i[14]=t.z):(i[12]=t,i[13]=e,i[14]=n),this}invert(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],o=t[4],a=t[5],s=t[6],A=t[7],l=t[8],c=t[9],u=t[10],h=t[11],d=t[12],f=t[13],p=t[14],m=t[15],g=c*p*A-f*u*A+f*s*h-a*p*h-c*s*m+a*u*m,v=d*u*A-l*p*A-d*s*h+o*p*h+l*s*m-o*u*m,y=l*f*A-d*c*A+d*a*h-o*f*h-l*a*m+o*c*m,x=d*c*s-l*f*s-d*a*u+o*f*u+l*a*p-o*c*p,b=e*g+n*v+i*y+r*x;if(0===b)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);const _=1/b;return t[0]=g*_,t[1]=(f*u*r-c*p*r-f*i*h+n*p*h+c*i*m-n*u*m)*_,t[2]=(a*p*r-f*s*r+f*i*A-n*p*A-a*i*m+n*s*m)*_,t[3]=(c*s*r-a*u*r-c*i*A+n*u*A+a*i*h-n*s*h)*_,t[4]=v*_,t[5]=(l*p*r-d*u*r+d*i*h-e*p*h-l*i*m+e*u*m)*_,t[6]=(d*s*r-o*p*r-d*i*A+e*p*A+o*i*m-e*s*m)*_,t[7]=(o*u*r-l*s*r+l*i*A-e*u*A-o*i*h+e*s*h)*_,t[8]=y*_,t[9]=(d*c*r-l*f*r-d*n*h+e*f*h+l*n*m-e*c*m)*_,t[10]=(o*f*r-d*a*r+d*n*A-e*f*A-o*n*m+e*a*m)*_,t[11]=(l*a*r-o*c*r-l*n*A+e*c*A+o*n*h-e*a*h)*_,t[12]=x*_,t[13]=(l*f*i-d*c*i+d*n*u-e*f*u-l*n*p+e*c*p)*_,t[14]=(d*a*i-o*f*i-d*n*s+e*f*s+o*n*p-e*a*p)*_,t[15]=(o*c*i-l*a*i+l*n*s-e*c*s-o*n*u+e*a*u)*_,this}scale(t){const e=this.elements,n=t.x,i=t.y,r=t.z;return e[0]*=n,e[4]*=i,e[8]*=r,e[1]*=n,e[5]*=i,e[9]*=r,e[2]*=n,e[6]*=i,e[10]*=r,e[3]*=n,e[7]*=i,e[11]*=r,this}getMaxScaleOnAxis(){const t=this.elements,e=t[0]*t[0]+t[1]*t[1]+t[2]*t[2],n=t[4]*t[4]+t[5]*t[5]+t[6]*t[6],i=t[8]*t[8]+t[9]*t[9]+t[10]*t[10];return Math.sqrt(Math.max(e,n,i))}makeTranslation(t,e,n){return this.set(1,0,0,t,0,1,0,e,0,0,1,n,0,0,0,1),this}makeRotationX(t){const e=Math.cos(t),n=Math.sin(t);return this.set(1,0,0,0,0,e,-n,0,0,n,e,0,0,0,0,1),this}makeRotationY(t){const e=Math.cos(t),n=Math.sin(t);return this.set(e,0,n,0,0,1,0,0,-n,0,e,0,0,0,0,1),this}makeRotationZ(t){const e=Math.cos(t),n=Math.sin(t);return this.set(e,-n,0,0,n,e,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(t,e){const n=Math.cos(e),i=Math.sin(e),r=1-n,o=t.x,a=t.y,s=t.z,A=r*o,l=r*a;return this.set(A*o+n,A*a-i*s,A*s+i*a,0,A*a+i*s,l*a+n,l*s-i*o,0,A*s-i*a,l*s+i*o,r*s*s+n,0,0,0,0,1),this}makeScale(t,e,n){return this.set(t,0,0,0,0,e,0,0,0,0,n,0,0,0,0,1),this}makeShear(t,e,n){return this.set(1,e,n,0,t,1,n,0,t,e,1,0,0,0,0,1),this}compose(t,e,n){const i=this.elements,r=e._x,o=e._y,a=e._z,s=e._w,A=r+r,l=o+o,c=a+a,u=r*A,h=r*l,d=r*c,f=o*l,p=o*c,m=a*c,g=s*A,v=s*l,y=s*c,x=n.x,b=n.y,_=n.z;return i[0]=(1-(f+m))*x,i[1]=(h+y)*x,i[2]=(d-v)*x,i[3]=0,i[4]=(h-y)*b,i[5]=(1-(u+m))*b,i[6]=(p+g)*b,i[7]=0,i[8]=(d+v)*_,i[9]=(p-g)*_,i[10]=(1-(u+f))*_,i[11]=0,i[12]=t.x,i[13]=t.y,i[14]=t.z,i[15]=1,this}decompose(t,e,n){const i=this.elements;let r=bt.set(i[0],i[1],i[2]).length();const o=bt.set(i[4],i[5],i[6]).length(),a=bt.set(i[8],i[9],i[10]).length();this.determinant()<0&&(r=-r),t.x=i[12],t.y=i[13],t.z=i[14],_t.copy(this);const s=1/r,A=1/o,l=1/a;return _t.elements[0]*=s,_t.elements[1]*=s,_t.elements[2]*=s,_t.elements[4]*=A,_t.elements[5]*=A,_t.elements[6]*=A,_t.elements[8]*=l,_t.elements[9]*=l,_t.elements[10]*=l,e.setFromRotationMatrix(_t),n.x=r,n.y=o,n.z=a,this}makePerspective(t,e,n,i,r,o){void 0===o&&console.warn("THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.");const a=this.elements,s=2*r/(e-t),A=2*r/(n-i),l=(e+t)/(e-t),c=(n+i)/(n-i),u=-(o+r)/(o-r),h=-2*o*r/(o-r);return a[0]=s,a[4]=0,a[8]=l,a[12]=0,a[1]=0,a[5]=A,a[9]=c,a[13]=0,a[2]=0,a[6]=0,a[10]=u,a[14]=h,a[3]=0,a[7]=0,a[11]=-1,a[15]=0,this}makeOrthographic(t,e,n,i,r,o){const a=this.elements,s=1/(e-t),A=1/(n-i),l=1/(o-r),c=(e+t)*s,u=(n+i)*A,h=(o+r)*l;return a[0]=2*s,a[4]=0,a[8]=0,a[12]=-c,a[1]=0,a[5]=2*A,a[9]=0,a[13]=-u,a[2]=0,a[6]=0,a[10]=-2*l,a[14]=-h,a[3]=0,a[7]=0,a[11]=0,a[15]=1,this}equals(t){const e=this.elements,n=t.elements;for(let t=0;t<16;t++)if(e[t]!==n[t])return!1;return!0}fromArray(t,e=0){for(let n=0;n<16;n++)this.elements[n]=t[n+e];return this}toArray(t=[],e=0){const n=this.elements;return t[e]=n[0],t[e+1]=n[1],t[e+2]=n[2],t[e+3]=n[3],t[e+4]=n[4],t[e+5]=n[5],t[e+6]=n[6],t[e+7]=n[7],t[e+8]=n[8],t[e+9]=n[9],t[e+10]=n[10],t[e+11]=n[11],t[e+12]=n[12],t[e+13]=n[13],t[e+14]=n[14],t[e+15]=n[15],t}}const bt=new W,_t=new xt,wt=new W(0,0,0),Mt=new W(1,1,1),St=new W,Et=new W,Tt=new W;class Lt{constructor(t=0,e=0,n=0,i=Lt.DefaultOrder){Object.defineProperty(this,"isEuler",{value:!0}),this._x=t,this._y=e,this._z=n,this._order=i}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get order(){return this._order}set order(t){this._order=t,this._onChangeCallback()}set(t,e,n,i){return this._x=t,this._y=e,this._z=n,this._order=i||this._order,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._order)}copy(t){return this._x=t._x,this._y=t._y,this._z=t._z,this._order=t._order,this._onChangeCallback(),this}setFromRotationMatrix(t,e,n){const i=I.clamp,r=t.elements,o=r[0],a=r[4],s=r[8],A=r[1],l=r[5],c=r[9],u=r[2],h=r[6],d=r[10];switch(e=e||this._order){case"XYZ":this._y=Math.asin(i(s,-1,1)),Math.abs(s)<.9999999?(this._x=Math.atan2(-c,d),this._z=Math.atan2(-a,o)):(this._x=Math.atan2(h,l),this._z=0);break;case"YXZ":this._x=Math.asin(-i(c,-1,1)),Math.abs(c)<.9999999?(this._y=Math.atan2(s,d),this._z=Math.atan2(A,l)):(this._y=Math.atan2(-u,o),this._z=0);break;case"ZXY":this._x=Math.asin(i(h,-1,1)),Math.abs(h)<.9999999?(this._y=Math.atan2(-u,d),this._z=Math.atan2(-a,l)):(this._y=0,this._z=Math.atan2(A,o));break;case"ZYX":this._y=Math.asin(-i(u,-1,1)),Math.abs(u)<.9999999?(this._x=Math.atan2(h,d),this._z=Math.atan2(A,o)):(this._x=0,this._z=Math.atan2(-a,l));break;case"YZX":this._z=Math.asin(i(A,-1,1)),Math.abs(A)<.9999999?(this._x=Math.atan2(-c,l),this._y=Math.atan2(-u,o)):(this._x=0,this._y=Math.atan2(s,d));break;case"XZY":this._z=Math.asin(-i(a,-1,1)),Math.abs(a)<.9999999?(this._x=Math.atan2(h,l),this._y=Math.atan2(s,o)):(this._x=Math.atan2(-c,d),this._y=0);break;default:console.warn("THREE.Euler: .setFromRotationMatrix() encountered an unknown order: "+e)}return this._order=e,!1!==n&&this._onChangeCallback(),this}setFromQuaternion(t,e,n){return qt.makeRotationFromQuaternion(t),this.setFromRotationMatrix(qt,e,n)}setFromVector3(t,e){return this.set(t.x,t.y,t.z,e||this._order)}reorder(t){return Ct.setFromEuler(this),this.setFromQuaternion(Ct,t)}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._order===this._order}fromArray(t){return this._x=t[0],this._y=t[1],this._z=t[2],void 0!==t[3]&&(this._order=t[3]),this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._order,t}toVector3(t){return t?t.set(this._x,this._y,this._z):new W(this._x,this._y,this._z)}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}}Lt.DefaultOrder="XYZ",Lt.RotationOrders=["XYZ","YZX","ZXY","XZY","YXZ","ZYX"];const qt=new xt,Ct=new V;class Pt{constructor(){this.mask=1}set(t){this.mask=1<1){for(let t=0;t1){for(let t=0;t0){i.children=[];for(let e=0;e0){i.animations=[];for(let e=0;e0&&(n.geometries=e),i.length>0&&(n.materials=i),r.length>0&&(n.textures=r),a.length>0&&(n.images=a),s.length>0&&(n.shapes=s),A.length>0&&(n.skeletons=A),l.length>0&&(n.animations=l)}return n.object=i,n;function o(t){const e=[];for(const n in t){const i=t[n];delete i.metadata,e.push(i)}return e}},clone:function(t){return(new this.constructor).copy(this,t)},copy:function(t,e=!0){if(this.name=t.name,this.up.copy(t.up),this.position.copy(t.position),this.rotation.order=t.rotation.order,this.quaternion.copy(t.quaternion),this.scale.copy(t.scale),this.matrix.copy(t.matrix),this.matrixWorld.copy(t.matrixWorld),this.matrixAutoUpdate=t.matrixAutoUpdate,this.matrixWorldNeedsUpdate=t.matrixWorldNeedsUpdate,this.layers.mask=t.layers.mask,this.visible=t.visible,this.castShadow=t.castShadow,this.receiveShadow=t.receiveShadow,this.frustumCulled=t.frustumCulled,this.renderOrder=t.renderOrder,this.userData=JSON.parse(JSON.stringify(t.userData)),!0===e)for(let e=0;e1?void 0:e.copy(n).multiplyScalar(r).add(t.start)}intersectsLine(t){const e=this.distanceToPoint(t.start),n=this.distanceToPoint(t.end);return e<0&&n>0||n<0&&e>0}intersectsBox(t){return t.intersectsPlane(this)}intersectsSphere(t){return t.intersectsPlane(this)}coplanarPoint(t){return void 0===t&&(console.warn("THREE.Plane: .coplanarPoint() target is now required"),t=new W),t.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(t,e){const n=e||Yt.getNormalMatrix(t),i=this.coplanarPoint(Wt).applyMatrix4(t),r=this.normal.applyMatrix3(n).normalize();return this.constant=-i.dot(r),this}translate(t){return this.constant-=t.dot(this.normal),this}equals(t){return t.normal.equals(this.normal)&&t.constant===this.constant}}const Zt=new W,Jt=new W,Kt=new W,$t=new W,te=new W,ee=new W,ne=new W,ie=new W,re=new W,oe=new W;class ae{constructor(t,e,n){this.a=void 0!==t?t:new W,this.b=void 0!==e?e:new W,this.c=void 0!==n?n:new W}static getNormal(t,e,n,i){void 0===i&&(console.warn("THREE.Triangle: .getNormal() target is now required"),i=new W),i.subVectors(n,e),Zt.subVectors(t,e),i.cross(Zt);const r=i.lengthSq();return r>0?i.multiplyScalar(1/Math.sqrt(r)):i.set(0,0,0)}static getBarycoord(t,e,n,i,r){Zt.subVectors(i,e),Jt.subVectors(n,e),Kt.subVectors(t,e);const o=Zt.dot(Zt),a=Zt.dot(Jt),s=Zt.dot(Kt),A=Jt.dot(Jt),l=Jt.dot(Kt),c=o*A-a*a;if(void 0===r&&(console.warn("THREE.Triangle: .getBarycoord() target is now required"),r=new W),0===c)return r.set(-2,-1,-1);const u=1/c,h=(A*s-a*l)*u,d=(o*l-a*s)*u;return r.set(1-h-d,d,h)}static containsPoint(t,e,n,i){return this.getBarycoord(t,e,n,i,$t),$t.x>=0&&$t.y>=0&&$t.x+$t.y<=1}static getUV(t,e,n,i,r,o,a,s){return this.getBarycoord(t,e,n,i,$t),s.set(0,0),s.addScaledVector(r,$t.x),s.addScaledVector(o,$t.y),s.addScaledVector(a,$t.z),s}static isFrontFacing(t,e,n,i){return Zt.subVectors(n,e),Jt.subVectors(t,e),Zt.cross(Jt).dot(i)<0}set(t,e,n){return this.a.copy(t),this.b.copy(e),this.c.copy(n),this}setFromPointsAndIndices(t,e,n,i){return this.a.copy(t[e]),this.b.copy(t[n]),this.c.copy(t[i]),this}clone(){return(new this.constructor).copy(this)}copy(t){return this.a.copy(t.a),this.b.copy(t.b),this.c.copy(t.c),this}getArea(){return Zt.subVectors(this.c,this.b),Jt.subVectors(this.a,this.b),.5*Zt.cross(Jt).length()}getMidpoint(t){return void 0===t&&(console.warn("THREE.Triangle: .getMidpoint() target is now required"),t=new W),t.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(t){return ae.getNormal(this.a,this.b,this.c,t)}getPlane(t){return void 0===t&&(console.warn("THREE.Triangle: .getPlane() target is now required"),t=new Xt),t.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(t,e){return ae.getBarycoord(t,this.a,this.b,this.c,e)}getUV(t,e,n,i,r){return ae.getUV(t,this.a,this.b,this.c,e,n,i,r)}containsPoint(t){return ae.containsPoint(t,this.a,this.b,this.c)}isFrontFacing(t){return ae.isFrontFacing(this.a,this.b,this.c,t)}intersectsBox(t){return t.intersectsTriangle(this)}closestPointToPoint(t,e){void 0===e&&(console.warn("THREE.Triangle: .closestPointToPoint() target is now required"),e=new W);const n=this.a,i=this.b,r=this.c;let o,a;te.subVectors(i,n),ee.subVectors(r,n),ie.subVectors(t,n);const s=te.dot(ie),A=ee.dot(ie);if(s<=0&&A<=0)return e.copy(n);re.subVectors(t,i);const l=te.dot(re),c=ee.dot(re);if(l>=0&&c<=l)return e.copy(i);const u=s*c-l*A;if(u<=0&&s>=0&&l<=0)return o=s/(s-l),e.copy(n).addScaledVector(te,o);oe.subVectors(t,r);const h=te.dot(oe),d=ee.dot(oe);if(d>=0&&h<=d)return e.copy(r);const f=h*A-s*d;if(f<=0&&A>=0&&d<=0)return a=A/(A-d),e.copy(n).addScaledVector(ee,a);const p=l*d-h*c;if(p<=0&&c-l>=0&&h-d>=0)return ne.subVectors(r,i),a=(c-l)/(c-l+(h-d)),e.copy(i).addScaledVector(ne,a);const m=1/(p+f+u);return o=f*m,a=u*m,e.copy(n).addScaledVector(te,o).addScaledVector(ee,a)}equals(t){return t.a.equals(this.a)&&t.b.equals(this.b)&&t.c.equals(this.c)}}const se={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},Ae={h:0,s:0,l:0},le={h:0,s:0,l:0};function 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qe(3*e.colors.length,3);if(this.setAttribute("position",t.copyVector3sArray(e.vertices)),this.setAttribute("color",n.copyColorsArray(e.colors)),e.lineDistances&&e.lineDistances.length===e.vertices.length){const t=new qe(e.lineDistances.length,1);this.setAttribute("lineDistance",t.copyArray(e.lineDistances))}null!==e.boundingSphere&&(this.boundingSphere=e.boundingSphere.clone()),null!==e.boundingBox&&(this.boundingBox=e.boundingBox.clone())}else t.isMesh&&e&&e.isGeometry&&this.fromGeometry(e);return this},setFromPoints:function(t){const e=[];for(let n=0,i=t.length;n0){const e=new Float32Array(3*t.normals.length);this.setAttribute("normal",new xe(e,3).copyVector3sArray(t.normals))}if(t.colors.length>0){const e=new Float32Array(3*t.colors.length);this.setAttribute("color",new xe(e,3).copyColorsArray(t.colors))}if(t.uvs.length>0){const e=new Float32Array(2*t.uvs.length);this.setAttribute("uv",new xe(e,2).copyVector2sArray(t.uvs))}if(t.uvs2.length>0){const e=new Float32Array(2*t.uvs2.length);this.setAttribute("uv2",new xe(e,2).copyVector2sArray(t.uvs2))}this.groups=t.groups;for(const e in t.morphTargets){const n=[],i=t.morphTargets[e];for(let t=0,e=i.length;t0){const e=new qe(4*t.skinIndices.length,4);this.setAttribute("skinIndex",e.copyVector4sArray(t.skinIndices))}if(t.skinWeights.length>0){const e=new qe(4*t.skinWeights.length,4);this.setAttribute("skinWeight",e.copyVector4sArray(t.skinWeights))}return null!==t.boundingSphere&&(this.boundingSphere=t.boundingSphere.clone()),null!==t.boundingBox&&(this.boundingBox=t.boundingBox.clone()),this},computeBoundingBox:function(){null===this.boundingBox&&(this.boundingBox=new X);const t=this.attributes.position,e=this.morphAttributes.position;if(t&&t.isGLBufferAttribute)return console.error('THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".',this),void this.boundingBox.set(new W(-1/0,-1/0,-1/0),new W(1/0,1/0,1/0));if(void 0!==t){if(this.boundingBox.setFromBufferAttribute(t),e)for(let t=0,n=e.length;t0&&(t.userData=this.userData),void 0!==this.parameters){const e=this.parameters;for(const n in e)void 0!==e[n]&&(t[n]=e[n]);return t}t.data={attributes:{}};const e=this.index;null!==e&&(t.data.index={type:e.array.constructor.name,array:Array.prototype.slice.call(e.array)});const n=this.attributes;for(const e in n){const i=n[e],r=i.toJSON(t.data);""!==i.name&&(r.name=i.name),t.data.attributes[e]=r}const i={};let r=!1;for(const e in this.morphAttributes){const n=this.morphAttributes[e],o=[];for(let e=0,i=n.length;e0&&(i[e]=o,r=!0)}r&&(t.data.morphAttributes=i,t.data.morphTargetsRelative=this.morphTargetsRelative);const o=this.groups;o.length>0&&(t.data.groups=JSON.parse(JSON.stringify(o)));const a=this.boundingSphere;return null!==a&&(t.data.boundingSphere={center:a.center.toArray(),radius:a.radius}),t},clone:function(){return(new He).copy(this)},copy:function(t){this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null;const e={};this.name=t.name;const n=t.index;null!==n&&this.setIndex(n.clone(e));const i=t.attributes;for(const t in i){const n=i[t];this.setAttribute(t,n.clone(e))}const r=t.morphAttributes;for(const t in r){const n=[],i=r[t];for(let t=0,r=i.length;tn.far?null:{distance:l,point:an.clone(),object:t}}function ln(t,e,n,i,r,o,a,s,A,l,c,u){We.fromBufferAttribute(r,l),Qe.fromBufferAttribute(r,c),Ye.fromBufferAttribute(r,u);const h=t.morphTargetInfluences;if(e.morphTargets&&o&&h){Ke.set(0,0,0),$e.set(0,0,0),tn.set(0,0,0);for(let t=0,e=o.length;t0){const t=e[n[0]];if(void 0!==t){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let e=0,n=t.length;e0&&console.error("THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.")}},raycast:function(t,e){const n=this.geometry,i=this.material,r=this.matrixWorld;if(void 0===i)return;if(null===n.boundingSphere&&n.computeBoundingSphere(),Ve.copy(n.boundingSphere),Ve.applyMatrix4(r),!1===t.ray.intersectsSphere(Ve))return;if(Ge.copy(r).invert(),je.copy(t.ray).applyMatrix4(Ge),null!==n.boundingBox&&!1===je.intersectsBox(n.boundingBox))return;let o;if(n.isBufferGeometry){const r=n.index,a=n.attributes.position,s=n.morphAttributes.position,A=n.morphTargetsRelative,l=n.attributes.uv,c=n.attributes.uv2,u=n.groups,h=n.drawRange;if(null!==r)if(Array.isArray(i))for(let n=0,d=u.length;n0&&(A=l);for(let n=0,l=s.length;n0?1:-1,l.push(T.x,T.y,T.z),c.push(s/p),c.push(1-o/m),S+=1}}for(let t=0;t0&&(e.defines=this.defines),e.vertexShader=this.vertexShader,e.fragmentShader=this.fragmentShader;const n={};for(const t in this.extensions)!0===this.extensions[t]&&(n[t]=!0);return Object.keys(n).length>0&&(e.extensions=n),e},pn.prototype=Object.assign(Object.create(Vt.prototype),{constructor:pn,isCamera:!0,copy:function(t,e){return Vt.prototype.copy.call(this,t,e),this.matrixWorldInverse.copy(t.matrixWorldInverse),this.projectionMatrix.copy(t.projectionMatrix),this.projectionMatrixInverse.copy(t.projectionMatrixInverse),this},getWorldDirection:function(t){void 0===t&&(console.warn("THREE.Camera: .getWorldDirection() target is now required"),t=new W),this.updateWorldMatrix(!0,!1);const e=this.matrixWorld.elements;return t.set(-e[8],-e[9],-e[10]).normalize()},updateMatrixWorld:function(t){Vt.prototype.updateMatrixWorld.call(this,t),this.matrixWorldInverse.copy(this.matrixWorld).invert()},updateWorldMatrix:function(t,e){Vt.prototype.updateWorldMatrix.call(this,t,e),this.matrixWorldInverse.copy(this.matrixWorld).invert()},clone:function(){return(new this.constructor).copy(this)}}),mn.prototype=Object.assign(Object.create(pn.prototype),{constructor:mn,isPerspectiveCamera:!0,copy:function(t,e){return pn.prototype.copy.call(this,t,e),this.fov=t.fov,this.zoom=t.zoom,this.near=t.near,this.far=t.far,this.focus=t.focus,this.aspect=t.aspect,this.view=null===t.view?null:Object.assign({},t.view),this.filmGauge=t.filmGauge,this.filmOffset=t.filmOffset,this},setFocalLength:function(t){const e=.5*this.getFilmHeight()/t;this.fov=2*I.RAD2DEG*Math.atan(e),this.updateProjectionMatrix()},getFocalLength:function(){const t=Math.tan(.5*I.DEG2RAD*this.fov);return.5*this.getFilmHeight()/t},getEffectiveFOV:function(){return 2*I.RAD2DEG*Math.atan(Math.tan(.5*I.DEG2RAD*this.fov)/this.zoom)},getFilmWidth:function(){return this.filmGauge*Math.min(this.aspect,1)},getFilmHeight:function(){return this.filmGauge/Math.max(this.aspect,1)},setViewOffset:function(t,e,n,i,r,o){this.aspect=t/e,null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=t,this.view.fullHeight=e,this.view.offsetX=n,this.view.offsetY=i,this.view.width=r,this.view.height=o,this.updateProjectionMatrix()},clearViewOffset:function(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()},updateProjectionMatrix:function(){const t=this.near;let e=t*Math.tan(.5*I.DEG2RAD*this.fov)/this.zoom,n=2*e,i=this.aspect*n,r=-.5*i;const o=this.view;if(null!==this.view&&this.view.enabled){const t=o.fullWidth,a=o.fullHeight;r+=o.offsetX*i/t,e-=o.offsetY*n/a,i*=o.width/t,n*=o.height/a}const a=this.filmOffset;0!==a&&(r+=t*a/this.getFilmWidth()),this.projectionMatrix.makePerspective(r,r+i,e,e-n,t,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()},toJSON:function(t){const e=Vt.prototype.toJSON.call(this,t);return e.object.fov=this.fov,e.object.zoom=this.zoom,e.object.near=this.near,e.object.far=this.far,e.object.focus=this.focus,e.object.aspect=this.aspect,null!==this.view&&(e.object.view=Object.assign({},this.view)),e.object.filmGauge=this.filmGauge,e.object.filmOffset=this.filmOffset,e}});const gn=90;function vn(t,e,n){if(Vt.call(this),this.type="CubeCamera",!0!==n.isWebGLCubeRenderTarget)return void console.error("THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.");this.renderTarget=n;const i=new mn(gn,1,t,e);i.layers=this.layers,i.up.set(0,-1,0),i.lookAt(new W(1,0,0)),this.add(i);const r=new mn(gn,1,t,e);r.layers=this.layers,r.up.set(0,-1,0),r.lookAt(new W(-1,0,0)),this.add(r);const o=new mn(gn,1,t,e);o.layers=this.layers,o.up.set(0,0,1),o.lookAt(new W(0,1,0)),this.add(o);const a=new mn(gn,1,t,e);a.layers=this.layers,a.up.set(0,0,-1),a.lookAt(new W(0,-1,0)),this.add(a);const s=new mn(gn,1,t,e);s.layers=this.layers,s.up.set(0,-1,0),s.lookAt(new W(0,0,1)),this.add(s);const A=new mn(gn,1,t,e);A.layers=this.layers,A.up.set(0,-1,0),A.lookAt(new W(0,0,-1)),this.add(A),this.update=function(t,e){null===this.parent&&this.updateMatrixWorld();const l=t.xr.enabled,c=t.getRenderTarget();t.xr.enabled=!1;const u=n.texture.generateMipmaps;n.texture.generateMipmaps=!1,t.setRenderTarget(n,0),t.render(e,i),t.setRenderTarget(n,1),t.render(e,r),t.setRenderTarget(n,2),t.render(e,o),t.setRenderTarget(n,3),t.render(e,a),t.setRenderTarget(n,4),t.render(e,s),n.texture.generateMipmaps=u,t.setRenderTarget(n,5),t.render(e,A),t.setRenderTarget(c),t.xr.enabled=l}}function yn(t,e,n,i,r,o,a,s,A,l){t=void 0!==t?t:[],e=void 0!==e?e:301,a=void 0!==a?a:p,U.call(this,t,e,n,i,r,o,a,s,A,l),this.flipY=!1,this._needsFlipEnvMap=!0}function xn(t,e,n){Number.isInteger(e)&&(console.warn("THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )"),e=n),G.call(this,t,t,e),e=e||{},this.texture=new yn(void 0,e.mapping,e.wrapS,e.wrapT,e.magFilter,e.minFilter,e.format,e.type,e.anisotropy,e.encoding),this.texture._needsFlipEnvMap=!1}function bn(t,e,n,i,r,o,a,A,l,c,u,h){U.call(this,null,o,a,A,l,c,i,r,u,h),this.image={data:t||null,width:e||1,height:n||1},this.magFilter=void 0!==l?l:s,this.minFilter=void 0!==c?c:s,this.generateMipmaps=!1,this.flipY=!1,this.unpackAlignment=1,this.needsUpdate=!0}vn.prototype=Object.create(Vt.prototype),vn.prototype.constructor=vn,yn.prototype=Object.create(U.prototype),yn.prototype.constructor=yn,yn.prototype.isCubeTexture=!0,Object.defineProperty(yn.prototype,"images",{get:function(){return this.image},set:function(t){this.image=t}}),xn.prototype=Object.create(G.prototype),xn.prototype.constructor=xn,xn.prototype.isWebGLCubeRenderTarget=!0,xn.prototype.fromEquirectangularTexture=function(t,e){this.texture.type=e.type,this.texture.format=m,this.texture.encoding=e.encoding,this.texture.generateMipmaps=e.generateMipmaps,this.texture.minFilter=e.minFilter,this.texture.magFilter=e.magFilter;const n={tEquirect:{value:null}},i="\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",r="\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",o=new cn(5,5,5),a=new fn({name:"CubemapFromEquirect",uniforms:un(n),vertexShader:i,fragmentShader:r,side:1,blending:0});a.uniforms.tEquirect.value=e;const s=new sn(o,a),c=e.minFilter;return e.minFilter===l&&(e.minFilter=A),new vn(1,10,this).update(t,s),e.minFilter=c,s.geometry.dispose(),s.material.dispose(),this},xn.prototype.clear=function(t,e,n,i){const r=t.getRenderTarget();for(let r=0;r<6;r++)t.setRenderTarget(this,r),t.clear(e,n,i);t.setRenderTarget(r)},bn.prototype=Object.create(U.prototype),bn.prototype.constructor=bn,bn.prototype.isDataTexture=!0;const _n=new ut,wn=new W;class Mn{constructor(t,e,n,i,r,o){this.planes=[void 0!==t?t:new Xt,void 0!==e?e:new Xt,void 0!==n?n:new Xt,void 0!==i?i:new Xt,void 0!==r?r:new Xt,void 0!==o?o:new Xt]}set(t,e,n,i,r,o){const a=this.planes;return a[0].copy(t),a[1].copy(e),a[2].copy(n),a[3].copy(i),a[4].copy(r),a[5].copy(o),this}clone(){return(new this.constructor).copy(this)}copy(t){const e=this.planes;for(let n=0;n<6;n++)e[n].copy(t.planes[n]);return this}setFromProjectionMatrix(t){const e=this.planes,n=t.elements,i=n[0],r=n[1],o=n[2],a=n[3],s=n[4],A=n[5],l=n[6],c=n[7],u=n[8],h=n[9],d=n[10],f=n[11],p=n[12],m=n[13],g=n[14],v=n[15];return e[0].setComponents(a-i,c-s,f-u,v-p).normalize(),e[1].setComponents(a+i,c+s,f+u,v+p).normalize(),e[2].setComponents(a+r,c+A,f+h,v+m).normalize(),e[3].setComponents(a-r,c-A,f-h,v-m).normalize(),e[4].setComponents(a-o,c-l,f-d,v-g).normalize(),e[5].setComponents(a+o,c+l,f+d,v+g).normalize(),this}intersectsObject(t){const e=t.geometry;return null===e.boundingSphere&&e.computeBoundingSphere(),_n.copy(e.boundingSphere).applyMatrix4(t.matrixWorld),this.intersectsSphere(_n)}intersectsSprite(t){return _n.center.set(0,0,0),_n.radius=.7071067811865476,_n.applyMatrix4(t.matrixWorld),this.intersectsSphere(_n)}intersectsSphere(t){const e=this.planes,n=t.center,i=-t.radius;for(let t=0;t<6;t++)if(e[t].distanceToPoint(n)0?t.max.x:t.min.x,wn.y=i.normal.y>0?t.max.y:t.min.y,wn.z=i.normal.z>0?t.max.z:t.min.z,i.distanceToPoint(wn)<0)return!1}return!0}containsPoint(t){const e=this.planes;for(let n=0;n<6;n++)if(e[n].distanceToPoint(t)<0)return!1;return!0}}function Sn(){let t=null,e=!1,n=null,i=null;function r(e,o){n(e,o),i=t.requestAnimationFrame(r)}return{start:function(){!0!==e&&null!==n&&(i=t.requestAnimationFrame(r),e=!0)},stop:function(){t.cancelAnimationFrame(i),e=!1},setAnimationLoop:function(t){n=t},setContext:function(e){t=e}}}function En(t,e){const n=e.isWebGL2,i=new WeakMap;return{get:function(t){return t.isInterleavedBufferAttribute&&(t=t.data),i.get(t)},remove:function(e){e.isInterleavedBufferAttribute&&(e=e.data);const n=i.get(e);n&&(t.deleteBuffer(n.buffer),i.delete(e))},update:function(e,r){if(e.isGLBufferAttribute){const t=i.get(e);return void((!t||t.version 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",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",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",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif",color_fragment:"#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif",color_pars_vertex:"#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif",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",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}",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",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",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif",encodings_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",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}",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",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",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",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",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",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",fog_vertex:"#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif",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",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",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}",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",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",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",lights_toon_fragment:"ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;",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)",lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",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)",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",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}",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",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",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",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",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",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",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",map_fragment:"#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif",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",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",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",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",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",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",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;",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",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",clearcoat_normal_fragment_begin:"#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif",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",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",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}",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif",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;",dithering_fragment:"#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",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",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",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",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",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",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}",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",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",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",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",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",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",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; }",transmissionmap_fragment:"#ifdef USE_TRANSMISSIONMAP\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n#endif",transmissionmap_pars_fragment:"#ifdef USE_TRANSMISSIONMAP\n\tuniform sampler2D transmissionMap;\n#endif",uv_pars_fragment:"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif",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",uv_vertex:"#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif",uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif",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",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}",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}",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}",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}",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}",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}",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}",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}",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}",equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",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}",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}",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}",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}",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}",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}",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}",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}",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}",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}",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}",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}",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}",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}",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}",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}",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}",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 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__THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}function Rr(t){Pr.call(this,t)}xr.prototype=Object.create(me.prototype),xr.prototype.constructor=xr,xr.prototype.isMeshDepthMaterial=!0,xr.prototype.copy=function(t){return me.prototype.copy.call(this,t),this.depthPacking=t.depthPacking,this.skinning=t.skinning,this.morphTargets=t.morphTargets,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this},br.prototype=Object.create(me.prototype),br.prototype.constructor=br,br.prototype.isMeshDistanceMaterial=!0,br.prototype.copy=function(t){return me.prototype.copy.call(this,t),this.referencePosition.copy(t.referencePosition),this.nearDistance=t.nearDistance,this.farDistance=t.farDistance,this.skinning=t.skinning,this.morphTargets=t.morphTargets,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this},Er.prototype=Object.assign(Object.create(mn.prototype),{constructor:Er,isArrayCamera:!0}),Tr.prototype=Object.assign(Object.create(Vt.prototype),{constructor:Tr,isGroup:!0}),Object.assign(Lr.prototype,{constructor:Lr,getHandSpace:function(){if(null===this._hand&&(this._hand=new Tr,this._hand.matrixAutoUpdate=!1,this._hand.visible=!1,this._hand.joints=[],this._hand.inputState={pinching:!1},window.XRHand))for(let t=0;t<=window.XRHand.LITTLE_PHALANX_TIP;t++){const t=new Tr;t.matrixAutoUpdate=!1,t.visible=!1,this._hand.joints.push(t),this._hand.add(t)}return this._hand},getTargetRaySpace:function(){return null===this._targetRay&&(this._targetRay=new Tr,this._targetRay.matrixAutoUpdate=!1,this._targetRay.visible=!1),this._targetRay},getGripSpace:function(){return null===this._grip&&(this._grip=new Tr,this._grip.matrixAutoUpdate=!1,this._grip.visible=!1),this._grip},dispatchEvent:function(t){return null!==this._targetRay&&this._targetRay.dispatchEvent(t),null!==this._grip&&this._grip.dispatchEvent(t),null!==this._hand&&this._hand.dispatchEvent(t),this},disconnect:function(t){return this.dispatchEvent({type:"disconnected",data:t}),null!==this._targetRay&&(this._targetRay.visible=!1),null!==this._grip&&(this._grip.visible=!1),null!==this._hand&&(this._hand.visible=!1),this},update:function(t,e,n){let i=null,r=null,o=null;const a=this._targetRay,s=this._grip,A=this._hand;if(t&&"visible-blurred"!==e.session.visibilityState)if(A&&t.hand){o=!0;for(let i=0;i<=window.XRHand.LITTLE_PHALANX_TIP;i++)if(t.hand[i]){const r=e.getJointPose(t.hand[i],n),o=A.joints[i];null!==r&&(o.matrix.fromArray(r.transform.matrix),o.matrix.decompose(o.position,o.rotation,o.scale),o.jointRadius=r.radius),o.visible=null!==r;const a=A.joints[window.XRHand.INDEX_PHALANX_TIP],s=A.joints[window.XRHand.THUMB_PHALANX_TIP],l=a.position.distanceTo(s.position),c=.02,u=.005;A.inputState.pinching&&l>c+u?(A.inputState.pinching=!1,this.dispatchEvent({type:"pinchend",handedness:t.handedness,target:this})):!A.inputState.pinching&&l<=c-u&&(A.inputState.pinching=!0,this.dispatchEvent({type:"pinchstart",handedness:t.handedness,target:this}))}}else null!==a&&(i=e.getPose(t.targetRaySpace,n),null!==i&&(a.matrix.fromArray(i.transform.matrix),a.matrix.decompose(a.position,a.rotation,a.scale))),null!==s&&t.gripSpace&&(r=e.getPose(t.gripSpace,n),null!==r&&(s.matrix.fromArray(r.transform.matrix),s.matrix.decompose(s.position,s.rotation,s.scale)));return null!==a&&(a.visible=null!==i),null!==s&&(s.visible=null!==r),null!==A&&(A.visible=null!==o),this}}),Object.assign(qr.prototype,P.prototype),Rr.prototype=Object.assign(Object.create(Pr.prototype),{constructor:Rr,isWebGL1Renderer:!0});function Dr(t,e){this.array=t,this.stride=e,this.count=void 0!==t?t.length/e:0,this.usage=L,this.updateRange={offset:0,count:-1},this.version=0,this.uuid=I.generateUUID()}Object.defineProperty(Dr.prototype,"needsUpdate",{set:function(t){!0===t&&this.version++}}),Object.assign(Dr.prototype,{isInterleavedBuffer:!0,onUploadCallback:function(){},setUsage:function(t){return this.usage=t,this},copy:function(t){return this.array=new t.array.constructor(t.array),this.count=t.count,this.stride=t.stride,this.usage=t.usage,this},copyAt:function(t,e,n){t*=this.stride,n*=e.stride;for(let i=0,r=this.stride;it.far||e.push({distance:s,point:kr.clone(),uv:ae.getUV(kr,jr,Vr,Wr,Qr,Yr,Xr,new B),face:null,object:this})},copy:function(t){return Vt.prototype.copy.call(this,t),void 0!==t.center&&this.center.copy(t.center),this.material=t.material,this}});const Kr=new W,$r=new W;function to(){Vt.call(this),this._currentLevel=0,this.type="LOD",Object.defineProperties(this,{levels:{enumerable:!0,value:[]}}),this.autoUpdate=!0}function eo(t,e){t&&t.isGeometry&&console.error("THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead."),sn.call(this,t,e),this.type="SkinnedMesh",this.bindMode="attached",this.bindMatrix=new xt,this.bindMatrixInverse=new xt}function no(){Vt.call(this),this.type="Bone"}to.prototype=Object.assign(Object.create(Vt.prototype),{constructor:to,isLOD:!0,copy:function(t){Vt.prototype.copy.call(this,t,!1);const e=t.levels;for(let t=0,n=e.length;t0){let n,i;for(n=1,i=e.length;n0){Kr.setFromMatrixPosition(this.matrixWorld);const n=t.ray.origin.distanceTo(Kr);this.getObjectForDistance(n).raycast(t,e)}},update:function(t){const e=this.levels;if(e.length>1){Kr.setFromMatrixPosition(t.matrixWorld),$r.setFromMatrixPosition(this.matrixWorld);const n=Kr.distanceTo($r)/t.zoom;let i,r;for(e[0].object.visible=!0,i=1,r=e.length;i=e[i].distance;i++)e[i-1].object.visible=!1,e[i].object.visible=!0;for(this._currentLevel=i-1;ia)continue;c.applyMatrix4(this.matrixWorld);const h=t.ray.origin.distanceTo(c);ht.far||e.push({distance:h,point:l.clone().applyMatrix4(this.matrixWorld),index:i,face:null,faceIndex:null,object:this})}}else for(let n=0,i=r.count-1;na)continue;c.applyMatrix4(this.matrixWorld);const i=t.ray.origin.distanceTo(c);it.far||e.push({distance:i,point:l.clone().applyMatrix4(this.matrixWorld),index:n,face:null,faceIndex:null,object:this})}}else if(n.isGeometry){const i=n.vertices,r=i.length;for(let n=0;na)continue;c.applyMatrix4(this.matrixWorld);const r=t.ray.origin.distanceTo(c);rt.far||e.push({distance:r,point:l.clone().applyMatrix4(this.matrixWorld),index:n,face:null,faceIndex:null,object:this})}}},updateMorphTargets:function(){const t=this.geometry;if(t.isBufferGeometry){const e=t.morphAttributes,n=Object.keys(e);if(n.length>0){const t=e[n[0]];if(void 0!==t){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let e=0,n=t.length;e0&&console.error("THREE.Line.updateMorphTargets() does not support THREE.Geometry. 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ko(){Object.defineProperty(this,"id",{value:Io+=2}),this.uuid=I.generateUUID(),this.name="",this.type="Geometry",this.vertices=[],this.colors=[],this.faces=[],this.faceVertexUvs=[[]],this.morphTargets=[],this.morphNormals=[],this.skinWeights=[],this.skinIndices=[],this.lineDistances=[],this.boundingBox=null,this.boundingSphere=null,this.elementsNeedUpdate=!1,this.verticesNeedUpdate=!1,this.uvsNeedUpdate=!1,this.normalsNeedUpdate=!1,this.colorsNeedUpdate=!1,this.lineDistancesNeedUpdate=!1,this.groupsNeedUpdate=!1}ko.prototype=Object.assign(Object.create(P.prototype),{constructor:ko,isGeometry:!0,applyMatrix4:function(t){const e=(new O).getNormalMatrix(t);for(let e=0,n=this.vertices.length;e0)for(let t=0;t0&&(this.normalsNeedUpdate=!0)},computeFlatVertexNormals:function(){this.computeFaceNormals();for(let t=0,e=this.faces.length;t0&&(this.normalsNeedUpdate=!0)},computeMorphNormals:function(){for(let t=0,e=this.faces.length;t=0;t--){const e=o[t];this.faces.splice(e,1);for(let 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t=0,e=h.length;t0&&this._mixBufferRegionAdditive(n,i,this._addIndex*e,1,e);for(let t=e,r=e+e;t!==r;++t)if(n[t]!==n[t+e]){a.setValue(n,i);break}},saveOriginalState:function(){const t=this.binding,e=this.buffer,n=this.valueSize,i=n*this._origIndex;t.getValue(e,i);for(let t=n,r=i;t!==r;++t)e[t]=e[i+t%n];this._setIdentity(),this.cumulativeWeight=0,this.cumulativeWeightAdditive=0},restoreOriginalState:function(){const t=3*this.valueSize;this.binding.setValue(this.buffer,t)},_setAdditiveIdentityNumeric:function(){const t=this._addIndex*this.valueSize,e=t+this.valueSize;for(let n=t;n=.5)for(let i=0;i!==r;++i)t[e+i]=t[n+i]},_slerp:function(t,e,n,i){V.slerpFlat(t,e,t,e,t,n,i)},_slerpAdditive:function(t,e,n,i,r){const o=this._workIndex*r;V.multiplyQuaternionsFlat(t,o,t,e,t,n),V.slerpFlat(t,e,t,e,t,o,i)},_lerp:function(t,e,n,i,r){const o=1-i;for(let a=0;a!==r;++a){const r=e+a;t[r]=t[r]*o+t[n+a]*i}},_lerpAdditive:function(t,e,n,i,r){for(let o=0;o!==r;++o){const r=e+o;t[r]=t[r]+t[n+o]*i}}});const rA=new RegExp("[\\[\\]\\.:\\/]","g"),oA="[^\\[\\]\\.:\\/]",aA="[^"+"\\[\\]\\.:\\/".replace("\\.","")+"]",sA=/((?:WC+[\/:])*)/.source.replace("WC",oA),AA=/(WCOD+)?/.source.replace("WCOD",aA),lA=/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",oA),cA=/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",oA),uA=new RegExp("^"+sA+AA+lA+cA+"$"),hA=["material","materials","bones"];function dA(t,e,n){const i=n||fA.parseTrackName(e);this._targetGroup=t,this._bindings=t.subscribe_(e,i)}function fA(t,e,n){this.path=e,this.parsedPath=n||fA.parseTrackName(e),this.node=fA.findNode(t,this.parsedPath.nodeName)||t,this.rootNode=t}Object.assign(dA.prototype,{getValue:function(t,e){this.bind();const n=this._targetGroup.nCachedObjects_,i=this._bindings[n];void 0!==i&&i.getValue(t,e)},setValue:function(t,e){const n=this._bindings;for(let i=this._targetGroup.nCachedObjects_,r=n.length;i!==r;++i)n[i].setValue(t,e)},bind:function(){const t=this._bindings;for(let e=this._targetGroup.nCachedObjects_,n=t.length;e!==n;++e)t[e].bind()},unbind:function(){const t=this._bindings;for(let e=this._targetGroup.nCachedObjects_,n=t.length;e!==n;++e)t[e].unbind()}}),Object.assign(fA,{Composite:dA,create:function(t,e,n){return t&&t.isAnimationObjectGroup?new fA.Composite(t,e,n):new fA(t,e,n)},sanitizeNodeName:function(t){return t.replace(/\s/g,"_").replace(rA,"")},parseTrackName:function(t){const e=uA.exec(t);if(!e)throw new Error("PropertyBinding: Cannot parse trackName: "+t);const n={nodeName:e[2],objectName:e[3],objectIndex:e[4],propertyName:e[5],propertyIndex:e[6]},i=n.nodeName&&n.nodeName.lastIndexOf(".");if(void 0!==i&&-1!==i){const t=n.nodeName.substring(i+1);-1!==hA.indexOf(t)&&(n.nodeName=n.nodeName.substring(0,i),n.objectName=t)}if(null===n.propertyName||0===n.propertyName.length)throw new Error("PropertyBinding: can not parse propertyName from trackName: "+t);return n},findNode:function(t,e){if(!e||""===e||"."===e||-1===e||e===t.name||e===t.uuid)return t;if(t.skeleton){const n=t.skeleton.getBoneByName(e);if(void 0!==n)return n}if(t.children){const n=function(t){for(let i=0;i=r){const o=r++,l=t[o];e[l.uuid]=A,t[A]=l,e[s]=o,t[o]=a;for(let t=0,e=i;t!==e;++t){const e=n[t],i=e[o],r=e[A];e[A]=i,e[o]=r}}}this.nCachedObjects_=r},uncache:function(){const t=this._objects,e=this._indicesByUUID,n=this._bindings,i=n.length;let r=this.nCachedObjects_,o=t.length;for(let a=0,s=arguments.length;a!==s;++a){const s=arguments[a].uuid,A=e[s];if(void 0!==A)if(delete e[s],A0&&(e[a.uuid]=A),t[A]=a,t.pop();for(let t=0,e=i;t!==e;++t){const e=n[t];e[A]=e[r],e.pop()}}}this.nCachedObjects_=r},subscribe_:function(t,e){const n=this._bindingsIndicesByPath;let i=n[t];const r=this._bindings;if(void 0!==i)return r[i];const o=this._paths,a=this._parsedPaths,s=this._objects,A=s.length,l=this.nCachedObjects_,c=new Array(A);i=r.length,n[t]=i,o.push(t),a.push(e),r.push(c);for(let n=l,i=s.length;n!==i;++n){const i=s[n];c[n]=new fA(i,t,e)}return c},unsubscribe_:function(t){const e=this._bindingsIndicesByPath,n=e[t];if(void 0!==n){const i=this._paths,r=this._parsedPaths,o=this._bindings,a=o.length-1,s=o[a];e[t[a]]=n,o[n]=s,o.pop(),r[n]=r[a],r.pop(),i[n]=i[a],i.pop()}}});class pA{constructor(t,e,n=null,i=e.blendMode){this._mixer=t,this._clip=e,this._localRoot=n,this.blendMode=i;const r=e.tracks,o=r.length,a=new Array(o),s={endingStart:_,endingEnd:_};for(let t=0;t!==o;++t){const e=r[t].createInterpolant(null);a[t]=e,e.settings=s}this._interpolantSettings=s,this._interpolants=a,this._propertyBindings=new Array(o),this._cacheIndex=null,this._byClipCacheIndex=null,this._timeScaleInterpolant=null,this._weightInterpolant=null,this.loop=2201,this._loopCount=-1,this._startTime=null,this.time=0,this.timeScale=1,this._effectiveTimeScale=1,this.weight=1,this._effectiveWeight=1,this.repetitions=1/0,this.paused=!1,this.enabled=!0,this.clampWhenFinished=!1,this.zeroSlopeAtStart=!0,this.zeroSlopeAtEnd=!0}play(){return this._mixer._activateAction(this),this}stop(){return this._mixer._deactivateAction(this),this.reset()}reset(){return this.paused=!1,this.enabled=!0,this.time=0,this._loopCount=-1,this._startTime=null,this.stopFading().stopWarping()}isRunning(){return this.enabled&&!this.paused&&0!==this.timeScale&&null===this._startTime&&this._mixer._isActiveAction(this)}isScheduled(){return this._mixer._isActiveAction(this)}startAt(t){return this._startTime=t,this}setLoop(t,e){return this.loop=t,this.repetitions=e,this}setEffectiveWeight(t){return this.weight=t,this._effectiveWeight=this.enabled?t:0,this.stopFading()}getEffectiveWeight(){return this._effectiveWeight}fadeIn(t){return this._scheduleFading(t,0,1)}fadeOut(t){return this._scheduleFading(t,1,0)}crossFadeFrom(t,e,n){if(t.fadeOut(e),this.fadeIn(e),n){const n=this._clip.duration,i=t._clip.duration,r=i/n,o=n/i;t.warp(1,r,e),this.warp(o,1,e)}return this}crossFadeTo(t,e,n){return t.crossFadeFrom(this,e,n)}stopFading(){const t=this._weightInterpolant;return null!==t&&(this._weightInterpolant=null,this._mixer._takeBackControlInterpolant(t)),this}setEffectiveTimeScale(t){return this.timeScale=t,this._effectiveTimeScale=this.paused?0:t,this.stopWarping()}getEffectiveTimeScale(){return this._effectiveTimeScale}setDuration(t){return this.timeScale=this._clip.duration/t,this.stopWarping()}syncWith(t){return this.time=t.time,this.timeScale=t.timeScale,this.stopWarping()}halt(t){return this.warp(this._effectiveTimeScale,0,t)}warp(t,e,n){const i=this._mixer,r=i.time,o=this.timeScale;let a=this._timeScaleInterpolant;null===a&&(a=i._lendControlInterpolant(),this._timeScaleInterpolant=a);const s=a.parameterPositions,A=a.sampleValues;return s[0]=r,s[1]=r+n,A[0]=t/o,A[1]=e/o,this}stopWarping(){const t=this._timeScaleInterpolant;return null!==t&&(this._timeScaleInterpolant=null,this._mixer._takeBackControlInterpolant(t)),this}getMixer(){return this._mixer}getClip(){return this._clip}getRoot(){return this._localRoot||this._mixer._root}_update(t,e,n,i){if(!this.enabled)return void this._updateWeight(t);const r=this._startTime;if(null!==r){const i=(t-r)*n;if(i<0||0===n)return;this._startTime=null,e=n*i}e*=this._updateTimeScale(t);const o=this._updateTime(e),a=this._updateWeight(t);if(a>0){const t=this._interpolants,e=this._propertyBindings;switch(this.blendMode){case 2501:for(let n=0,i=t.length;n!==i;++n)t[n].evaluate(o),e[n].accumulateAdditive(a);break;case S:default:for(let n=0,r=t.length;n!==r;++n)t[n].evaluate(o),e[n].accumulate(i,a)}}}_updateWeight(t){let e=0;if(this.enabled){e=this.weight;const n=this._weightInterpolant;if(null!==n){const i=n.evaluate(t)[0];e*=i,t>n.parameterPositions[1]&&(this.stopFading(),0===i&&(this.enabled=!1))}}return this._effectiveWeight=e,e}_updateTimeScale(t){let e=0;if(!this.paused){e=this.timeScale;const n=this._timeScaleInterpolant;null!==n&&(e*=n.evaluate(t)[0],t>n.parameterPositions[1]&&(this.stopWarping(),0===e?this.paused=!0:this.timeScale=e))}return this._effectiveTimeScale=e,e}_updateTime(t){const e=this._clip.duration,n=this.loop;let i=this.time+t,r=this._loopCount;const o=2202===n;if(0===t)return-1===r?i:o&&1==(1&r)?e-i:i;if(2200===n){-1===r&&(this._loopCount=0,this._setEndings(!0,!0,!1));t:{if(i>=e)i=e;else{if(!(i<0)){this.time=i;break t}i=0}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this.time=i,this._mixer.dispatchEvent({type:"finished",action:this,direction:t<0?-1:1})}}else{if(-1===r&&(t>=0?(r=0,this._setEndings(!0,0===this.repetitions,o)):this._setEndings(0===this.repetitions,!0,o)),i>=e||i<0){const n=Math.floor(i/e);i-=e*n,r+=Math.abs(n);const a=this.repetitions-r;if(a<=0)this.clampWhenFinished?this.paused=!0:this.enabled=!1,i=t>0?e:0,this.time=i,this._mixer.dispatchEvent({type:"finished",action:this,direction:t>0?1:-1});else{if(1===a){const e=t<0;this._setEndings(e,!e,o)}else this._setEndings(!1,!1,o);this._loopCount=r,this.time=i,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:n})}}else this.time=i;if(o&&1==(1&r))return e-i}return i}_setEndings(t,e,n){const i=this._interpolantSettings;n?(i.endingStart=w,i.endingEnd=w):(i.endingStart=t?this.zeroSlopeAtStart?w:_:M,i.endingEnd=e?this.zeroSlopeAtEnd?w:_:M)}_scheduleFading(t,e,n){const i=this._mixer,r=i.time;let o=this._weightInterpolant;null===o&&(o=i._lendControlInterpolant(),this._weightInterpolant=o);const a=o.parameterPositions,s=o.sampleValues;return a[0]=r,s[0]=e,a[1]=r+t,s[1]=n,this}}function mA(t){this._root=t,this._initMemoryManager(),this._accuIndex=0,this.time=0,this.timeScale=1}mA.prototype=Object.assign(Object.create(P.prototype),{constructor:mA,_bindAction:function(t,e){const n=t._localRoot||this._root,i=t._clip.tracks,r=i.length,o=t._propertyBindings,a=t._interpolants,s=n.uuid,A=this._bindingsByRootAndName;let l=A[s];void 0===l&&(l={},A[s]=l);for(let t=0;t!==r;++t){const r=i[t],A=r.name;let c=l[A];if(void 0!==c)o[t]=c;else{if(c=o[t],void 0!==c){null===c._cacheIndex&&(++c.referenceCount,this._addInactiveBinding(c,s,A));continue}const i=e&&e._propertyBindings[t].binding.parsedPath;c=new iA(fA.create(n,A,i),r.ValueTypeName,r.getValueSize()),++c.referenceCount,this._addInactiveBinding(c,s,A),o[t]=c}a[t].resultBuffer=c.buffer}},_activateAction:function(t){if(!this._isActiveAction(t)){if(null===t._cacheIndex){const e=(t._localRoot||this._root).uuid,n=t._clip.uuid,i=this._actionsByClip[n];this._bindAction(t,i&&i.knownActions[0]),this._addInactiveAction(t,n,e)}const e=t._propertyBindings;for(let t=0,n=e.length;t!==n;++t){const n=e[t];0==n.useCount++&&(this._lendBinding(n),n.saveOriginalState())}this._lendAction(t)}},_deactivateAction:function(t){if(this._isActiveAction(t)){const e=t._propertyBindings;for(let t=0,n=e.length;t!==n;++t){const n=e[t];0==--n.useCount&&(n.restoreOriginalState(),this._takeBackBinding(n))}this._takeBackAction(t)}},_initMemoryManager:function(){this._actions=[],this._nActiveActions=0,this._actionsByClip={},this._bindings=[],this._nActiveBindings=0,this._bindingsByRootAndName={},this._controlInterpolants=[],this._nActiveControlInterpolants=0;const t=this;this.stats={actions:{get total(){return t._actions.length},get inUse(){return t._nActiveActions}},bindings:{get total(){return t._bindings.length},get inUse(){return t._nActiveBindings}},controlInterpolants:{get total(){return t._controlInterpolants.length},get inUse(){return t._nActiveControlInterpolants}}}},_isActiveAction:function(t){const e=t._cacheIndex;return null!==e&&e=0;--e)t[e].stop();return this},update:function(t){t*=this.timeScale;const e=this._actions,n=this._nActiveActions,i=this.time+=t,r=Math.sign(t),o=this._accuIndex^=1;for(let a=0;a!==n;++a)e[a]._update(i,t,r,o);const a=this._bindings,s=this._nActiveBindings;for(let t=0;t!==s;++t)a[t].apply(o);return this},setTime:function(t){this.time=0;for(let t=0;t4?a=DA[r-8+4-1]:0==r&&(a=0),n.push(a);const s=1/(o-1),A=-s/2,l=1+s/2,c=[A,A,l,A,l,l,A,A,l,l,A,l],u=6,h=6,d=3,f=2,p=1,m=new Float32Array(d*h*u),g=new Float32Array(f*h*u),v=new Float32Array(p*h*u);for(let t=0;t2?0:-1,i=[e,n,0,e+2/3,n,0,e+2/3,n+1,0,e,n,0,e+2/3,n+1,0,e,n+1,0];m.set(i,d*h*t),g.set(c,f*h*t);const r=[t,t,t,t,t,t];v.set(r,p*h*t)}const y=new He;y.setAttribute("position",new xe(m,d)),y.setAttribute("uv",new xe(g,f)),y.setAttribute("faceIndex",new xe(v,p)),t.push(y),i>4&&i--}return{_lodPlanes:t,_sizeLods:e,_sigmas:n}}function FA(t){console.warn("THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead."),ds.call(this,t),this.type="catmullrom"}Math.sqrt(5),os.create=function(t,e){return console.log("THREE.Curve.create() has been deprecated"),t.prototype=Object.create(os.prototype),t.prototype.constructor=t,t.prototype.getPoint=e,t},Object.assign(Ss.prototype,{createPointsGeometry:function(t){console.warn("THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");const e=this.getPoints(t);return this.createGeometry(e)},createSpacedPointsGeometry:function(t){console.warn("THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");const e=this.getSpacedPoints(t);return this.createGeometry(e)},createGeometry:function(t){console.warn("THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");const e=new ko;for(let n=0,i=t.length;nthis.max.x||t.ythis.max.y)}containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y}getParameter(t,e){return void 0===e&&(console.warn("THREE.Box2: .getParameter() target is now required"),e=new B),e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y))}intersectsBox(t){return!(t.max.xthis.max.x||t.max.ythis.max.y)}clampPoint(t,e){return void 0===e&&(console.warn("THREE.Box2: .clampPoint() target is now required"),e=new B),e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return wA.copy(t).clamp(this.min,this.max).sub(t).length()}intersect(t){return this.min.max(t.min),this.max.min(t.max),this}union(t){return this.min.min(t.min),this.max.max(t.max),this}translate(t){return this.min.add(t),this.max.add(t),this}equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}}.prototype,{center:function(t){return console.warn("THREE.Box2: .center() has been renamed to .getCenter()."),this.getCenter(t)},empty:function(){return console.warn("THREE.Box2: .empty() has been renamed to .isEmpty()."),this.isEmpty()},isIntersectionBox:function(t){return console.warn("THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox()."),this.intersectsBox(t)},size:function(t){return console.warn("THREE.Box2: .size() has been renamed to .getSize()."),this.getSize(t)}}),Object.assign(X.prototype,{center:function(t){return console.warn("THREE.Box3: .center() has been renamed to .getCenter()."),this.getCenter(t)},empty:function(){return console.warn("THREE.Box3: .empty() has been renamed to .isEmpty()."),this.isEmpty()},isIntersectionBox:function(t){return console.warn("THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox()."),this.intersectsBox(t)},isIntersectionSphere:function(t){return console.warn("THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere()."),this.intersectsSphere(t)},size:function(t){return console.warn("THREE.Box3: .size() has been renamed to .getSize()."),this.getSize(t)}}),Object.assign(ut.prototype,{empty:function(){return console.warn("THREE.Sphere: .empty() has been renamed to .isEmpty()."),this.isEmpty()}}),Mn.prototype.setFromMatrix=function(t){return console.warn("THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix()."),this.setFromProjectionMatrix(t)},EA.prototype.center=function(t){return console.warn("THREE.Line3: .center() has been renamed to .getCenter()."),this.getCenter(t)},Object.assign(I,{random16:function(){return console.warn("THREE.Math: .random16() has been deprecated. Use Math.random() instead."),Math.random()},nearestPowerOfTwo:function(t){return console.warn("THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo()."),I.floorPowerOfTwo(t)},nextPowerOfTwo:function(t){return console.warn("THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo()."),I.ceilPowerOfTwo(t)}}),Object.assign(O.prototype,{flattenToArrayOffset:function(t,e){return console.warn("THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead."),this.toArray(t,e)},multiplyVector3:function(t){return console.warn("THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead."),t.applyMatrix3(this)},multiplyVector3Array:function(){console.error("THREE.Matrix3: .multiplyVector3Array() has been removed.")},applyToBufferAttribute:function(t){return console.warn("THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead."),t.applyMatrix3(this)},applyToVector3Array:function(){console.error("THREE.Matrix3: .applyToVector3Array() has been removed.")},getInverse:function(t){return console.warn("THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead."),this.copy(t).invert()}}),Object.assign(xt.prototype,{extractPosition:function(t){return console.warn("THREE.Matrix4: .extractPosition() has been renamed to .copyPosition()."),this.copyPosition(t)},flattenToArrayOffset:function(t,e){return console.warn("THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead."),this.toArray(t,e)},getPosition:function(){return console.warn("THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead."),(new W).setFromMatrixColumn(this,3)},setRotationFromQuaternion:function(t){return console.warn("THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion()."),this.makeRotationFromQuaternion(t)},multiplyToArray:function(){console.warn("THREE.Matrix4: .multiplyToArray() has been removed.")},multiplyVector3:function(t){return console.warn("THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead."),t.applyMatrix4(this)},multiplyVector4:function(t){return console.warn("THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead."),t.applyMatrix4(this)},multiplyVector3Array:function(){console.error("THREE.Matrix4: .multiplyVector3Array() has been removed.")},rotateAxis:function(t){console.warn("THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead."),t.transformDirection(this)},crossVector:function(t){return console.warn("THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead."),t.applyMatrix4(this)},translate:function(){console.error("THREE.Matrix4: .translate() has been removed.")},rotateX:function(){console.error("THREE.Matrix4: .rotateX() has been removed.")},rotateY:function(){console.error("THREE.Matrix4: .rotateY() has been removed.")},rotateZ:function(){console.error("THREE.Matrix4: .rotateZ() has been removed.")},rotateByAxis:function(){console.error("THREE.Matrix4: .rotateByAxis() has been removed.")},applyToBufferAttribute:function(t){return console.warn("THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead."),t.applyMatrix4(this)},applyToVector3Array:function(){console.error("THREE.Matrix4: .applyToVector3Array() has been removed.")},makeFrustum:function(t,e,n,i,r,o){return console.warn("THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead."),this.makePerspective(t,e,i,n,r,o)},getInverse:function(t){return console.warn("THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead."),this.copy(t).invert()}}),Xt.prototype.isIntersectionLine=function(t){return console.warn("THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine()."),this.intersectsLine(t)},Object.assign(V.prototype,{multiplyVector3:function(t){return console.warn("THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead."),t.applyQuaternion(this)},inverse:function(){return console.warn("THREE.Quaternion: .inverse() has been renamed to invert()."),this.invert()}}),Object.assign(yt.prototype,{isIntersectionBox:function(t){return console.warn("THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox()."),this.intersectsBox(t)},isIntersectionPlane:function(t){return console.warn("THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane()."),this.intersectsPlane(t)},isIntersectionSphere:function(t){return console.warn("THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere()."),this.intersectsSphere(t)}}),Object.assign(ae.prototype,{area:function(){return console.warn("THREE.Triangle: .area() has been renamed to .getArea()."),this.getArea()},barycoordFromPoint:function(t,e){return console.warn("THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord()."),this.getBarycoord(t,e)},midpoint:function(t){return console.warn("THREE.Triangle: .midpoint() has been renamed to .getMidpoint()."),this.getMidpoint(t)},normal:function(t){return console.warn("THREE.Triangle: .normal() has been renamed to .getNormal()."),this.getNormal(t)},plane:function(t){return console.warn("THREE.Triangle: .plane() has been renamed to .getPlane()."),this.getPlane(t)}}),Object.assign(ae,{barycoordFromPoint:function(t,e,n,i,r){return console.warn("THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord()."),ae.getBarycoord(t,e,n,i,r)},normal:function(t,e,n,i){return console.warn("THREE.Triangle: .normal() has been renamed to .getNormal()."),ae.getNormal(t,e,n,i)}}),Object.assign(Ts.prototype,{extractAllPoints:function(t){return console.warn("THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead."),this.extractPoints(t)},extrude:function(t){return console.warn("THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead."),new pa(this,t)},makeGeometry:function(t){return console.warn("THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead."),new ya(this,t)}}),Object.assign(B.prototype,{fromAttribute:function(t,e,n){return console.warn("THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute()."),this.fromBufferAttribute(t,e,n)},distanceToManhattan:function(t){return console.warn("THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo()."),this.manhattanDistanceTo(t)},lengthManhattan:function(){return console.warn("THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength()."),this.manhattanLength()}}),Object.assign(W.prototype,{setEulerFromRotationMatrix:function(){console.error("THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.")},setEulerFromQuaternion:function(){console.error("THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.")},getPositionFromMatrix:function(t){return console.warn("THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition()."),this.setFromMatrixPosition(t)},getScaleFromMatrix:function(t){return console.warn("THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale()."),this.setFromMatrixScale(t)},getColumnFromMatrix:function(t,e){return console.warn("THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn()."),this.setFromMatrixColumn(e,t)},applyProjection:function(t){return console.warn("THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead."),this.applyMatrix4(t)},fromAttribute:function(t,e,n){return console.warn("THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute()."),this.fromBufferAttribute(t,e,n)},distanceToManhattan:function(t){return console.warn("THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo()."),this.manhattanDistanceTo(t)},lengthManhattan:function(){return console.warn("THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength()."),this.manhattanLength()}}),Object.assign(H.prototype,{fromAttribute:function(t,e,n){return console.warn("THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute()."),this.fromBufferAttribute(t,e,n)},lengthManhattan:function(){return console.warn("THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength()."),this.manhattanLength()}}),Object.assign(ko.prototype,{computeTangents:function(){console.error("THREE.Geometry: .computeTangents() has been removed.")},computeLineDistances:function(){console.error("THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.")},applyMatrix:function(t){return console.warn("THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4()."),this.applyMatrix4(t)}}),Object.assign(Vt.prototype,{getChildByName:function(t){return console.warn("THREE.Object3D: .getChildByName() has been renamed to .getObjectByName()."),this.getObjectByName(t)},renderDepth:function(){console.warn("THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.")},translate:function(t,e){return console.warn("THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead."),this.translateOnAxis(e,t)},getWorldRotation:function(){console.error("THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.")},applyMatrix:function(t){return console.warn("THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4()."),this.applyMatrix4(t)}}),Object.defineProperties(Vt.prototype,{eulerOrder:{get:function(){return console.warn("THREE.Object3D: .eulerOrder is now .rotation.order."),this.rotation.order},set:function(t){console.warn("THREE.Object3D: .eulerOrder is now .rotation.order."),this.rotation.order=t}},useQuaternion:{get:function(){console.warn("THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.")},set:function(){console.warn("THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.")}}}),Object.assign(sn.prototype,{setDrawMode:function(){console.error("THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.")}}),Object.defineProperties(sn.prototype,{drawMode:{get:function(){return console.error("THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode."),0},set:function(){console.error("THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.")}}}),Object.defineProperties(to.prototype,{objects:{get:function(){return console.warn("THREE.LOD: .objects has been renamed to .levels."),this.levels}}}),Object.defineProperty(oo.prototype,"useVertexTexture",{get:function(){console.warn("THREE.Skeleton: useVertexTexture has been removed.")},set:function(){console.warn("THREE.Skeleton: useVertexTexture has been removed.")}}),eo.prototype.initBones=function(){console.error("THREE.SkinnedMesh: initBones() has been removed.")},Object.defineProperty(os.prototype,"__arcLengthDivisions",{get:function(){return console.warn("THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions."),this.arcLengthDivisions},set:function(t){console.warn("THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions."),this.arcLengthDivisions=t}}),mn.prototype.setLens=function(t,e){console.warn("THREE.PerspectiveCamera.setLens is deprecated. Use .setFocalLength and .filmGauge for a photographic setup."),void 0!==e&&(this.filmGauge=e),this.setFocalLength(t)},Object.defineProperties(Ls.prototype,{onlyShadow:{set:function(){console.warn("THREE.Light: .onlyShadow has been removed.")}},shadowCameraFov:{set:function(t){console.warn("THREE.Light: .shadowCameraFov is now .shadow.camera.fov."),this.shadow.camera.fov=t}},shadowCameraLeft:{set:function(t){console.warn("THREE.Light: .shadowCameraLeft is now .shadow.camera.left."),this.shadow.camera.left=t}},shadowCameraRight:{set:function(t){console.warn("THREE.Light: .shadowCameraRight is now .shadow.camera.right."),this.shadow.camera.right=t}},shadowCameraTop:{set:function(t){console.warn("THREE.Light: .shadowCameraTop is now .shadow.camera.top."),this.shadow.camera.top=t}},shadowCameraBottom:{set:function(t){console.warn("THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom."),this.shadow.camera.bottom=t}},shadowCameraNear:{set:function(t){console.warn("THREE.Light: .shadowCameraNear is now .shadow.camera.near."),this.shadow.camera.near=t}},shadowCameraFar:{set:function(t){console.warn("THREE.Light: .shadowCameraFar is now .shadow.camera.far."),this.shadow.camera.far=t}},shadowCameraVisible:{set:function(){console.warn("THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.")}},shadowBias:{set:function(t){console.warn("THREE.Light: .shadowBias is now .shadow.bias."),this.shadow.bias=t}},shadowDarkness:{set:function(){console.warn("THREE.Light: .shadowDarkness has been removed.")}},shadowMapWidth:{set:function(t){console.warn("THREE.Light: .shadowMapWidth is now .shadow.mapSize.width."),this.shadow.mapSize.width=t}},shadowMapHeight:{set:function(t){console.warn("THREE.Light: .shadowMapHeight is now .shadow.mapSize.height."),this.shadow.mapSize.height=t}}}),Object.defineProperties(xe.prototype,{length:{get:function(){return console.warn("THREE.BufferAttribute: .length has been deprecated. Use .count instead."),this.array.length}},dynamic:{get:function(){return console.warn("THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead."),this.usage===q},set:function(){console.warn("THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead."),this.setUsage(q)}}}),Object.assign(xe.prototype,{setDynamic:function(t){return console.warn("THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead."),this.setUsage(!0===t?q:L),this},copyIndicesArray:function(){console.error("THREE.BufferAttribute: .copyIndicesArray() has been removed.")},setArray:function(){console.error("THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers")}}),Object.assign(He.prototype,{addIndex:function(t){console.warn("THREE.BufferGeometry: .addIndex() has been renamed to .setIndex()."),this.setIndex(t)},addAttribute:function(t,e){return console.warn("THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute()."),e&&e.isBufferAttribute||e&&e.isInterleavedBufferAttribute?"index"===t?(console.warn("THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute."),this.setIndex(e),this):this.setAttribute(t,e):(console.warn("THREE.BufferGeometry: .addAttribute() now expects ( name, attribute )."),this.setAttribute(t,new xe(arguments[1],arguments[2])))},addDrawCall:function(t,e,n){void 0!==n&&console.warn("THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset."),console.warn("THREE.BufferGeometry: .addDrawCall() is now .addGroup()."),this.addGroup(t,e)},clearDrawCalls:function(){console.warn("THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups()."),this.clearGroups()},computeTangents:function(){console.warn("THREE.BufferGeometry: .computeTangents() has been removed.")},computeOffsets:function(){console.warn("THREE.BufferGeometry: .computeOffsets() has been removed.")},removeAttribute:function(t){return console.warn("THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute()."),this.deleteAttribute(t)},applyMatrix:function(t){return console.warn("THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4()."),this.applyMatrix4(t)}}),Object.defineProperties(He.prototype,{drawcalls:{get:function(){return console.error("THREE.BufferGeometry: .drawcalls has been renamed to .groups."),this.groups}},offsets:{get:function(){return console.warn("THREE.BufferGeometry: .offsets has been renamed to .groups."),this.groups}}}),Object.defineProperties(Gs.prototype,{maxInstancedCount:{get:function(){return console.warn("THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount."),this.instanceCount},set:function(t){console.warn("THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount."),this.instanceCount=t}}}),Object.defineProperties(xA.prototype,{linePrecision:{get:function(){return console.warn("THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead."),this.params.Line.threshold},set:function(t){console.warn("THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead."),this.params.Line.threshold=t}}}),Object.defineProperties(Dr.prototype,{dynamic:{get:function(){return console.warn("THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead."),this.usage===q},set:function(t){console.warn("THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead."),this.setUsage(t)}}}),Object.assign(Dr.prototype,{setDynamic:function(t){return console.warn("THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead."),this.setUsage(!0===t?q:L),this},setArray:function(){console.error("THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers")}}),Object.assign(da.prototype,{getArrays:function(){console.error("THREE.ExtrudeBufferGeometry: .getArrays() has been removed.")},addShapeList:function(){console.error("THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.")},addShape:function(){console.error("THREE.ExtrudeBufferGeometry: .addShape() has been removed.")}}),Object.assign(class extends Vt{constructor(){super(),Object.defineProperty(this,"isScene",{value:!0}),this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.overrideMaterial=null,this.autoUpdate=!0,"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}copy(t,e){return super.copy(t,e),null!==t.background&&(this.background=t.background.clone()),null!==t.environment&&(this.environment=t.environment.clone()),null!==t.fog&&(this.fog=t.fog.clone()),null!==t.overrideMaterial&&(this.overrideMaterial=t.overrideMaterial.clone()),this.autoUpdate=t.autoUpdate,this.matrixAutoUpdate=t.matrixAutoUpdate,this}toJSON(t){const e=super.toJSON(t);return null!==this.background&&(e.object.background=this.background.toJSON(t)),null!==this.environment&&(e.object.environment=this.environment.toJSON(t)),null!==this.fog&&(e.object.fog=this.fog.toJSON()),e}}.prototype,{dispose:function(){console.error("THREE.Scene: .dispose() has been removed.")}}),Object.defineProperties(gA.prototype,{dynamic:{set:function(){console.warn("THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.")}},onUpdate:{value:function(){return console.warn("THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead."),this}}}),Object.defineProperties(me.prototype,{wrapAround:{get:function(){console.warn("THREE.Material: .wrapAround has been removed.")},set:function(){console.warn("THREE.Material: .wrapAround has been removed.")}},overdraw:{get:function(){console.warn("THREE.Material: .overdraw has been removed.")},set:function(){console.warn("THREE.Material: .overdraw has been removed.")}},wrapRGB:{get:function(){return console.warn("THREE.Material: .wrapRGB has been removed."),new de}},shading:{get:function(){console.error("THREE."+this.type+": .shading has been removed. Use the boolean .flatShading instead.")},set:function(t){console.warn("THREE."+this.type+": .shading has been removed. Use the boolean .flatShading instead."),this.flatShading=1===t}},stencilMask:{get:function(){return console.warn("THREE."+this.type+": .stencilMask has been removed. Use .stencilFuncMask instead."),this.stencilFuncMask},set:function(t){console.warn("THREE."+this.type+": .stencilMask has been removed. Use .stencilFuncMask instead."),this.stencilFuncMask=t}}}),Object.defineProperties(Ea.prototype,{metal:{get:function(){return console.warn("THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead."),!1},set:function(){console.warn("THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead")}}}),Object.defineProperties(Sa.prototype,{transparency:{get:function(){return console.warn("THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission."),this.transmission},set:function(t){console.warn("THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission."),this.transmission=t}}}),Object.defineProperties(fn.prototype,{derivatives:{get:function(){return console.warn("THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives."),this.extensions.derivatives},set:function(t){console.warn("THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives."),this.extensions.derivatives=t}}}),Object.assign(Pr.prototype,{clearTarget:function(t,e,n,i){console.warn("THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead."),this.setRenderTarget(t),this.clear(e,n,i)},animate:function(t){console.warn("THREE.WebGLRenderer: .animate() is now .setAnimationLoop()."),this.setAnimationLoop(t)},getCurrentRenderTarget:function(){return console.warn("THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget()."),this.getRenderTarget()},getMaxAnisotropy:function(){return console.warn("THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy()."),this.capabilities.getMaxAnisotropy()},getPrecision:function(){return console.warn("THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision."),this.capabilities.precision},resetGLState:function(){return console.warn("THREE.WebGLRenderer: .resetGLState() is now .state.reset()."),this.state.reset()},supportsFloatTextures:function(){return console.warn("THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( 'OES_texture_float' )."),this.extensions.get("OES_texture_float")},supportsHalfFloatTextures:function(){return console.warn("THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( 'OES_texture_half_float' )."),this.extensions.get("OES_texture_half_float")},supportsStandardDerivatives:function(){return console.warn("THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( 'OES_standard_derivatives' )."),this.extensions.get("OES_standard_derivatives")},supportsCompressedTextureS3TC:function(){return console.warn("THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( 'WEBGL_compressed_texture_s3tc' )."),this.extensions.get("WEBGL_compressed_texture_s3tc")},supportsCompressedTexturePVRTC:function(){return console.warn("THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( 'WEBGL_compressed_texture_pvrtc' )."),this.extensions.get("WEBGL_compressed_texture_pvrtc")},supportsBlendMinMax:function(){return console.warn("THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( 'EXT_blend_minmax' )."),this.extensions.get("EXT_blend_minmax")},supportsVertexTextures:function(){return console.warn("THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures."),this.capabilities.vertexTextures},supportsInstancedArrays:function(){return console.warn("THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( 'ANGLE_instanced_arrays' )."),this.extensions.get("ANGLE_instanced_arrays")},enableScissorTest:function(t){console.warn("THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest()."),this.setScissorTest(t)},initMaterial:function(){console.warn("THREE.WebGLRenderer: .initMaterial() has been removed.")},addPrePlugin:function(){console.warn("THREE.WebGLRenderer: .addPrePlugin() has been removed.")},addPostPlugin:function(){console.warn("THREE.WebGLRenderer: .addPostPlugin() has been removed.")},updateShadowMap:function(){console.warn("THREE.WebGLRenderer: .updateShadowMap() has been removed.")},setFaceCulling:function(){console.warn("THREE.WebGLRenderer: .setFaceCulling() has been removed.")},allocTextureUnit:function(){console.warn("THREE.WebGLRenderer: .allocTextureUnit() has been removed.")},setTexture:function(){console.warn("THREE.WebGLRenderer: .setTexture() has been removed.")},setTexture2D:function(){console.warn("THREE.WebGLRenderer: .setTexture2D() has been removed.")},setTextureCube:function(){console.warn("THREE.WebGLRenderer: .setTextureCube() has been removed.")},getActiveMipMapLevel:function(){return console.warn("THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel()."),this.getActiveMipmapLevel()}}),Object.defineProperties(Pr.prototype,{shadowMapEnabled:{get:function(){return this.shadowMap.enabled},set:function(t){console.warn("THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled."),this.shadowMap.enabled=t}},shadowMapType:{get:function(){return this.shadowMap.type},set:function(t){console.warn("THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type."),this.shadowMap.type=t}},shadowMapCullFace:{get:function(){console.warn("THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.")},set:function(){console.warn("THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.")}},context:{get:function(){return console.warn("THREE.WebGLRenderer: .context has been removed. Use .getContext() instead."),this.getContext()}},vr:{get:function(){return console.warn("THREE.WebGLRenderer: .vr has been renamed to .xr"),this.xr}},gammaInput:{get:function(){return console.warn("THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead."),!1},set:function(){console.warn("THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.")}},gammaOutput:{get:function(){return console.warn("THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead."),!1},set:function(t){console.warn("THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead."),this.outputEncoding=!0===t?3001:E}},toneMappingWhitePoint:{get:function(){return console.warn("THREE.WebGLRenderer: .toneMappingWhitePoint has been removed."),1},set:function(){console.warn("THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.")}}}),Object.defineProperties(_r.prototype,{cullFace:{get:function(){console.warn("THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.")},set:function(){console.warn("THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.")}},renderReverseSided:{get:function(){console.warn("THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.")},set:function(){console.warn("THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.")}},renderSingleSided:{get:function(){console.warn("THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.")},set:function(){console.warn("THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. 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3:t=0|Nt(t,e),e=0|w(),r[i>>2]=1+(0|r[i>>2]),A=0;break e;default:return d=0,_(0|(h=0)),0|d}}else A=0}while(0);if((0|n)>0){s=0;do{t=0|Ot(t,e),e=0|w(),s=s+1|0}while((0|s)!=(0|n))}if((0|a)!=(0|l)){if(!(0|N(l))){if(0!=(0|A)|5!=(0|Bt(t,e)))break;r[i>>2]=1+(0|r[i>>2]);break}switch(127&o){case 8:case 118:break t}3!=(0|Bt(t,e))&&(r[i>>2]=1+(0|r[i>>2]))}}else if((0|n)>0){s=0;do{t=0|Nt(t,e),e=0|w(),s=s+1|0}while((0|s)!=(0|n))}}while(0);return r[i>>2]=((0|r[i>>2])+n|0)%6|0,d=t,_(0|(h=e)),0|d}function B(t,e,n,i,a,s){e|=0,n|=0,i|=0,a|=0,s|=0;var A,l,c,u,h,d,f,p,m,g=0,v=0,y=0,x=0,b=0,_=0,M=0,S=0,E=0,T=0,L=0,q=0,P=0,R=0;if(m=C,C=C+48|0,d=m+32|0,f=m+16|0,p=m,(0|(g=0|r[(t|=0)>>2]))<=0)return C=m,0;A=t+4|0,l=d+8|0,c=f+8|0,u=p+8|0,h=((0|e)<0)<<31>>31,L=0;t:for(;;){E=(v=0|r[A>>2])+(L<<4)|0,r[d>>2]=r[E>>2],r[d+4>>2]=r[E+4>>2],r[d+8>>2]=r[E+8>>2],r[d+12>>2]=r[E+12>>2],(0|L)==(g+-1|0)?(r[f>>2]=r[v>>2],r[f+4>>2]=r[v+4>>2],r[f+8>>2]=r[v+8>>2],r[f+12>>2]=r[v+12>>2]):(E=v+(L+1<<4)|0,r[f>>2]=r[E>>2],r[f+4>>2]=r[E+4>>2],r[f+8>>2]=r[E+8>>2],r[f+12>>2]=r[E+12>>2]),E=0|W(d,f,n);e:do{if((0|E)>0){T=+(0|E),S=0;n:for(;;){R=+(E-S|0),P=+(0|S),o[p>>3]=+o[d>>3]*R/T+ +o[f>>3]*P/T,o[u>>3]=+o[l>>3]*R/T+ +o[c>>3]*P/T,v=0|_e(0|(_=0|zt(p,n)),0|(M=0|w()),0|e,0|h),w(),x=0|r[(y=g=s+(v<<3)|0)>>2],y=0|r[y+4>>2];i:do{if(0==(0|x)&0==(0|y))q=14;else for(b=0;;){if((0|b)>(0|e)){g=1;break i}if((0|x)==(0|_)&(0|y)==(0|M)){g=7;break i}if(0==(0|(x=0|r[(y=g=s+((v=(v+1|0)%(0|e)|0)<<3)|0)>>2]))&0==(0|(y=0|r[y+4>>2]))){q=14;break}b=b+1|0}}while(0);switch(14==(0|q)&&(q=0,0==(0|_)&0==(0|M)?g=7:(r[g>>2]=_,r[g+4>>2]=M,g=0|r[i>>2],r[(b=a+(g<<3)|0)>>2]=_,r[b+4>>2]=M,r[i>>2]=g+1,g=0)),7&g){case 7:case 0:break;default:break n}if((0|E)<=(0|(S=S+1|0))){q=8;break e}}if(0|g){g=-1,q=20;break t}}else q=8}while(0);if(8==(0|q)&&(q=0),(0|(L=L+1|0))>=(0|(g=0|r[t>>2]))){g=0,q=20;break}}return 20==(0|q)?(C=m,0|g):0}function O(t){return 0|r[7728+(28*(t|=0)|0)+16>>2]}function N(t){return 4==(0|(t|=0))|117==(0|t)|0}function k(t){return 0|r[11152+(216*(0|r[(t|=0)>>2])|0)+(72*(0|r[t+4>>2])|0)+(24*(0|r[t+8>>2])|0)+(r[t+12>>2]<<3)>>2]}function F(t){return 0|r[11152+(216*(0|r[(t|=0)>>2])|0)+(72*(0|r[t+4>>2])|0)+(24*(0|r[t+8>>2])|0)+(r[t+12>>2]<<3)+4>>2]}function U(t,e){return e|=0,(0|r[7728+(28*(t|=0)|0)+20>>2])==(0|e)?0|(e=1):0|(e=(0|r[7728+(28*t|0)+24>>2])==(0|e))}function z(t,e){return 0|r[880+(28*(t|=0)|0)+((e|=0)<<2)>>2]}function H(t,e){return e|=0,(0|r[880+(28*(t|=0)|0)>>2])==(0|e)?0|(e=0):(0|r[880+(28*t|0)+4>>2])==(0|e)?0|(e=1):(0|r[880+(28*t|0)+8>>2])==(0|e)?0|(e=2):(0|r[880+(28*t|0)+12>>2])==(0|e)?0|(e=3):(0|r[880+(28*t|0)+16>>2])==(0|e)?0|(e=4):(0|r[880+(28*t|0)+20>>2])==(0|e)?0|(e=5):0|((0|r[880+(28*t|0)+24>>2])==(0|e)?6:7)}function G(t){return+o[16+(t|=0)>>3]<+o[t+24>>3]|0}function j(t,e){t|=0;var n,i,r=0;return(r=+o[(e|=0)>>3])>=+o[t+8>>3]&&r<=+o[t>>3]?(n=+o[t+16>>3],r=+o[t+24>>3],e=(i=+o[e+8>>3])>=r,t=i<=n&1,n>2]=0,u=u+4|0}while((0|u)<(0|h));return Wt(e,a),jt(h=0|r[(u=a)>>2],u=0|r[u+4>>2],n),Vt(h,u,i),l=+Lt(n,i+8|0),o[n>>3]=+o[t>>3],o[(u=n+8|0)>>3]=+o[t+16>>3],o[i>>3]=+o[t+8>>3],o[(h=i+8|0)>>3]=+o[t+24>>3],c=+Lt(n,i),h=~~+v(+c*c/+Se(+ +A(+(+o[u>>3]-+o[h>>3])/(+o[n>>3]-+o[i>>3])),3)/(l*(2.59807621135*l)*.8)),C=s,0|(0==(0|h)?1:h)}function W(t,e,n){t|=0,e|=0,n|=0;var i,o,a,s,A,l=0,c=0;s=C,C=C+288|0,i=s+264|0,o=s+96|0,c=(l=a=s)+96|0;do{r[l>>2]=0,l=l+4|0}while((0|l)<(0|c));return Wt(n,a),jt(l=0|r[(c=a)>>2],c=0|r[c+4>>2],i),Vt(l,c,o),A=+Lt(i,o+8|0),c=~~+v(+ +Lt(t,e)/(2*A)),C=s,0|(0==(0|c)?1:c)}function Q(t,e,n,i){e|=0,n|=0,i|=0,r[(t|=0)>>2]=e,r[t+4>>2]=n,r[t+8>>2]=i}function Y(t,e){t|=0;var n,i,a,s,l=0,c=0,u=0,h=0,d=0,f=0,p=0;r[(s=8+(e|=0)|0)>>2]=0,i=+o[t>>3],h=+A(+i),a=+o[t+8>>3],h+=.5*(d=+A(+a)/.8660254037844386),h-=+(0|(l=~~h)),d-=+(0|(t=~~d));do{if(h<.5){if(h<.3333333333333333){if(r[e>>2]=l,d<.5*(h+1)){r[e+4>>2]=t;break}t=t+1|0,r[e+4>>2]=t;break}if(t=(1&!(d<(p=1-h)))+t|0,r[e+4>>2]=t,p<=d&d<2*h){l=l+1|0,r[e>>2]=l;break}r[e>>2]=l;break}if(!(h<.6666666666666666)){if(l=l+1|0,r[e>>2]=l,d<.5*h){r[e+4>>2]=t;break}t=t+1|0,r[e+4>>2]=t;break}if(d<1-h){if(r[e+4>>2]=t,2*h-1>2]=l;break}}else t=t+1|0,r[e+4>>2]=t;l=l+1|0,r[e>>2]=l}while(0);do{if(i<0){if(1&t){l=~~(+(0|l)-(2*(+((f=0|xe(0|l,((0|l)<0)<<31>>31|0,0|(f=(t+1|0)/2|0),((0|f)<0)<<31>>31|0))>>>0)+4294967296*+(0|w()))+1)),r[e>>2]=l;break}l=~~(+(0|l)-2*(+((f=0|xe(0|l,((0|l)<0)<<31>>31|0,0|(f=(0|t)/2|0),((0|f)<0)<<31>>31|0))>>>0)+4294967296*+(0|w()))),r[e>>2]=l;break}}while(0);f=e+4|0,a<0&&(l=l-((1|t<<1)/2|0)|0,r[e>>2]=l,t=0-t|0,r[f>>2]=t),c=t-l|0,(0|l)<0?(u=0-l|0,r[f>>2]=c,r[s>>2]=u,r[e>>2]=0,t=c,l=0):u=0,(0|t)<0&&(l=l-t|0,r[e>>2]=l,u=u-t|0,r[s>>2]=u,r[f>>2]=0,t=0),n=l-u|0,c=t-u|0,(0|u)<0&&(r[e>>2]=n,r[f>>2]=c,r[s>>2]=0,t=c,l=n,u=0),(0|(c=(0|u)<(0|(c=(0|t)<(0|l)?t:l))?u:c))<=0||(r[e>>2]=l-c,r[f>>2]=t-c,r[s>>2]=u-c)}function X(t){var e,n=0,i=0,o=0,a=0,s=0;n=0|r[(t|=0)>>2],i=0|r[(e=t+4|0)>>2],(0|n)<0&&(i=i-n|0,r[e>>2]=i,r[(s=t+8|0)>>2]=(0|r[s>>2])-n,r[t>>2]=0,n=0),(0|i)<0?(n=n-i|0,r[t>>2]=n,a=(0|r[(s=t+8|0)>>2])-i|0,r[s>>2]=a,r[e>>2]=0,i=0):(s=a=t+8|0,a=0|r[a>>2]),(0|a)<0&&(n=n-a|0,r[t>>2]=n,i=i-a|0,r[e>>2]=i,r[s>>2]=0,a=0),(0|(o=(0|a)<(0|(o=(0|i)<(0|n)?i:n))?a:o))<=0||(r[t>>2]=n-o,r[e>>2]=i-o,r[s>>2]=a-o)}function Z(t,e){var n,i;e|=0,i=0|r[8+(t|=0)>>2],n=+((0|r[t+4>>2])-i|0),o[e>>3]=+((0|r[t>>2])-i|0)-.5*n,o[e+8>>3]=.8660254037844386*n}function J(t,e,n){t|=0,e|=0,r[(n|=0)>>2]=(0|r[e>>2])+(0|r[t>>2]),r[n+4>>2]=(0|r[e+4>>2])+(0|r[t+4>>2]),r[n+8>>2]=(0|r[e+8>>2])+(0|r[t+8>>2])}function K(t,e,n){t|=0,e|=0,r[(n|=0)>>2]=(0|r[t>>2])-(0|r[e>>2]),r[n+4>>2]=(0|r[t+4>>2])-(0|r[e+4>>2]),r[n+8>>2]=(0|r[t+8>>2])-(0|r[e+8>>2])}function $(t,e){e|=0;var n,i=0;i=0|y(0|r[(t|=0)>>2],e),r[t>>2]=i,n=0|y(0|r[(i=t+4|0)>>2],e),r[i>>2]=n,e=0|y(0|r[(t=t+8|0)>>2],e),r[t>>2]=e}function tt(t){var e,n,i=0,o=0,a=0,s=0,A=0;A=(0|(n=0|r[(t|=0)>>2]))<0,t=(t=(o=(0|(s=((e=(0|(a=(0|r[t+4>>2])-(A?n:0)|0))<0)?0-a|0:0)+((0|r[t+8>>2])-(A?n:0))|0))<0)?0:s)-((a=(0|(o=(0|t)<(0|(o=(0|(i=(e?0:a)-(o?s:0)|0))<(0|(s=(A?0:n)-(e?a:0)-(o?s:0)|0))?i:s))?t:o))>0)?o:0)|0,i=i-(a?o:0)|0;t:do{switch(s-(a?o:0)|0){case 0:switch(0|i){case 0:return 0|(0==(0|t)?0:1==(0|t)?1:7);case 1:return 0|(0==(0|t)?2:1==(0|t)?3:7);default:break t}case 1:switch(0|i){case 0:return 0|(0==(0|t)?4:1==(0|t)?5:7);case 1:if(t)break t;return 6;default:break t}}}while(0);return 7}function et(t){var e,n,i=0,o=0,a=0,s=0,A=0;o=0|r[(e=8+(t|=0)|0)>>2],a=0|me(+((3*(i=(0|r[t>>2])-o|0)|0)-(o=(0|r[(n=t+4|0)>>2])-o|0)|0)/7),r[t>>2]=a,i=0|me(+((o<<1)+i|0)/7),r[n>>2]=i,r[e>>2]=0,o=i-a|0,(0|a)<0?(A=0-a|0,r[n>>2]=o,r[e>>2]=A,r[t>>2]=0,i=o,a=0,o=A):o=0,(0|i)<0&&(a=a-i|0,r[t>>2]=a,o=o-i|0,r[e>>2]=o,r[n>>2]=0,i=0),A=a-o|0,s=i-o|0,(0|o)<0?(r[t>>2]=A,r[n>>2]=s,r[e>>2]=0,i=s,s=A,o=0):s=a,(0|(a=(0|o)<(0|(a=(0|i)<(0|s)?i:s))?o:a))<=0||(r[t>>2]=s-a,r[n>>2]=i-a,r[e>>2]=o-a)}function nt(t){var e,n,i=0,o=0,a=0,s=0,A=0;o=0|r[(e=8+(t|=0)|0)>>2],a=0|me(+(((i=(0|r[t>>2])-o|0)<<1)+(o=(0|r[(n=t+4|0)>>2])-o|0)|0)/7),r[t>>2]=a,i=0|me(+((3*o|0)-i|0)/7),r[n>>2]=i,r[e>>2]=0,o=i-a|0,(0|a)<0?(A=0-a|0,r[n>>2]=o,r[e>>2]=A,r[t>>2]=0,i=o,a=0,o=A):o=0,(0|i)<0&&(a=a-i|0,r[t>>2]=a,o=o-i|0,r[e>>2]=o,r[n>>2]=0,i=0),A=a-o|0,s=i-o|0,(0|o)<0?(r[t>>2]=A,r[n>>2]=s,r[e>>2]=0,i=s,s=A,o=0):s=a,(0|(a=(0|o)<(0|(a=(0|i)<(0|s)?i:s))?o:a))<=0||(r[t>>2]=s-a,r[n>>2]=i-a,r[e>>2]=o-a)}function it(t){var e,n,i,o=0,a=0,s=0,A=0;o=0|r[(t|=0)>>2],a=0|r[(n=t+4|0)>>2],s=0|r[(i=t+8|0)>>2],A=a+(3*o|0)|0,r[t>>2]=A,a=s+(3*a|0)|0,r[n>>2]=a,o=(3*s|0)+o|0,r[i>>2]=o,s=a-A|0,(0|A)<0?(o=o-A|0,r[n>>2]=s,r[i>>2]=o,r[t>>2]=0,a=s,s=0):s=A,(0|a)<0&&(s=s-a|0,r[t>>2]=s,o=o-a|0,r[i>>2]=o,r[n>>2]=0,a=0),e=s-o|0,A=a-o|0,(0|o)<0?(r[t>>2]=e,r[n>>2]=A,r[i>>2]=0,s=e,o=0):A=a,(0|(a=(0|o)<(0|(a=(0|A)<(0|s)?A:s))?o:a))<=0||(r[t>>2]=s-a,r[n>>2]=A-a,r[i>>2]=o-a)}function rt(t){var e,n,i,o=0,a=0,s=0,A=0;A=0|r[(t|=0)>>2],s=(3*(o=0|r[(n=t+4|0)>>2])|0)+A|0,A=(a=0|r[(i=t+8|0)>>2])+(3*A|0)|0,r[t>>2]=A,r[n>>2]=s,o=(3*a|0)+o|0,r[i>>2]=o,a=s-A|0,(0|A)<0?(o=o-A|0,r[n>>2]=a,r[i>>2]=o,r[t>>2]=0,A=0):a=s,(0|a)<0&&(A=A-a|0,r[t>>2]=A,o=o-a|0,r[i>>2]=o,r[n>>2]=0,a=0),e=A-o|0,s=a-o|0,(0|o)<0?(r[t>>2]=e,r[n>>2]=s,r[i>>2]=0,A=e,o=0):s=a,(0|(a=(0|o)<(0|(a=(0|s)<(0|A)?s:A))?o:a))<=0||(r[t>>2]=A-a,r[n>>2]=s-a,r[i>>2]=o-a)}function ot(t,e){t|=0;var n,i,o,a=0,s=0,A=0;((e|=0)-1|0)>>>0>=6||(A=(0|r[15472+(12*e|0)>>2])+(0|r[t>>2])|0,r[t>>2]=A,o=t+4|0,s=(0|r[15472+(12*e|0)+4>>2])+(0|r[o>>2])|0,r[o>>2]=s,i=t+8|0,e=(0|r[15472+(12*e|0)+8>>2])+(0|r[i>>2])|0,r[i>>2]=e,a=s-A|0,(0|A)<0?(e=e-A|0,r[o>>2]=a,r[i>>2]=e,r[t>>2]=0,s=0):(a=s,s=A),(0|a)<0&&(s=s-a|0,r[t>>2]=s,e=e-a|0,r[i>>2]=e,r[o>>2]=0,a=0),n=s-e|0,A=a-e|0,(0|e)<0?(r[t>>2]=n,r[o>>2]=A,r[i>>2]=0,s=n,e=0):A=a,(0|(a=(0|e)<(0|(a=(0|A)<(0|s)?A:s))?e:a))<=0||(r[t>>2]=s-a,r[o>>2]=A-a,r[i>>2]=e-a))}function at(t){var e,n,i,o=0,a=0,s=0,A=0;A=0|r[(t|=0)>>2],s=(o=0|r[(n=t+4|0)>>2])+A|0,A=(a=0|r[(i=t+8|0)>>2])+A|0,r[t>>2]=A,r[n>>2]=s,o=a+o|0,r[i>>2]=o,a=s-A|0,(0|A)<0?(o=o-A|0,r[n>>2]=a,r[i>>2]=o,r[t>>2]=0,s=0):(a=s,s=A),(0|a)<0&&(s=s-a|0,r[t>>2]=s,o=o-a|0,r[i>>2]=o,r[n>>2]=0,a=0),e=s-o|0,A=a-o|0,(0|o)<0?(r[t>>2]=e,r[n>>2]=A,r[i>>2]=0,s=e,o=0):A=a,(0|(a=(0|o)<(0|(a=(0|A)<(0|s)?A:s))?o:a))<=0||(r[t>>2]=s-a,r[n>>2]=A-a,r[i>>2]=o-a)}function st(t){var e,n,i,o=0,a=0,s=0,A=0;o=0|r[(t|=0)>>2],s=0|r[(n=t+4|0)>>2],a=0|r[(i=t+8|0)>>2],A=s+o|0,r[t>>2]=A,s=a+s|0,r[n>>2]=s,o=a+o|0,r[i>>2]=o,a=s-A|0,(0|A)<0?(o=o-A|0,r[n>>2]=a,r[i>>2]=o,r[t>>2]=0,s=0):(a=s,s=A),(0|a)<0&&(s=s-a|0,r[t>>2]=s,o=o-a|0,r[i>>2]=o,r[n>>2]=0,a=0),e=s-o|0,A=a-o|0,(0|o)<0?(r[t>>2]=e,r[n>>2]=A,r[i>>2]=0,s=e,o=0):A=a,(0|(a=(0|o)<(0|(a=(0|A)<(0|s)?A:s))?o:a))<=0||(r[t>>2]=s-a,r[n>>2]=A-a,r[i>>2]=o-a)}function At(t){switch(0|(t|=0)){case 1:t=5;break;case 5:t=4;break;case 4:t=6;break;case 6:t=2;break;case 2:t=3;break;case 3:t=1}return 0|t}function lt(t){switch(0|(t|=0)){case 1:t=3;break;case 3:t=2;break;case 2:t=6;break;case 6:t=4;break;case 4:t=5;break;case 5:t=1}return 0|t}function ct(t){var e,n,i,o=0,a=0,s=0,A=0;o=0|r[(t|=0)>>2],a=0|r[(n=t+4|0)>>2],s=0|r[(i=t+8|0)>>2],A=a+(o<<1)|0,r[t>>2]=A,a=s+(a<<1)|0,r[n>>2]=a,o=(s<<1)+o|0,r[i>>2]=o,s=a-A|0,(0|A)<0?(o=o-A|0,r[n>>2]=s,r[i>>2]=o,r[t>>2]=0,a=s,s=0):s=A,(0|a)<0&&(s=s-a|0,r[t>>2]=s,o=o-a|0,r[i>>2]=o,r[n>>2]=0,a=0),e=s-o|0,A=a-o|0,(0|o)<0?(r[t>>2]=e,r[n>>2]=A,r[i>>2]=0,s=e,o=0):A=a,(0|(a=(0|o)<(0|(a=(0|A)<(0|s)?A:s))?o:a))<=0||(r[t>>2]=s-a,r[n>>2]=A-a,r[i>>2]=o-a)}function ut(t){var e,n,i,o=0,a=0,s=0,A=0;A=0|r[(t|=0)>>2],s=((o=0|r[(n=t+4|0)>>2])<<1)+A|0,A=(a=0|r[(i=t+8|0)>>2])+(A<<1)|0,r[t>>2]=A,r[n>>2]=s,o=(a<<1)+o|0,r[i>>2]=o,a=s-A|0,(0|A)<0?(o=o-A|0,r[n>>2]=a,r[i>>2]=o,r[t>>2]=0,A=0):a=s,(0|a)<0&&(A=A-a|0,r[t>>2]=A,o=o-a|0,r[i>>2]=o,r[n>>2]=0,a=0),e=A-o|0,s=a-o|0,(0|o)<0?(r[t>>2]=e,r[n>>2]=s,r[i>>2]=0,A=e,o=0):s=a,(0|(a=(0|o)<(0|(a=(0|s)<(0|A)?s:A))?o:a))<=0||(r[t>>2]=A-a,r[n>>2]=s-a,r[i>>2]=o-a)}function ht(t,e){e|=0;var n,i,o,a=0,s=0,A=0;return o=(0|(i=(0|r[(t|=0)>>2])-(0|r[e>>2])|0))<0,n=(0|(s=(0|r[t+4>>2])-(0|r[e+4>>2])-(o?i:0)|0))<0,e=(e=(t=(0|(A=(o?0-i|0:0)+(0|r[t+8>>2])-(0|r[e+8>>2])+(n?0-s|0:0)|0))<0)?0:A)-((s=(0|(t=(0|e)<(0|(t=(0|(a=(n?0:s)-(t?A:0)|0))<(0|(A=(o?0:i)-(n?s:0)-(t?A:0)|0))?a:A))?e:t))>0)?t:0)|0,a=a-(s?t:0)|0,0|((0|(t=(0|(t=A-(s?t:0)|0))>-1?t:0-t|0))>(0|(e=(0|(a=(0|a)>-1?a:0-a|0))>(0|(e=(0|e)>-1?e:0-e|0))?a:e))?t:e)}function dt(t,e){var n;e|=0,n=0|r[8+(t|=0)>>2],r[e>>2]=(0|r[t>>2])-n,r[e+4>>2]=(0|r[t+4>>2])-n}function ft(t,e){e|=0;var n,i,o,a=0,s=0,A=0;s=0|r[(t|=0)>>2],r[e>>2]=s,t=0|r[t+4>>2],r[(i=e+4|0)>>2]=t,r[(o=e+8|0)>>2]=0,a=t-s|0,(0|s)<0?(t=0-s|0,r[i>>2]=a,r[o>>2]=t,r[e>>2]=0,s=0):(a=t,t=0),(0|a)<0&&(s=s-a|0,r[e>>2]=s,t=t-a|0,r[o>>2]=t,r[i>>2]=0,a=0),n=s-t|0,A=a-t|0,(0|t)<0?(r[e>>2]=n,r[i>>2]=A,r[o>>2]=0,a=A,A=n,t=0):A=s,(0|(s=(0|t)<(0|(s=(0|a)<(0|A)?a:A))?t:s))<=0||(r[e>>2]=A-s,r[i>>2]=a-s,r[o>>2]=t-s)}function pt(t){var e,n,i,o;n=(o=0|r[(e=8+(t|=0)|0)>>2])-(0|r[t>>2])|0,r[t>>2]=n,t=(0|r[(i=t+4|0)>>2])-o|0,r[i>>2]=t,r[e>>2]=0-(t+n)}function mt(t){var e,n,i=0,o=0,a=0,s=0,A=0;i=0-(o=0|r[(t|=0)>>2])|0,r[t>>2]=i,r[(e=t+8|0)>>2]=0,s=(a=0|r[(n=t+4|0)>>2])+o|0,(0|o)>0?(r[n>>2]=s,r[e>>2]=o,r[t>>2]=0,i=0,a=s):o=0,(0|a)<0?(A=i-a|0,r[t>>2]=A,o=o-a|0,r[e>>2]=o,r[n>>2]=0,s=A-o|0,i=0-o|0,(0|o)<0?(r[t>>2]=s,r[n>>2]=i,r[e>>2]=0,a=i,o=0):(a=0,s=A)):s=i,(0|(i=(0|o)<(0|(i=(0|a)<(0|s)?a:s))?o:i))<=0||(r[t>>2]=s-i,r[n>>2]=a-i,r[e>>2]=o-i)}function gt(t,e,n,i){e|=0,n|=0,i|=0;var a,s=0,A=0,l=0,c=0;if(a=C,C=C+32|0,function(t,e){e|=0;var n,i,r=0;r=+o[(t|=0)>>3],n=+u(+r),r=+h(+r),o[e+16>>3]=r,r=+o[t+8>>3],i=n*+u(+r),o[e>>3]=i,r=n*+h(+r),o[e+8>>3]=r}(t|=0,A=a),r[n>>2]=0,s=+Ae(15888,A),(l=+Ae(15912,A))>2]=1,s=l),(l=+Ae(15936,A))>2]=2,s=l),(l=+Ae(15960,A))>2]=3,s=l),(l=+Ae(15984,A))>2]=4,s=l),(l=+Ae(16008,A))>2]=5,s=l),(l=+Ae(16032,A))>2]=6,s=l),(l=+Ae(16056,A))>2]=7,s=l),(l=+Ae(16080,A))>2]=8,s=l),(l=+Ae(16104,A))>2]=9,s=l),(l=+Ae(16128,A))>2]=10,s=l),(l=+Ae(16152,A))>2]=11,s=l),(l=+Ae(16176,A))>2]=12,s=l),(l=+Ae(16200,A))>2]=13,s=l),(l=+Ae(16224,A))>2]=14,s=l),(l=+Ae(16248,A))>2]=15,s=l),(l=+Ae(16272,A))>2]=16,s=l),(l=+Ae(16296,A))>2]=17,s=l),(l=+Ae(16320,A))>2]=18,s=l),(l=+Ae(16344,A))>2]=19,s=l),(l=+f(+(1-.5*s)))<1e-16)return r[i>>2]=0,r[i+4>>2]=0,r[i+8>>2]=0,r[i+12>>2]=0,void(C=a);if(n=0|r[n>>2],s=+Et((s=+o[16368+(24*n|0)>>3])-+Et(+function(t,e){t|=0;var n,i,r,a,s;return a=+o[(e|=0)>>3],i=+u(+a),r=+o[e+8>>3]-+o[t+8>>3],s=i*+h(+r),n=+o[t>>3],+ +g(+s,+(+h(+a)*+u(+n)-+u(+r)*(i*+h(+n))))}(15568+(n<<4)|0,t))),c=0|Ut(e)?+Et(s+-.3334731722518321):s,s=+d(+l)/.381966011250105,(0|e)>0){A=0;do{s*=2.6457513110645907,A=A+1|0}while((0|A)!=(0|e))}l=+u(+c)*s,o[i>>3]=l,c=+h(+c)*s,o[i+8>>3]=c,C=a}function vt(t,e,n,i,a){e|=0,n|=0,i|=0,a|=0;var s=0,c=0;if((s=+function(t){var e,n;return n=+o[(t|=0)>>3],e=+o[t+8>>3],+ +l(+(n*n+e*e))}(t|=0))<1e-16)return e=15568+(e<<4)|0,r[a>>2]=r[e>>2],r[a+4>>2]=r[e+4>>2],r[a+8>>2]=r[e+8>>2],void(r[a+12>>2]=r[e+12>>2]);if(c=+g(+ +o[t+8>>3],+ +o[t>>3]),(0|n)>0){t=0;do{s/=2.6457513110645907,t=t+1|0}while((0|t)!=(0|n))}i?(s/=3,n=0==(0|Ut(n)),s=+m(.381966011250105*(n?s:s/2.6457513110645907))):(s=+m(.381966011250105*s),0|Ut(n)&&(c=+Et(c+.3334731722518321))),function(t,e,n,i){t|=0,e=+e,i|=0;var a=0,s=0,l=0,c=0;if((n=+n)<1e-16)return r[i>>2]=r[t>>2],r[i+4>>2]=r[t+4>>2],r[i+8>>2]=r[t+8>>2],void(r[i+12>>2]=r[t+12>>2]);s=e<0?e+6.283185307179586:e,s=e>=6.283185307179586?s+-6.283185307179586:s;do{if(!(s<1e-16)){if(a=+A(+(s+-3.141592653589793))<1e-16,e=+o[t>>3],a){e-=n,o[i>>3]=e,a=i;break}if(l=+u(+n),n=+h(+n),e=l*+h(+e)+ +u(+s)*(n*+u(+e)),e=+p(+((e=e>1?1:e)<-1?-1:e)),o[i>>3]=e,+A(+(e+-1.5707963267948966))<1e-16)return o[i>>3]=1.5707963267948966,void(o[i+8>>3]=0);if(+A(+(e+1.5707963267948966))<1e-16)return o[i>>3]=-1.5707963267948966,void(o[i+8>>3]=0);if(c=+u(+e),s=n*+h(+s)/c,n=+o[t>>3],e=(l-+h(+e)*+h(+n))/+u(+n)/c,l=s>1?1:s,e=e>1?1:e,(e=+o[t+8>>3]+ +g(+(l<-1?-1:l),+(e<-1?-1:e)))>3.141592653589793)do{e+=-6.283185307179586}while(e>3.141592653589793);if(e<-3.141592653589793)do{e+=6.283185307179586}while(e<-3.141592653589793);return void(o[i+8>>3]=e)}e=+o[t>>3]+n,o[i>>3]=e,a=i}while(0);if(+A(+(e+-1.5707963267948966))<1e-16)return o[a>>3]=1.5707963267948966,void(o[i+8>>3]=0);if(+A(+(e+1.5707963267948966))<1e-16)return o[a>>3]=-1.5707963267948966,void(o[i+8>>3]=0);if((e=+o[t+8>>3])>3.141592653589793)do{e+=-6.283185307179586}while(e>3.141592653589793);if(e<-3.141592653589793)do{e+=6.283185307179586}while(e<-3.141592653589793);o[i+8>>3]=e}(15568+(e<<4)|0,+Et(+o[16368+(24*e|0)>>3]-c),s,a)}function yt(t,e,n){var i,o;e|=0,n|=0,i=C,C=C+16|0,Z(4+(t|=0)|0,o=i),vt(o,0|r[t>>2],e,0,n),C=i}function xt(t,e,n,i,a){t|=0,e|=0,n|=0,i|=0,a|=0;var s,A,l,c,u,h,d,f,p,m,g,v,y,x,b,_,w,S,E,T,L,q,P=0,R=0,D=0,I=0,B=0,O=0;if(q=C,C=C+272|0,I=q+240|0,E=q,T=q+224|0,L=q+208|0,g=q+176|0,v=q+160|0,y=q+192|0,x=q+144|0,b=q+128|0,_=q+112|0,w=q+96|0,S=q+80|0,r[(P=q+256|0)>>2]=e,r[I>>2]=r[t>>2],r[I+4>>2]=r[t+4>>2],r[I+8>>2]=r[t+8>>2],r[I+12>>2]=r[t+12>>2],bt(I,P,E),r[a>>2]=0,(0|(I=i+n+(5==(0|i)&1)|0))<=(0|n))C=q;else{A=T+4|0,l=g+4|0,c=n+5|0,u=16848+((s=0|r[P>>2])<<2)|0,h=16928+(s<<2)|0,d=b+8|0,f=_+8|0,p=w+8|0,m=L+4|0,D=n;t:for(;;){R=E+(((0|D)%5|0)<<4)|0,r[L>>2]=r[R>>2],r[L+4>>2]=r[R+4>>2],r[L+8>>2]=r[R+8>>2],r[L+12>>2]=r[R+12>>2];do{}while(2==(0|_t(L,s,0,1)));if((0|D)>(0|n)&0!=(0|Ut(e))){if(r[g>>2]=r[L>>2],r[g+4>>2]=r[L+4>>2],r[g+8>>2]=r[L+8>>2],r[g+12>>2]=r[L+12>>2],Z(A,v),i=0|r[g>>2],P=0|r[17008+(80*i|0)+(r[T>>2]<<2)>>2],r[g>>2]=r[18608+(80*i|0)+(20*P|0)>>2],(0|(R=0|r[18608+(80*i|0)+(20*P|0)+16>>2]))>0){t=0;do{at(l),t=t+1|0}while((0|t)<(0|R))}switch(R=18608+(80*i|0)+(20*P|0)+4|0,r[y>>2]=r[R>>2],r[y+4>>2]=r[R+4>>2],r[y+8>>2]=r[R+8>>2],$(y,3*(0|r[u>>2])|0),J(l,y,l),X(l),Z(l,x),B=+(0|r[h>>2]),o[b>>3]=3*B,o[d>>3]=0,O=-1.5*B,o[_>>3]=O,o[f>>3]=2.598076211353316*B,o[w>>3]=O,o[p>>3]=-2.598076211353316*B,0|r[17008+(80*(0|r[g>>2])|0)+(r[L>>2]<<2)>>2]){case 1:t=_,i=b;break;case 3:t=w,i=_;break;case 2:t=b,i=w;break;default:t=12;break t}ae(v,x,i,t,S),vt(S,0|r[g>>2],s,1,a+8+(r[a>>2]<<4)|0),r[a>>2]=1+(0|r[a>>2])}if((0|D)<(0|c)&&(Z(m,g),vt(g,0|r[L>>2],s,1,a+8+(r[a>>2]<<4)|0),r[a>>2]=1+(0|r[a>>2])),r[T>>2]=r[L>>2],r[T+4>>2]=r[L+4>>2],r[T+8>>2]=r[L+8>>2],r[T+12>>2]=r[L+12>>2],(0|(D=D+1|0))>=(0|I)){t=3;break}}3!=(0|t)?12==(0|t)&&M(22474,22521,581,22531):C=q}}function bt(t,e,n){t|=0,e|=0,n|=0;var i,o=0,a=0,s=0,A=0,l=0;i=C,C=C+128|0,a=i,A=20208,l=60+(s=o=i+64|0)|0;do{r[s>>2]=r[A>>2],s=s+4|0,A=A+4|0}while((0|s)<(0|l));A=20272,l=(s=a)+60|0;do{r[s>>2]=r[A>>2],s=s+4|0,A=A+4|0}while((0|s)<(0|l));o=(l=0==(0|Ut(0|r[e>>2])))?o:a,ct(a=t+4|0),ut(a),0|Ut(0|r[e>>2])&&(rt(a),r[e>>2]=1+(0|r[e>>2])),r[n>>2]=r[t>>2],J(a,o,e=n+4|0),X(e),r[n+16>>2]=r[t>>2],J(a,o+12|0,e=n+20|0),X(e),r[n+32>>2]=r[t>>2],J(a,o+24|0,e=n+36|0),X(e),r[n+48>>2]=r[t>>2],J(a,o+36|0,e=n+52|0),X(e),r[n+64>>2]=r[t>>2],J(a,o+48|0,n=n+68|0),X(n),C=i}function _t(t,e,n,i){n|=0,i|=0;var o,a,s,A,l,c,u=0,h=0,d=0,f=0,p=0;if(c=C,C=C+32|0,l=c+12|0,a=c,p=4+(t|=0)|0,f=0|r[16928+((e|=0)<<2)>>2],f=(A=0!=(0|i))?3*f|0:f,u=0|r[p>>2],o=0|r[(s=t+8|0)>>2],A){if((0|(u=o+u+(i=0|r[(h=t+12|0)>>2])|0))==(0|f))return C=c,1;d=h}else u=o+u+(i=0|r[(d=t+12|0)>>2])|0;if((0|u)<=(0|f))return C=c,0;do{if((0|i)>0){if(i=0|r[t>>2],(0|o)>0){h=18608+(80*i|0)+60|0,i=t;break}i=18608+(80*i|0)+40|0,n?(Q(l,f,0,0),K(p,l,a),st(a),J(a,l,p),h=i,i=t):(h=i,i=t)}else h=18608+(80*(0|r[t>>2])|0)+20|0,i=t}while(0);if(r[i>>2]=r[h>>2],(0|r[(u=h+16|0)>>2])>0){i=0;do{at(p),i=i+1|0}while((0|i)<(0|r[u>>2]))}return t=h+4|0,r[l>>2]=r[t>>2],r[l+4>>2]=r[t+4>>2],r[l+8>>2]=r[t+8>>2],e=0|r[16848+(e<<2)>>2],$(l,A?3*e|0:e),J(p,l,p),X(p),i=A&&((0|r[s>>2])+(0|r[p>>2])+(0|r[d>>2])|0)==(0|f)?1:2,C=c,0|i}function wt(t,e){t|=0,e|=0;var n=0;do{n=0|_t(t,e,0,1)}while(2==(0|n));return 0|n}function Mt(t,e,n,i,a){t|=0,e|=0,n|=0,i|=0,a|=0;var s,A,l,c,u,h,d,f,p,m,g,v,y,x,b,_,w,S,E=0,T=0,L=0,q=0,P=0;if(S=C,C=C+240|0,x=S+208|0,b=S,_=S+192|0,w=S+176|0,p=S+160|0,m=S+144|0,g=S+128|0,v=S+112|0,y=S+96|0,r[(E=S+224|0)>>2]=e,r[x>>2]=r[t>>2],r[x+4>>2]=r[t+4>>2],r[x+8>>2]=r[t+8>>2],r[x+12>>2]=r[t+12>>2],St(x,E,b),r[a>>2]=0,(0|(f=i+n+(6==(0|i)&1)|0))<=(0|n))C=S;else{A=n+6|0,l=16928+((s=0|r[E>>2])<<2)|0,c=m+8|0,u=g+8|0,h=v+8|0,d=_+4|0,T=0,L=n,i=-1;t:for(;;){if(t=b+((E=(0|L)%6|0)<<4)|0,r[_>>2]=r[t>>2],r[_+4>>2]=r[t+4>>2],r[_+8>>2]=r[t+8>>2],r[_+12>>2]=r[t+12>>2],t=T,T=0|_t(_,s,0,1),(0|L)>(0|n)&0!=(0|Ut(e))&&1!=(0|t)&&(0|r[_>>2])!=(0|i)){switch(Z(b+(((E+5|0)%6|0)<<4)+4|0,w),Z(b+(E<<4)+4|0,p),q=+(0|r[l>>2]),o[m>>3]=3*q,o[c>>3]=0,P=-1.5*q,o[g>>3]=P,o[u>>3]=2.598076211353316*q,o[v>>3]=P,o[h>>3]=-2.598076211353316*q,E=0|r[x>>2],0|r[17008+(80*E|0)+(((0|i)==(0|E)?0|r[_>>2]:i)<<2)>>2]){case 1:t=g,i=m;break;case 3:t=v,i=g;break;case 2:t=m,i=v;break;default:t=8;break t}ae(w,p,i,t,y),0|se(w,y)||0|se(p,y)||(vt(y,0|r[x>>2],s,1,a+8+(r[a>>2]<<4)|0),r[a>>2]=1+(0|r[a>>2]))}if((0|L)<(0|A)&&(Z(d,w),vt(w,0|r[_>>2],s,1,a+8+(r[a>>2]<<4)|0),r[a>>2]=1+(0|r[a>>2])),(0|(L=L+1|0))>=(0|f)){t=3;break}i=0|r[_>>2]}3!=(0|t)?8==(0|t)&&M(22557,22521,746,22602):C=S}}function St(t,e,n){t|=0,e|=0,n|=0;var i,o=0,a=0,s=0,A=0,l=0;i=C,C=C+160|0,a=i,A=20336,l=72+(s=o=i+80|0)|0;do{r[s>>2]=r[A>>2],s=s+4|0,A=A+4|0}while((0|s)<(0|l));A=20416,l=(s=a)+72|0;do{r[s>>2]=r[A>>2],s=s+4|0,A=A+4|0}while((0|s)<(0|l));o=(l=0==(0|Ut(0|r[e>>2])))?o:a,ct(a=t+4|0),ut(a),0|Ut(0|r[e>>2])&&(rt(a),r[e>>2]=1+(0|r[e>>2])),r[n>>2]=r[t>>2],J(a,o,e=n+4|0),X(e),r[n+16>>2]=r[t>>2],J(a,o+12|0,e=n+20|0),X(e),r[n+32>>2]=r[t>>2],J(a,o+24|0,e=n+36|0),X(e),r[n+48>>2]=r[t>>2],J(a,o+36|0,e=n+52|0),X(e),r[n+64>>2]=r[t>>2],J(a,o+48|0,e=n+68|0),X(e),r[n+80>>2]=r[t>>2],J(a,o+60|0,n=n+84|0),X(n),C=i}function Et(t){var e;return e=(t=+t)<0?t+6.283185307179586:t,+(t>=6.283185307179586?e+-6.283185307179586:e)}function Tt(t,e){return e|=0,+A(+(+o[(t|=0)>>3]-+o[e>>3]))<17453292519943298e-27?0|(e=+A(+(+o[t+8>>3]-+o[e+8>>3]))<17453292519943298e-27):0|(e=0)}function Lt(t,e){t|=0;var n,i,r,a=0;return i=+o[(e|=0)>>3],n=+o[t>>3],a=(r=+h(.5*(i-n)))*r+(a=+h(.5*(+o[e+8>>3]-+o[t+8>>3])))*(+u(+i)*+u(+n)*a),2*+g(+ +l(+a),+ +l(+(1-a)))*6371.007180918475}function qt(t,e,n){t|=0,n|=0;var i,r,a,s,A=0,c=0,f=0,p=0,v=0,y=0;return y=+o[(e|=0)>>3],a=+o[t>>3],v=+h(.5*(y-a)),f=+o[e+8>>3],r=+o[t+8>>3],p=+h(.5*(f-r)),i=+u(+a),s=+u(+y),p=2*+g(+ +l(+(p=v*v+p*(s*i*p))),+ +l(+(1-p))),v=+o[n>>3],y=+h(.5*(v-y)),A=+o[n+8>>3],f=+h(.5*(A-f)),c=+u(+v),f=2*+g(+ +l(+(f=y*y+f*(s*c*f))),+ +l(+(1-f))),v=+h(.5*(a-v)),A=+h(.5*(r-A)),A=2*+g(+ +l(+(A=v*v+A*(i*c*A))),+ +l(+(1-A))),4*+m(+ +l(+ +d(.5*(c=.5*(p+f+A)))*+d(.5*(c-p))*+d(.5*(c-f))*+d(.5*(c-A))))}function Ct(t,e){return e=0|we(0|(t|=0),0|(e|=0),45),w(),127&e|0}function Pt(t,e){var n=0,i=0,r=0,o=0,a=0,s=0;if(!(!0&134217728==(-16777216&(e|=0)|0)))return 0;if(a=0|we(0|(t|=0),0|e,45),w(),(a&=127)>>>0>121)return 0;n=0|we(0|t,0|e,52),w(),n&=15;do{if(0|n){for(r=1,i=0;;){if(o=0|we(0|t,0|e,3*(15-r|0)|0),w(),0!=(0|(o&=7))&(1^i)){if(1==(0|o)&0!=(0|O(a))){s=0,i=13;break}i=1}if(7==(0|o)){s=0,i=13;break}if(!(r>>>0>>0)){i=9;break}r=r+1|0}if(9==(0|i)){if(15!=(0|n))break;return 1}if(13==(0|i))return 0|s}}while(0);for(;;){if(s=0|we(0|t,0|e,3*(14-n|0)|0),w(),!(7==(7&s|0)&!0)){s=0,i=13;break}if(!(n>>>0<14)){s=1,i=13;break}n=n+1|0}return 13==(0|i)?0|s:0}function Rt(t,e,n){n|=0;var i=0,r=0;if(i=0|we(0|(t|=0),0|(e|=0),52),w(),(0|(i&=15))>=(0|n)){if((0|i)!=(0|n))if(n>>>0<=15){if(t|=r=0|Me(0|n,0,52),e=0|w()|-15728641&e,(0|i)>(0|n))do{r=0|Me(7,0,3*(14-n|0)|0),n=n+1|0,t|=r,e=0|w()|e}while((0|n)<(0|i))}else e=0,t=0}else e=0,t=0;return _(0|e),0|t}function Dt(t,e,n,i){n|=0,i|=0;var o,a=0,s=0,A=0,l=0,c=0,u=0;if(A=0|we(0|(t|=0),0|(e|=0),52),w(),(0|n)<16&(0|(A&=15))<=(0|n)){if((0|A)==(0|n))return r[(n=i)>>2]=t,void(r[n+4>>2]=e);if(o=(0|(c=0|ee(7,n-A|0)))/7|0,l=0|we(0|t,0|e,45),w(),0|O(127&l)){t:do{if(A)for(s=1;;){if(a=0|we(0|t,0|e,3*(15-s|0)|0),w(),0|(a&=7))break t;if(!(s>>>0>>0)){a=0;break}s=s+1|0}else a=0}while(0);s=0==(0|a)}else s=0;if(u=0|Me(A+1|0,0,52),a=0|w()|-15728641&e,Dt(e=(u|t)&~(e=0|Me(7,0,0|(l=3*(14-A|0)|0))),A=a&~(0|w()),n,i),a=i+(o<<3)|0,!s)return Dt((u=0|Me(1,0,0|l))|e,0|w()|A,n,a),u=a+(o<<3)|0,Dt((c=0|Me(2,0,0|l))|e,0|w()|A,n,u),u=u+(o<<3)|0,Dt((c=0|Me(3,0,0|l))|e,0|w()|A,n,u),u=u+(o<<3)|0,Dt((c=0|Me(4,0,0|l))|e,0|w()|A,n,u),u=u+(o<<3)|0,Dt((c=0|Me(5,0,0|l))|e,0|w()|A,n,u),void Dt((c=0|Me(6,0,0|l))|e,0|w()|A,n,u+(o<<3)|0);s=a+(o<<3)|0,(0|c)>6&&(Le(0|a,0,8+(u=(s>>>0>(c=a+8|0)>>>0?s:c)+-1+(0-a)|0)&-8|0),a=c+(u>>>3<<3)|0),Dt((u=0|Me(2,0,0|l))|e,0|w()|A,n,a),u=a+(o<<3)|0,Dt((c=0|Me(3,0,0|l))|e,0|w()|A,n,u),u=u+(o<<3)|0,Dt((c=0|Me(4,0,0|l))|e,0|w()|A,n,u),u=u+(o<<3)|0,Dt((c=0|Me(5,0,0|l))|e,0|w()|A,n,u),Dt((c=0|Me(6,0,0|l))|e,0|w()|A,n,u+(o<<3)|0)}}function It(t,e){var n=0,i=0,r=0;if(r=0|we(0|(t|=0),0|(e|=0),45),w(),!(0|O(127&r)))return 0;r=0|we(0|t,0|e,52),w(),r&=15;t:do{if(r)for(i=1;;){if(n=0|we(0|t,0|e,3*(15-i|0)|0),w(),0|(n&=7))break t;if(!(i>>>0>>0)){n=0;break}i=i+1|0}else n=0}while(0);return 0|0==(0|n)&1}function Bt(t,e){var n=0,i=0,r=0;if(r=0|we(0|(t|=0),0|(e|=0),52),w(),!(r&=15))return 0;for(i=1;;){if(n=0|we(0|t,0|e,3*(15-i|0)|0),w(),0|(n&=7)){i=5;break}if(!(i>>>0>>0)){n=0,i=5;break}i=i+1|0}return 5==(0|i)?0|n:0}function Ot(t,e){var n=0,i=0,r=0,o=0,a=0,s=0,A=0;if(A=0|we(0|(t|=0),0|(e|=0),52),w(),!(A&=15))return A=t,_(0|(s=e)),0|A;for(s=1,n=0;;){i=0|Me(7,0,0|(o=3*(15-s|0)|0)),r=0|w(),a=0|we(0|t,0|e,0|o),w(),t=(o=0|Me(0|At(7&a),0,0|o))|t&~i,e=(a=0|w())|e&~r;t:do{if(!n)if(0==(o&i|0)&0==(a&r|0))n=0;else if(i=0|we(0|t,0|e,52),w(),i&=15){n=1;e:for(;;){switch(a=0|we(0|t,0|e,3*(15-n|0)|0),w(),7&a){case 1:break e;case 0:break;default:n=1;break t}if(!(n>>>0>>0)){n=1;break t}n=n+1|0}for(n=1;;){if(r=0|we(0|t,0|e,0|(a=3*(15-n|0)|0)),w(),o=0|Me(7,0,0|a),e&=~(0|w()),t=t&~o|(a=0|Me(0|At(7&r),0,0|a)),e=0|e|w(),!(n>>>0>>0)){n=1;break}n=n+1|0}}else n=1}while(0);if(!(s>>>0>>0))break;s=s+1|0}return _(0|e),0|t}function Nt(t,e){var n=0,i=0,r=0,o=0,a=0;if(i=0|we(0|(t|=0),0|(e|=0),52),w(),!(i&=15))return i=t,_(0|(n=e)),0|i;for(n=1;a=0|we(0|t,0|e,0|(o=3*(15-n|0)|0)),w(),r=0|Me(7,0,0|o),e&=~(0|w()),t=(o=0|Me(0|At(7&a),0,0|o))|t&~r,e=0|w()|e,n>>>0>>0;)n=n+1|0;return _(0|e),0|t}function kt(t,e){var n=0,i=0,r=0,o=0,a=0,s=0,A=0;if(A=0|we(0|(t|=0),0|(e|=0),52),w(),!(A&=15))return A=t,_(0|(s=e)),0|A;for(s=1,n=0;;){i=0|Me(7,0,0|(o=3*(15-s|0)|0)),r=0|w(),a=0|we(0|t,0|e,0|o),w(),t=(o=0|Me(0|lt(7&a),0,0|o))|t&~i,e=(a=0|w())|e&~r;t:do{if(!n)if(0==(o&i|0)&0==(a&r|0))n=0;else if(i=0|we(0|t,0|e,52),w(),i&=15){n=1;e:for(;;){switch(a=0|we(0|t,0|e,3*(15-n|0)|0),w(),7&a){case 1:break e;case 0:break;default:n=1;break t}if(!(n>>>0>>0)){n=1;break t}n=n+1|0}for(n=1;;){if(o=0|Me(7,0,0|(r=3*(15-n|0)|0)),a=e&~(0|w()),e=0|we(0|t,0|e,0|r),w(),t=t&~o|(e=0|Me(0|lt(7&e),0,0|r)),e=0|a|w(),!(n>>>0>>0)){n=1;break}n=n+1|0}}else n=1}while(0);if(!(s>>>0>>0))break;s=s+1|0}return _(0|e),0|t}function Ft(t,e){var n=0,i=0,r=0,o=0,a=0;if(i=0|we(0|(t|=0),0|(e|=0),52),w(),!(i&=15))return i=t,_(0|(n=e)),0|i;for(n=1;o=0|Me(7,0,0|(a=3*(15-n|0)|0)),r=e&~(0|w()),e=0|we(0|t,0|e,0|a),w(),t=(e=0|Me(0|lt(7&e),0,0|a))|t&~o,e=0|w()|r,n>>>0>>0;)n=n+1|0;return _(0|e),0|t}function Ut(t){return 0|(0|(t|=0))%2}function zt(t,e){var n,i;return t|=0,i=C,C=C+16|0,n=i,(e|=0)>>>0<=15&&2146435072!=(2146435072&r[t+4>>2]|0)&&2146435072!=(2146435072&r[t+8+4>>2]|0)?(function(t,e,n){var i,r;i=C,C=C+16|0,gt(t|=0,e|=0,n|=0,r=i),Y(r,n+4|0),C=i}(t,e,n),e=0|function(t,e){t|=0;var n,i=0,o=0,a=0,s=0,A=0,l=0,c=0,u=0;if(n=C,C=C+64|0,l=n+40|0,o=n+24|0,a=n+12|0,s=n,Me(0|(e|=0),0,52),i=134225919|w(),!e)return(0|r[t+4>>2])>2||(0|r[t+8>>2])>2||(0|r[t+12>>2])>2?(l=0,_(0|(A=0)),C=n,0|l):(Me(0|k(t),0,45),A=0|w()|i,l=-1,_(0|A),C=n,0|l);if(r[l>>2]=r[t>>2],r[l+4>>2]=r[t+4>>2],r[l+8>>2]=r[t+8>>2],r[l+12>>2]=r[t+12>>2],A=l+4|0,(0|e)>0)for(t=-1;r[o>>2]=r[A>>2],r[o+4>>2]=r[A+4>>2],r[o+8>>2]=r[A+8>>2],1&e?(et(A),r[a>>2]=r[A>>2],r[a+4>>2]=r[A+4>>2],r[a+8>>2]=r[A+8>>2],it(a)):(nt(A),r[a>>2]=r[A>>2],r[a+4>>2]=r[A+4>>2],r[a+8>>2]=r[A+8>>2],rt(a)),K(o,a,s),X(s),c=0|Me(7,0,0|(u=3*(15-e|0)|0)),i&=~(0|w()),t=(u=0|Me(0|tt(s),0,0|u))|t&~c,i=0|w()|i,(0|e)>1;)e=e+-1|0;else t=-1;t:do{if((0|r[A>>2])<=2&&(0|r[l+8>>2])<=2&&(0|r[l+12>>2])<=2){if(e=0|Me(0|(o=0|k(l)),0,45),e|=t,t=0|w()|-1040385&i,s=0|F(l),!(0|O(o))){if((0|s)<=0)break;for(a=0;;){if(o=0|we(0|e,0|t,52),w(),o&=15)for(i=1;l=0|we(0|e,0|t,0|(u=3*(15-i|0)|0)),w(),c=0|Me(7,0,0|u),t&=~(0|w()),e=e&~c|(u=0|Me(0|At(7&l),0,0|u)),t=0|t|w(),i>>>0>>0;)i=i+1|0;if((0|(a=a+1|0))==(0|s))break t}}a=0|we(0|e,0|t,52),w(),a&=15;e:do{if(a){i=1;n:for(;;){switch(u=0|we(0|e,0|t,3*(15-i|0)|0),w(),7&u){case 1:break n;case 0:break;default:break e}if(!(i>>>0>>0))break e;i=i+1|0}if(0|U(o,0|r[l>>2]))for(i=1;c=0|Me(7,0,0|(l=3*(15-i|0)|0)),u=t&~(0|w()),t=0|we(0|e,0|t,0|l),w(),e=e&~c|(t=0|Me(0|lt(7&t),0,0|l)),t=0|u|w(),i>>>0>>0;)i=i+1|0;else for(i=1;l=0|we(0|e,0|t,0|(u=3*(15-i|0)|0)),w(),c=0|Me(7,0,0|u),t&=~(0|w()),e=e&~c|(u=0|Me(0|At(7&l),0,0|u)),t=0|t|w(),i>>>0>>0;)i=i+1|0}}while(0);if((0|s)>0){i=0;do{e=0|Ot(e,t),t=0|w(),i=i+1|0}while((0|i)!=(0|s))}}else e=0,t=0}while(0);return u=e,_(0|(c=t)),C=n,0|u}(n,e),t=0|w()):(t=0,e=0),_(0|t),C=i,0|e}function Ht(t,e,n){var i,o=0,a=0,s=0;if(i=4+(n|=0)|0,a=0|we(0|(t|=0),0|(e|=0),52),w(),a&=15,s=0|we(0|t,0|e,45),w(),o=0==(0|a),0|O(127&s)){if(o)return 1;o=1}else{if(o)return 0;o=0==(0|r[i>>2])&&0==(0|r[n+8>>2])?0!=(0|r[n+12>>2])&1:1}for(n=1;1&n?it(i):rt(i),s=0|we(0|t,0|e,3*(15-n|0)|0),w(),ot(i,7&s),n>>>0>>0;)n=n+1|0;return 0|o}function Gt(t,e,n){n|=0;var i,o,a=0,s=0,A=0,l=0,c=0,u=0;o=C,C=C+16|0,i=o,u=0|we(0|(t|=0),0|(e|=0),45),w(),u&=127;t:do{if(0!=(0|O(u))&&(A=0|we(0|t,0|e,52),w(),0!=(0|(A&=15)))){a=1;e:for(;;){switch(c=0|we(0|t,0|e,3*(15-a|0)|0),w(),7&c){case 5:break e;case 0:break;default:a=e;break t}if(!(a>>>0>>0)){a=e;break t}a=a+1|0}for(s=1,a=e;l=0|Me(7,0,0|(e=3*(15-s|0)|0)),c=a&~(0|w()),a=0|we(0|t,0|a,0|e),w(),t=t&~l|(a=0|Me(0|lt(7&a),0,0|e)),a=0|c|w(),s>>>0>>0;)s=s+1|0}else a=e}while(0);if(c=7728+(28*u|0)|0,r[n>>2]=r[c>>2],r[n+4>>2]=r[c+4>>2],r[n+8>>2]=r[c+8>>2],r[n+12>>2]=r[c+12>>2],0|Ht(t,a,n)){if(l=n+4|0,r[i>>2]=r[l>>2],r[i+4>>2]=r[l+4>>2],r[i+8>>2]=r[l+8>>2],A=0|we(0|t,0|a,52),w(),c=15&A,1&A?(rt(l),A=c+1|0):A=c,0|O(u)){t:do{if(c)for(e=1;;){if(s=0|we(0|t,0|a,3*(15-e|0)|0),w(),0|(s&=7)){a=s;break t}if(!(e>>>0>>0)){a=0;break}e=e+1|0}else a=0}while(0);a=4==(0|a)&1}else a=0;if(0|_t(n,A,a,0)){if(0|O(u))do{}while(0!=(0|_t(n,A,0,0)));(0|A)!=(0|c)&&nt(l)}else(0|A)!=(0|c)&&(r[l>>2]=r[i>>2],r[l+4>>2]=r[i+4>>2],r[l+8>>2]=r[i+8>>2]);C=o}else C=o}function jt(t,e,n){var i,r;n|=0,i=C,C=C+16|0,Gt(t|=0,e|=0,r=i),e=0|we(0|t,0|e,52),w(),yt(r,15&e,n),C=i}function Vt(t,e,n){n|=0;var i,r,o=0,a=0;r=C,C=C+16|0,Gt(t|=0,e|=0,i=r),o=0|we(0|t,0|e,45),w(),o=0==(0|O(127&o)),a=0|we(0|t,0|e,52),w(),a&=15;t:do{if(!o){if(0|a)for(o=1;;){if(!(0==((0|Me(7,0,3*(15-o|0)|0))&t|0)&0==((0|w())&e|0)))break t;if(!(o>>>0>>0))break;o=o+1|0}return xt(i,a,0,5,n),void(C=r)}}while(0);Mt(i,a,0,6,n),C=r}function Wt(t,e){e|=0;var n,i=0,o=0,a=0,s=0,A=0,l=0;if(Me(0|(t|=0),0,52),n=134225919|w(),(0|t)<1){o=0,i=0;do{0|O(o)&&(Me(0|o,0,45),A=0|n|w(),r[(t=e+(i<<3)|0)>>2]=-1,r[t+4>>2]=A,i=i+1|0),o=o+1|0}while(122!=(0|o))}else{A=0,i=0;do{if(0|O(A)){for(Me(0|A,0,45),o=1,a=-1,s=0|n|w();a&=~(l=0|Me(7,0,3*(15-o|0)|0)),s&=~(0|w()),(0|o)!=(0|t);)o=o+1|0;r[(l=e+(i<<3)|0)>>2]=a,r[l+4>>2]=s,i=i+1|0}A=A+1|0}while(122!=(0|A))}}function Qt(t,e,n,i){var o,a=0,s=0,A=0,l=0,c=0;if(o=C,C=C+64|0,A=o,(0|(t|=0))==(0|(n|=0))&(0|(e|=0))==(0|(i|=0))|!1|134217728!=(2013265920&e|0)|!1|134217728!=(2013265920&i|0))return C=o,0;if(a=0|we(0|t,0|e,52),w(),a&=15,s=0|we(0|n,0|i,52),w(),(0|a)!=(15&s|0))return C=o,0;if(s=a+-1|0,a>>>0>1&&(c=0|Rt(t,e,s),l=0|w(),(0|c)==(0|(s=0|Rt(n,i,s)))&(0|l)==(0|w()))){if(a=0|we(0|t,0|e,0|(s=3*(15^a)|0)),w(),a&=7,s=0|we(0|n,0|i,0|s),w(),0==(0|a)|0==(0|(s&=7)))return C=o,1;if((0|r[21136+(a<<2)>>2])==(0|s))return C=o,1;if((0|r[21168+(a<<2)>>2])==(0|s))return C=o,1}s=(a=A)+56|0;do{r[a>>2]=0,a=a+4|0}while((0|a)<(0|s));return P(t,e,1,A),a=(0|r[(c=A)>>2])==(0|n)&&(0|r[c+4>>2])==(0|i)||(0|r[(c=A+8|0)>>2])==(0|n)&&(0|r[c+4>>2])==(0|i)||(0|r[(c=A+16|0)>>2])==(0|n)&&(0|r[c+4>>2])==(0|i)||(0|r[(c=A+24|0)>>2])==(0|n)&&(0|r[c+4>>2])==(0|i)||(0|r[(c=A+32|0)>>2])==(0|n)&&(0|r[c+4>>2])==(0|i)||(0|r[(c=A+40|0)>>2])==(0|n)&&(0|r[c+4>>2])==(0|i)?1:1&((0|r[(a=A+48|0)>>2])==(0|n)?(0|r[a+4>>2])==(0|i):0),C=o,0|a}function Yt(t,e,n){n|=0;var i,o,a,s,A=0;if(a=C,C=C+16|0,o=a,A=0|we(0|(t|=0),0|(e|=0),56),w(),-1==(0|(e=0|function(t,e,n){n|=0;var i,o=0;return o=0|It(t|=0,e|=0),(n+-1|0)>>>0>5||1==(0|n)&(i=0!=(0|o))?-1:(o=0|function(t,e){var n,i,o,a=0,s=0,A=0,l=0,c=0;if(o=C,C=C+32|0,i=o,Gt(t|=0,e|=0,n=o+16|0),A=0|Ct(t,e),c=0|Bt(t,e),function(t,e){t=7728+(28*(t|=0)|0)|0,r[(e|=0)>>2]=r[t>>2],r[e+4>>2]=r[t+4>>2],r[e+8>>2]=r[t+8>>2],r[e+12>>2]=r[t+12>>2]}(A,i),e=0|function(t,e){t|=0;var n=0,i=0;if((e|=0)>>>0>20)return-1;do{if((0|r[11152+(216*e|0)>>2])!=(0|t))if((0|r[11152+(216*e|0)+8>>2])!=(0|t))if((0|r[11152+(216*e|0)+16>>2])!=(0|t))if((0|r[11152+(216*e|0)+24>>2])!=(0|t))if((0|r[11152+(216*e|0)+32>>2])!=(0|t))if((0|r[11152+(216*e|0)+40>>2])!=(0|t))if((0|r[11152+(216*e|0)+48>>2])!=(0|t))if((0|r[11152+(216*e|0)+56>>2])!=(0|t))if((0|r[11152+(216*e|0)+64>>2])!=(0|t))if((0|r[11152+(216*e|0)+72>>2])!=(0|t))if((0|r[11152+(216*e|0)+80>>2])!=(0|t))if((0|r[11152+(216*e|0)+88>>2])!=(0|t))if((0|r[11152+(216*e|0)+96>>2])!=(0|t))if((0|r[11152+(216*e|0)+104>>2])!=(0|t))if((0|r[11152+(216*e|0)+112>>2])!=(0|t))if((0|r[11152+(216*e|0)+120>>2])!=(0|t))if((0|r[11152+(216*e|0)+128>>2])!=(0|t)){if((0|r[11152+(216*e|0)+136>>2])!=(0|t)){if((0|r[11152+(216*e|0)+144>>2])==(0|t)){t=0,n=2,i=0;break}if((0|r[11152+(216*e|0)+152>>2])==(0|t)){t=0,n=2,i=1;break}if((0|r[11152+(216*e|0)+160>>2])==(0|t)){t=0,n=2,i=2;break}if((0|r[11152+(216*e|0)+168>>2])==(0|t)){t=1,n=2,i=0;break}if((0|r[11152+(216*e|0)+176>>2])==(0|t)){t=1,n=2,i=1;break}if((0|r[11152+(216*e|0)+184>>2])==(0|t)){t=1,n=2,i=2;break}if((0|r[11152+(216*e|0)+192>>2])==(0|t)){t=2,n=2,i=0;break}if((0|r[11152+(216*e|0)+200>>2])==(0|t)){t=2,n=2,i=1;break}if((0|r[11152+(216*e|0)+208>>2])==(0|t)){t=2,n=2,i=2;break}return-1}t=2,n=1,i=2}else t=2,n=1,i=1;else t=2,n=1,i=0;else t=1,n=1,i=2;else t=1,n=1,i=1;else t=1,n=1,i=0;else t=0,n=1,i=2;else t=0,n=1,i=1;else t=0,n=1,i=0;else t=2,n=0,i=2;else t=2,n=0,i=1;else t=2,n=0,i=0;else t=1,n=0,i=2;else t=1,n=0,i=1;else t=1,n=0,i=0;else t=0,n=0,i=2;else t=0,n=0,i=1;else t=0,n=0,i=0}while(0);return 0|r[11152+(216*e|0)+(72*n|0)+(24*t|0)+(i<<3)+4>>2]}(A,0|r[n>>2]),!(0|O(A)))return C=o,0|e;switch(0|A){case 4:t=0,a=14;break;case 14:t=1,a=14;break;case 24:t=2,a=14;break;case 38:t=3,a=14;break;case 49:t=4,a=14;break;case 58:t=5,a=14;break;case 63:t=6,a=14;break;case 72:t=7,a=14;break;case 83:t=8,a=14;break;case 97:t=9,a=14;break;case 107:t=10,a=14;break;case 117:t=11,a=14;break;default:l=0,s=0}return 14==(0|a)&&(l=0|r[22096+(24*t|0)+8>>2],s=0|r[22096+(24*t|0)+16>>2]),(0|(t=0|r[n>>2]))!=(0|r[i>>2])&&(A=0|N(A))|(0|(t=0|r[n>>2]))==(0|s)&&(e=(e+1|0)%6|0),3==(0|c)&(0|t)==(0|s)?(C=o,0|(e+5|0)%6):5==(0|c)&(0|t)==(0|l)?(C=o,0|(e+1|0)%6):(C=o,0|e)}(t,e),i?0|(n=(5-o+(0|r[22384+(n<<2)>>2])|0)%5|0):0|(n=(6-o+(0|r[22416+(n<<2)>>2])|0)%6|0))}(i=(s=!0&268435456==(2013265920&e|0))?t:0,t=s?-2130706433&e|134217728:0,7&A))))return r[n>>2]=0,void(C=a);Gt(i,t,o),A=0|we(0|i,0|t,52),w(),A&=15,0|It(i,t)?xt(o,A,e,2,n):Mt(o,A,e,2,n),C=a}function Xt(t){t|=0;var e,n,i=0;return(e=0|ye(1,12))||M(22691,22646,49,22704),0|(i=0|r[(n=t+4|0)>>2])?(r[(i=i+8|0)>>2]=e,r[n>>2]=e,0|e):(0|r[t>>2]&&M(22721,22646,61,22744),r[(i=t)>>2]=e,r[n>>2]=e,0|e)}function Zt(t,e){var n,i;return t|=0,e|=0,(i=0|ge(24))||M(22758,22646,78,22772),r[i>>2]=r[e>>2],r[i+4>>2]=r[e+4>>2],r[i+8>>2]=r[e+8>>2],r[i+12>>2]=r[e+12>>2],r[i+16>>2]=0,0|(n=0|r[(e=t+4|0)>>2])?(r[n+16>>2]=i,r[e>>2]=i,0|i):(0|r[t>>2]&&M(22787,22646,82,22772),r[t>>2]=i,r[e>>2]=i,0|i)}function Jt(t){var e,n,i=0,a=0,s=0,l=0,c=0,u=0,h=0,d=0,f=0,p=0,m=0,g=0,v=0,y=0,x=0,b=0,_=0,w=0,S=0,E=0,T=0,L=0,q=0,C=0,P=0,R=0,D=0,I=0,B=0,O=0;if(0|r[(l=8+(t|=0)|0)>>2])return 1;if(!(s=0|r[t>>2]))return 0;i=s,a=0;do{a=a+1|0,i=0|r[i+8>>2]}while(0!=(0|i));if(a>>>0<2)return 0;(n=0|ge(a<<2))||M(22807,22646,317,22826),(e=0|ge(a<<5))||M(22848,22646,321,22826),r[t>>2]=0,r[(L=t+4|0)>>2]=0,r[l>>2]=0,a=0,I=0,T=0,m=0;t:for(;;){if(p=0|r[s>>2]){c=0,u=p;do{if(d=+o[u+8>>3],i=u,u=0|r[u+16>>2],h=+o[(l=(f=0==(0|u))?p:u)+8>>3],+A(+(d-h))>3.141592653589793){O=14;break}c+=(h-d)*(+o[i>>3]+ +o[l>>3])}while(!f);if(14==(0|O)){O=0,c=0,i=p;do{E=+o[i+8>>3],R=0|r[(D=i+16|0)>>2],S=+o[(R=0==(0|R)?p:R)+8>>3],c+=(+o[i>>3]+ +o[R>>3])*((S<0?S+6.283185307179586:S)-(E<0?E+6.283185307179586:E)),i=0|r[(0==(0|i)?s:D)>>2]}while(0!=(0|i))}c>0?(r[n+(I<<2)>>2]=s,I=I+1|0,l=T,i=m):O=19}else O=19;if(19==(0|O)){O=0;do{if(!a){if(m){l=L,u=m+8|0,i=s,a=t;break}if(0|r[t>>2]){O=27;break t}l=L,u=t,i=s,a=t;break}if(0|r[(i=a+8|0)>>2]){O=21;break t}if(!(a=0|ye(1,12))){O=23;break t}r[i>>2]=a,l=a+4|0,u=a,i=m}while(0);if(r[u>>2]=s,r[l>>2]=s,u=e+(T<<5)|0,f=0|r[s>>2]){for(o[(p=e+(T<<5)+8|0)>>3]=17976931348623157e292,o[(m=e+(T<<5)+24|0)>>3]=17976931348623157e292,o[u>>3]=-17976931348623157e292,o[(g=e+(T<<5)+16|0)>>3]=-17976931348623157e292,_=17976931348623157e292,w=-17976931348623157e292,l=0,v=f,d=17976931348623157e292,x=17976931348623157e292,b=-17976931348623157e292,h=-17976931348623157e292;c=+o[v>>3],E=+o[v+8>>3],v=0|r[v+16>>2],S=+o[((y=0==(0|v))?f:v)+8>>3],c>3]=c,d=c),E>3]=E,x=E),c>b?o[u>>3]=c:c=b,E>h&&(o[g>>3]=E,h=E),_=E>0&E<_?E:_,w=E<0&E>w?E:w,l|=+A(+(E-S))>3.141592653589793,!y;)b=c;l&&(o[g>>3]=w,o[m>>3]=_)}else r[u>>2]=0,r[u+4>>2]=0,r[u+8>>2]=0,r[u+12>>2]=0,r[u+16>>2]=0,r[u+20>>2]=0,r[u+24>>2]=0,r[u+28>>2]=0;l=T+1|0}if(s=0|r[(D=s+8|0)>>2],r[D>>2]=0,!s){O=45;break}T=l,m=i}if(21==(0|O))M(22624,22646,35,22658);else if(23==(0|O))M(22678,22646,37,22658);else if(27==(0|O))M(22721,22646,61,22744);else if(45==(0|O)){t:do{if((0|I)>0){for(D=0==(0|l),P=l<<2,R=0==(0|t),C=0,i=0;;){if(q=0|r[n+(C<<2)>>2],D)O=73;else{if(!(T=0|ge(P))){O=50;break}if(!(L=0|ge(P))){O=52;break}e:do{if(R)a=0;else{for(l=0,a=0,u=t;s=e+(l<<5)|0,0|Kt(0|r[u>>2],s,0|r[q>>2])?(r[T+(a<<2)>>2]=u,r[L+(a<<2)>>2]=s,y=a+1|0):y=a,u=0|r[u+8>>2];)l=l+1|0,a=y;if((0|y)>0)if(s=0|r[T>>2],1==(0|y))a=s;else for(g=0,v=-1,a=s,m=s;;){for(f=0|r[m>>2],s=0,u=0;p=(0|(l=0|r[r[T+(u<<2)>>2]>>2]))==(0|f)?s:s+(1&(0|Kt(l,0|r[L+(u<<2)>>2],0|r[f>>2])))|0,(0|(u=u+1|0))!=(0|y);)s=p;if(a=(l=(0|p)>(0|v))?m:a,(0|(s=g+1|0))==(0|y))break e;g=s,v=l?p:v,m=0|r[T+(s<<2)>>2]}else a=0}}while(0);if(ve(T),ve(L),a){if(s=0|r[(l=a+4|0)>>2])a=s+8|0;else if(0|r[a>>2]){O=70;break}r[a>>2]=q,r[l>>2]=q}else O=73}if(73==(0|O)){if(O=0,0|(i=0|r[q>>2]))do{L=i,i=0|r[i+16>>2],ve(L)}while(0!=(0|i));ve(q),i=2}if((0|(C=C+1|0))>=(0|I)){B=i;break t}}50==(0|O)?M(22863,22646,249,22882):52==(0|O)?M(22901,22646,252,22882):70==(0|O)&&M(22721,22646,61,22744)}else B=0}while(0);return ve(n),ve(e),0|B}return 0}function Kt(t,e,n){t|=0;var i,a=0,s=0,A=0,l=0,c=0,u=0,h=0;if(!(0|j(e|=0,n|=0)))return 0;if(e=0|G(e),i=+o[n>>3],a=e&(a=+o[n+8>>3])<0?a+6.283185307179586:a,!(t=0|r[t>>2]))return 0;if(e){e=0,n=t;t:for(;;){for(;l=+o[n>>3],u=+o[n+8>>3],h=0|r[(n=n+16|0)>>2],A=+o[(h=0==(0|h)?t:h)>>3],s=+o[h+8>>3],l>A?(c=l,l=u):(c=A,A=l,l=s,s=u),ic;)if(!(n=0|r[n>>2])){n=22;break t}if(a=(l=l<0?l+6.283185307179586:l)==a|(u=s<0?s+6.283185307179586:s)==a?a+-2220446049250313e-31:a,((u+=(i-A)/(c-A)*(l-u))<0?u+6.283185307179586:u)>a&&(e^=1),!(n=0|r[n>>2])){n=22;break}}if(22==(0|n))return 0|e}else{e=0,n=t;t:for(;;){for(;l=+o[n>>3],u=+o[n+8>>3],h=0|r[(n=n+16|0)>>2],A=+o[(h=0==(0|h)?t:h)>>3],s=+o[h+8>>3],l>A?(c=l,l=u):(c=A,A=l,l=s,s=u),ic;)if(!(n=0|r[n>>2])){n=22;break t}if(s+(i-A)/(c-A)*(l-s)>(a=l==a|s==a?a+-2220446049250313e-31:a)&&(e^=1),!(n=0|r[n>>2])){n=22;break}}if(22==(0|n))return 0|e}return 0}function $t(t,e,n,o,a){n|=0,o|=0,a|=0;var s,A,l,c,u=0,h=0,d=0,f=0,p=0,m=0,g=0,v=0,y=0,x=0;if(c=C,C=C+32|0,x=c+16|0,l=c,u=0|we(0|(t|=0),0|(e|=0),52),w(),u&=15,g=0|we(0|n,0|o,52),w(),(0|u)!=(15&g|0))return C=c,1;if(p=0|we(0|t,0|e,45),w(),p&=127,m=0|we(0|n,0|o,45),w(),g=(0|p)!=(0|(m&=127))){if(7==(0|(d=0|H(p,m))))return C=c,2;7==(0|(f=0|H(m,p)))?M(22925,22949,151,22959):(v=d,h=f)}else v=0,h=0;s=0|O(p),A=0|O(m),r[x>>2]=0,r[x+4>>2]=0,r[x+8>>2]=0,r[x+12>>2]=0;do{if(v){if(d=(0|(m=0|r[4304+(28*p|0)+(v<<2)>>2]))>0,A)if(d){p=0,f=n,d=o;do{f=0|kt(f,d),d=0|w(),1==(0|(h=0|lt(h)))&&(h=0|lt(1)),p=p+1|0}while((0|p)!=(0|m));m=h,p=f,f=d}else m=h,p=n,f=o;else if(d){p=0,f=n,d=o;do{f=0|Ft(f,d),d=0|w(),h=0|lt(h),p=p+1|0}while((0|p)!=(0|m));m=h,p=f,f=d}else m=h,p=n,f=o;if(Ht(p,f,x),g||M(22972,22949,181,22959),(d=0!=(0|s))&(h=0!=(0|A))&&M(22999,22949,182,22959),d){if(h=0|Bt(t,e),0|i[22032+(7*h|0)+v>>0]){u=3;break}p=f=0|r[21200+(28*h|0)+(v<<2)>>2],y=26}else if(h){if(h=0|Bt(p,f),0|i[22032+(7*h|0)+m>>0]){u=4;break}p=0,f=0|r[21200+(28*m|0)+(h<<2)>>2],y=26}else h=0;if(26==(0|y))if((0|f)<=-1&&M(23030,22949,212,22959),(0|p)<=-1&&M(23053,22949,213,22959),(0|f)>0){d=x+4|0,h=0;do{st(d),h=h+1|0}while((0|h)!=(0|f));h=p}else h=p;if(r[l>>2]=0,r[l+4>>2]=0,r[l+8>>2]=0,ot(l,v),0|u)for(;0|Ut(u)?it(l):rt(l),(0|u)>1;)u=u+-1|0;if((0|h)>0){u=0;do{st(l),u=u+1|0}while((0|u)!=(0|h))}J(y=x+4|0,l,y),X(y),y=50}else if(Ht(n,o,x),0!=(0|s)&0!=(0|A))if((0|m)!=(0|p)&&M(23077,22949,243,22959),h=0|Bt(t,e),u=0|Bt(n,o),0|i[22032+(7*h|0)+u>>0])u=5;else if((0|(h=0|r[21200+(28*h|0)+(u<<2)>>2]))>0){d=x+4|0,u=0;do{st(d),u=u+1|0}while((0|u)!=(0|h));y=50}else y=50;else y=50}while(0);return 50==(0|y)&&(u=x+4|0,r[a>>2]=r[u>>2],r[a+4>>2]=r[u+4>>2],r[a+8>>2]=r[u+8>>2],u=0),C=c,0|u}function te(t,e,n,i){n|=0,i|=0;var o,a,s=0,A=0,l=0,c=0,u=0,h=0,d=0,f=0,p=0,m=0,g=0,v=0,y=0;if(a=C,C=C+48|0,l=a+36|0,c=a+24|0,u=a+12|0,h=a,A=0|we(0|(t|=0),0|(e|=0),52),w(),A&=15,f=0|we(0|t,0|e,45),w(),o=0|O(f&=127),Me(0|A,0,52),g=134225919|w(),r[(m=i)>>2]=-1,r[m+4>>2]=g,!A)return(0|r[n>>2])>1||(0|r[n+4>>2])>1||(0|r[n+8>>2])>1||127==(0|(s=0|z(f,0|tt(n))))?(C=a,0|(g=1)):(p=0|Me(0|s,0,45),m=0|w(),m=-1040385&r[(f=i)+4>>2]|m,r[(g=i)>>2]=r[f>>2]|p,r[g+4>>2]=m,C=a,0|(g=0));for(r[l>>2]=r[n>>2],r[l+4>>2]=r[n+4>>2],r[l+8>>2]=r[n+8>>2];r[c>>2]=r[l>>2],r[c+4>>2]=r[l+4>>2],r[c+8>>2]=r[l+8>>2],0|Ut(A)?(et(l),r[u>>2]=r[l>>2],r[u+4>>2]=r[l+4>>2],r[u+8>>2]=r[l+8>>2],it(u)):(nt(l),r[u>>2]=r[l>>2],r[u+4>>2]=r[l+4>>2],r[u+8>>2]=r[l+8>>2],rt(u)),K(c,u,h),X(h),v=0|r[(m=i)>>2],m=0|r[m+4>>2],n=0|Me(7,0,0|(y=3*(15-A|0)|0)),m&=~(0|w()),y=0|Me(0|tt(h),0,0|y),m=0|w()|m,r[(g=i)>>2]=y|v&~n,r[g+4>>2]=m,(0|A)>1;)A=A+-1|0;t:do{if((0|r[l>>2])<=1&&(0|r[l+4>>2])<=1&&(0|r[l+8>>2])<=1){h=127==(0|(c=0|z(f,A=0|tt(l))))?0:0|O(c);e:do{if(A){if(o){if(l=21408+(28*(0|Bt(t,e))|0)+(A<<2)|0,(0|(l=0|r[l>>2]))>0){n=0;do{A=0|At(A),n=n+1|0}while((0|n)!=(0|l))}if(1==(0|A)){s=3;break t}127==(0|(n=0|z(f,A)))&&M(23104,22949,376,23134),0|O(n)?M(23147,22949,377,23134):(p=l,d=A,s=n)}else p=0,d=A,s=c;if((0|(u=0|r[4304+(28*f|0)+(d<<2)>>2]))<=-1&&M(23178,22949,384,23134),!h){if((0|p)<=-1&&M(23030,22949,417,23134),0|p){A=0,n=0|r[(l=i)>>2],l=0|r[l+4>>2];do{n=0|Nt(n,l),l=0|w(),r[(y=i)>>2]=n,r[y+4>>2]=l,A=A+1|0}while((0|A)<(0|p))}if((0|u)<=0){A=54;break}for(A=0,n=0|r[(l=i)>>2],l=0|r[l+4>>2];;)if(n=0|Nt(n,l),l=0|w(),r[(y=i)>>2]=n,r[y+4>>2]=l,(0|(A=A+1|0))==(0|u)){A=54;break e}}if(7==(0|(c=0|H(s,f)))&&M(22925,22949,393,23134),n=0|r[(A=i)>>2],A=0|r[A+4>>2],(0|u)>0){l=0;do{n=0|Nt(n,A),A=0|w(),r[(y=i)>>2]=n,r[y+4>>2]=A,l=l+1|0}while((0|l)!=(0|u))}if(n=0|Bt(n,A),y=0|N(s),(0|(n=0|r[(y?21824:21616)+(28*c|0)+(n<<2)>>2]))<=-1&&M(23030,22949,412,23134),n){A=0,l=0|r[(c=i)>>2],c=0|r[c+4>>2];do{l=0|Ot(l,c),c=0|w(),r[(y=i)>>2]=l,r[y+4>>2]=c,A=A+1|0}while((0|A)<(0|n));A=54}else A=54}else if(0!=(0|o)&0!=(0|h))if(A=21408+(28*(y=0|Bt(t,e))|0)+((0|Bt(0|r[(A=i)>>2],0|r[A+4>>2]))<<2)|0,(0|(A=0|r[A>>2]))<=-1&&M(23201,22949,433,23134),A){s=0,n=0|r[(l=i)>>2],l=0|r[l+4>>2];do{n=0|Nt(n,l),l=0|w(),r[(y=i)>>2]=n,r[y+4>>2]=l,s=s+1|0}while((0|s)<(0|A));s=c,A=54}else s=c,A=55;else s=c,A=54}while(0);if(54==(0|A)&&h&&(A=55),55==(0|A)&&1==(0|Bt(0|r[(y=i)>>2],0|r[y+4>>2]))){s=4;break}g=0|r[(y=i)>>2],y=-1040385&r[y+4>>2],v=0|Me(0|s,0,45),y=0|y|w(),r[(s=i)>>2]=g|v,r[s+4>>2]=y,s=0}else s=2}while(0);return C=a,0|s}function ee(t,e){var n=0;if(!(e|=0))return 1;n=t|=0,t=1;do{t=0|y(0==(1&e|0)?1:n,t),e>>=1,n=0|y(n,n)}while(0!=(0|e));return 0|t}function ne(t,e,n){t|=0;var i,a,s=0,A=0,l=0,c=0,u=0,h=0,d=0,f=0;if(!(0|j(e|=0,n|=0)))return 0;if(e=0|G(e),a=+o[n>>3],s=e&(s=+o[n+8>>3])<0?s+6.283185307179586:s,(0|(f=0|r[t>>2]))<=0)return 0;if(i=0|r[t+4>>2],e){e=0,n=-1,t=0;t:for(;;){for(d=t;c=+o[i+(d<<4)>>3],h=+o[i+(d<<4)+8>>3],l=+o[i+((t=(n+2|0)%(0|f)|0)<<4)>>3],A=+o[i+(t<<4)+8>>3],c>l?(u=c,c=h):(u=l,l=c,c=A,A=h),au;){if(!((0|(n=d+1|0))<(0|f))){n=22;break t}t=d,d=n,n=t}if(s=(c=c<0?c+6.283185307179586:c)==s|(h=A<0?A+6.283185307179586:A)==s?s+-2220446049250313e-31:s,((h+=(a-l)/(u-l)*(c-h))<0?h+6.283185307179586:h)>s&&(e^=1),(0|(t=d+1|0))>=(0|f)){n=22;break}n=d}if(22==(0|n))return 0|e}else{e=0,n=-1,t=0;t:for(;;){for(d=t;c=+o[i+(d<<4)>>3],h=+o[i+(d<<4)+8>>3],l=+o[i+((t=(n+2|0)%(0|f)|0)<<4)>>3],A=+o[i+(t<<4)+8>>3],c>l?(u=c,c=h):(u=l,l=c,c=A,A=h),au;){if(!((0|(n=d+1|0))<(0|f))){n=22;break t}t=d,d=n,n=t}if(A+(a-l)/(u-l)*(c-A)>(s=c==s|A==s?s+-2220446049250313e-31:s)&&(e^=1),(0|(t=d+1|0))>=(0|f)){n=22;break}n=d}if(22==(0|n))return 0|e}return 0}function ie(t,e){e|=0;var n,i,a,s,l,c=0,u=0,h=0,d=0,f=0,p=0,m=0,g=0,v=0,y=0,x=0,b=0;if(!(i=0|r[(t|=0)>>2]))return r[e>>2]=0,r[e+4>>2]=0,r[e+8>>2]=0,r[e+12>>2]=0,r[e+16>>2]=0,r[e+20>>2]=0,r[e+24>>2]=0,void(r[e+28>>2]=0);if(o[(a=e+8|0)>>3]=17976931348623157e292,o[(s=e+24|0)>>3]=17976931348623157e292,o[e>>3]=-17976931348623157e292,o[(l=e+16|0)>>3]=-17976931348623157e292,!((0|i)<=0)){for(n=0|r[t+4>>2],g=17976931348623157e292,v=-17976931348623157e292,y=0,t=-1,d=17976931348623157e292,f=17976931348623157e292,m=-17976931348623157e292,u=-17976931348623157e292,x=0;c=+o[n+(x<<4)>>3],p=+o[n+(x<<4)+8>>3],h=+o[n+(((0|(t=t+2|0))==(0|i)?0:t)<<4)+8>>3],c>3]=c,d=c),p>3]=p,f=p),c>m?o[e>>3]=c:c=m,p>u&&(o[l>>3]=p,u=p),g=p>0&pv?p:v,y|=+A(+(p-h))>3.141592653589793,(0|(t=x+1|0))!=(0|i);)b=x,m=c,x=t,t=b;y&&(o[l>>3]=v,o[s>>3]=g)}}function re(t,e){e|=0;var n,i=0,a=0,s=0,l=0,c=0,u=0,h=0,d=0,f=0,p=0,m=0,g=0,v=0,y=0,x=0,b=0,_=0,w=0,M=0,S=0,E=0;if(v=0|r[(t|=0)>>2]){if(o[(y=e+8|0)>>3]=17976931348623157e292,o[(x=e+24|0)>>3]=17976931348623157e292,o[e>>3]=-17976931348623157e292,o[(b=e+16|0)>>3]=-17976931348623157e292,(0|v)>0){for(s=0|r[t+4>>2],m=17976931348623157e292,g=-17976931348623157e292,a=0,i=-1,h=17976931348623157e292,d=17976931348623157e292,p=-17976931348623157e292,c=-17976931348623157e292,_=0;l=+o[s+(_<<4)>>3],f=+o[s+(_<<4)+8>>3],u=+o[s+(((0|(S=i+2|0))==(0|v)?0:S)<<4)+8>>3],l>3]=l,h=l),f>3]=f,d=f),l>p?o[e>>3]=l:l=p,f>c&&(o[b>>3]=f,c=f),m=f>0&fg?f:g,a|=+A(+(f-u))>3.141592653589793,(0|(i=_+1|0))!=(0|v);)S=_,p=l,_=i,i=S;a&&(o[b>>3]=g,o[x>>3]=m)}}else r[e>>2]=0,r[e+4>>2]=0,r[e+8>>2]=0,r[e+12>>2]=0,r[e+16>>2]=0,r[e+20>>2]=0,r[e+24>>2]=0,r[e+28>>2]=0;if(!((0|(i=0|r[(S=t+8|0)>>2]))<=0)){n=t+12|0,M=0;do{if(s=0|r[n>>2],a=M,x=e+((M=M+1|0)<<5)|0,b=0|r[s+(a<<3)>>2]){if(o[(_=e+(M<<5)+8|0)>>3]=17976931348623157e292,o[(t=e+(M<<5)+24|0)>>3]=17976931348623157e292,o[x>>3]=-17976931348623157e292,o[(w=e+(M<<5)+16|0)>>3]=-17976931348623157e292,(0|b)>0){for(v=0|r[s+(a<<3)+4>>2],m=17976931348623157e292,g=-17976931348623157e292,s=0,a=-1,y=0,h=17976931348623157e292,d=17976931348623157e292,f=-17976931348623157e292,c=-17976931348623157e292;l=+o[v+(y<<4)>>3],p=+o[v+(y<<4)+8>>3],u=+o[v+(((0|(a=a+2|0))==(0|b)?0:a)<<4)+8>>3],l>3]=l,h=l),p>3]=p,d=p),l>f?o[x>>3]=l:l=f,p>c&&(o[w>>3]=p,c=p),m=p>0&pg?p:g,s|=+A(+(p-u))>3.141592653589793,(0|(a=y+1|0))!=(0|b);)E=y,y=a,f=l,a=E;s&&(o[w>>3]=g,o[t>>3]=m)}}else r[x>>2]=0,r[x+4>>2]=0,r[x+8>>2]=0,r[x+12>>2]=0,r[x+16>>2]=0,r[x+20>>2]=0,r[x+24>>2]=0,r[x+28>>2]=0,i=0|r[S>>2]}while((0|M)<(0|i))}}function oe(t,e,n){var i=0,o=0,a=0;if(!(0|ne(t|=0,e|=0,n|=0)))return 0;if((0|r[(o=t+8|0)>>2])<=0)return 1;for(i=t+12|0,t=0;;){if(a=t,t=t+1|0,0|ne((0|r[i>>2])+(a<<3)|0,e+(t<<5)|0,n)){t=0,i=6;break}if((0|t)>=(0|r[o>>2])){t=1,i=6;break}}return 6==(0|i)?0|t:0}function ae(t,e,n,i,r){e|=0,n|=0,i|=0,r|=0;var a,s,A,l,c,u,h,d=0;l=+o[(t|=0)>>3],A=+o[e>>3]-l,s=+o[t+8>>3],a=+o[e+8>>3]-s,u=+o[n>>3],d=((d=+o[i>>3]-u)*(s-(h=+o[n+8>>3]))-(l-u)*(c=+o[i+8>>3]-h))/(A*c-a*d),o[r>>3]=l+A*d,o[r+8>>3]=s+a*d}function se(t,e){return e|=0,+o[(t|=0)>>3]!=+o[e>>3]?0|(e=0):0|(e=+o[t+8>>3]==+o[e+8>>3])}function Ae(t,e){var n,i,r;return e|=0,+((r=+o[(t|=0)>>3]-+o[e>>3])*r+(i=+o[t+8>>3]-+o[e+8>>3])*i+(n=+o[t+16>>3]-+o[e+16>>3])*n)}function le(t,e,n){t|=0,n|=0;var i=0;(0|(e|=0))>0?(i=0|ye(e,4),r[t>>2]=i,i||M(23230,23253,40,23267)):r[t>>2]=0,r[t+4>>2]=e,r[t+8>>2]=0,r[t+12>>2]=n}function ce(t){var e,n,i,a=0,s=0,l=0,u=0;e=4+(t|=0)|0,n=t+12|0,i=t+8|0;t:for(;;){for(s=0|r[e>>2],a=0;;){if((0|a)>=(0|s))break t;if(l=0|r[t>>2],u=0|r[l+(a<<2)>>2])break;a=a+1|0}a=l+(~~(+A(+ +c(10,+ +(15-(0|r[n>>2])|0))*(+o[u>>3]+ +o[u+8>>3]))%+(0|s))>>>0<<2)|0,s=0|r[a>>2];e:do{if(0|s){if(l=u+32|0,(0|s)==(0|u))r[a>>2]=r[l>>2];else{if(!(a=0|r[(s=s+32|0)>>2]))break;for(;(0|a)!=(0|u);)if(!(a=0|r[(s=a+32|0)>>2]))break e;r[s>>2]=r[l>>2]}ve(u),r[i>>2]=(0|r[i>>2])-1}}while(0)}ve(0|r[t>>2])}function ue(t){var e,n=0,i=0;for(e=0|r[4+(t|=0)>>2],i=0;;){if((0|i)>=(0|e)){n=0,i=4;break}if(n=0|r[(0|r[t>>2])+(i<<2)>>2]){i=4;break}i=i+1|0}return 4==(0|i)?0|n:0}function he(t,e){e|=0;var n=0,i=0,a=0,s=0;if(n=~~(+A(+ +c(10,+ +(15-(0|r[12+(t|=0)>>2])|0))*(+o[e>>3]+ +o[e+8>>3]))%+(0|r[t+4>>2]))>>>0,n=(0|r[t>>2])+(n<<2)|0,!(i=0|r[n>>2]))return 1;s=e+32|0;do{if((0|i)!=(0|e)){if(!(n=0|r[i+32>>2]))return 1;for(a=n;;){if((0|a)==(0|e)){a=8;break}if(!(n=0|r[a+32>>2])){n=1,a=10;break}i=a,a=n}if(8==(0|a)){r[i+32>>2]=r[s>>2];break}if(10==(0|a))return 0|n}else r[n>>2]=r[s>>2]}while(0);return ve(e),r[(s=t+8|0)>>2]=(0|r[s>>2])-1,0}function de(t,e,n){t|=0,e|=0,n|=0;var i,a=0,s=0,l=0;(i=0|ge(40))||M(23283,23253,98,23296),r[i>>2]=r[e>>2],r[i+4>>2]=r[e+4>>2],r[i+8>>2]=r[e+8>>2],r[i+12>>2]=r[e+12>>2],r[(s=i+16|0)>>2]=r[n>>2],r[s+4>>2]=r[n+4>>2],r[s+8>>2]=r[n+8>>2],r[s+12>>2]=r[n+12>>2],r[i+32>>2]=0,s=~~(+A(+ +c(10,+ +(15-(0|r[t+12>>2])|0))*(+o[e>>3]+ +o[e+8>>3]))%+(0|r[t+4>>2]))>>>0,s=(0|r[t>>2])+(s<<2)|0,a=0|r[s>>2];do{if(a){for(;!(0|Tt(a,e)&&0|Tt(a+16|0,n));)if(s=0|r[a+32>>2],!(0|r[(a=0==(0|s)?a:s)+32>>2])){l=10;break}if(10==(0|l)){r[a+32>>2]=i;break}return ve(i),0|a}r[s>>2]=i}while(0);return r[(l=t+8|0)>>2]=1+(0|r[l>>2]),0|i}function fe(t,e,n){e|=0,n|=0;var i=0,a=0;if(a=~~(+A(+ +c(10,+ +(15-(0|r[12+(t|=0)>>2])|0))*(+o[e>>3]+ +o[e+8>>3]))%+(0|r[t+4>>2]))>>>0,!(a=0|r[(0|r[t>>2])+(a<<2)>>2]))return 0;if(!n){for(t=a;;){if(0|Tt(t,e)){i=10;break}if(!(t=0|r[t+32>>2])){t=0,i=10;break}}if(10==(0|i))return 0|t}for(t=a;;){if(0|Tt(t,e)&&0|Tt(t+16|0,n)){i=10;break}if(!(t=0|r[t+32>>2])){t=0,i=10;break}}return 10==(0|i)?0|t:0}function pe(t,e){e|=0;var n=0;if(n=~~(+A(+ +c(10,+ +(15-(0|r[12+(t|=0)>>2])|0))*(+o[e>>3]+ +o[e+8>>3]))%+(0|r[t+4>>2]))>>>0,!(t=0|r[(0|r[t>>2])+(n<<2)>>2]))return 0;for(;;){if(0|Tt(t,e)){e=5;break}if(!(t=0|r[t+32>>2])){t=0,e=5;break}}return 5==(0|e)?0|t:0}function me(t){return 0|~~+function(t){return+ +qe(+(t=+t))}(t=+t)}function ge(t){t|=0;var e,n=0,i=0,o=0,a=0,s=0,A=0,l=0,c=0,u=0,h=0,d=0,f=0,p=0,m=0,g=0,v=0,y=0,x=0,b=0,_=0;e=C,C=C+16|0,f=e;do{if(t>>>0<245){if(t=(u=t>>>0<11?16:t+11&-8)>>>3,3&(i=(d=0|r[5829])>>>t)|0)return o=0|r[(i=8+(t=23356+((n=(1&i^1)+t|0)<<1<<2)|0)|0)>>2],(0|(s=0|r[(a=o+8|0)>>2]))==(0|t)?r[5829]=d&~(1<>2]=t,r[i>>2]=s),_=n<<3,r[o+4>>2]=3|_,r[(_=o+_+4|0)>>2]=1|r[_>>2],C=e,0|a;if(u>>>0>(h=0|r[5831])>>>0){if(0|i)return n=((n=i<>>=l=n>>>12&16)>>>5&8)|l|(s=(n>>>=i)>>>2&4)|(t=(n>>>=s)>>>1&2)|(o=(n>>>=t)>>>1&1))+(n>>>o)|0)<<1<<2)|0)|0)>>2],(0|(i=0|r[(l=s+8|0)>>2]))==(0|n)?(t=d&~(1<>2]=n,r[t>>2]=i,t=d),A=(_=o<<3)-u|0,r[s+4>>2]=3|u,r[4+(a=s+u|0)>>2]=1|A,r[s+_>>2]=A,0|h&&(o=0|r[5834],i=23356+((n=h>>>3)<<1<<2)|0,t&(n=1<>2]:(r[5829]=t|n,n=i,t=i+8|0),r[t>>2]=o,r[n+12>>2]=o,r[o+8>>2]=n,r[o+12>>2]=i),r[5831]=A,r[5834]=a,C=e,0|l;if(s=0|r[5830]){for(i=(s&0-s)-1|0,i=c=0|r[23620+(((o=(i>>>=a=i>>>12&16)>>>5&8)|a|(A=(i>>>=o)>>>2&4)|(l=(i>>>=A)>>>1&2)|(c=(i>>>=l)>>>1&1))+(i>>>c)<<2)>>2],l=c,c=(-8&r[c+4>>2])-u|0;(t=0|r[i+16>>2])||(t=0|r[i+20>>2]);)i=t,l=(a=(A=(-8&r[t+4>>2])-u|0)>>>0>>0)?t:l,c=a?A:c;if((A=l+u|0)>>>0>l>>>0){a=0|r[l+24>>2],n=0|r[l+12>>2];do{if((0|n)==(0|l)){if(!(n=0|r[(t=l+20|0)>>2])&&!(n=0|r[(t=l+16|0)>>2])){i=0;break}for(;;)if(i=0|r[(o=n+20|0)>>2])n=i,t=o;else{if(!(i=0|r[(o=n+16|0)>>2]))break;n=i,t=o}r[t>>2]=0,i=n}else i=0|r[l+8>>2],r[i+12>>2]=n,r[n+8>>2]=i,i=n}while(0);do{if(0|a){if(n=0|r[l+28>>2],(0|l)==(0|r[(t=23620+(n<<2)|0)>>2])){if(r[t>>2]=i,!i){r[5830]=s&~(1<>2])==(0|l)?_:a+20|0)>>2]=i,!i)break;r[i+24>>2]=a,0|(n=0|r[l+16>>2])&&(r[i+16>>2]=n,r[n+24>>2]=i),0|(n=0|r[l+20>>2])&&(r[i+20>>2]=n,r[n+24>>2]=i)}}while(0);return c>>>0<16?(_=c+u|0,r[l+4>>2]=3|_,r[(_=l+_+4|0)>>2]=1|r[_>>2]):(r[l+4>>2]=3|u,r[A+4>>2]=1|c,r[A+c>>2]=c,0|h&&(o=0|r[5834],i=23356+((n=h>>>3)<<1<<2)|0,(n=1<>2]:(r[5829]=n|d,n=i,t=i+8|0),r[t>>2]=o,r[n+12>>2]=o,r[o+8>>2]=n,r[o+12>>2]=i),r[5831]=c,r[5834]=A),C=e,0|l+8}d=u}else d=u}else d=u}else if(t>>>0<=4294967231)if(u=-8&(t=t+11|0),o=0|r[5830]){a=0-u|0,c=(t>>>=8)?u>>>0>16777215?31:u>>>(7+(c=14-((l=(520192+(g=t<<(d=(t+1048320|0)>>>16&8))|0)>>>16&4)|d|(c=(245760+(g<<=l)|0)>>>16&2))+(g<>>15)|0)|0)&1|c<<1:0,i=0|r[23620+(c<<2)>>2];t:do{if(i)for(t=0,l=u<<(31==(0|c)?0:25-(c>>>1)|0),s=0;;){if((A=(-8&r[i+4>>2])-u|0)>>>0>>0){if(!A){t=i,a=0,g=65;break t}t=i,a=A}if(s=0==(0|(g=0|r[i+20>>2]))|(0|g)==(0|(i=0|r[i+16+(l>>>31<<2)>>2]))?s:g,!i){i=s,g=61;break}l<<=1}else i=0,t=0,g=61}while(0);if(61==(0|g)){if(0==(0|i)&0==(0|t)){if(!(t=((t=2<>>=A=d>>>12&16)>>>5&8)|A|(l=(d>>>=s)>>>2&4)|(c=(d>>>=l)>>>1&2)|(i=(d>>>=c)>>>1&1))+(d>>>i)<<2)>>2]}i?g=65:(l=t,A=a)}if(65==(0|g))for(s=i;;){if(a=(i=(d=(-8&r[s+4>>2])-u|0)>>>0>>0)?d:a,t=i?s:t,(i=0|r[s+16>>2])||(i=0|r[s+20>>2]),!i){l=t,A=a;break}s=i}if(0!=(0|l)&&A>>>0<((0|r[5831])-u|0)>>>0&&(h=l+u|0)>>>0>l>>>0){s=0|r[l+24>>2],n=0|r[l+12>>2];do{if((0|n)==(0|l)){if(!(n=0|r[(t=l+20|0)>>2])&&!(n=0|r[(t=l+16|0)>>2])){n=0;break}for(;;)if(i=0|r[(a=n+20|0)>>2])n=i,t=a;else{if(!(i=0|r[(a=n+16|0)>>2]))break;n=i,t=a}r[t>>2]=0}else _=0|r[l+8>>2],r[_+12>>2]=n,r[n+8>>2]=_}while(0);do{if(s){if(t=0|r[l+28>>2],(0|l)==(0|r[(i=23620+(t<<2)|0)>>2])){if(r[i>>2]=n,!n){o&=~(1<>2])==(0|l)?_:s+20|0)>>2]=n,!n)break;r[n+24>>2]=s,0|(t=0|r[l+16>>2])&&(r[n+16>>2]=t,r[t+24>>2]=n),(t=0|r[l+20>>2])&&(r[n+20>>2]=t,r[t+24>>2]=n)}}while(0);t:do{if(A>>>0<16)_=A+u|0,r[l+4>>2]=3|_,r[(_=l+_+4|0)>>2]=1|r[_>>2];else{if(r[l+4>>2]=3|u,r[h+4>>2]=1|A,r[h+A>>2]=A,n=A>>>3,A>>>0<256){i=23356+(n<<1<<2)|0,(t=0|r[5829])&(n=1<>2]:(r[5829]=t|n,n=i,t=i+8|0),r[t>>2]=h,r[n+12>>2]=h,r[h+8>>2]=n,r[h+12>>2]=i;break}if(n=23620+((i=(n=A>>>8)?A>>>0>16777215?31:A>>>(7+(i=14-((x=(520192+(_=n<<(b=(n+1048320|0)>>>16&8))|0)>>>16&4)|b|(i=(245760+(_<<=x)|0)>>>16&2))+(_<>>15)|0)|0)&1|i<<1:0)<<2)|0,r[h+28>>2]=i,r[4+(t=h+16|0)>>2]=0,r[t>>2]=0,!(o&(t=1<>2]=h,r[h+24>>2]=n,r[h+12>>2]=h,r[h+8>>2]=h;break}n=0|r[n>>2];e:do{if((-8&r[n+4>>2]|0)!=(0|A)){for(o=A<<(31==(0|i)?0:25-(i>>>1)|0);t=0|r[(i=n+16+(o>>>31<<2)|0)>>2];){if((-8&r[t+4>>2]|0)==(0|A)){n=t;break e}o<<=1,n=t}r[i>>2]=h,r[h+24>>2]=n,r[h+12>>2]=h,r[h+8>>2]=h;break t}}while(0);_=0|r[(b=n+8|0)>>2],r[_+12>>2]=h,r[b>>2]=h,r[h+8>>2]=_,r[h+12>>2]=n,r[h+24>>2]=0}}while(0);return C=e,0|l+8}d=u}else d=u;else d=-1}while(0);if((i=0|r[5831])>>>0>=d>>>0)return n=i-d|0,t=0|r[5834],n>>>0>15?(_=t+d|0,r[5834]=_,r[5831]=n,r[_+4>>2]=1|n,r[t+i>>2]=n,r[t+4>>2]=3|d):(r[5831]=0,r[5834]=0,r[t+4>>2]=3|i,r[(_=t+i+4|0)>>2]=1|r[_>>2]),C=e,0|t+8;if((A=0|r[5832])>>>0>d>>>0)return x=A-d|0,r[5832]=x,b=(_=0|r[5835])+d|0,r[5835]=b,r[b+4>>2]=1|x,r[_+4>>2]=3|d,C=e,0|_+8;if(0|r[5947]?t=0|r[5949]:(r[5949]=4096,r[5948]=4096,r[5950]=-1,r[5951]=-1,r[5952]=0,r[5940]=0,r[5947]=-16&f^1431655768,t=4096),l=d+48|0,(u=(s=t+(c=d+47|0)|0)&(a=0-t|0))>>>0<=d>>>0)return C=e,0;if(0|(t=0|r[5939])&&(f=(h=0|r[5937])+u|0)>>>0<=h>>>0|f>>>0>t>>>0)return C=e,0;t:do{if(4&r[5940])n=0,g=143;else{i=0|r[5835];e:do{if(i){for(o=23764;!((f=0|r[o>>2])>>>0<=i>>>0&&(f+(0|r[o+4>>2])|0)>>>0>i>>>0);){if(!(t=0|r[o+8>>2])){g=128;break e}o=t}if((n=s-A&a)>>>0<2147483647)if((0|(t=0|Ce(0|n)))==((0|r[o>>2])+(0|r[o+4>>2])|0)){if(-1!=(0|t)){A=n,s=t,g=145;break t}}else o=t,g=136;else n=0}else g=128}while(0);do{if(128==(0|g))if(-1!=(0|(i=0|Ce(0)))&&(n=i,m=(n=(0==((m=(p=0|r[5948])-1|0)&n|0)?0:(m+n&0-p)-n|0)+u|0)+(p=0|r[5937])|0,n>>>0>d>>>0&n>>>0<2147483647)){if(0|(f=0|r[5939])&&m>>>0<=p>>>0|m>>>0>f>>>0){n=0;break}if((0|(t=0|Ce(0|n)))==(0|i)){A=n,s=i,g=145;break t}o=t,g=136}else n=0}while(0);do{if(136==(0|g)){if(i=0-n|0,!(l>>>0>n>>>0&n>>>0<2147483647&-1!=(0|o))){if(-1==(0|o)){n=0;break}A=n,s=o,g=145;break t}if((t=c-n+(t=0|r[5949])&0-t)>>>0>=2147483647){A=n,s=o,g=145;break t}if(-1==(0|Ce(0|t))){Ce(0|i),n=0;break}A=t+n|0,s=o,g=145;break t}}while(0);r[5940]=4|r[5940],g=143}}while(0);if(143==(0|g)&&u>>>0<2147483647&&!(-1==(0|(x=0|Ce(0|u)))|1^(y=(v=(m=0|Ce(0))-x|0)>>>0>(d+40|0)>>>0)|x>>>0>>0&-1!=(0|x)&-1!=(0|m)^1)&&(A=y?v:n,s=x,g=145),145==(0|g)){n=(0|r[5937])+A|0,r[5937]=n,n>>>0>(0|r[5938])>>>0&&(r[5938]=n),c=0|r[5835];t:do{if(c){for(n=23764;;){if((0|s)==((t=0|r[n>>2])+(i=0|r[n+4>>2])|0)){g=154;break}if(!(o=0|r[n+8>>2]))break;n=o}if(154==(0|g)&&(b=n+4|0,0==(8&r[n+12>>2]|0))&&s>>>0>c>>>0&t>>>0<=c>>>0){r[b>>2]=i+A,b=c+(x=0==(7&(x=c+8|0)|0)?0:0-x&7)|0,x=(_=(0|r[5832])+A|0)-x|0,r[5835]=b,r[5832]=x,r[b+4>>2]=1|x,r[c+_+4>>2]=40,r[5836]=r[5951];break}for(s>>>0<(0|r[5833])>>>0&&(r[5833]=s),i=s+A|0,n=23764;;){if((0|r[n>>2])==(0|i)){g=162;break}if(!(t=0|r[n+8>>2]))break;n=t}if(162==(0|g)&&0==(8&r[n+12>>2]|0)){r[n>>2]=s,r[(h=n+4|0)>>2]=(0|r[h>>2])+A,u=(h=s+(0==(7&(h=s+8|0)|0)?0:0-h&7)|0)+d|0,l=(n=i+(0==(7&(n=i+8|0)|0)?0:0-n&7)|0)-h-d|0,r[h+4>>2]=3|d;e:do{if((0|c)==(0|n))_=(0|r[5832])+l|0,r[5832]=_,r[5835]=u,r[u+4>>2]=1|_;else{if((0|r[5834])==(0|n)){_=(0|r[5831])+l|0,r[5831]=_,r[5834]=u,r[u+4>>2]=1|_,r[u+_>>2]=_;break}if(1==(3&(t=0|r[n+4>>2])|0)){A=-8&t,o=t>>>3;n:do{if(t>>>0<256){if(t=0|r[n+8>>2],(0|(i=0|r[n+12>>2]))==(0|t)){r[5829]=r[5829]&~(1<>2]=i,r[i+8>>2]=t;break}s=0|r[n+24>>2],t=0|r[n+12>>2];do{if((0|t)==(0|n)){if(t=0|r[(o=4+(i=n+16|0)|0)>>2])i=o;else if(!(t=0|r[i>>2])){t=0;break}for(;;)if(o=0|r[(a=t+20|0)>>2])t=o,i=a;else{if(!(o=0|r[(a=t+16|0)>>2]))break;t=o,i=a}r[i>>2]=0}else _=0|r[n+8>>2],r[_+12>>2]=t,r[t+8>>2]=_}while(0);if(!s)break;o=23620+((i=0|r[n+28>>2])<<2)|0;do{if((0|r[o>>2])==(0|n)){if(r[o>>2]=t,0|t)break;r[5830]=r[5830]&~(1<>2])==(0|n)?_:s+20|0)>>2]=t,!t)break n}while(0);if(r[t+24>>2]=s,0|(o=0|r[(i=n+16|0)>>2])&&(r[t+16>>2]=o,r[o+24>>2]=t),!(i=0|r[i+4>>2]))break;r[t+20>>2]=i,r[i+24>>2]=t}while(0);n=n+A|0,a=A+l|0}else a=l;if(r[(n=n+4|0)>>2]=-2&r[n>>2],r[u+4>>2]=1|a,r[u+a>>2]=a,n=a>>>3,a>>>0<256){i=23356+(n<<1<<2)|0,(t=0|r[5829])&(n=1<>2]:(r[5829]=t|n,n=i,t=i+8|0),r[t>>2]=u,r[n+12>>2]=u,r[u+8>>2]=n,r[u+12>>2]=i;break}n=a>>>8;do{if(n){if(a>>>0>16777215){o=31;break}o=a>>>(7+(o=14-((x=(520192+(_=n<<(b=(n+1048320|0)>>>16&8))|0)>>>16&4)|b|(o=(245760+(_<<=x)|0)>>>16&2))+(_<>>15)|0)|0)&1|o<<1}else o=0}while(0);if(n=23620+(o<<2)|0,r[u+28>>2]=o,r[4+(t=u+16|0)>>2]=0,r[t>>2]=0,!((t=0|r[5830])&(i=1<>2]=u,r[u+24>>2]=n,r[u+12>>2]=u,r[u+8>>2]=u;break}n=0|r[n>>2];n:do{if((-8&r[n+4>>2]|0)!=(0|a)){for(o=a<<(31==(0|o)?0:25-(o>>>1)|0);t=0|r[(i=n+16+(o>>>31<<2)|0)>>2];){if((-8&r[t+4>>2]|0)==(0|a)){n=t;break n}o<<=1,n=t}r[i>>2]=u,r[u+24>>2]=n,r[u+12>>2]=u,r[u+8>>2]=u;break e}}while(0);_=0|r[(b=n+8|0)>>2],r[_+12>>2]=u,r[b>>2]=u,r[u+8>>2]=_,r[u+12>>2]=n,r[u+24>>2]=0}}while(0);return C=e,0|h+8}for(n=23764;!((t=0|r[n>>2])>>>0<=c>>>0&&(_=t+(0|r[n+4>>2])|0)>>>0>c>>>0);)n=0|r[n+8>>2];n=(t=(t=(a=_+-47|0)+(0==(7&(t=a+8|0)|0)?0:0-t&7)|0)>>>0<(a=c+16|0)>>>0?c:t)+8|0,b=s+(x=0==(7&(x=s+8|0)|0)?0:0-x&7)|0,x=(i=A+-40|0)-x|0,r[5835]=b,r[5832]=x,r[b+4>>2]=1|x,r[s+i+4>>2]=40,r[5836]=r[5951],r[(i=t+4|0)>>2]=27,r[n>>2]=r[5941],r[n+4>>2]=r[5942],r[n+8>>2]=r[5943],r[n+12>>2]=r[5944],r[5941]=s,r[5942]=A,r[5944]=0,r[5943]=n,n=t+24|0;do{b=n,r[(n=n+4|0)>>2]=7}while((b+8|0)>>>0<_>>>0);if((0|t)!=(0|c)){if(s=t-c|0,r[i>>2]=-2&r[i>>2],r[c+4>>2]=1|s,r[t>>2]=s,n=s>>>3,s>>>0<256){i=23356+(n<<1<<2)|0,(t=0|r[5829])&(n=1<>2]:(r[5829]=t|n,n=i,t=i+8|0),r[t>>2]=c,r[n+12>>2]=c,r[c+8>>2]=n,r[c+12>>2]=i;break}if(i=23620+((o=(n=s>>>8)?s>>>0>16777215?31:s>>>(7+(o=14-((x=(520192+(_=n<<(b=(n+1048320|0)>>>16&8))|0)>>>16&4)|b|(o=(245760+(_<<=x)|0)>>>16&2))+(_<>>15)|0)|0)&1|o<<1:0)<<2)|0,r[c+28>>2]=o,r[c+20>>2]=0,r[a>>2]=0,!((n=0|r[5830])&(t=1<>2]=c,r[c+24>>2]=i,r[c+12>>2]=c,r[c+8>>2]=c;break}n=0|r[i>>2];e:do{if((-8&r[n+4>>2]|0)!=(0|s)){for(o=s<<(31==(0|o)?0:25-(o>>>1)|0);t=0|r[(i=n+16+(o>>>31<<2)|0)>>2];){if((-8&r[t+4>>2]|0)==(0|s)){n=t;break e}o<<=1,n=t}r[i>>2]=c,r[c+24>>2]=n,r[c+12>>2]=c,r[c+8>>2]=c;break t}}while(0);_=0|r[(b=n+8|0)>>2],r[_+12>>2]=c,r[b>>2]=c,r[c+8>>2]=_,r[c+12>>2]=n,r[c+24>>2]=0}}else 0==(0|(_=0|r[5833]))|s>>>0<_>>>0&&(r[5833]=s),r[5941]=s,r[5942]=A,r[5944]=0,r[5838]=r[5947],r[5837]=-1,r[5842]=23356,r[5841]=23356,r[5844]=23364,r[5843]=23364,r[5846]=23372,r[5845]=23372,r[5848]=23380,r[5847]=23380,r[5850]=23388,r[5849]=23388,r[5852]=23396,r[5851]=23396,r[5854]=23404,r[5853]=23404,r[5856]=23412,r[5855]=23412,r[5858]=23420,r[5857]=23420,r[5860]=23428,r[5859]=23428,r[5862]=23436,r[5861]=23436,r[5864]=23444,r[5863]=23444,r[5866]=23452,r[5865]=23452,r[5868]=23460,r[5867]=23460,r[5870]=23468,r[5869]=23468,r[5872]=23476,r[5871]=23476,r[5874]=23484,r[5873]=23484,r[5876]=23492,r[5875]=23492,r[5878]=23500,r[5877]=23500,r[5880]=23508,r[5879]=23508,r[5882]=23516,r[5881]=23516,r[5884]=23524,r[5883]=23524,r[5886]=23532,r[5885]=23532,r[5888]=23540,r[5887]=23540,r[5890]=23548,r[5889]=23548,r[5892]=23556,r[5891]=23556,r[5894]=23564,r[5893]=23564,r[5896]=23572,r[5895]=23572,r[5898]=23580,r[5897]=23580,r[5900]=23588,r[5899]=23588,r[5902]=23596,r[5901]=23596,r[5904]=23604,r[5903]=23604,b=s+(x=0==(7&(x=s+8|0)|0)?0:0-x&7)|0,x=(_=A+-40|0)-x|0,r[5835]=b,r[5832]=x,r[b+4>>2]=1|x,r[s+_+4>>2]=40,r[5836]=r[5951]}while(0);if((n=0|r[5832])>>>0>d>>>0)return x=n-d|0,r[5832]=x,b=(_=0|r[5835])+d|0,r[5835]=b,r[b+4>>2]=1|x,r[_+4>>2]=3|d,C=e,0|_+8}return r[(_=23312)>>2]=12,C=e,0}function ve(t){var e=0,n=0,i=0,o=0,a=0,s=0,A=0,l=0;if(t|=0){n=t+-8|0,o=0|r[5833],l=n+(e=-8&(t=0|r[t+-4>>2]))|0;do{if(1&t)A=n,s=n;else{if(i=0|r[n>>2],!(3&t))return;if(a=i+e|0,(s=n+(0-i)|0)>>>0>>0)return;if((0|r[5834])==(0|s)){if(3!=(3&(e=0|r[(t=l+4|0)>>2])|0)){A=s,e=a;break}return r[5831]=a,r[t>>2]=-2&e,r[s+4>>2]=1|a,void(r[s+a>>2]=a)}if(n=i>>>3,i>>>0<256){if(t=0|r[s+8>>2],(0|(e=0|r[s+12>>2]))==(0|t)){r[5829]=r[5829]&~(1<>2]=e,r[e+8>>2]=t,A=s,e=a;break}o=0|r[s+24>>2],t=0|r[s+12>>2];do{if((0|t)==(0|s)){if(t=0|r[(n=4+(e=s+16|0)|0)>>2])e=n;else if(!(t=0|r[e>>2])){t=0;break}for(;;)if(n=0|r[(i=t+20|0)>>2])t=n,e=i;else{if(!(n=0|r[(i=t+16|0)>>2]))break;t=n,e=i}r[e>>2]=0}else A=0|r[s+8>>2],r[A+12>>2]=t,r[t+8>>2]=A}while(0);if(o){if(e=0|r[s+28>>2],(0|r[(n=23620+(e<<2)|0)>>2])==(0|s)){if(r[n>>2]=t,!t){r[5830]=r[5830]&~(1<>2])==(0|s)?A:o+20|0)>>2]=t,!t){A=s,e=a;break}r[t+24>>2]=o,0|(n=0|r[(e=s+16|0)>>2])&&(r[t+16>>2]=n,r[n+24>>2]=t),(e=0|r[e+4>>2])?(r[t+20>>2]=e,r[e+24>>2]=t,A=s,e=a):(A=s,e=a)}else A=s,e=a}}while(0);if(!(s>>>0>=l>>>0)&&1&(i=0|r[(t=l+4|0)>>2])){if(2&i)r[t>>2]=-2&i,r[A+4>>2]=1|e,r[s+e>>2]=e,o=e;else{if((0|r[5835])==(0|l)){if(l=(0|r[5832])+e|0,r[5832]=l,r[5835]=A,r[A+4>>2]=1|l,(0|A)!=(0|r[5834]))return;return r[5834]=0,void(r[5831]=0)}if((0|r[5834])==(0|l))return l=(0|r[5831])+e|0,r[5831]=l,r[5834]=s,r[A+4>>2]=1|l,void(r[s+l>>2]=l);o=(-8&i)+e|0,n=i>>>3;do{if(i>>>0<256){if(e=0|r[l+8>>2],(0|(t=0|r[l+12>>2]))==(0|e)){r[5829]=r[5829]&~(1<>2]=t,r[t+8>>2]=e;break}a=0|r[l+24>>2],t=0|r[l+12>>2];do{if((0|t)==(0|l)){if(t=0|r[(n=4+(e=l+16|0)|0)>>2])e=n;else if(!(t=0|r[e>>2])){n=0;break}for(;;)if(n=0|r[(i=t+20|0)>>2])t=n,e=i;else{if(!(n=0|r[(i=t+16|0)>>2]))break;t=n,e=i}r[e>>2]=0,n=t}else n=0|r[l+8>>2],r[n+12>>2]=t,r[t+8>>2]=n,n=t}while(0);if(0|a){if(t=0|r[l+28>>2],(0|r[(e=23620+(t<<2)|0)>>2])==(0|l)){if(r[e>>2]=n,!n){r[5830]=r[5830]&~(1<>2])==(0|l)?i:a+20|0)>>2]=n,!n)break;r[n+24>>2]=a,0|(e=0|r[(t=l+16|0)>>2])&&(r[n+16>>2]=e,r[e+24>>2]=n),0|(t=0|r[t+4>>2])&&(r[n+20>>2]=t,r[t+24>>2]=n)}}while(0);if(r[A+4>>2]=1|o,r[s+o>>2]=o,(0|A)==(0|r[5834]))return void(r[5831]=o)}if(t=o>>>3,o>>>0<256)return n=23356+(t<<1<<2)|0,(e=0|r[5829])&(t=1<>2]:(r[5829]=e|t,t=n,e=n+8|0),r[e>>2]=A,r[t+12>>2]=A,r[A+8>>2]=t,void(r[A+12>>2]=n);t=23620+((i=(t=o>>>8)?o>>>0>16777215?31:o>>>(7+(i=14-((a=(520192+(l=t<<(s=(t+1048320|0)>>>16&8))|0)>>>16&4)|s|(i=(245760+(l<<=a)|0)>>>16&2))+(l<>>15)|0)|0)&1|i<<1:0)<<2)|0,r[A+28>>2]=i,r[A+20>>2]=0,r[A+16>>2]=0,e=0|r[5830],n=1<>2];e:do{if((-8&r[t+4>>2]|0)!=(0|o)){for(i=o<<(31==(0|i)?0:25-(i>>>1)|0);e=0|r[(n=t+16+(i>>>31<<2)|0)>>2];){if((-8&r[e+4>>2]|0)==(0|o)){t=e;break e}i<<=1,t=e}r[n>>2]=A,r[A+24>>2]=t,r[A+12>>2]=A,r[A+8>>2]=A;break t}}while(0);l=0|r[(s=t+8|0)>>2],r[l+12>>2]=A,r[s>>2]=A,r[A+8>>2]=l,r[A+12>>2]=t,r[A+24>>2]=0}else r[5830]=e|n,r[t>>2]=A,r[A+24>>2]=t,r[A+12>>2]=A,r[A+8>>2]=A}while(0);if(l=(0|r[5837])-1|0,r[5837]=l,!(0|l)){for(t=23772;t=0|r[t>>2];)t=t+8|0;r[5837]=-1}}}}function ye(t,e){e|=0;var n=0;return(t|=0)?(n=0|y(e,t),(e|t)>>>0>65535&&(n=(0|(n>>>0)/(t>>>0))==(0|e)?n:-1)):n=0,(t=0|ge(n))&&3&r[t+-4>>2]?(Le(0|t,0,0|n),0|t):0|t}function xe(t,e,n,i){return 0|(_(0|(i=(e|=0)-(i|=0)-((n|=0)>>>0>(t|=0)>>>0|0)>>>0)),t-n>>>0|0)}function be(t){return 0|((t|=0)?31-(0|b(t^t-1))|0:32)}function _e(t,e,n,i){var o,a;return a=C,C=C+16|0,function(t,e,n,i,o){o|=0;var a=0,s=0,A=0,l=0,c=0,u=0,h=0,d=0,f=0,p=0;if(u=t|=0,s=n|=0,A=d=i|=0,!(c=l=e|=0))return a=0!=(0|o),A?a?(r[o>>2]=0|t,r[o+4>>2]=0&e,o=0,0|(_(0|(d=0)),o)):(o=0,0|(_(0|(d=0)),o)):(a&&(r[o>>2]=(u>>>0)%(s>>>0),r[o+4>>2]=0),o=(u>>>0)/(s>>>0)>>>0,0|(_(0|(d=0)),o));a=0==(0|A);do{if(s){if(!a){if((a=(0|b(0|A))-(0|b(0|c))|0)>>>0<=31){s=h=a+1|0,t=u>>>(h>>>0)&(e=a-31>>31)|c<<(A=31-a|0),e&=c>>>(h>>>0),a=0,A=u<>2]=0|t,r[o+4>>2]=l|0&e,o=0,0|(_(0|(d=0)),o)):(o=0,0|(_(0|(d=0)),o))}if((a=s-1|0)&s|0){s=A=33+(0|b(0|s))-(0|b(0|c))|0,t=(h=32-A|0)-1>>31&c>>>((f=A-32|0)>>>0)|(c<>>(A>>>0))&(e=f>>31),e&=c>>>(A>>>0),a=u<<(p=64-A|0)&(l=h>>31),A=(c<>>(f>>>0))&l|u<>31;break}return 0|o&&(r[o>>2]=a&u,r[o+4>>2]=0),1==(0|s)?(p=0|t,0|(_(0|(f=l|0&e)),p)):(f=c>>>((p=0|be(0|s))>>>0)|0,p=c<<32-p|u>>>(p>>>0)|0,0|(_(0|f),p))}if(a)return 0|o&&(r[o>>2]=(c>>>0)%(s>>>0),r[o+4>>2]=0),p=(c>>>0)/(s>>>0)>>>0,0|(_(0|(f=0)),p);if(!u)return 0|o&&(r[o>>2]=0,r[o+4>>2]=(c>>>0)%(A>>>0)),p=(c>>>0)/(A>>>0)>>>0,0|(_(0|(f=0)),p);if(!((a=A-1|0)&A))return 0|o&&(r[o>>2]=0|t,r[o+4>>2]=a&c|0&e),f=0,p=c>>>((0|be(0|A))>>>0),0|(_(0|f),p);if((a=(0|b(0|A))-(0|b(0|c))|0)>>>0<=30){s=e=a+1|0,t=c<<(A=31-a|0)|u>>>(e>>>0),e=c>>>(e>>>0),a=0,A=u<>2]=0|t,r[o+4>>2]=l|0&e,p=0,0|(_(0|(f=0)),p)):(p=0,0|(_(0|(f=0)),p))}while(0);if(s){c=0|function(t,e,n,i){return 0|(_((e|=0)+(i|=0)+((n=(t|=0)+(n|=0)>>>0)>>>0>>0|0)>>>0|0),0|n)}(0|(h=0|n),0|(u=d|0&i),-1,-1),n=0|w(),l=A,A=0;do{i=l,l=a>>>31|l<<1,a=A|a<<1,xe(0|c,0|n,0|(i=t<<1|i>>>31|0),0|(d=t>>>31|e<<1|0)),A=1&(f=(p=0|w())>>31|((0|p)<0?-1:0)<<1),t=0|xe(0|i,0|d,f&h|0,(((0|p)<0?-1:0)>>31|((0|p)<0?-1:0)<<1)&u|0),e=0|w(),s=s-1|0}while(0!=(0|s));c=l,l=0}else 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for(n=o-4|0;(0|t)<(0|n);)i[t>>0]=0|i[e>>0],i[t+1>>0]=0|i[e+1>>0],i[t+2>>0]=0|i[e+2>>0],i[t+3>>0]=0|i[e+3>>0],t=t+4|0,e=e+4|0;for(;(0|t)<(0|o);)i[t>>0]=0|i[e>>0],t=t+1|0,e=e+1|0;return 0|a}function Le(t,e,n){e|=0;var o,a=0,s=0,A=0;if(o=(t|=0)+(n|=0)|0,e&=255,(0|n)>=67){for(;3&t;)i[t>>0]=e,t=t+1|0;for(A=e|e<<8|e<<16|e<<24,s=(a=-4&o|0)-64|0;(0|t)<=(0|s);)r[t>>2]=A,r[t+4>>2]=A,r[t+8>>2]=A,r[t+12>>2]=A,r[t+16>>2]=A,r[t+20>>2]=A,r[t+24>>2]=A,r[t+28>>2]=A,r[t+32>>2]=A,r[t+36>>2]=A,r[t+40>>2]=A,r[t+44>>2]=A,r[t+48>>2]=A,r[t+52>>2]=A,r[t+56>>2]=A,r[t+60>>2]=A,t=t+64|0;for(;(0|t)<(0|a);)r[t>>2]=A,t=t+4|0}for(;(0|t)<(0|o);)i[t>>0]=e,t=t+1|0;return o-n|0}function qe(t){return(t=+t)>=0?+s(t+.5):+v(t-.5)}function Ce(t){var e,n,i;return t|=0,i=0|E(),(0|t)>0&(0|(e=(n=0|r[a>>2])+t|0))<(0|n)|(0|e)<0?(q(0|e),S(12),-1):(0|e)>(0|i)&&!(0|L(0|e))?(S(12),-1):(r[a>>2]=e,0|n)}return{___uremdi3:_e,_bitshift64Lshr:we,_bitshift64Shl:Me,_calloc:ye,_cellAreaKm2:function(t,e){var n,i,o,a=0;if(o=C,C=C+192|0,i=o,jt(t|=0,e|=0,n=o+168|0),Vt(t,e,i),(0|(e=0|r[i>>2]))>0){if(a=+qt(i+8|0,i+8+((1!=(0|e)&1)<<4)|0,n)+0,1!=(0|e)){t=1;do{a+=+qt(i+8+(t<<4)|0,i+8+(((0|(t=t+1|0))%(0|e)|0)<<4)|0,n)}while((0|t)<(0|e))}}else a=0;return C=o,6371.007180918475*a*6371.007180918475},_cellAreaM2:function(t,e){var n,i,o,a=0;if(o=C,C=C+192|0,i=o,jt(t|=0,e|=0,n=o+168|0),Vt(t,e,i),(0|(e=0|r[i>>2]))>0){if(a=+qt(i+8|0,i+8+((1!=(0|e)&1)<<4)|0,n)+0,1!=(0|e)){t=1;do{a+=+qt(i+8+(t<<4)|0,i+8+(((0|(t=t+1|0))%(0|e)|0)<<4)|0,n)}while((0|t)<(0|e))}}else a=0;return C=o,6371.007180918475*a*6371.007180918475*1e3*1e3},_cellAreaRads2:function(t,e){var n,i,o,a=0;if(o=C,C=C+192|0,i=o,jt(t|=0,e|=0,n=o+168|0),Vt(t,e,i),(0|(e=0|r[i>>2]))<=0)return C=o,+(a=0);if(a=+qt(i+8|0,i+8+((1!=(0|e)&1)<<4)|0,n)+0,1==(0|e))return C=o,+a;t=1;do{a+=+qt(i+8+(t<<4)|0,i+8+(((0|(t=t+1|0))%(0|e)|0)<<4)|0,n)}while((0|t)<(0|e));return C=o,+a},_compact:function(t,e,n){e|=0;var i,o=0,a=0,s=0,A=0,l=0,c=0,u=0,h=0,d=0,f=0,p=0,m=0,g=0,v=0,y=0,x=0,b=0,_=0,M=0,S=0,E=0;if(!(n|=0))return 0;if(o=0|r[(a=t|=0)>>2],!0&0==(15728640&(a=0|r[a+4>>2])|0)){if((0|n)<=0)return 0;if(r[(S=e)>>2]=o,r[S+4>>2]=a,1==(0|n))return 0;o=1;do{M=0|r[4+(_=t+(o<<3)|0)>>2],r[(S=e+(o<<3)|0)>>2]=r[_>>2],r[S+4>>2]=M,o=o+1|0}while((0|o)!=(0|n));return 0}if(!(M=0|ge(_=n<<3)))return-3;if(Te(0|M,0|t,0|_),!(i=0|ye(n,8)))return ve(M),-3;o=n;t:for(;;){x=0|we(0|(h=0|r[(A=M)>>2]),0|(A=0|r[A+4>>2]),52),w(),b=(x&=15)-1|0,y=(0|o)>0;e:do{if(y){if(v=((0|o)<0)<<31>>31,m=0|Me(0|b,0,52),g=0|w(),b>>>0>15)for(a=0,t=h,n=A;;){if(!(0==(0|t)&0==(0|n))){if(s=0|we(0|t,0|n,52),w(),l=(0|(s&=15))<(0|b),s=(0|s)==(0|b),n=0|_e(0|(u=l?0:s?t:0),0|(t=l?0:s?n:0),0|o,0|v),w(),0==(0|(c=0|r[(l=s=i+(n<<3)|0)>>2]))&0==(0|(l=0|r[l+4>>2])))n=u;else for(m=0,p=n,f=l,n=u;;){if((0|m)>(0|o)){S=41;break 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+l(+(1-c)))}while((0|t)<(0|e));return C=i,+a},_experimentalH3ToLocalIj:function(t,e,n,i,r){var o,a;return r|=0,a=C,C=C+16|0,(t=0|$t(t|=0,e|=0,n|=0,i|=0,o=a))||(dt(o,r),t=0),C=a,0|t},_experimentalLocalIjToH3:function(t,e,n,i){var r,o;return t|=0,e|=0,i|=0,r=C,C=C+16|0,ft(n|=0,o=r),i=0|te(t,e,o,i),C=r,0|i},_free:ve,_geoToH3:zt,_getDestinationH3IndexFromUnidirectionalEdge:function(t,e){t|=0;var n,i,o=0;return n=C,C=C+16|0,o=n,!0&268435456==(2013265920&(e|=0)|0)?(i=0|we(0|t,0|e,56),w(),r[o>>2]=0,o=0|I(t,-2130706433&e|134217728,7&i,o),e=0|w(),_(0|e),C=n,0|o):(o=0,_(0|(e=0)),C=n,0|o)},_getH3IndexesFromUnidirectionalEdge:function(t,e,n){t|=0;var i,o,a,s,A=0;a=C,C=C+16|0,i=a,s=!0&268435456==(2013265920&(e|=0)|0),o=-2130706433&e|134217728,r[(A=n|=0)>>2]=s?t:0,r[A+4>>2]=s?o:0,s?(e=0|we(0|t,0|e,56),w(),r[i>>2]=0,t=0|I(t,o,7&e,i),e=0|w()):(t=0,e=0),r[(A=n+8|0)>>2]=t,r[A+4>>2]=e,C=a},_getH3UnidirectionalEdge:function(t,e,n,i){var o,a,s=0,A=0,l=0,c=0,u=0;if(a=C,C=C+16|0,o=a,!(0|Qt(t|=0,e|=0,n|=0,i|=0)))return c=0,_(0|(l=0)),C=a,0|c;for(l=-2130706433&e,s=(s=0==(0|It(t,e)))?1:2;r[o>>2]=0,A=s+1|0,!((0|(u=0|I(t,e,s,o)))==(0|n)&(0|w())==(0|i));){if(!(A>>>0<7)){s=0,t=0,c=6;break}s=A}return 6==(0|c)?(_(0|s),C=a,0|t):(u=0|Me(0|s,0,56),c=0|l|w()|268435456,u|=t,_(0|c),C=a,0|u)},_getH3UnidirectionalEdgeBoundary:Yt,_getH3UnidirectionalEdgesFromHexagon:function(t,e,n){n|=0;var i,o=0;i=0==(0|It(t|=0,e|=0)),e&=-2130706433,r[(o=n)>>2]=i?t:0,r[o+4>>2]=i?285212672|e:0,r[(o=n+8|0)>>2]=t,r[o+4>>2]=301989888|e,r[(o=n+16|0)>>2]=t,r[o+4>>2]=318767104|e,r[(o=n+24|0)>>2]=t,r[o+4>>2]=335544320|e,r[(o=n+32|0)>>2]=t,r[o+4>>2]=352321536|e,r[(n=n+40|0)>>2]=t,r[n+4>>2]=369098752|e},_getOriginH3IndexFromUnidirectionalEdge:function(t,e){var n;return t|=0,_(0|((n=!0&268435456==(2013265920&(e|=0)|0))?-2130706433&e|134217728:0)),0|(n?t:0)},_getPentagonIndexes:Wt,_getRes0Indexes:function(t){t|=0;var e=0,n=0,i=0;e=0;do{Me(0|e,0,45),i=134225919|w(),r[(n=t+(e<<3)|0)>>2]=-1,r[n+4>>2]=i,e=e+1|0}while(122!=(0|e))},_h3Distance:function(t,e,n,i){var r,o,a;return n|=0,i|=0,a=C,C=C+32|0,o=a,t=0==(0|$t(t|=0,e|=0,t,e,r=a+12|0))&&0==(0|$t(t,e,n,i,o))?0|ht(r,o):-1,C=a,0|t},_h3GetBaseCell:Ct,_h3GetFaces:function t(e,n,i){i|=0;var o,a=0,s=0,A=0,l=0,c=0,u=0,h=0,d=0;o=C,C=C+128|0,h=o+112|0,A=o+96|0,d=o,s=0|we(0|(e|=0),0|(n|=0),52),w(),c=15&s,r[h>>2]=c,l=0|we(0|e,0|n,45),w(),l&=127;t:do{if(0|O(l)){if(0|c)for(a=1;;){if(!(0==((u=0|Me(7,0,3*(15-a|0)|0))&e|0)&0==((0|w())&n|0))){s=0;break t}if(!(a>>>0>>0))break;a=a+1|0}if(!(1&s))return u=0|Me(c+1|0,0,52),d=0|w()|-15728641&n,t((u|e)&~(h=0|Me(7,0,3*(14-c|0)|0)),d&~(0|w()),i),void(C=o);s=1}else s=0}while(0);Gt(e,n,A),s?(bt(A,h,d),u=5):(St(A,h,d),u=6);t:do{if(0|O(l))if(c)for(a=1;;){if(!(0==((l=0|Me(7,0,3*(15-a|0)|0))&e|0)&0==((0|w())&n|0))){a=8;break t}if(!(a>>>0>>0)){a=20;break}a=a+1|0}else a=20;else a=8}while(0);if(Le(0|i,-1,0|a),s){s=0;do{for(wt(A=d+(s<<4)|0,0|r[h>>2]),A=0|r[A>>2],a=0;!(-1==(0|(c=0|r[(l=i+(a<<2)|0)>>2]))|(0|c)==(0|A));)a=a+1|0;r[l>>2]=A,s=s+1|0}while((0|s)!=(0|u))}else{s=0;do{for(_t(A=d+(s<<4)|0,0|r[h>>2],0,1),A=0|r[A>>2],a=0;!(-1==(0|(c=0|r[(l=i+(a<<2)|0)>>2]))|(0|c)==(0|A));)a=a+1|0;r[l>>2]=A,s=s+1|0}while((0|s)!=(0|u))}C=o},_h3IndexesAreNeighbors:Qt,_h3IsPentagon:It,_h3IsResClassIII:function(t,e){return e=0|we(0|(t|=0),0|(e|=0),52),w(),1&e|0},_h3IsValid:Pt,_h3Line:function(t,e,n,i,o){n|=0,i|=0,o|=0;var a,s=0,l=0,c=0,u=0,h=0,d=0,f=0,p=0,m=0,g=0,v=0,y=0,x=0,b=0,_=0,w=0,M=0;if(a=C,C=C+48|0,l=a+12|0,w=a,0==(0|$t(t|=0,e|=0,t,e,s=a+24|0))&&0==(0|$t(t,e,n,i,l))){if((0|(_=0|ht(s,l)))<0)return C=a,0|_;for(r[s>>2]=0,r[s+4>>2]=0,r[s+8>>2]=0,r[l>>2]=0,r[l+4>>2]=0,r[l+8>>2]=0,$t(t,e,t,e,s),$t(t,e,n,i,l),pt(s),pt(l),_?(m=+(0|_),b=s,n=d=0|r[s>>2],i=f=0|r[(y=s+4|0)>>2],s=p=0|r[(x=s+8|0)>>2],g=+((0|r[l>>2])-d|0)/m,v=+((0|r[l+4>>2])-f|0)/m,m=+((0|r[l+8>>2])-p|0)/m):(y=i=s+4|0,x=p=s+8|0,b=s,n=0|r[s>>2],i=0|r[i>>2],s=0|r[p>>2],g=0,v=0,m=0),r[w>>2]=n,r[(p=w+4|0)>>2]=i,r[(f=w+8|0)>>2]=s,d=0;;){M=g*(u=+(0|d))+ +(0|n),c=v*u+ +(0|r[y>>2]),u=m*u+ +(0|r[x>>2]),i=~~+Ee(+M),l=~~+Ee(+c),n=~~+Ee(+u),M=+A(+(+(0|i)-M)),c=+A(+(+(0|l)-c)),u=+A(+(+(0|n)-u));do{if(!(M>c&M>u)){if(h=0-i|0,c>u){s=h-n|0;break}s=l,n=h-l|0;break}i=0-(l+n)|0,s=l}while(0);if(r[w>>2]=i,r[p>>2]=s,r[f>>2]=n,mt(w),te(t,e,w,o+(d<<3)|0),(0|d)==(0|_))break;d=d+1|0,n=0|r[b>>2]}return C=a,0}return C=a,-1},_h3LineSize:function(t,e,n,i){var r,o,a;return n|=0,i|=0,a=C,C=C+32|0,o=a,t=0==(0|$t(t|=0,e|=0,t,e,r=a+12|0))&&0==(0|$t(t,e,n,i,o))?0|ht(r,o):-1,C=a,(t>>>31^1)+t|0},_h3SetToLinkedGeo:function(t,e,n){n|=0;var i,o,a,s=0;if(a=C,C=C+32|0,i=a,function(t,e,n){t|=0,n|=0;var i,o,a=0,s=0,A=0,l=0,c=0;if(o=C,C=C+176|0,i=o,(0|(e|=0))<1)return le(n,0,0),void(C=o);l=0|we(0|r[(l=t)>>2],0|r[l+4>>2],52),w(),le(n,(0|e)>6?e:6,15&l),l=0;do{if(Vt(0|r[(a=t+(l<<3)|0)>>2],0|r[a+4>>2],i),(0|(a=0|r[i>>2]))>0){c=0;do{A=i+8+(c<<4)|0,(s=0|fe(n,a=i+8+(((0|(c=c+1|0))%(0|a)|0)<<4)|0,A))?he(n,s):de(n,A,a),a=0|r[i>>2]}while((0|c)<(0|a))}l=l+1|0}while((0|l)!=(0|e));C=o}(t|=0,e|=0,o=a+16|0),r[n>>2]=0,r[n+4>>2]=0,r[n+8>>2]=0,!(t=0|ue(o)))return Jt(n),ce(o),void(C=a);do{e=0|Xt(n);do{Zt(e,t),s=t+16|0,r[i>>2]=r[s>>2],r[i+4>>2]=r[s+4>>2],r[i+8>>2]=r[s+8>>2],r[i+12>>2]=r[s+12>>2],he(o,t),t=0|pe(o,i)}while(0!=(0|t));t=0|ue(o)}while(0!=(0|t));Jt(n),ce(o),C=a},_h3ToCenterChild:function(t,e,n){n|=0;var i=0,r=0;if(i=0|we(0|(t|=0),0|(e|=0),52),w(),(0|n)<16&(0|(i&=15))<=(0|n)){if((0|i)!=(0|n)&&(t|=r=0|Me(0|n,0,52),e=0|w()|-15728641&e,(0|i)<(0|n)))do{r=0|Me(7,0,3*(14-i|0)|0),i=i+1|0,t&=~r,e&=~(0|w())}while((0|i)<(0|n))}else e=0,t=0;return _(0|e),0|t},_h3ToChildren:Dt,_h3ToGeo:jt,_h3ToGeoBoundary:Vt,_h3ToParent:Rt,_h3UnidirectionalEdgeIsValid:function(t,e){var n=0;if(!(!0&268435456==(2013265920&(e|=0)|0)))return 0;switch(n=0|we(0|(t|=0),0|e,56),w(),7&n){case 0:case 7:return 0}return!0&16777216==(117440512&e|0)&0!=(0|It(t,n=-2130706433&e|134217728))?0|(n=0):0|(n=0|Pt(t,n))},_hexAreaKm2:function(t){return+ +o[20496+((t|=0)<<3)>>3]},_hexAreaM2:function(t){return+ +o[20624+((t|=0)<<3)>>3]},_hexRing:function(t,e,n,i){t|=0,e|=0,i|=0;var o,a=0,s=0,A=0,l=0,c=0,u=0,h=0;if(o=C,C=C+16|0,h=o,!(n|=0))return r[(h=i)>>2]=t,r[h+4>>2]=e,C=o,0;r[h>>2]=0;t:do{if(0|It(t,e))t=1;else{if(s=(0|n)>0){a=0,u=t;do{if(0==(0|(u=0|I(u,e,4,h)))&0==(0|(e=0|w()))){t=2;break t}if(a=a+1|0,0|It(u,e)){t=1;break t}}while((0|a)<(0|n));if(r[(c=i)>>2]=u,r[c+4>>2]=e,c=n+-1|0,s){s=0,A=1,a=u,t=e;do{if(0==(0|(a=0|I(a,t,2,h)))&0==(0|(t=0|w()))){t=2;break t}if(r[(l=i+(A<<3)|0)>>2]=a,r[l+4>>2]=t,A=A+1|0,0|It(a,t)){t=1;break t}s=s+1|0}while((0|s)<(0|n));l=0,s=A;do{if(0==(0|(a=0|I(a,t,3,h)))&0==(0|(t=0|w()))){t=2;break t}if(r[(A=i+(s<<3)|0)>>2]=a,r[A+4>>2]=t,s=s+1|0,0|It(a,t)){t=1;break t}l=l+1|0}while((0|l)<(0|n));A=0;do{if(0==(0|(a=0|I(a,t,1,h)))&0==(0|(t=0|w()))){t=2;break t}if(r[(l=i+(s<<3)|0)>>2]=a,r[l+4>>2]=t,s=s+1|0,0|It(a,t)){t=1;break t}A=A+1|0}while((0|A)<(0|n));A=0;do{if(0==(0|(a=0|I(a,t,5,h)))&0==(0|(t=0|w()))){t=2;break t}if(r[(l=i+(s<<3)|0)>>2]=a,r[l+4>>2]=t,s=s+1|0,0|It(a,t)){t=1;break t}A=A+1|0}while((0|A)<(0|n));A=0;do{if(0==(0|(a=0|I(a,t,4,h)))&0==(0|(t=0|w()))){t=2;break t}if(r[(l=i+(s<<3)|0)>>2]=a,r[l+4>>2]=t,s=s+1|0,0|It(a,t)){t=1;break t}A=A+1|0}while((0|A)<(0|n));for(A=0;;){if(0==(0|(a=0|I(a,t,6,h)))&0==(0|(t=0|w()))){t=2;break t}if((0|A)!=(0|c)){if(r[(l=i+(s<<3)|0)>>2]=a,r[l+4>>2]=t,0|It(a,t)){t=1;break t}s=s+1|0}if((0|(A=A+1|0))>=(0|n)){A=u,s=e;break}}}else A=u,a=u,s=e,t=e}else r[(A=i)>>2]=t,r[A+4>>2]=e,A=t,a=t,s=e,t=e;t=1&((0|A)!=(0|a)|(0|s)!=(0|t))}}while(0);return C=o,0|t},_i64Subtract:xe,_kRing:P,_kRingDistances:function(t,e,n,i,r){var o;if(0|R(t|=0,e|=0,n|=0,i|=0,r|=0)){if(Le(0|i,0,(o=1+(0|y(3*n|0,n+1|0))|0)<<3|0),0|r)return Le(0|r,0,o<<2|0),void D(t,e,n,i,r,o,0);(r=0|ye(o,4))&&(D(t,e,n,i,r,o,0),ve(r))}},_llvm_minnum_f64:Se,_llvm_round_f64:Ee,_malloc:ge,_maxFaceCount:function(t,e){var n=0,i=0;if(i=0|we(0|(t|=0),0|(e|=0),45),w(),!(0|O(127&i)))return 2;if(i=0|we(0|t,0|e,52),w(),!(i&=15))return 5;for(n=1;;){if(!(0==((0|Me(7,0,3*(15-n|0)|0))&t|0)&0==((0|w())&e|0))){n=2,t=6;break}if(!(n>>>0>>0)){n=5,t=6;break}n=n+1|0}return 6==(0|t)?0|n:0},_maxH3ToChildrenSize:function(t,e,n){return n|=0,t=0|we(0|(t|=0),0|(e|=0),52),w(),(0|n)<16&(0|(t&=15))<=(0|n)?0|(n=0|ee(7,n-t|0)):0|(n=0)},_maxKringSize:function(t){return 1+(0|y(3*(t|=0)|0,t+1|0))|0},_maxPolyfillSize:function(t,e){e|=0;var n,i=0,o=0,a=0,s=0,A=0;if(n=C,C=C+48|0,a=n+8|0,o=n,s=0|r[4+(A=t|=0)>>2],r[(i=o)>>2]=r[A>>2],r[i+4>>2]=s,ie(o,a),a=0|V(a,e),e=0|r[o>>2],(0|(o=0|r[t+8>>2]))<=0)return C=n,0|(A=(s=(0|a)<(0|(A=e)))?A:a)+12;i=0|r[t+12>>2],t=0;do{e=(0|r[i+(t<<3)>>2])+e|0,t=t+1|0}while((0|t)<(0|o));return C=n,0|(A=(A=(0|a)<(0|e))?e:a)+12},_maxUncompactSize:function(t,e,n){t|=0;var i=0,o=0,a=0,s=0;if((0|(e|=0))<=0)return 0;if((0|(n|=0))>=16){for(i=0;;){if(!(0==(0|r[(s=t+(i<<3)|0)>>2])&0==(0|r[s+4>>2]))){i=-1,o=13;break}if((0|(i=i+1|0))>=(0|e)){i=0,o=13;break}}if(13==(0|o))return 0|i}i=0,s=0;t:for(;;){a=0|r[(o=t+(s<<3)|0)>>2],o=0|r[o+4>>2];do{if(!(0==(0|a)&0==(0|o))){if(o=0|we(0|a,0|o,52),w(),(0|(o&=15))>(0|n)){i=-1,o=13;break t}if((0|o)==(0|n)){i=i+1|0;break}i=(0|ee(7,n-o|0))+i|0;break}}while(0);if((0|(s=s+1|0))>=(0|e)){o=13;break}}return 13==(0|o)?0|i:0},_memcpy:Te,_memset:Le,_numHexagons:function(t){var e;return t=0|r[(e=21008+((t|=0)<<3)|0)>>2],_(0|r[e+4>>2]),0|t},_pentagonIndexCount:function(){return 12},_pointDistKm:Lt,_pointDistM:function(t,e){t|=0;var n,i,r,a=0;return i=+o[(e|=0)>>3],n=+o[t>>3],a=(r=+h(.5*(i-n)))*r+(a=+h(.5*(+o[e+8>>3]-+o[t+8>>3])))*(+u(+i)*+u(+n)*a),2*+g(+ +l(+a),+ +l(+(1-a)))*6371.007180918475*1e3},_pointDistRads:function(t,e){t|=0;var n,i,r,a=0;return i=+o[(e|=0)>>3],n=+o[t>>3],a=(r=+h(.5*(i-n)))*r+(a=+h(.5*(+o[e+8>>3]-+o[t+8>>3])))*(+u(+i)*+u(+n)*a),2*+g(+ +l(+a),+ +l(+(1-a)))},_polyfill:function(t,e,n){var i,o=0,a=0,s=0,A=0,l=0;if(i=C,C=C+48|0,o=i+8|0,a=i,0|function(t,e,n){e|=0,n|=0;var i,o,a,s,A,l=0,c=0,u=0,h=0,d=0,f=0,p=0,m=0,g=0,v=0,y=0,x=0,b=0,_=0,S=0,E=0,T=0,L=0,q=0,P=0,I=0,O=0,N=0,k=0,F=0;if(A=C,C=C+112|0,o=A+80|0,f=A+72|0,a=A,s=A+56|0,(F=0|ge(32+(r[(p=8+(t|=0)|0)>>2]<<5)|0))||M(22848,22448,800,22456),re(t,F),l=0|r[(u=t)+4>>2],r[(d=f)>>2]=r[u>>2],r[d+4>>2]=l,ie(f,o),d=0|V(o,e),l=0|r[f>>2],(0|(u=0|r[p>>2]))>0){h=0|r[t+12>>2],c=0;do{l=(0|r[h+(c<<3)>>2])+l|0,c=c+1|0}while((0|c)!=(0|u))}if(c=0|ye(i=(d=(0|d)<(0|l)?l:d)+12|0,8),m=0|ye(i,8),r[o>>2]=0,k=0|r[(N=t)+4>>2],r[(l=f)>>2]=r[N>>2],r[l+4>>2]=k,0|(l=0|B(f,i,e,o,c,m)))return ve(c),ve(m),ve(F),C=A,0|l;t:do{if((0|r[p>>2])>0){for(u=t+12|0,l=0;h=0|B((0|r[u>>2])+(l<<3)|0,i,e,o,c,m),l=l+1|0,!(0|h);)if((0|l)>=(0|r[p>>2]))break t;return ve(c),ve(m),ve(F),C=A,0|h}}while(0);(0|d)>-12&&Le(0|m,0,((0|i)>1?i:1)<<3|0);t:do{if((0|r[o>>2])>0){k=((0|i)<0)<<31>>31,L=c,q=m,P=c,I=c,O=m,N=c,l=c,_=c,S=m,E=m,T=m,c=m;e:for(;;){for(b=0|r[o>>2],y=0,x=0,u=0;;){d=(h=a)+56|0;do{r[h>>2]=0,h=h+4|0}while((0|h)<(0|d));if(0|R(f=0|r[(e=L+(y<<3)|0)>>2],e=0|r[e+4>>2],1,a,0)){d=(h=a)+56|0;do{r[h>>2]=0,h=h+4|0}while((0|h)<(0|d));0|(h=0|ye(7,4))&&(D(f,e,1,a,h,7,0),ve(h))}v=0;do{m=0|r[(g=a+(v<<3)|0)>>2],g=0|r[g+4>>2];n:do{if(!(0==(0|m)&0==(0|g))){if(f=0|_e(0|m,0|g,0|i,0|k),w(),!(0==(0|(e=0|r[(d=h=n+(f<<3)|0)>>2]))&0==(0|(d=0|r[d+4>>2]))))for(p=0;;){if((0|p)>(0|i))break e;if((0|e)==(0|m)&(0|d)==(0|g))break 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dp=16,fp=hp.sizeOfH3Index(),pp=hp.sizeOfGeoCoord(),mp=hp.sizeOfGeoBoundary(),gp=hp.sizeOfGeoPolygon(),vp=hp.sizeOfGeofence();hp.sizeOfLinkedGeoPolygon(),hp.sizeOfCoordIJ();var yp=/[^0-9a-fA-F]/;function xp(t){if(Array.isArray(t)&&2===t.length&&Number.isInteger(t[0])&&Number.isInteger(t[1]))return t;if("string"!=typeof t||yp.test(t))return[0,0];var e=parseInt(t.substring(0,t.length-8),dp);return[parseInt(t.substring(t.length-8),dp),e]}function bp(t){if(t>=0)return t.toString(dp);var e=wp(8,(t&=2147483647).toString(dp));return(parseInt(e[0],dp)+8).toString(dp)+e.substring(1)}function _p(t,e){return bp(e)+wp(8,bp(t))}function wp(t,e){for(var n=t-e.length,i="",r=0;r15||Math.floor(t)!==t)throw new Error("Invalid resolution: "+t)}(e),n=Boolean(n),0===t.length||0===t[0].length)return[];"number"==typeof t[0][0]&&(t=[t]);var i=function(t,e){var n,i=t.length-1,r=cp._calloc(gp),o=0+vp,a=o+4;if(Mp(t[0],r+0,e),i>0){n=cp._calloc(i,vp);for(var s=0;s\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\n\t\tuniform float linewidth;\n\t\tuniform vec2 resolution;\n\n\t\tattribute vec3 instanceStart;\n\t\tattribute vec3 instanceEnd;\n\n\t\tattribute vec3 instanceColorStart;\n\t\tattribute vec3 instanceColorEnd;\n\n\t\tvarying vec2 vUv;\n\n\t\t#ifdef USE_DASH\n\n\t\t\tuniform float dashScale;\n\t\t\tattribute float instanceDistanceStart;\n\t\t\tattribute float instanceDistanceEnd;\n\t\t\tvarying float vLineDistance;\n\n\t\t#endif\n\n\t\tvoid trimSegment( const in vec4 start, inout vec4 end ) {\n\n\t\t\t// trim end segment so it terminates between the camera plane and the near plane\n\n\t\t\t// conservative estimate of the near plane\n\t\t\tfloat a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column\n\t\t\tfloat b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column\n\t\t\tfloat nearEstimate = - 0.5 * b / a;\n\n\t\t\tfloat alpha = ( nearEstimate - start.z ) / ( end.z - start.z );\n\n\t\t\tend.xyz = mix( start.xyz, end.xyz, alpha );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\t#ifdef USE_COLOR\n\n\t\t\t\tvColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;\n\n\t\t\t#endif\n\n\t\t\t#ifdef USE_DASH\n\n\t\t\t\tvLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;\n\n\t\t\t#endif\n\n\t\t\tfloat aspect = resolution.x / resolution.y;\n\n\t\t\tvUv = uv;\n\n\t\t\t// camera space\n\t\t\tvec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );\n\t\t\tvec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );\n\n\t\t\t// special case for perspective projection, and segments that terminate either in, or behind, the camera plane\n\t\t\t// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space\n\t\t\t// but we need to perform ndc-space calculations in the shader, so we must address this issue directly\n\t\t\t// perhaps there is a more elegant solution -- WestLangley\n\n\t\t\tbool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column\n\n\t\t\tif ( perspective ) {\n\n\t\t\t\tif ( start.z < 0.0 && end.z >= 0.0 ) {\n\n\t\t\t\t\ttrimSegment( start, end );\n\n\t\t\t\t} else if ( end.z < 0.0 && start.z >= 0.0 ) {\n\n\t\t\t\t\ttrimSegment( end, start );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// clip space\n\t\t\tvec4 clipStart = projectionMatrix * start;\n\t\t\tvec4 clipEnd = projectionMatrix * end;\n\n\t\t\t// ndc space\n\t\t\tvec2 ndcStart = clipStart.xy / clipStart.w;\n\t\t\tvec2 ndcEnd = clipEnd.xy / clipEnd.w;\n\n\t\t\t// direction\n\t\t\tvec2 dir = ndcEnd - ndcStart;\n\n\t\t\t// account for clip-space aspect ratio\n\t\t\tdir.x *= aspect;\n\t\t\tdir = normalize( dir );\n\n\t\t\t// perpendicular to dir\n\t\t\tvec2 offset = vec2( dir.y, - dir.x );\n\n\t\t\t// undo aspect ratio adjustment\n\t\t\tdir.x /= aspect;\n\t\t\toffset.x /= aspect;\n\n\t\t\t// sign flip\n\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t// endcaps\n\t\t\tif ( position.y < 0.0 ) {\n\n\t\t\t\toffset += - dir;\n\n\t\t\t} else if ( position.y > 1.0 ) {\n\n\t\t\t\toffset += dir;\n\n\t\t\t}\n\n\t\t\t// adjust for linewidth\n\t\t\toffset *= linewidth;\n\n\t\t\t// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...\n\t\t\toffset /= resolution.y;\n\n\t\t\t// select end\n\t\t\tvec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;\n\n\t\t\t// back to clip space\n\t\t\toffset *= clip.w;\n\n\t\t\tclip.xy += offset;\n\n\t\t\tgl_Position = clip;\n\n\t\t\tvec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation\n\n\t\t\t#include \n\t\t\t#include \n\t\t\t#include \n\n\t\t}\n\t\t",fragmentShader:"\n\t\tuniform vec3 diffuse;\n\t\tuniform float opacity;\n\n\t\t#ifdef USE_DASH\n\n\t\t\tuniform float dashSize;\n\t\t\tuniform float dashOffset;\n\t\t\tuniform float gapSize;\n\n\t\t#endif\n\n\t\tvarying float vLineDistance;\n\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\t#include \n\n\t\t\t#ifdef USE_DASH\n\n\t\t\t\tif ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps\n\n\t\t\t\tif ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX\n\n\t\t\t#endif\n\n\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\tfloat a = vUv.x;\n\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\tfloat len2 = a * a + b * b;\n\n\t\t\t\tif ( len2 > 1.0 ) discard;\n\n\t\t\t}\n\n\t\t\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\t\t\t#include \n\t\t\t#include \n\n\t\t\tgl_FragColor = vec4( diffuseColor.rgb, diffuseColor.a );\n\n\t\t\t#include \n\t\t\t#include \n\t\t\t#include \n\t\t\t#include \n\n\t\t}\n\t\t"};var zp=function(t){Up.ShaderMaterial.call(this,{type:"LineMaterial",uniforms:Up.UniformsUtils.clone(Up.ShaderLib.line.uniforms),vertexShader:Up.ShaderLib.line.vertexShader,fragmentShader:Up.ShaderLib.line.fragmentShader,clipping:!0}),this.dashed=!1,Object.defineProperties(this,{color:{enumerable:!0,get:function(){return this.uniforms.diffuse.value},set:function(t){this.uniforms.diffuse.value=t}},linewidth:{enumerable:!0,get:function(){return this.uniforms.linewidth.value},set:function(t){this.uniforms.linewidth.value=t}},dashScale:{enumerable:!0,get:function(){return this.uniforms.dashScale.value},set:function(t){this.uniforms.dashScale.value=t}},dashSize:{enumerable:!0,get:function(){return this.uniforms.dashSize.value},set:function(t){this.uniforms.dashSize.value=t}},dashOffset:{enumerable:!0,get:function(){return this.uniforms.dashOffset.value},set:function(t){this.uniforms.dashOffset.value=t}},gapSize:{enumerable:!0,get:function(){return this.uniforms.gapSize.value},set:function(t){this.uniforms.gapSize.value=t}},opacity:{enumerable:!0,get:function(){return this.uniforms.opacity.value},set:function(t){this.uniforms.opacity.value=t}},resolution:{enumerable:!0,get:function(){return this.uniforms.resolution.value},set:function(t){this.uniforms.resolution.value.copy(t)}}}),this.setValues(t)};(zp.prototype=Object.create(Up.ShaderMaterial.prototype)).constructor=zp,zp.prototype.isLineMaterial=!0,zp.prototype.copy=function(t){return Up.ShaderMaterial.prototype.copy.call(this,t),this.color.copy(t.color),this.linewidth=t.linewidth,this.resolution=t.resolution,this};const Hp=window.THREE?window.THREE:{BufferGeometry:He,InstancedInterleavedBuffer:vA,InterleavedBufferAttribute:Br,Line3:EA,MathUtils:I,Matrix4:xt,Mesh:sn,Vector3:W,Vector4:H};var Gp,jp,Vp=(new Hp.BufferGeometry).setAttribute?"setAttribute":"addAttribute",Wp=function(t,e){void 0===t&&(t=new Fp),void 0===e&&(e=new zp({color:16777215*Math.random()})),Hp.Mesh.call(this,t,e),this.type="LineSegments2"};Wp.prototype=Object.assign(Object.create(Hp.Mesh.prototype),{constructor:Wp,isLineSegments2:!0,computeLineDistances:(Gp=new Hp.Vector3,jp=new Hp.Vector3,function(){for(var t=this.geometry,e=t.attributes.instanceStart,n=t.attributes.instanceEnd,i=new Float32Array(2*e.data.count),r=0,o=0,a=e.data.count;r1&&e.z>1;if(!_&&!w){t.x*=p.x/2,t.y*=p.y/2,e.x*=p.x/2,e.y*=p.y/2,o.start.copy(t),o.start.z=0,o.end.copy(e),o.end.z=0;var M=o.closestPointToPointParameter(i,!0);o.at(M,a);var S=Hp.MathUtils.lerp(t.z,e.z,M),E=S>=-1&&S<=1,T=i.distanceTo(a)<.5*m;if(E&&T){o.start.fromBufferAttribute(g,x),o.end.fromBufferAttribute(v,x),o.start.applyMatrix4(y),o.end.applyMatrix4(y);var L=new Hp.Vector3,q=new Hp.Vector3;c.distanceSqToSegment(o.start,o.end,q,L),A.push({point:q,pointOnLine:L,distance:c.origin.distanceTo(q),object:this,face:null,faceIndex:x,uv:null,uv2:null})}}}}}()});var Qp=function(){Fp.call(this),this.type="LineGeometry"};Qp.prototype=Object.assign(Object.create(Fp.prototype),{constructor:Qp,isLineGeometry:!0,setPositions:function(t){for(var e=t.length-3,n=new Float32Array(2*e),i=0;it.length)&&(e=t.length);for(var n=0,i=new Array(e);n1?r-1:0),a=1;a2&&void 0!==arguments[2]?arguments[2]:0,i=(90-t)*Math.PI/180,r=(90-e)*Math.PI/180,o=pm*(1+n);return{x:o*Math.sin(i)*Math.cos(r),y:o*Math.cos(i),z:o*Math.sin(i)*Math.sin(r)}}function gm(t){var e=t.x,n=t.y,i=t.z,r=Math.sqrt(e*e+n*n+i*i),o=Math.acos(n/r),a=Math.atan2(i,e);return{lat:90-180*o/Math.PI,lng:90-180*a/Math.PI-(a<-Math.PI/2?360:0),altitude:r/pm-1}}var vm=window.THREE?Kp(Kp({},window.THREE),{},{SphereGeometry:ba}):{Color:de,LineBasicMaterial:uo,LineSegments:bo,Mesh:sn,MeshPhongMaterial:Ea,SphereGeometry:ba,TextureLoader:rs},ym=jA({props:{globeImageUrl:{},bumpImageUrl:{},showAtmosphere:{default:!0,onChange:function(t,e){e.atmosphereObj.visible=!!t},triggerUpdate:!1},showGraticules:{default:!1,onChange:function(t,e){e.graticulesObj.visible=!!t},triggerUpdate:!1},onReady:{default:function(){},triggerUpdate:!1}},methods:{globeMaterial:function(t){return t.globeObj.material}},stateInit:function(){var t=new vm.SphereGeometry(pm,75,75),e=new vm.Mesh(t,new vm.MeshPhongMaterial({color:0,transparent:!0}));e.rotation.y=-Math.PI/2,e.__globeObjType="globe";var n=function(t,e){void 0===e&&(e=rc);var n=e.backside,i=e.coefficient,r=e.color,o=e.power,a=function(t,e){var n=t.clone(),i=new Array(n.vertices.length);return n.faces.forEach((function(t){t instanceof fe?(i[t.a]=t.vertexNormals[0],i[t.b]=t.vertexNormals[1],i[t.c]=t.vertexNormals[2]):console.error("Face needs to be an instance of THREE.Face3.")})),n.vertices.forEach((function(t,n){var r=i[n],o=r.y,a=r.z;t.x+=r.x*e,t.y+=o*e,t.z+=a*e})),n}(t,e.size),s=function(t,e,n){return new fn({depthWrite:!1,fragmentShader:"\nuniform vec3 color;\nuniform float coefficient;\nuniform float power;\nvarying vec3 vVertexNormal;\nvarying vec3 vVertexWorldPosition;\nvoid main() {\n vec3 worldCameraToVertex = vVertexWorldPosition - cameraPosition;\n vec3 viewCameraToVertex\t= (viewMatrix * vec4(worldCameraToVertex, 0.0)).xyz;\n viewCameraToVertex = normalize(viewCameraToVertex);\n float intensity\t= pow(\n coefficient + dot(vVertexNormal, viewCameraToVertex),\n power\n );\n gl_FragColor = vec4(color, intensity);\n}",transparent:!0,uniforms:{coefficient:{value:t},color:{value:new de(e)},power:{value:n}},vertexShader:"\nvarying vec3 vVertexWorldPosition;\nvarying vec3 vVertexNormal;\nvoid main() {\n vVertexNormal\t= normalize(normalMatrix * normal);\n vVertexWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;\n gl_Position\t= projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n}\n"})}(i,r,o);return n&&(s.side=1),new sn(a,s)}(e.geometry,{backside:!0,color:"lightskyblue",size:15,power:3.5,coefficient:.1});return n.__globeObjType="atmosphere",{globeObj:e,atmosphereObj:n,graticulesObj:new vm.LineSegments(new tc(function(){var t,e,n,i,r,o,a,s,A,l,c,u,h=10,d=h,f=90,p=360,m=2.5;function g(){return{type:"MultiLineString",coordinates:v()}}function v(){return oc(_l(i/f)*f,n,f).map(c).concat(oc(_l(s/p)*p,a,p).map(u)).concat(oc(_l(e/h)*h,t,h).filter((function(t){return vl(t%f)>cl})).map(A)).concat(oc(_l(o/d)*d,r,d).filter((function(t){return vl(t%p)>cl})).map(l))}return g.lines=function(){return v().map((function(t){return{type:"LineString",coordinates:t}}))},g.outline=function(){return{type:"Polygon",coordinates:[c(i).concat(u(a).slice(1),c(n).reverse().slice(1),u(s).reverse().slice(1))]}},g.extent=function(t){return arguments.length?g.extentMajor(t).extentMinor(t):g.extentMinor()},g.extentMajor=function(t){return arguments.length?(i=+t[0][0],n=+t[1][0],s=+t[0][1],a=+t[1][1],i>n&&(t=i,i=n,n=t),s>a&&(t=s,s=a,a=t),g.precision(m)):[[i,s],[n,a]]},g.extentMinor=function(n){return arguments.length?(e=+n[0][0],t=+n[1][0],o=+n[0][1],r=+n[1][1],e>t&&(n=e,e=t,t=n),o>r&&(n=o,o=r,r=n),g.precision(m)):[[e,o],[t,r]]},g.step=function(t){return arguments.length?g.stepMajor(t).stepMinor(t):g.stepMinor()},g.stepMajor=function(t){return arguments.length?(f=+t[0],p=+t[1],g):[f,p]},g.stepMinor=function(t){return arguments.length?(h=+t[0],d=+t[1],g):[h,d]},g.precision=function(h){return arguments.length?(m=+h,A=ac(o,r,90),l=sc(e,t,m),c=ac(s,a,90),u=sc(i,n,m),g):m},g.extentMajor([[-180,-89.999999],[180,89.999999]]).extentMinor([[-180,-80.000001],[180,80.000001]])}()(),pm,2),new vm.LineBasicMaterial({color:"lightgrey",transparent:!0,opacity:.1}))}},init:function(t,e){dm(t),e.scene=t,e.scene.add(e.globeObj),e.scene.add(e.atmosphereObj),e.scene.add(e.graticulesObj),e.ready=!1},update:function(t,e){var n=t.globeObj.material;e.hasOwnProperty("globeImageUrl")&&(t.globeImageUrl?(new vm.TextureLoader).load(t.globeImageUrl,(function(e){n.map=e,n.color=null,n.needsUpdate=!0,!t.ready&&(t.ready=!0)&&setTimeout(t.onReady)})):!n.color&&(n.color=new vm.Color(0))),e.hasOwnProperty("bumpImageUrl")&&(t.bumpImageUrl?t.bumpImageUrl&&(new vm.TextureLoader).load(t.bumpImageUrl,(function(t){n.bumpMap=t,n.needsUpdate=!0})):(n.bumpMap=null,n.needsUpdate=!0)),t.ready||t.globeImageUrl||(t.ready=!0,t.onReady())}}),xm=function(t){return isNaN(t)?parseInt(cc()(t).toHex(),16):t},bm=function(t){return isNaN(t)?cc()(t).getAlpha():1},_m=function(t){var e=!(arguments.length>1&&void 0!==arguments[1])||arguments[1],n=cc()(t).toRgb(),i=["r","g","b"].map((function(t){return n[t]/255}));return e?[].concat(Am(i),[n.a]):i};function wm(t,e){var n=arguments.length>2&&void 0!==arguments[2]?arguments[2]:{};return xc(t,e.children,(function(t){return e.add(t)}),(function(t){e.remove(t),dm(t)}),Kp({objBindAttr:"__threeObj"},n))}var Mm=window.THREE?window.THREE:{BufferGeometry:He,Color:de,CylinderGeometry:class extends ko{constructor(t,e,n,i,r,o,a,s){super(),this.type="CylinderGeometry",this.parameters={radiusTop:t,radiusBottom:e,height:n,radialSegments:i,heightSegments:r,openEnded:o,thetaStart:a,thetaLength:s},this.fromBufferGeometry(new Fo(t,e,n,i,r,o,a,s)),this.mergeVertices()}},CylinderBufferGeometry:Fo,FaceColors:1,Geometry:ko,Matrix4:xt,Mesh:sn,MeshBasicMaterial:ge,MeshLambertMaterial:qa,Object3D:Vt,Vector3:W},Sm=(new Mm.BufferGeometry).applyMatrix4?"applyMatrix4":"applyMatrix",Em=jA({props:{pointsData:{default:[]},pointLat:{default:"lat"},pointLng:{default:"lng"},pointColor:{default:function(){return"#ffffaa"}},pointAltitude:{default:.1},pointRadius:{default:.25},pointResolution:{default:12,triggerUpdate:!1},pointsMerge:{default:!1},pointsTransitionDuration:{default:1e3,triggerUpdate:!1}},init:function(t,e){dm(t),e.scene=t},update:function(t){var e=(0,Ac.default)(t.pointLat),n=(0,Ac.default)(t.pointLng),i=(0,Ac.default)(t.pointAltitude),r=(0,Ac.default)(t.pointRadius),o=(0,Ac.default)(t.pointColor),a=new Mm[t.pointsMerge?"CylinderGeometry":"CylinderBufferGeometry"](1,1,1,t.pointResolution);a[Sm]((new Mm.Matrix4).makeRotationX(Math.PI/2)),a[Sm]((new Mm.Matrix4).makeTranslation(0,0,-.5));var s=2*Math.PI*pm/360,A={},l=t.pointsMerge?new Mm.Object3D:t.scene;if(wm(t.pointsData,l,{createObj:function(){var t=new Mm.Mesh(a);return t.__globeObjType="point",t},updateObj:function(a,l){var c=function(e){var n=a.__currentTargetD=e,i=n.r,r=n.alt,o=n.lat,A=n.lng;Object.assign(a.position,mm(o,A));var l=t.pointsMerge?new Mm.Vector3(0,0,0):t.scene.localToWorld(new Mm.Vector3(0,0,0));a.lookAt(l),a.scale.x=a.scale.y=Math.min(30,i)*s,a.scale.z=Math.max(r*pm,.1)},u={alt:+i(l),r:+r(l),lat:+e(l),lng:+n(l)},h=a.__currentTargetD||Object.assign({},u,{alt:-.001});if(Object.keys(u).some((function(t){return h[t]!==u[t]}))&&(t.pointsMerge||!t.pointsTransitionDuration||t.pointsTransitionDuration<0?c(u):new al.Tween(h).to(u,t.pointsTransitionDuration).easing(al.Easing.Quadratic.InOut).onUpdate(c).start()),!t.pointsMerge){var d=o(l),f=bm(d);A.hasOwnProperty(d)||(A[d]=new Mm.MeshLambertMaterial({color:xm(d),transparent:f<1,opacity:f})),a.material=A[d]}}}),t.pointsMerge){var c=new Mm.Geometry;t.pointsData.forEach((function(t){var e=t.__threeObj;t.__threeObj=void 0;var n=new Mm.Color(o(t));e.geometry.faces.forEach((function(t){return t.color=n})),e.updateMatrix(),c.merge(e.geometry,e.matrix)}));var u=new Mm.Mesh(c,new Mm.MeshBasicMaterial({color:16777215,vertexColors:Mm.FaceColors,morphTargets:!1}));u.__globeObjType="points",u.__data=t.pointsData,dm(t.scene),t.scene.add(u)}}}),Tm=window.THREE?window.THREE:{AdditiveBlending:2,BufferGeometry:He,CubicBezierCurve3:vs,Curve:os,Float32BufferAttribute:qe,Group:Tr,Line:vo,Mesh:sn,QuadraticBezierCurve3:_s,ShaderMaterial:fn,TubeBufferGeometry:class extends He{constructor(t,e=64,n=1,i=8,r=!1){super(),this.type="TubeBufferGeometry",this.parameters={path:t,tubularSegments:e,radius:n,radialSegments:i,closed:r};const o=t.computeFrenetFrames(e,r);this.tangents=o.tangents,this.normals=o.normals,this.binormals=o.binormals;const a=new W,s=new W,A=new B;let l=new W;const c=[],u=[],h=[],d=[];function f(r){l=t.getPointAt(r/e,l);const A=o.normals[r],h=o.binormals[r];for(let t=0;t<=i;t++){const e=t/i*Math.PI*2,r=Math.sin(e),o=-Math.cos(e);s.x=o*A.x+r*h.x,s.y=o*A.y+r*h.y,s.z=o*A.z+r*h.z,s.normalize(),u.push(s.x,s.y,s.z),a.x=l.x+n*s.x,a.y=l.y+n*s.y,a.z=l.z+n*s.z,c.push(a.x,a.y,a.z)}}!function(){for(let t=0;t dashSize) discard;\n \n // set px color: [r, g, b, a], interpolated between vertices \n gl_FragColor = vColor; \n }\n "},Cm=jA({props:{arcsData:{default:[]},arcStartLat:{default:"startLat"},arcStartLng:{default:"startLng"},arcEndLat:{default:"endLat"},arcEndLng:{default:"endLng"},arcColor:{default:function(){return"#ffffaa"}},arcAltitude:{},arcAltitudeAutoScale:{default:.5},arcStroke:{},arcCurveResolution:{default:64,triggerUpdate:!1},arcCircularResolution:{default:6,triggerUpdate:!1},arcDashLength:{default:1},arcDashGap:{default:0},arcDashInitialGap:{default:0},arcDashAnimateTime:{default:0},arcsTransitionDuration:{default:1e3,triggerUpdate:!1}},init:function(t,e){dm(t),e.scene=t,(new(_c())).onTick.add((function(t,n){e.arcsData.filter((function(t){return t.__threeObj&&t.__threeObj.children.length&&t.__threeObj.children[0].material&&t.__threeObj.children[0].__dashAnimateStep})).forEach((function(t){var e=t.__threeObj.children[0],i=e.__dashAnimateStep*n,r=e.material.uniforms.dashTranslate.value%1e9;e.material.uniforms.dashTranslate.value=r+i}))}))},update:function(t){var e=(0,Ac.default)(t.arcStartLat),n=(0,Ac.default)(t.arcStartLng),i=(0,Ac.default)(t.arcEndLat),r=(0,Ac.default)(t.arcEndLng),o=(0,Ac.default)(t.arcAltitude),a=(0,Ac.default)(t.arcAltitudeAutoScale),s=(0,Ac.default)(t.arcStroke),A=(0,Ac.default)(t.arcColor),l=(0,Ac.default)(t.arcDashLength),c=(0,Ac.default)(t.arcDashGap),u=(0,Ac.default)(t.arcDashInitialGap),h=(0,Ac.default)(t.arcDashAnimateTime),d=new Tm.ShaderMaterial(Kp(Kp({},qm),{},{transparent:!0,blending:Tm.AdditiveBlending}));wm(t.arcsData,t.scene,{createObj:function(){var t=new Tm.Group;return t.__globeObjType="arc",t},updateObj:function(f,p){var 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Use .addVectors( a, b ) instead."),this.addVectors(t,e)):(this.x+=t.x,this.y+=t.y,this)}addScalar(t){return this.x+=t,this.y+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this}sub(t,e){return void 0!==e?(console.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(t,e)):(this.x-=t.x,this.y-=t.y,this)}subScalar(t){return this.x-=t,this.y-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this}multiply(t){return this.x*=t.x,this.y*=t.y,this}multiplyScalar(t){return this.x*=t,this.y*=t,this}divide(t){return this.x/=t.x,this.y/=t.y,this}divideScalar(t){return this.multiplyScalar(1/t)}applyMatrix3(t){const e=this.x,n=this.y,i=t.elements;return this.x=i[0]*e+i[3]*n+i[6],this.y=i[1]*e+i[4]*n+i[7],this}min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this}max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),this}clamp(t,e){return this.x=Math.max(t.x,Math.min(e.x,this.x)),this.y=Math.max(t.y,Math.min(e.y,this.y)),this}clampScalar(t,e){return this.x=Math.max(t,Math.min(e,this.x)),this.y=Math.max(t,Math.min(e,this.y)),this}clampLength(t,e){const n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(t,Math.min(e,n)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this}roundToZero(){return this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x),this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y),this}negate(){return this.x=-this.x,this.y=-this.y,this}dot(t){return this.x*t.x+this.y*t.y}cross(t){return this.x*t.y-this.y*t.x}lengthSq(){return this.x*this.x+this.y*this.y}length(){return Math.sqrt(this.x*this.x+this.y*this.y)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)}normalize(){return this.divideScalar(this.length()||1)}angle(){return Math.atan2(-this.y,-this.x)+Math.PI}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,n=this.y-t.y;return e*e+n*n}manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)}setLength(t){return this.normalize().multiplyScalar(t)}lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this}lerpVectors(t,e,n){return this.x=t.x+(e.x-t.x)*n,this.y=t.y+(e.y-t.y)*n,this}equals(t){return t.x===this.x&&t.y===this.y}fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this}toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t}fromBufferAttribute(t,e,n){return void 0!==n&&console.warn("THREE.Vector2: offset has been removed from .fromBufferAttribute()."),this.x=t.getX(e),this.y=t.getY(e),this}rotateAround(t,e){const n=Math.cos(e),i=Math.sin(e),r=this.x-t.x,o=this.y-t.y;return this.x=r*n-o*i+t.x,this.y=r*i+o*n+t.y,this}random(){return this.x=Math.random(),this.y=Math.random(),this}}class F{constructor(){Object.defineProperty(this,"isMatrix3",{value:!0}),this.elements=[1,0,0,0,1,0,0,0,1],arguments.length>0&&console.error("THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.")}set(t,e,n,i,r,o,a,s,A){const l=this.elements;return l[0]=t,l[1]=i,l[2]=a,l[3]=e,l[4]=r,l[5]=s,l[6]=n,l[7]=o,l[8]=A,this}identity(){return this.set(1,0,0,0,1,0,0,0,1),this}clone(){return(new this.constructor).fromArray(this.elements)}copy(t){const e=this.elements,n=t.elements;return e[0]=n[0],e[1]=n[1],e[2]=n[2],e[3]=n[3],e[4]=n[4],e[5]=n[5],e[6]=n[6],e[7]=n[7],e[8]=n[8],this}extractBasis(t,e,n){return t.setFromMatrix3Column(this,0),e.setFromMatrix3Column(this,1),n.setFromMatrix3Column(this,2),this}setFromMatrix4(t){const e=t.elements;return this.set(e[0],e[4],e[8],e[1],e[5],e[9],e[2],e[6],e[10]),this}multiply(t){return this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const n=t.elements,i=e.elements,r=this.elements,o=n[0],a=n[3],s=n[6],A=n[1],l=n[4],c=n[7],u=n[2],h=n[5],d=n[8],f=i[0],p=i[3],m=i[6],g=i[1],v=i[4],y=i[7],x=i[2],_=i[5],b=i[8];return r[0]=o*f+a*g+s*x,r[3]=o*p+a*v+s*_,r[6]=o*m+a*y+s*b,r[1]=A*f+l*g+c*x,r[4]=A*p+l*v+c*_,r[7]=A*m+l*y+c*b,r[2]=u*f+h*g+d*x,r[5]=u*p+h*v+d*_,r[8]=u*m+h*y+d*b,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[3]*=t,e[6]*=t,e[1]*=t,e[4]*=t,e[7]*=t,e[2]*=t,e[5]*=t,e[8]*=t,this}determinant(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],o=t[4],a=t[5],s=t[6],A=t[7],l=t[8];return e*o*l-e*a*A-n*r*l+n*a*s+i*r*A-i*o*s}invert(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],o=t[4],a=t[5],s=t[6],A=t[7],l=t[8],c=l*o-a*A,u=a*s-l*r,h=A*r-o*s,d=e*c+n*u+i*h;if(0===d)return this.set(0,0,0,0,0,0,0,0,0);const f=1/d;return t[0]=c*f,t[1]=(i*A-l*n)*f,t[2]=(a*n-i*o)*f,t[3]=u*f,t[4]=(l*e-i*s)*f,t[5]=(i*r-a*e)*f,t[6]=h*f,t[7]=(n*s-A*e)*f,t[8]=(o*e-n*r)*f,this}transpose(){let t;const e=this.elements;return t=e[1],e[1]=e[3],e[3]=t,t=e[2],e[2]=e[6],e[6]=t,t=e[5],e[5]=e[7],e[7]=t,this}getNormalMatrix(t){return this.setFromMatrix4(t).copy(this).invert().transpose()}transposeIntoArray(t){const e=this.elements;return t[0]=e[0],t[1]=e[3],t[2]=e[6],t[3]=e[1],t[4]=e[4],t[5]=e[7],t[6]=e[2],t[7]=e[5],t[8]=e[8],this}setUvTransform(t,e,n,i,r,o,a){const s=Math.cos(r),A=Math.sin(r);return this.set(n*s,n*A,-n*(s*o+A*a)+o+t,-i*A,i*s,-i*(-A*o+s*a)+a+e,0,0,1),this}scale(t,e){const n=this.elements;return n[0]*=t,n[3]*=t,n[6]*=t,n[1]*=e,n[4]*=e,n[7]*=e,this}rotate(t){const e=Math.cos(t),n=Math.sin(t),i=this.elements,r=i[0],o=i[3],a=i[6],s=i[1],A=i[4],l=i[7];return i[0]=e*r+n*s,i[3]=e*o+n*A,i[6]=e*a+n*l,i[1]=-n*r+e*s,i[4]=-n*o+e*A,i[7]=-n*a+e*l,this}translate(t,e){const n=this.elements;return n[0]+=t*n[2],n[3]+=t*n[5],n[6]+=t*n[8],n[1]+=e*n[2],n[4]+=e*n[5],n[7]+=e*n[8],this}equals(t){const e=this.elements,n=t.elements;for(let t=0;t<9;t++)if(e[t]!==n[t])return!1;return!0}fromArray(t,e=0){for(let n=0;n<9;n++)this.elements[n]=t[n+e];return this}toArray(t=[],e=0){const n=this.elements;return t[e]=n[0],t[e+1]=n[1],t[e+2]=n[2],t[e+3]=n[3],t[e+4]=n[4],t[e+5]=n[5],t[e+6]=n[6],t[e+7]=n[7],t[e+8]=n[8],t}}let z;const U={getDataURL:function(t){if(/^data:/i.test(t.src))return t.src;if("undefined"==typeof HTMLCanvasElement)return t.src;let e;if(t instanceof HTMLCanvasElement)e=t;else{void 0===z&&(z=document.createElementNS("http://www.w3.org/1999/xhtml","canvas")),z.width=t.width,z.height=t.height;const n=z.getContext("2d");t instanceof ImageData?n.putImageData(t,0,0):n.drawImage(t,0,0,t.width,t.height),e=z}return e.width>2048||e.height>2048?e.toDataURL("image/jpeg",.6):e.toDataURL("image/png")}};let H=0;function G(t=G.DEFAULT_IMAGE,e=G.DEFAULT_MAPPING,n=1001,i=1001,r=1006,o=1008,a=1023,s=1009,A=1,l=3e3){Object.defineProperty(this,"id",{value:H++}),this.uuid=N.generateUUID(),this.name="",this.image=t,this.mipmaps=[],this.mapping=e,this.wrapS=n,this.wrapT=i,this.magFilter=r,this.minFilter=o,this.anisotropy=A,this.format=a,this.internalFormat=null,this.type=s,this.offset=new k(0,0),this.repeat=new k(1,1),this.center=new k(0,0),this.rotation=0,this.matrixAutoUpdate=!0,this.matrix=new F,this.generateMipmaps=!0,this.premultiplyAlpha=!1,this.flipY=!0,this.unpackAlignment=4,this.encoding=l,this.version=0,this.onUpdate=null}function j(t){return"undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap?U.getDataURL(t):t.data?{data:Array.prototype.slice.call(t.data),width:t.width,height:t.height,type:t.data.constructor.name}:(console.warn("THREE.Texture: Unable to serialize Texture."),{})}G.DEFAULT_IMAGE=void 0,G.DEFAULT_MAPPING=300,G.prototype=Object.assign(Object.create(I.prototype),{constructor:G,isTexture:!0,updateMatrix:function(){this.matrix.setUvTransform(this.offset.x,this.offset.y,this.repeat.x,this.repeat.y,this.rotation,this.center.x,this.center.y)},clone:function(){return(new this.constructor).copy(this)},copy:function(t){return this.name=t.name,this.image=t.image,this.mipmaps=t.mipmaps.slice(0),this.mapping=t.mapping,this.wrapS=t.wrapS,this.wrapT=t.wrapT,this.magFilter=t.magFilter,this.minFilter=t.minFilter,this.anisotropy=t.anisotropy,this.format=t.format,this.internalFormat=t.internalFormat,this.type=t.type,this.offset.copy(t.offset),this.repeat.copy(t.repeat),this.center.copy(t.center),this.rotation=t.rotation,this.matrixAutoUpdate=t.matrixAutoUpdate,this.matrix.copy(t.matrix),this.generateMipmaps=t.generateMipmaps,this.premultiplyAlpha=t.premultiplyAlpha,this.flipY=t.flipY,this.unpackAlignment=t.unpackAlignment,this.encoding=t.encoding,this},toJSON:function(t){const e=void 0===t||"string"==typeof t;if(!e&&void 0!==t.textures[this.uuid])return t.textures[this.uuid];const n={metadata:{version:4.5,type:"Texture",generator:"Texture.toJSON"},uuid:this.uuid,name:this.name,mapping:this.mapping,repeat:[this.repeat.x,this.repeat.y],offset:[this.offset.x,this.offset.y],center:[this.center.x,this.center.y],rotation:this.rotation,wrap:[this.wrapS,this.wrapT],format:this.format,type:this.type,encoding:this.encoding,minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY,premultiplyAlpha:this.premultiplyAlpha,unpackAlignment:this.unpackAlignment};if(void 0!==this.image){const i=this.image;if(void 0===i.uuid&&(i.uuid=N.generateUUID()),!e&&void 0===t.images[i.uuid]){let e;if(Array.isArray(i)){e=[];for(let t=0,n=i.length;t1)switch(this.wrapS){case A:t.x=t.x-Math.floor(t.x);break;case l:t.x=t.x<0?0:1;break;case c:1===Math.abs(Math.floor(t.x)%2)?t.x=Math.ceil(t.x)-t.x:t.x=t.x-Math.floor(t.x)}if(t.y<0||t.y>1)switch(this.wrapT){case A:t.y=t.y-Math.floor(t.y);break;case l:t.y=t.y<0?0:1;break;case c:1===Math.abs(Math.floor(t.y)%2)?t.y=Math.ceil(t.y)-t.y:t.y=t.y-Math.floor(t.y)}return this.flipY&&(t.y=1-t.y),t}}),Object.defineProperty(G.prototype,"needsUpdate",{set:function(t){!0===t&&this.version++}});class V{constructor(t=0,e=0,n=0,i=1){Object.defineProperty(this,"isVector4",{value:!0}),this.x=t,this.y=e,this.z=n,this.w=i}get width(){return this.z}set width(t){this.z=t}get height(){return this.w}set height(t){this.w=t}set(t,e,n,i){return this.x=t,this.y=e,this.z=n,this.w=i,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this.w=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setW(t){return this.w=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;case 3:this.w=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z,this.w)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this.w=void 0!==t.w?t.w:1,this}add(t,e){return void 0!==e?(console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(t,e)):(this.x+=t.x,this.y+=t.y,this.z+=t.z,this.w+=t.w,this)}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this.w+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this.w=t.w+e.w,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this.w+=t.w*e,this}sub(t,e){return void 0!==e?(console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(t,e)):(this.x-=t.x,this.y-=t.y,this.z-=t.z,this.w-=t.w,this)}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this.w-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this.w=t.w-e.w,this}multiply(t){return this.x*=t.x,this.y*=t.y,this.z*=t.z,this.w*=t.w,this}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this.w*=t,this}applyMatrix4(t){const e=this.x,n=this.y,i=this.z,r=this.w,o=t.elements;return this.x=o[0]*e+o[4]*n+o[8]*i+o[12]*r,this.y=o[1]*e+o[5]*n+o[9]*i+o[13]*r,this.z=o[2]*e+o[6]*n+o[10]*i+o[14]*r,this.w=o[3]*e+o[7]*n+o[11]*i+o[15]*r,this}divideScalar(t){return this.multiplyScalar(1/t)}setAxisAngleFromQuaternion(t){this.w=2*Math.acos(t.w);const e=Math.sqrt(1-t.w*t.w);return e<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=t.x/e,this.y=t.y/e,this.z=t.z/e),this}setAxisAngleFromRotationMatrix(t){let e,n,i,r;const o=.01,a=.1,s=t.elements,A=s[0],l=s[4],c=s[8],u=s[1],h=s[5],d=s[9],f=s[2],p=s[6],m=s[10];if(Math.abs(l-u)s&&t>g?tg?s=0?1:-1,i=1-e*e;if(i>Number.EPSILON){const r=Math.sqrt(i),o=Math.atan2(r,e*n);t=Math.sin(t*o)/r,a=Math.sin(a*o)/r}const r=a*n;if(s=s*t+u*r,A=A*t+h*r,l=l*t+d*r,c=c*t+f*r,t===1-a){const t=1/Math.sqrt(s*s+A*A+l*l+c*c);s*=t,A*=t,l*=t,c*=t}}t[e]=s,t[e+1]=A,t[e+2]=l,t[e+3]=c}static multiplyQuaternionsFlat(t,e,n,i,r,o){const a=n[i],s=n[i+1],A=n[i+2],l=n[i+3],c=r[o],u=r[o+1],h=r[o+2],d=r[o+3];return t[e]=a*d+l*c+s*h-A*u,t[e+1]=s*d+l*u+A*c-a*h,t[e+2]=A*d+l*h+a*u-s*c,t[e+3]=l*d-a*c-s*u-A*h,t}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get w(){return this._w}set w(t){this._w=t,this._onChangeCallback()}set(t,e,n,i){return this._x=t,this._y=e,this._z=n,this._w=i,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}copy(t){return this._x=t.x,this._y=t.y,this._z=t.z,this._w=t.w,this._onChangeCallback(),this}setFromEuler(t,e){if(!t||!t.isEuler)throw new Error("THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.");const n=t._x,i=t._y,r=t._z,o=t._order,a=Math.cos,s=Math.sin,A=a(n/2),l=a(i/2),c=a(r/2),u=s(n/2),h=s(i/2),d=s(r/2);switch(o){case"XYZ":this._x=u*l*c+A*h*d,this._y=A*h*c-u*l*d,this._z=A*l*d+u*h*c,this._w=A*l*c-u*h*d;break;case"YXZ":this._x=u*l*c+A*h*d,this._y=A*h*c-u*l*d,this._z=A*l*d-u*h*c,this._w=A*l*c+u*h*d;break;case"ZXY":this._x=u*l*c-A*h*d,this._y=A*h*c+u*l*d,this._z=A*l*d+u*h*c,this._w=A*l*c-u*h*d;break;case"ZYX":this._x=u*l*c-A*h*d,this._y=A*h*c+u*l*d,this._z=A*l*d-u*h*c,this._w=A*l*c+u*h*d;break;case"YZX":this._x=u*l*c+A*h*d,this._y=A*h*c+u*l*d,this._z=A*l*d-u*h*c,this._w=A*l*c-u*h*d;break;case"XZY":this._x=u*l*c-A*h*d,this._y=A*h*c-u*l*d,this._z=A*l*d+u*h*c,this._w=A*l*c+u*h*d;break;default:console.warn("THREE.Quaternion: .setFromEuler() encountered an unknown order: "+o)}return!1!==e&&this._onChangeCallback(),this}setFromAxisAngle(t,e){const n=e/2,i=Math.sin(n);return this._x=t.x*i,this._y=t.y*i,this._z=t.z*i,this._w=Math.cos(n),this._onChangeCallback(),this}setFromRotationMatrix(t){const e=t.elements,n=e[0],i=e[4],r=e[8],o=e[1],a=e[5],s=e[9],A=e[2],l=e[6],c=e[10],u=n+a+c;if(u>0){const t=.5/Math.sqrt(u+1);this._w=.25/t,this._x=(l-s)*t,this._y=(r-A)*t,this._z=(o-i)*t}else if(n>a&&n>c){const t=2*Math.sqrt(1+n-a-c);this._w=(l-s)/t,this._x=.25*t,this._y=(i+o)/t,this._z=(r+A)/t}else if(a>c){const t=2*Math.sqrt(1+a-n-c);this._w=(r-A)/t,this._x=(i+o)/t,this._y=.25*t,this._z=(s+l)/t}else{const t=2*Math.sqrt(1+c-n-a);this._w=(o-i)/t,this._x=(r+A)/t,this._y=(s+l)/t,this._z=.25*t}return this._onChangeCallback(),this}setFromUnitVectors(t,e){let n=t.dot(e)+1;return n<1e-6?(n=0,Math.abs(t.x)>Math.abs(t.z)?(this._x=-t.y,this._y=t.x,this._z=0,this._w=n):(this._x=0,this._y=-t.z,this._z=t.y,this._w=n)):(this._x=t.y*e.z-t.z*e.y,this._y=t.z*e.x-t.x*e.z,this._z=t.x*e.y-t.y*e.x,this._w=n),this.normalize()}angleTo(t){return 2*Math.acos(Math.abs(N.clamp(this.dot(t),-1,1)))}rotateTowards(t,e){const n=this.angleTo(t);if(0===n)return this;const i=Math.min(1,e/n);return this.slerp(t,i),this}identity(){return this.set(0,0,0,1)}invert(){return this.conjugate()}conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this}dot(t){return this._x*t._x+this._y*t._y+this._z*t._z+this._w*t._w}lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w}length(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)}normalize(){let t=this.length();return 0===t?(this._x=0,this._y=0,this._z=0,this._w=1):(t=1/t,this._x=this._x*t,this._y=this._y*t,this._z=this._z*t,this._w=this._w*t),this._onChangeCallback(),this}multiply(t,e){return void 0!==e?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(t,e)):this.multiplyQuaternions(this,t)}premultiply(t){return this.multiplyQuaternions(t,this)}multiplyQuaternions(t,e){const n=t._x,i=t._y,r=t._z,o=t._w,a=e._x,s=e._y,A=e._z,l=e._w;return this._x=n*l+o*a+i*A-r*s,this._y=i*l+o*s+r*a-n*A,this._z=r*l+o*A+n*s-i*a,this._w=o*l-n*a-i*s-r*A,this._onChangeCallback(),this}slerp(t,e){if(0===e)return this;if(1===e)return this.copy(t);const n=this._x,i=this._y,r=this._z,o=this._w;let a=o*t._w+n*t._x+i*t._y+r*t._z;if(a<0?(this._w=-t._w,this._x=-t._x,this._y=-t._y,this._z=-t._z,a=-a):this.copy(t),a>=1)return this._w=o,this._x=n,this._y=i,this._z=r,this;const s=1-a*a;if(s<=Number.EPSILON){const t=1-e;return this._w=t*o+e*this._w,this._x=t*n+e*this._x,this._y=t*i+e*this._y,this._z=t*r+e*this._z,this.normalize(),this._onChangeCallback(),this}const A=Math.sqrt(s),l=Math.atan2(A,a),c=Math.sin((1-e)*l)/A,u=Math.sin(e*l)/A;return this._w=o*c+this._w*u,this._x=n*c+this._x*u,this._y=i*c+this._y*u,this._z=r*c+this._z*u,this._onChangeCallback(),this}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._w===this._w}fromArray(t,e=0){return this._x=t[e],this._y=t[e+1],this._z=t[e+2],this._w=t[e+3],this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._w,t}fromBufferAttribute(t,e){return this._x=t.getX(e),this._y=t.getY(e),this._z=t.getZ(e),this._w=t.getW(e),this}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}}class Y{constructor(t=0,e=0,n=0){Object.defineProperty(this,"isVector3",{value:!0}),this.x=t,this.y=e,this.z=n}set(t,e,n){return void 0===n&&(n=this.z),this.x=t,this.y=e,this.z=n,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this}add(t,e){return void 0!==e?(console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(t,e)):(this.x+=t.x,this.y+=t.y,this.z+=t.z,this)}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this}sub(t,e){return void 0!==e?(console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(t,e)):(this.x-=t.x,this.y-=t.y,this.z-=t.z,this)}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this}multiply(t,e){return void 0!==e?(console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(t,e)):(this.x*=t.x,this.y*=t.y,this.z*=t.z,this)}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this}multiplyVectors(t,e){return this.x=t.x*e.x,this.y=t.y*e.y,this.z=t.z*e.z,this}applyEuler(t){return t&&t.isEuler||console.error("THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order."),this.applyQuaternion(Z.setFromEuler(t))}applyAxisAngle(t,e){return this.applyQuaternion(Z.setFromAxisAngle(t,e))}applyMatrix3(t){const e=this.x,n=this.y,i=this.z,r=t.elements;return this.x=r[0]*e+r[3]*n+r[6]*i,this.y=r[1]*e+r[4]*n+r[7]*i,this.z=r[2]*e+r[5]*n+r[8]*i,this}applyNormalMatrix(t){return this.applyMatrix3(t).normalize()}applyMatrix4(t){const e=this.x,n=this.y,i=this.z,r=t.elements,o=1/(r[3]*e+r[7]*n+r[11]*i+r[15]);return this.x=(r[0]*e+r[4]*n+r[8]*i+r[12])*o,this.y=(r[1]*e+r[5]*n+r[9]*i+r[13])*o,this.z=(r[2]*e+r[6]*n+r[10]*i+r[14])*o,this}applyQuaternion(t){const e=this.x,n=this.y,i=this.z,r=t.x,o=t.y,a=t.z,s=t.w,A=s*e+o*i-a*n,l=s*n+a*e-r*i,c=s*i+r*n-o*e,u=-r*e-o*n-a*i;return this.x=A*s+u*-r+l*-a-c*-o,this.y=l*s+u*-o+c*-r-A*-a,this.z=c*s+u*-a+A*-o-l*-r,this}project(t){return this.applyMatrix4(t.matrixWorldInverse).applyMatrix4(t.projectionMatrix)}unproject(t){return this.applyMatrix4(t.projectionMatrixInverse).applyMatrix4(t.matrixWorld)}transformDirection(t){const e=this.x,n=this.y,i=this.z,r=t.elements;return this.x=r[0]*e+r[4]*n+r[8]*i,this.y=r[1]*e+r[5]*n+r[9]*i,this.z=r[2]*e+r[6]*n+r[10]*i,this.normalize()}divide(t){return this.x/=t.x,this.y/=t.y,this.z/=t.z,this}divideScalar(t){return this.multiplyScalar(1/t)}min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this.z=Math.min(this.z,t.z),this}max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),this.z=Math.max(this.z,t.z),this}clamp(t,e){return this.x=Math.max(t.x,Math.min(e.x,this.x)),this.y=Math.max(t.y,Math.min(e.y,this.y)),this.z=Math.max(t.z,Math.min(e.z,this.z)),this}clampScalar(t,e){return this.x=Math.max(t,Math.min(e,this.x)),this.y=Math.max(t,Math.min(e,this.y)),this.z=Math.max(t,Math.min(e,this.z)),this}clampLength(t,e){const n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(t,Math.min(e,n)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this}roundToZero(){return this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x),this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y),this.z=this.z<0?Math.ceil(this.z):Math.floor(this.z),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this}dot(t){return this.x*t.x+this.y*t.y+this.z*t.z}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)}normalize(){return this.divideScalar(this.length()||1)}setLength(t){return this.normalize().multiplyScalar(t)}lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this.z+=(t.z-this.z)*e,this}lerpVectors(t,e,n){return this.x=t.x+(e.x-t.x)*n,this.y=t.y+(e.y-t.y)*n,this.z=t.z+(e.z-t.z)*n,this}cross(t,e){return void 0!==e?(console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(t,e)):this.crossVectors(this,t)}crossVectors(t,e){const n=t.x,i=t.y,r=t.z,o=e.x,a=e.y,s=e.z;return this.x=i*s-r*a,this.y=r*o-n*s,this.z=n*a-i*o,this}projectOnVector(t){const e=t.lengthSq();if(0===e)return this.set(0,0,0);const n=t.dot(this)/e;return this.copy(t).multiplyScalar(n)}projectOnPlane(t){return X.copy(this).projectOnVector(t),this.sub(X)}reflect(t){return this.sub(X.copy(t).multiplyScalar(2*this.dot(t)))}angleTo(t){const e=Math.sqrt(this.lengthSq()*t.lengthSq());if(0===e)return Math.PI/2;const n=this.dot(t)/e;return Math.acos(N.clamp(n,-1,1))}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,n=this.y-t.y,i=this.z-t.z;return e*e+n*n+i*i}manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)+Math.abs(this.z-t.z)}setFromSpherical(t){return this.setFromSphericalCoords(t.radius,t.phi,t.theta)}setFromSphericalCoords(t,e,n){const i=Math.sin(e)*t;return this.x=i*Math.sin(n),this.y=Math.cos(e)*t,this.z=i*Math.cos(n),this}setFromCylindrical(t){return this.setFromCylindricalCoords(t.radius,t.theta,t.y)}setFromCylindricalCoords(t,e,n){return this.x=t*Math.sin(e),this.y=n,this.z=t*Math.cos(e),this}setFromMatrixPosition(t){const e=t.elements;return this.x=e[12],this.y=e[13],this.z=e[14],this}setFromMatrixScale(t){const e=this.setFromMatrixColumn(t,0).length(),n=this.setFromMatrixColumn(t,1).length(),i=this.setFromMatrixColumn(t,2).length();return this.x=e,this.y=n,this.z=i,this}setFromMatrixColumn(t,e){return this.fromArray(t.elements,4*e)}setFromMatrix3Column(t,e){return this.fromArray(t.elements,3*e)}equals(t){return t.x===this.x&&t.y===this.y&&t.z===this.z}fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this.z=t[e+2],this}toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t[e+2]=this.z,t}fromBufferAttribute(t,e,n){return void 0!==n&&console.warn("THREE.Vector3: offset has been removed from .fromBufferAttribute()."),this.x=t.getX(e),this.y=t.getY(e),this.z=t.getZ(e),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this}}const X=new Y,Z=new Q;class J{constructor(t,e){Object.defineProperty(this,"isBox3",{value:!0}),this.min=void 0!==t?t:new Y(1/0,1/0,1/0),this.max=void 0!==e?e:new Y(-1/0,-1/0,-1/0)}set(t,e){return this.min.copy(t),this.max.copy(e),this}setFromArray(t){let e=1/0,n=1/0,i=1/0,r=-1/0,o=-1/0,a=-1/0;for(let s=0,A=t.length;sr&&(r=A),l>o&&(o=l),c>a&&(a=c)}return this.min.set(e,n,i),this.max.set(r,o,a),this}setFromBufferAttribute(t){let e=1/0,n=1/0,i=1/0,r=-1/0,o=-1/0,a=-1/0;for(let s=0,A=t.count;sr&&(r=A),l>o&&(o=l),c>a&&(a=c)}return this.min.set(e,n,i),this.max.set(r,o,a),this}setFromPoints(t){this.makeEmpty();for(let e=0,n=t.length;ethis.max.x||t.ythis.max.y||t.zthis.max.z)}containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y&&this.min.z<=t.min.z&&t.max.z<=this.max.z}getParameter(t,e){return void 0===e&&(console.warn("THREE.Box3: .getParameter() target is now required"),e=new Y),e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y),(t.z-this.min.z)/(this.max.z-this.min.z))}intersectsBox(t){return!(t.max.xthis.max.x||t.max.ythis.max.y||t.max.zthis.max.z)}intersectsSphere(t){return this.clampPoint(t.center,tt),tt.distanceToSquared(t.center)<=t.radius*t.radius}intersectsPlane(t){let e,n;return t.normal.x>0?(e=t.normal.x*this.min.x,n=t.normal.x*this.max.x):(e=t.normal.x*this.max.x,n=t.normal.x*this.min.x),t.normal.y>0?(e+=t.normal.y*this.min.y,n+=t.normal.y*this.max.y):(e+=t.normal.y*this.max.y,n+=t.normal.y*this.min.y),t.normal.z>0?(e+=t.normal.z*this.min.z,n+=t.normal.z*this.max.z):(e+=t.normal.z*this.max.z,n+=t.normal.z*this.min.z),e<=-t.constant&&n>=-t.constant}intersectsTriangle(t){if(this.isEmpty())return!1;this.getCenter(At),lt.subVectors(this.max,At),nt.subVectors(t.a,At),it.subVectors(t.b,At),rt.subVectors(t.c,At),ot.subVectors(it,nt),at.subVectors(rt,it),st.subVectors(nt,rt);let e=[0,-ot.z,ot.y,0,-at.z,at.y,0,-st.z,st.y,ot.z,0,-ot.x,at.z,0,-at.x,st.z,0,-st.x,-ot.y,ot.x,0,-at.y,at.x,0,-st.y,st.x,0];return!!K(e,nt,it,rt,lt)&&(e=[1,0,0,0,1,0,0,0,1],!!K(e,nt,it,rt,lt)&&(ct.crossVectors(ot,at),e=[ct.x,ct.y,ct.z],K(e,nt,it,rt,lt)))}clampPoint(t,e){return void 0===e&&(console.warn("THREE.Box3: .clampPoint() target is now required"),e=new Y),e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return tt.copy(t).clamp(this.min,this.max).sub(t).length()}getBoundingSphere(t){return void 0===t&&console.error("THREE.Box3: .getBoundingSphere() target is now required"),this.getCenter(t.center),t.radius=.5*this.getSize(tt).length(),t}intersect(t){return this.min.max(t.min),this.max.min(t.max),this.isEmpty()&&this.makeEmpty(),this}union(t){return this.min.min(t.min),this.max.max(t.max),this}applyMatrix4(t){return this.isEmpty()||($[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(t),$[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(t),$[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(t),$[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(t),$[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(t),$[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(t),$[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(t),$[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(t),this.setFromPoints($)),this}translate(t){return this.min.add(t),this.max.add(t),this}equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}}function K(t,e,n,i,r){for(let o=0,a=t.length-3;o<=a;o+=3){ut.fromArray(t,o);const a=r.x*Math.abs(ut.x)+r.y*Math.abs(ut.y)+r.z*Math.abs(ut.z),s=e.dot(ut),A=n.dot(ut),l=i.dot(ut);if(Math.max(-Math.max(s,A,l),Math.min(s,A,l))>a)return!1}return!0}const $=[new Y,new Y,new Y,new Y,new Y,new Y,new Y,new Y],tt=new Y,et=new J,nt=new Y,it=new Y,rt=new Y,ot=new Y,at=new Y,st=new Y,At=new Y,lt=new Y,ct=new Y,ut=new Y,ht=new J;class dt{constructor(t,e){this.center=void 0!==t?t:new Y,this.radius=void 0!==e?e:-1}set(t,e){return this.center.copy(t),this.radius=e,this}setFromPoints(t,e){const n=this.center;void 0!==e?n.copy(e):ht.setFromPoints(t).getCenter(n);let i=0;for(let e=0,r=t.length;ethis.radius*this.radius&&(e.sub(this.center).normalize(),e.multiplyScalar(this.radius).add(this.center)),e}getBoundingBox(t){return void 0===t&&(console.warn("THREE.Sphere: .getBoundingBox() target is now required"),t=new J),this.isEmpty()?(t.makeEmpty(),t):(t.set(this.center,this.center),t.expandByScalar(this.radius),t)}applyMatrix4(t){return this.center.applyMatrix4(t),this.radius=this.radius*t.getMaxScaleOnAxis(),this}translate(t){return this.center.add(t),this}equals(t){return t.center.equals(this.center)&&t.radius===this.radius}}const ft=new Y,pt=new Y,mt=new Y,gt=new Y,vt=new Y,yt=new Y,xt=new Y;class _t{constructor(t,e){this.origin=void 0!==t?t:new Y,this.direction=void 0!==e?e:new Y(0,0,-1)}set(t,e){return this.origin.copy(t),this.direction.copy(e),this}clone(){return(new this.constructor).copy(this)}copy(t){return this.origin.copy(t.origin),this.direction.copy(t.direction),this}at(t,e){return void 0===e&&(console.warn("THREE.Ray: .at() target is now required"),e=new Y),e.copy(this.direction).multiplyScalar(t).add(this.origin)}lookAt(t){return this.direction.copy(t).sub(this.origin).normalize(),this}recast(t){return this.origin.copy(this.at(t,ft)),this}closestPointToPoint(t,e){void 0===e&&(console.warn("THREE.Ray: .closestPointToPoint() target is now required"),e=new Y),e.subVectors(t,this.origin);const n=e.dot(this.direction);return n<0?e.copy(this.origin):e.copy(this.direction).multiplyScalar(n).add(this.origin)}distanceToPoint(t){return Math.sqrt(this.distanceSqToPoint(t))}distanceSqToPoint(t){const e=ft.subVectors(t,this.origin).dot(this.direction);return e<0?this.origin.distanceToSquared(t):(ft.copy(this.direction).multiplyScalar(e).add(this.origin),ft.distanceToSquared(t))}distanceSqToSegment(t,e,n,i){pt.copy(t).add(e).multiplyScalar(.5),mt.copy(e).sub(t).normalize(),gt.copy(this.origin).sub(pt);const r=.5*t.distanceTo(e),o=-this.direction.dot(mt),a=gt.dot(this.direction),s=-gt.dot(mt),A=gt.lengthSq(),l=Math.abs(1-o*o);let c,u,h,d;if(l>0)if(c=o*s-a,u=o*a-s,d=r*l,c>=0)if(u>=-d)if(u<=d){const t=1/l;c*=t,u*=t,h=c*(c+o*u+2*a)+u*(o*c+u+2*s)+A}else u=r,c=Math.max(0,-(o*u+a)),h=-c*c+u*(u+2*s)+A;else u=-r,c=Math.max(0,-(o*u+a)),h=-c*c+u*(u+2*s)+A;else u<=-d?(c=Math.max(0,-(-o*r+a)),u=c>0?-r:Math.min(Math.max(-r,-s),r),h=-c*c+u*(u+2*s)+A):u<=d?(c=0,u=Math.min(Math.max(-r,-s),r),h=u*(u+2*s)+A):(c=Math.max(0,-(o*r+a)),u=c>0?r:Math.min(Math.max(-r,-s),r),h=-c*c+u*(u+2*s)+A);else u=o>0?-r:r,c=Math.max(0,-(o*u+a)),h=-c*c+u*(u+2*s)+A;return n&&n.copy(this.direction).multiplyScalar(c).add(this.origin),i&&i.copy(mt).multiplyScalar(u).add(pt),h}intersectSphere(t,e){ft.subVectors(t.center,this.origin);const n=ft.dot(this.direction),i=ft.dot(ft)-n*n,r=t.radius*t.radius;if(i>r)return null;const o=Math.sqrt(r-i),a=n-o,s=n+o;return a<0&&s<0?null:a<0?this.at(s,e):this.at(a,e)}intersectsSphere(t){return this.distanceSqToPoint(t.center)<=t.radius*t.radius}distanceToPlane(t){const e=t.normal.dot(this.direction);if(0===e)return 0===t.distanceToPoint(this.origin)?0:null;const n=-(this.origin.dot(t.normal)+t.constant)/e;return n>=0?n:null}intersectPlane(t,e){const n=this.distanceToPlane(t);return null===n?null:this.at(n,e)}intersectsPlane(t){const e=t.distanceToPoint(this.origin);return 0===e||t.normal.dot(this.direction)*e<0}intersectBox(t,e){let n,i,r,o,a,s;const A=1/this.direction.x,l=1/this.direction.y,c=1/this.direction.z,u=this.origin;return A>=0?(n=(t.min.x-u.x)*A,i=(t.max.x-u.x)*A):(n=(t.max.x-u.x)*A,i=(t.min.x-u.x)*A),l>=0?(r=(t.min.y-u.y)*l,o=(t.max.y-u.y)*l):(r=(t.max.y-u.y)*l,o=(t.min.y-u.y)*l),n>o||r>i?null:((r>n||n!=n)&&(n=r),(o=0?(a=(t.min.z-u.z)*c,s=(t.max.z-u.z)*c):(a=(t.max.z-u.z)*c,s=(t.min.z-u.z)*c),n>s||a>i?null:((a>n||n!=n)&&(n=a),(s=0?n:i,e)))}intersectsBox(t){return null!==this.intersectBox(t,ft)}intersectTriangle(t,e,n,i,r){vt.subVectors(e,t),yt.subVectors(n,t),xt.crossVectors(vt,yt);let o,a=this.direction.dot(xt);if(a>0){if(i)return null;o=1}else{if(!(a<0))return null;o=-1,a=-a}gt.subVectors(this.origin,t);const s=o*this.direction.dot(yt.crossVectors(gt,yt));if(s<0)return null;const A=o*this.direction.dot(vt.cross(gt));if(A<0)return null;if(s+A>a)return null;const l=-o*gt.dot(xt);return l<0?null:this.at(l/a,r)}applyMatrix4(t){return this.origin.applyMatrix4(t),this.direction.transformDirection(t),this}equals(t){return t.origin.equals(this.origin)&&t.direction.equals(this.direction)}}class bt{constructor(){Object.defineProperty(this,"isMatrix4",{value:!0}),this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1],arguments.length>0&&console.error("THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.")}set(t,e,n,i,r,o,a,s,A,l,c,u,h,d,f,p){const m=this.elements;return m[0]=t,m[4]=e,m[8]=n,m[12]=i,m[1]=r,m[5]=o,m[9]=a,m[13]=s,m[2]=A,m[6]=l,m[10]=c,m[14]=u,m[3]=h,m[7]=d,m[11]=f,m[15]=p,this}identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this}clone(){return(new bt).fromArray(this.elements)}copy(t){const e=this.elements,n=t.elements;return e[0]=n[0],e[1]=n[1],e[2]=n[2],e[3]=n[3],e[4]=n[4],e[5]=n[5],e[6]=n[6],e[7]=n[7],e[8]=n[8],e[9]=n[9],e[10]=n[10],e[11]=n[11],e[12]=n[12],e[13]=n[13],e[14]=n[14],e[15]=n[15],this}copyPosition(t){const e=this.elements,n=t.elements;return e[12]=n[12],e[13]=n[13],e[14]=n[14],this}setFromMatrix3(t){const e=t.elements;return this.set(e[0],e[3],e[6],0,e[1],e[4],e[7],0,e[2],e[5],e[8],0,0,0,0,1),this}extractBasis(t,e,n){return t.setFromMatrixColumn(this,0),e.setFromMatrixColumn(this,1),n.setFromMatrixColumn(this,2),this}makeBasis(t,e,n){return this.set(t.x,e.x,n.x,0,t.y,e.y,n.y,0,t.z,e.z,n.z,0,0,0,0,1),this}extractRotation(t){const e=this.elements,n=t.elements,i=1/wt.setFromMatrixColumn(t,0).length(),r=1/wt.setFromMatrixColumn(t,1).length(),o=1/wt.setFromMatrixColumn(t,2).length();return e[0]=n[0]*i,e[1]=n[1]*i,e[2]=n[2]*i,e[3]=0,e[4]=n[4]*r,e[5]=n[5]*r,e[6]=n[6]*r,e[7]=0,e[8]=n[8]*o,e[9]=n[9]*o,e[10]=n[10]*o,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromEuler(t){t&&t.isEuler||console.error("THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.");const e=this.elements,n=t.x,i=t.y,r=t.z,o=Math.cos(n),a=Math.sin(n),s=Math.cos(i),A=Math.sin(i),l=Math.cos(r),c=Math.sin(r);if("XYZ"===t.order){const t=o*l,n=o*c,i=a*l,r=a*c;e[0]=s*l,e[4]=-s*c,e[8]=A,e[1]=n+i*A,e[5]=t-r*A,e[9]=-a*s,e[2]=r-t*A,e[6]=i+n*A,e[10]=o*s}else if("YXZ"===t.order){const t=s*l,n=s*c,i=A*l,r=A*c;e[0]=t+r*a,e[4]=i*a-n,e[8]=o*A,e[1]=o*c,e[5]=o*l,e[9]=-a,e[2]=n*a-i,e[6]=r+t*a,e[10]=o*s}else if("ZXY"===t.order){const t=s*l,n=s*c,i=A*l,r=A*c;e[0]=t-r*a,e[4]=-o*c,e[8]=i+n*a,e[1]=n+i*a,e[5]=o*l,e[9]=r-t*a,e[2]=-o*A,e[6]=a,e[10]=o*s}else if("ZYX"===t.order){const t=o*l,n=o*c,i=a*l,r=a*c;e[0]=s*l,e[4]=i*A-n,e[8]=t*A+r,e[1]=s*c,e[5]=r*A+t,e[9]=n*A-i,e[2]=-A,e[6]=a*s,e[10]=o*s}else if("YZX"===t.order){const t=o*s,n=o*A,i=a*s,r=a*A;e[0]=s*l,e[4]=r-t*c,e[8]=i*c+n,e[1]=c,e[5]=o*l,e[9]=-a*l,e[2]=-A*l,e[6]=n*c+i,e[10]=t-r*c}else if("XZY"===t.order){const t=o*s,n=o*A,i=a*s,r=a*A;e[0]=s*l,e[4]=-c,e[8]=A*l,e[1]=t*c+r,e[5]=o*l,e[9]=n*c-i,e[2]=i*c-n,e[6]=a*l,e[10]=r*c+t}return e[3]=0,e[7]=0,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromQuaternion(t){return this.compose(St,t,Et)}lookAt(t,e,n){const i=this.elements;return qt.subVectors(t,e),0===qt.lengthSq()&&(qt.z=1),qt.normalize(),Tt.crossVectors(n,qt),0===Tt.lengthSq()&&(1===Math.abs(n.z)?qt.x+=1e-4:qt.z+=1e-4,qt.normalize(),Tt.crossVectors(n,qt)),Tt.normalize(),Lt.crossVectors(qt,Tt),i[0]=Tt.x,i[4]=Lt.x,i[8]=qt.x,i[1]=Tt.y,i[5]=Lt.y,i[9]=qt.y,i[2]=Tt.z,i[6]=Lt.z,i[10]=qt.z,this}multiply(t,e){return void 0!==e?(console.warn("THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."),this.multiplyMatrices(t,e)):this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const n=t.elements,i=e.elements,r=this.elements,o=n[0],a=n[4],s=n[8],A=n[12],l=n[1],c=n[5],u=n[9],h=n[13],d=n[2],f=n[6],p=n[10],m=n[14],g=n[3],v=n[7],y=n[11],x=n[15],_=i[0],b=i[4],w=i[8],M=i[12],S=i[1],E=i[5],T=i[9],L=i[13],q=i[2],C=i[6],R=i[10],P=i[14],D=i[3],I=i[7],O=i[11],B=i[15];return r[0]=o*_+a*S+s*q+A*D,r[4]=o*b+a*E+s*C+A*I,r[8]=o*w+a*T+s*R+A*O,r[12]=o*M+a*L+s*P+A*B,r[1]=l*_+c*S+u*q+h*D,r[5]=l*b+c*E+u*C+h*I,r[9]=l*w+c*T+u*R+h*O,r[13]=l*M+c*L+u*P+h*B,r[2]=d*_+f*S+p*q+m*D,r[6]=d*b+f*E+p*C+m*I,r[10]=d*w+f*T+p*R+m*O,r[14]=d*M+f*L+p*P+m*B,r[3]=g*_+v*S+y*q+x*D,r[7]=g*b+v*E+y*C+x*I,r[11]=g*w+v*T+y*R+x*O,r[15]=g*M+v*L+y*P+x*B,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[4]*=t,e[8]*=t,e[12]*=t,e[1]*=t,e[5]*=t,e[9]*=t,e[13]*=t,e[2]*=t,e[6]*=t,e[10]*=t,e[14]*=t,e[3]*=t,e[7]*=t,e[11]*=t,e[15]*=t,this}determinant(){const t=this.elements,e=t[0],n=t[4],i=t[8],r=t[12],o=t[1],a=t[5],s=t[9],A=t[13],l=t[2],c=t[6],u=t[10],h=t[14];return t[3]*(+r*s*c-i*A*c-r*a*u+n*A*u+i*a*h-n*s*h)+t[7]*(+e*s*h-e*A*u+r*o*u-i*o*h+i*A*l-r*s*l)+t[11]*(+e*A*c-e*a*h-r*o*c+n*o*h+r*a*l-n*A*l)+t[15]*(-i*a*l-e*s*c+e*a*u+i*o*c-n*o*u+n*s*l)}transpose(){const t=this.elements;let e;return e=t[1],t[1]=t[4],t[4]=e,e=t[2],t[2]=t[8],t[8]=e,e=t[6],t[6]=t[9],t[9]=e,e=t[3],t[3]=t[12],t[12]=e,e=t[7],t[7]=t[13],t[13]=e,e=t[11],t[11]=t[14],t[14]=e,this}setPosition(t,e,n){const i=this.elements;return t.isVector3?(i[12]=t.x,i[13]=t.y,i[14]=t.z):(i[12]=t,i[13]=e,i[14]=n),this}invert(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],o=t[4],a=t[5],s=t[6],A=t[7],l=t[8],c=t[9],u=t[10],h=t[11],d=t[12],f=t[13],p=t[14],m=t[15],g=c*p*A-f*u*A+f*s*h-a*p*h-c*s*m+a*u*m,v=d*u*A-l*p*A-d*s*h+o*p*h+l*s*m-o*u*m,y=l*f*A-d*c*A+d*a*h-o*f*h-l*a*m+o*c*m,x=d*c*s-l*f*s-d*a*u+o*f*u+l*a*p-o*c*p,_=e*g+n*v+i*y+r*x;if(0===_)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);const b=1/_;return t[0]=g*b,t[1]=(f*u*r-c*p*r-f*i*h+n*p*h+c*i*m-n*u*m)*b,t[2]=(a*p*r-f*s*r+f*i*A-n*p*A-a*i*m+n*s*m)*b,t[3]=(c*s*r-a*u*r-c*i*A+n*u*A+a*i*h-n*s*h)*b,t[4]=v*b,t[5]=(l*p*r-d*u*r+d*i*h-e*p*h-l*i*m+e*u*m)*b,t[6]=(d*s*r-o*p*r-d*i*A+e*p*A+o*i*m-e*s*m)*b,t[7]=(o*u*r-l*s*r+l*i*A-e*u*A-o*i*h+e*s*h)*b,t[8]=y*b,t[9]=(d*c*r-l*f*r-d*n*h+e*f*h+l*n*m-e*c*m)*b,t[10]=(o*f*r-d*a*r+d*n*A-e*f*A-o*n*m+e*a*m)*b,t[11]=(l*a*r-o*c*r-l*n*A+e*c*A+o*n*h-e*a*h)*b,t[12]=x*b,t[13]=(l*f*i-d*c*i+d*n*u-e*f*u-l*n*p+e*c*p)*b,t[14]=(d*a*i-o*f*i-d*n*s+e*f*s+o*n*p-e*a*p)*b,t[15]=(o*c*i-l*a*i+l*n*s-e*c*s-o*n*u+e*a*u)*b,this}scale(t){const e=this.elements,n=t.x,i=t.y,r=t.z;return e[0]*=n,e[4]*=i,e[8]*=r,e[1]*=n,e[5]*=i,e[9]*=r,e[2]*=n,e[6]*=i,e[10]*=r,e[3]*=n,e[7]*=i,e[11]*=r,this}getMaxScaleOnAxis(){const t=this.elements,e=t[0]*t[0]+t[1]*t[1]+t[2]*t[2],n=t[4]*t[4]+t[5]*t[5]+t[6]*t[6],i=t[8]*t[8]+t[9]*t[9]+t[10]*t[10];return Math.sqrt(Math.max(e,n,i))}makeTranslation(t,e,n){return this.set(1,0,0,t,0,1,0,e,0,0,1,n,0,0,0,1),this}makeRotationX(t){const e=Math.cos(t),n=Math.sin(t);return this.set(1,0,0,0,0,e,-n,0,0,n,e,0,0,0,0,1),this}makeRotationY(t){const e=Math.cos(t),n=Math.sin(t);return this.set(e,0,n,0,0,1,0,0,-n,0,e,0,0,0,0,1),this}makeRotationZ(t){const e=Math.cos(t),n=Math.sin(t);return this.set(e,-n,0,0,n,e,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(t,e){const n=Math.cos(e),i=Math.sin(e),r=1-n,o=t.x,a=t.y,s=t.z,A=r*o,l=r*a;return this.set(A*o+n,A*a-i*s,A*s+i*a,0,A*a+i*s,l*a+n,l*s-i*o,0,A*s-i*a,l*s+i*o,r*s*s+n,0,0,0,0,1),this}makeScale(t,e,n){return this.set(t,0,0,0,0,e,0,0,0,0,n,0,0,0,0,1),this}makeShear(t,e,n){return this.set(1,e,n,0,t,1,n,0,t,e,1,0,0,0,0,1),this}compose(t,e,n){const i=this.elements,r=e._x,o=e._y,a=e._z,s=e._w,A=r+r,l=o+o,c=a+a,u=r*A,h=r*l,d=r*c,f=o*l,p=o*c,m=a*c,g=s*A,v=s*l,y=s*c,x=n.x,_=n.y,b=n.z;return i[0]=(1-(f+m))*x,i[1]=(h+y)*x,i[2]=(d-v)*x,i[3]=0,i[4]=(h-y)*_,i[5]=(1-(u+m))*_,i[6]=(p+g)*_,i[7]=0,i[8]=(d+v)*b,i[9]=(p-g)*b,i[10]=(1-(u+f))*b,i[11]=0,i[12]=t.x,i[13]=t.y,i[14]=t.z,i[15]=1,this}decompose(t,e,n){const i=this.elements;let r=wt.set(i[0],i[1],i[2]).length();const o=wt.set(i[4],i[5],i[6]).length(),a=wt.set(i[8],i[9],i[10]).length();this.determinant()<0&&(r=-r),t.x=i[12],t.y=i[13],t.z=i[14],Mt.copy(this);const s=1/r,A=1/o,l=1/a;return Mt.elements[0]*=s,Mt.elements[1]*=s,Mt.elements[2]*=s,Mt.elements[4]*=A,Mt.elements[5]*=A,Mt.elements[6]*=A,Mt.elements[8]*=l,Mt.elements[9]*=l,Mt.elements[10]*=l,e.setFromRotationMatrix(Mt),n.x=r,n.y=o,n.z=a,this}makePerspective(t,e,n,i,r,o){void 0===o&&console.warn("THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.");const a=this.elements,s=2*r/(e-t),A=2*r/(n-i),l=(e+t)/(e-t),c=(n+i)/(n-i),u=-(o+r)/(o-r),h=-2*o*r/(o-r);return a[0]=s,a[4]=0,a[8]=l,a[12]=0,a[1]=0,a[5]=A,a[9]=c,a[13]=0,a[2]=0,a[6]=0,a[10]=u,a[14]=h,a[3]=0,a[7]=0,a[11]=-1,a[15]=0,this}makeOrthographic(t,e,n,i,r,o){const a=this.elements,s=1/(e-t),A=1/(n-i),l=1/(o-r),c=(e+t)*s,u=(n+i)*A,h=(o+r)*l;return a[0]=2*s,a[4]=0,a[8]=0,a[12]=-c,a[1]=0,a[5]=2*A,a[9]=0,a[13]=-u,a[2]=0,a[6]=0,a[10]=-2*l,a[14]=-h,a[3]=0,a[7]=0,a[11]=0,a[15]=1,this}equals(t){const e=this.elements,n=t.elements;for(let t=0;t<16;t++)if(e[t]!==n[t])return!1;return!0}fromArray(t,e=0){for(let n=0;n<16;n++)this.elements[n]=t[n+e];return this}toArray(t=[],e=0){const n=this.elements;return t[e]=n[0],t[e+1]=n[1],t[e+2]=n[2],t[e+3]=n[3],t[e+4]=n[4],t[e+5]=n[5],t[e+6]=n[6],t[e+7]=n[7],t[e+8]=n[8],t[e+9]=n[9],t[e+10]=n[10],t[e+11]=n[11],t[e+12]=n[12],t[e+13]=n[13],t[e+14]=n[14],t[e+15]=n[15],t}}const wt=new Y,Mt=new bt,St=new Y(0,0,0),Et=new Y(1,1,1),Tt=new Y,Lt=new Y,qt=new Y;class Ct{constructor(t=0,e=0,n=0,i=Ct.DefaultOrder){Object.defineProperty(this,"isEuler",{value:!0}),this._x=t,this._y=e,this._z=n,this._order=i}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get order(){return this._order}set order(t){this._order=t,this._onChangeCallback()}set(t,e,n,i){return this._x=t,this._y=e,this._z=n,this._order=i||this._order,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._order)}copy(t){return this._x=t._x,this._y=t._y,this._z=t._z,this._order=t._order,this._onChangeCallback(),this}setFromRotationMatrix(t,e,n){const i=N.clamp,r=t.elements,o=r[0],a=r[4],s=r[8],A=r[1],l=r[5],c=r[9],u=r[2],h=r[6],d=r[10];switch(e=e||this._order){case"XYZ":this._y=Math.asin(i(s,-1,1)),Math.abs(s)<.9999999?(this._x=Math.atan2(-c,d),this._z=Math.atan2(-a,o)):(this._x=Math.atan2(h,l),this._z=0);break;case"YXZ":this._x=Math.asin(-i(c,-1,1)),Math.abs(c)<.9999999?(this._y=Math.atan2(s,d),this._z=Math.atan2(A,l)):(this._y=Math.atan2(-u,o),this._z=0);break;case"ZXY":this._x=Math.asin(i(h,-1,1)),Math.abs(h)<.9999999?(this._y=Math.atan2(-u,d),this._z=Math.atan2(-a,l)):(this._y=0,this._z=Math.atan2(A,o));break;case"ZYX":this._y=Math.asin(-i(u,-1,1)),Math.abs(u)<.9999999?(this._x=Math.atan2(h,d),this._z=Math.atan2(A,o)):(this._x=0,this._z=Math.atan2(-a,l));break;case"YZX":this._z=Math.asin(i(A,-1,1)),Math.abs(A)<.9999999?(this._x=Math.atan2(-c,l),this._y=Math.atan2(-u,o)):(this._x=0,this._y=Math.atan2(s,d));break;case"XZY":this._z=Math.asin(-i(a,-1,1)),Math.abs(a)<.9999999?(this._x=Math.atan2(h,l),this._y=Math.atan2(s,o)):(this._x=Math.atan2(-c,d),this._y=0);break;default:console.warn("THREE.Euler: .setFromRotationMatrix() encountered an unknown order: "+e)}return this._order=e,!1!==n&&this._onChangeCallback(),this}setFromQuaternion(t,e,n){return Rt.makeRotationFromQuaternion(t),this.setFromRotationMatrix(Rt,e,n)}setFromVector3(t,e){return this.set(t.x,t.y,t.z,e||this._order)}reorder(t){return Pt.setFromEuler(this),this.setFromQuaternion(Pt,t)}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._order===this._order}fromArray(t){return this._x=t[0],this._y=t[1],this._z=t[2],void 0!==t[3]&&(this._order=t[3]),this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._order,t}toVector3(t){return t?t.set(this._x,this._y,this._z):new Y(this._x,this._y,this._z)}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}}Ct.DefaultOrder="XYZ",Ct.RotationOrders=["XYZ","YZX","ZXY","XZY","YXZ","ZYX"];const Rt=new bt,Pt=new Q;class Dt{constructor(){this.mask=1}set(t){this.mask=1<1){for(let t=0;t1){for(let t=0;t0){i.children=[];for(let e=0;e0){i.animations=[];for(let e=0;e0&&(n.geometries=e),i.length>0&&(n.materials=i),r.length>0&&(n.textures=r),a.length>0&&(n.images=a),s.length>0&&(n.shapes=s),A.length>0&&(n.skeletons=A),l.length>0&&(n.animations=l)}return n.object=i,n;function o(t){const e=[];for(const n in t){const i=t[n];delete i.metadata,e.push(i)}return e}},clone:function(t){return(new this.constructor).copy(this,t)},copy:function(t,e=!0){if(this.name=t.name,this.up.copy(t.up),this.position.copy(t.position),this.rotation.order=t.rotation.order,this.quaternion.copy(t.quaternion),this.scale.copy(t.scale),this.matrix.copy(t.matrix),this.matrixWorld.copy(t.matrixWorld),this.matrixAutoUpdate=t.matrixAutoUpdate,this.matrixWorldNeedsUpdate=t.matrixWorldNeedsUpdate,this.layers.mask=t.layers.mask,this.visible=t.visible,this.castShadow=t.castShadow,this.receiveShadow=t.receiveShadow,this.frustumCulled=t.frustumCulled,this.renderOrder=t.renderOrder,this.userData=JSON.parse(JSON.stringify(t.userData)),!0===e)for(let e=0;e1?void 0:e.copy(n).multiplyScalar(r).add(t.start)}intersectsLine(t){const e=this.distanceToPoint(t.start),n=this.distanceToPoint(t.end);return e<0&&n>0||n<0&&e>0}intersectsBox(t){return t.intersectsPlane(this)}intersectsSphere(t){return t.intersectsPlane(this)}coplanarPoint(t){return void 0===t&&(console.warn("THREE.Plane: .coplanarPoint() target is now required"),t=new Y),t.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(t,e){const n=e||Zt.getNormalMatrix(t),i=this.coplanarPoint(Yt).applyMatrix4(t),r=this.normal.applyMatrix3(n).normalize();return this.constant=-i.dot(r),this}translate(t){return this.constant-=t.dot(this.normal),this}equals(t){return t.normal.equals(this.normal)&&t.constant===this.constant}}const Kt=new Y,$t=new Y,te=new Y,ee=new Y,ne=new Y,ie=new Y,re=new Y,oe=new Y,ae=new Y,se=new Y;class Ae{constructor(t,e,n){this.a=void 0!==t?t:new Y,this.b=void 0!==e?e:new Y,this.c=void 0!==n?n:new Y}static getNormal(t,e,n,i){void 0===i&&(console.warn("THREE.Triangle: .getNormal() target is now required"),i=new Y),i.subVectors(n,e),Kt.subVectors(t,e),i.cross(Kt);const r=i.lengthSq();return r>0?i.multiplyScalar(1/Math.sqrt(r)):i.set(0,0,0)}static getBarycoord(t,e,n,i,r){Kt.subVectors(i,e),$t.subVectors(n,e),te.subVectors(t,e);const o=Kt.dot(Kt),a=Kt.dot($t),s=Kt.dot(te),A=$t.dot($t),l=$t.dot(te),c=o*A-a*a;if(void 0===r&&(console.warn("THREE.Triangle: .getBarycoord() target is now required"),r=new Y),0===c)return r.set(-2,-1,-1);const u=1/c,h=(A*s-a*l)*u,d=(o*l-a*s)*u;return r.set(1-h-d,d,h)}static containsPoint(t,e,n,i){return this.getBarycoord(t,e,n,i,ee),ee.x>=0&&ee.y>=0&&ee.x+ee.y<=1}static getUV(t,e,n,i,r,o,a,s){return this.getBarycoord(t,e,n,i,ee),s.set(0,0),s.addScaledVector(r,ee.x),s.addScaledVector(o,ee.y),s.addScaledVector(a,ee.z),s}static isFrontFacing(t,e,n,i){return Kt.subVectors(n,e),$t.subVectors(t,e),Kt.cross($t).dot(i)<0}set(t,e,n){return this.a.copy(t),this.b.copy(e),this.c.copy(n),this}setFromPointsAndIndices(t,e,n,i){return this.a.copy(t[e]),this.b.copy(t[n]),this.c.copy(t[i]),this}clone(){return(new this.constructor).copy(this)}copy(t){return this.a.copy(t.a),this.b.copy(t.b),this.c.copy(t.c),this}getArea(){return Kt.subVectors(this.c,this.b),$t.subVectors(this.a,this.b),.5*Kt.cross($t).length()}getMidpoint(t){return void 0===t&&(console.warn("THREE.Triangle: .getMidpoint() 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u=s*c-l*A;if(u<=0&&s>=0&&l<=0)return o=s/(s-l),e.copy(n).addScaledVector(ne,o);se.subVectors(t,r);const h=ne.dot(se),d=ie.dot(se);if(d>=0&&h<=d)return e.copy(r);const f=h*A-s*d;if(f<=0&&A>=0&&d<=0)return a=A/(A-d),e.copy(n).addScaledVector(ie,a);const p=l*d-h*c;if(p<=0&&c-l>=0&&h-d>=0)return re.subVectors(r,i),a=(c-l)/(c-l+(h-d)),e.copy(i).addScaledVector(re,a);const m=1/(p+f+u);return o=f*m,a=u*m,e.copy(n).addScaledVector(ne,o).addScaledVector(ie,a)}equals(t){return t.a.equals(this.a)&&t.b.equals(this.b)&&t.c.equals(this.c)}}const le={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},ce={h:0,s:0,l:0},ue={h:0,s:0,l:0};function he(t,e,n){return n<0&&(n+=1),n>1&&(n-=1),n<1/6?t+6*(e-t)*n:n<.5?e:n<2/3?t+6*(e-t)*(2/3-n):t}function de(t){return t<.04045?.0773993808*t:Math.pow(.9478672986*t+.0521327014,2.4)}function fe(t){return t<.0031308?12.92*t:1.055*Math.pow(t,.41666)-.055}class pe{constructor(t,e,n){return Object.defineProperty(this,"isColor",{value:!0}),void 0===e&&void 0===n?this.set(t):this.setRGB(t,e,n)}set(t){return t&&t.isColor?this.copy(t):"number"==typeof t?this.setHex(t):"string"==typeof t&&this.setStyle(t),this}setScalar(t){return this.r=t,this.g=t,this.b=t,this}setHex(t){return t=Math.floor(t),this.r=(t>>16&255)/255,this.g=(t>>8&255)/255,this.b=(255&t)/255,this}setRGB(t,e,n){return this.r=t,this.g=e,this.b=n,this}setHSL(t,e,n){if(t=N.euclideanModulo(t,1),e=N.clamp(e,0,1),n=N.clamp(n,0,1),0===e)this.r=this.g=this.b=n;else{const i=n<=.5?n*(1+e):n+e-n*e,r=2*n-i;this.r=he(r,i,t+1/3),this.g=he(r,i,t),this.b=he(r,i,t-1/3)}return this}setStyle(t){function e(e){void 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n=i[t];this.setAttribute(t,n.clone(e))}const r=t.morphAttributes;for(const t in r){const n=[],i=r[t];for(let t=0,r=i.length;tn.far?null:{distance:u,point:sn.clone(),object:t}}(t,e,n,i,Qe,Ye,Xe,an);if(p){l&&(nn.fromBufferAttribute(l,u),rn.fromBufferAttribute(l,h),on.fromBufferAttribute(l,d),p.uv=Ae.getUV(an,Qe,Ye,Xe,nn,rn,on,new k)),c&&(nn.fromBufferAttribute(c,u),rn.fromBufferAttribute(c,h),on.fromBufferAttribute(c,d),p.uv2=Ae.getUV(an,Qe,Ye,Xe,nn,rn,on,new k));const t=new me(u,h,d);Ae.getNormal(Qe,Ye,Xe,t.normal),p.face=t}return p}An.prototype=Object.assign(Object.create(Qt.prototype),{constructor:An,isMesh:!0,copy:function(t){return Qt.prototype.copy.call(this,t),void 0!==t.morphTargetInfluences&&(this.morphTargetInfluences=t.morphTargetInfluences.slice()),void 0!==t.morphTargetDictionary&&(this.morphTargetDictionary=Object.assign({},t.morphTargetDictionary)),this.material=t.material,this.geometry=t.geometry,this},updateMorphTargets:function(){const t=this.geometry;if(t.isBufferGeometry){const e=t.morphAttributes,n=Object.keys(e);if(n.length>0){const t=e[n[0]];if(void 0!==t){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let e=0,n=t.length;e0&&console.error("THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.")}},raycast:function(t,e){const n=this.geometry,i=this.material,r=this.matrixWorld;if(void 0===i)return;if(null===n.boundingSphere&&n.computeBoundingSphere(),We.copy(n.boundingSphere),We.applyMatrix4(r),!1===t.ray.intersectsSphere(We))return;if(je.copy(r).invert(),Ve.copy(t.ray).applyMatrix4(je),null!==n.boundingBox&&!1===Ve.intersectsBox(n.boundingBox))return;let o;if(n.isBufferGeometry){const r=n.index,a=n.attributes.position,s=n.morphAttributes.position,A=n.morphTargetsRelative,l=n.attributes.uv,c=n.attributes.uv2,u=n.groups,h=n.drawRange;if(null!==r)if(Array.isArray(i))for(let n=0,d=u.length;n0?1:-1,l.push(T.x,T.y,T.z),c.push(s/p),c.push(1-o/m),S+=1}}for(let t=0;t0&&(e.defines=this.defines),e.vertexShader=this.vertexShader,e.fragmentShader=this.fragmentShader;const n={};for(const t in this.extensions)!0===this.extensions[t]&&(n[t]=!0);return Object.keys(n).length>0&&(e.extensions=n),e},pn.prototype=Object.assign(Object.create(Qt.prototype),{constructor:pn,isCamera:!0,copy:function(t,e){return Qt.prototype.copy.call(this,t,e),this.matrixWorldInverse.copy(t.matrixWorldInverse),this.projectionMatrix.copy(t.projectionMatrix),this.projectionMatrixInverse.copy(t.projectionMatrixInverse),this},getWorldDirection:function(t){void 0===t&&(console.warn("THREE.Camera: .getWorldDirection() target is now required"),t=new Y),this.updateWorldMatrix(!0,!1);const e=this.matrixWorld.elements;return t.set(-e[8],-e[9],-e[10]).normalize()},updateMatrixWorld:function(t){Qt.prototype.updateMatrixWorld.call(this,t),this.matrixWorldInverse.copy(this.matrixWorld).invert()},updateWorldMatrix:function(t,e){Qt.prototype.updateWorldMatrix.call(this,t,e),this.matrixWorldInverse.copy(this.matrixWorld).invert()},clone:function(){return(new this.constructor).copy(this)}}),mn.prototype=Object.assign(Object.create(pn.prototype),{constructor:mn,isPerspectiveCamera:!0,copy:function(t,e){return pn.prototype.copy.call(this,t,e),this.fov=t.fov,this.zoom=t.zoom,this.near=t.near,this.far=t.far,this.focus=t.focus,this.aspect=t.aspect,this.view=null===t.view?null:Object.assign({},t.view),this.filmGauge=t.filmGauge,this.filmOffset=t.filmOffset,this},setFocalLength:function(t){const e=.5*this.getFilmHeight()/t;this.fov=2*N.RAD2DEG*Math.atan(e),this.updateProjectionMatrix()},getFocalLength:function(){const t=Math.tan(.5*N.DEG2RAD*this.fov);return.5*this.getFilmHeight()/t},getEffectiveFOV:function(){return 2*N.RAD2DEG*Math.atan(Math.tan(.5*N.DEG2RAD*this.fov)/this.zoom)},getFilmWidth:function(){return this.filmGauge*Math.min(this.aspect,1)},getFilmHeight:function(){return this.filmGauge/Math.max(this.aspect,1)},setViewOffset:function(t,e,n,i,r,o){this.aspect=t/e,null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=t,this.view.fullHeight=e,this.view.offsetX=n,this.view.offsetY=i,this.view.width=r,this.view.height=o,this.updateProjectionMatrix()},clearViewOffset:function(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()},updateProjectionMatrix:function(){const t=this.near;let e=t*Math.tan(.5*N.DEG2RAD*this.fov)/this.zoom,n=2*e,i=this.aspect*n,r=-.5*i;const o=this.view;if(null!==this.view&&this.view.enabled){const t=o.fullWidth,a=o.fullHeight;r+=o.offsetX*i/t,e-=o.offsetY*n/a,i*=o.width/t,n*=o.height/a}const a=this.filmOffset;0!==a&&(r+=t*a/this.getFilmWidth()),this.projectionMatrix.makePerspective(r,r+i,e,e-n,t,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()},toJSON:function(t){const e=Qt.prototype.toJSON.call(this,t);return e.object.fov=this.fov,e.object.zoom=this.zoom,e.object.near=this.near,e.object.far=this.far,e.object.focus=this.focus,e.object.aspect=this.aspect,null!==this.view&&(e.object.view=Object.assign({},this.view)),e.object.filmGauge=this.filmGauge,e.object.filmOffset=this.filmOffset,e}});const gn=90;function vn(t,e,n){if(Qt.call(this),this.type="CubeCamera",!0!==n.isWebGLCubeRenderTarget)return void console.error("THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.");this.renderTarget=n;const i=new mn(gn,1,t,e);i.layers=this.layers,i.up.set(0,-1,0),i.lookAt(new Y(1,0,0)),this.add(i);const r=new mn(gn,1,t,e);r.layers=this.layers,r.up.set(0,-1,0),r.lookAt(new Y(-1,0,0)),this.add(r);const o=new mn(gn,1,t,e);o.layers=this.layers,o.up.set(0,0,1),o.lookAt(new Y(0,1,0)),this.add(o);const a=new mn(gn,1,t,e);a.layers=this.layers,a.up.set(0,0,-1),a.lookAt(new Y(0,-1,0)),this.add(a);const s=new mn(gn,1,t,e);s.layers=this.layers,s.up.set(0,-1,0),s.lookAt(new Y(0,0,1)),this.add(s);const A=new mn(gn,1,t,e);A.layers=this.layers,A.up.set(0,-1,0),A.lookAt(new Y(0,0,-1)),this.add(A),this.update=function(t,e){null===this.parent&&this.updateMatrixWorld();const l=t.xr.enabled,c=t.getRenderTarget();t.xr.enabled=!1;const u=n.texture.generateMipmaps;n.texture.generateMipmaps=!1,t.setRenderTarget(n,0),t.render(e,i),t.setRenderTarget(n,1),t.render(e,r),t.setRenderTarget(n,2),t.render(e,o),t.setRenderTarget(n,3),t.render(e,a),t.setRenderTarget(n,4),t.render(e,s),n.texture.generateMipmaps=u,t.setRenderTarget(n,5),t.render(e,A),t.setRenderTarget(c),t.xr.enabled=l}}function yn(t,e,n,i,r,o,a,s,A,l){t=void 0!==t?t:[],e=void 0!==e?e:301,a=void 0!==a?a:y,G.call(this,t,e,n,i,r,o,a,s,A,l),this.flipY=!1,this._needsFlipEnvMap=!0}vn.prototype=Object.create(Qt.prototype),vn.prototype.constructor=vn,yn.prototype=Object.create(G.prototype),yn.prototype.constructor=yn,yn.prototype.isCubeTexture=!0,Object.defineProperty(yn.prototype,"images",{get:function(){return this.image},set:function(t){this.image=t}});class xn extends W{constructor(t,e,n){Number.isInteger(e)&&(console.warn("THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )"),e=n),super(t,t,e),Object.defineProperty(this,"isWebGLCubeRenderTarget",{value:!0}),e=e||{},this.texture=new yn(void 0,e.mapping,e.wrapS,e.wrapT,e.magFilter,e.minFilter,e.format,e.type,e.anisotropy,e.encoding),this.texture._needsFlipEnvMap=!1}fromEquirectangularTexture(t,e){this.texture.type=e.type,this.texture.format=x,this.texture.encoding=e.encoding,this.texture.generateMipmaps=e.generateMipmaps,this.texture.minFilter=e.minFilter,this.texture.magFilter=e.magFilter;const n={tEquirect:{value:null}},i="\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t",o="\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t",a=new cn(5,5,5),s=new fn({name:"CubemapFromEquirect",uniforms:un(n),vertexShader:i,fragmentShader:o,side:r,blending:0});s.uniforms.tEquirect.value=e;const A=new An(a,s),l=e.minFilter;return e.minFilter===d&&(e.minFilter=h),new vn(1,10,this).update(t,A),e.minFilter=l,A.geometry.dispose(),A.material.dispose(),this}clear(t,e,n,i){const r=t.getRenderTarget();for(let r=0;r<6;r++)t.setRenderTarget(this,r),t.clear(e,n,i);t.setRenderTarget(r)}}function _n(t,e,n,i,r,o,a,s,A,l,c,h){G.call(this,null,o,a,s,A,l,i,r,c,h),this.image={data:t||null,width:e||1,height:n||1},this.magFilter=void 0!==A?A:u,this.minFilter=void 0!==l?l:u,this.generateMipmaps=!1,this.flipY=!1,this.unpackAlignment=1,this.needsUpdate=!0}_n.prototype=Object.create(G.prototype),_n.prototype.constructor=_n,_n.prototype.isDataTexture=!0;const bn=new dt,wn=new Y;class Mn{constructor(t,e,n,i,r,o){this.planes=[void 0!==t?t:new Jt,void 0!==e?e:new Jt,void 0!==n?n:new Jt,void 0!==i?i:new Jt,void 0!==r?r:new Jt,void 0!==o?o:new Jt]}set(t,e,n,i,r,o){const a=this.planes;return a[0].copy(t),a[1].copy(e),a[2].copy(n),a[3].copy(i),a[4].copy(r),a[5].copy(o),this}clone(){return(new this.constructor).copy(this)}copy(t){const e=this.planes;for(let n=0;n<6;n++)e[n].copy(t.planes[n]);return this}setFromProjectionMatrix(t){const e=this.planes,n=t.elements,i=n[0],r=n[1],o=n[2],a=n[3],s=n[4],A=n[5],l=n[6],c=n[7],u=n[8],h=n[9],d=n[10],f=n[11],p=n[12],m=n[13],g=n[14],v=n[15];return e[0].setComponents(a-i,c-s,f-u,v-p).normalize(),e[1].setComponents(a+i,c+s,f+u,v+p).normalize(),e[2].setComponents(a+r,c+A,f+h,v+m).normalize(),e[3].setComponents(a-r,c-A,f-h,v-m).normalize(),e[4].setComponents(a-o,c-l,f-d,v-g).normalize(),e[5].setComponents(a+o,c+l,f+d,v+g).normalize(),this}intersectsObject(t){const e=t.geometry;return null===e.boundingSphere&&e.computeBoundingSphere(),bn.copy(e.boundingSphere).applyMatrix4(t.matrixWorld),this.intersectsSphere(bn)}intersectsSprite(t){return bn.center.set(0,0,0),bn.radius=.7071067811865476,bn.applyMatrix4(t.matrixWorld),this.intersectsSphere(bn)}intersectsSphere(t){const e=this.planes,n=t.center,i=-t.radius;for(let t=0;t<6;t++)if(e[t].distanceToPoint(n)0?t.max.x:t.min.x,wn.y=i.normal.y>0?t.max.y:t.min.y,wn.z=i.normal.z>0?t.max.z:t.min.z,i.distanceToPoint(wn)<0)return!1}return!0}containsPoint(t){const e=this.planes;for(let n=0;n<6;n++)if(e[n].distanceToPoint(t)<0)return!1;return!0}}function Sn(){let t=null,e=!1,n=null,i=null;function r(e,o){n(e,o),i=t.requestAnimationFrame(r)}return{start:function(){!0!==e&&null!==n&&(i=t.requestAnimationFrame(r),e=!0)},stop:function(){t.cancelAnimationFrame(i),e=!1},setAnimationLoop:function(t){n=t},setContext:function(e){t=e}}}function En(t,e){const n=e.isWebGL2,i=new WeakMap;return{get:function(t){return t.isInterleavedBufferAttribute&&(t=t.data),i.get(t)},remove:function(e){e.isInterleavedBufferAttribute&&(e=e.data);const n=i.get(e);n&&(t.deleteBuffer(n.buffer),i.delete(e))},update:function(e,r){if(e.isGLBufferAttribute){const t=i.get(e);return void((!t||t.version 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",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",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",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif",color_fragment:"#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif",color_pars_vertex:"#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif",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",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}",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",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",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif",encodings_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",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}",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",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",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",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",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",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",fog_vertex:"#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif",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",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",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}",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",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",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",lights_toon_fragment:"ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;",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)",lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",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)",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",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}",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",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",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",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",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",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",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",map_fragment:"#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif",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",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",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",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",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",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",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;",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",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",clearcoat_normal_fragment_begin:"#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif",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",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",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}",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif",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;",dithering_fragment:"#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",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",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",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",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",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",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}",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",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",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",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",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",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",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; }",transmissionmap_fragment:"#ifdef USE_TRANSMISSIONMAP\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n#endif",transmissionmap_pars_fragment:"#ifdef USE_TRANSMISSIONMAP\n\tuniform sampler2D transmissionMap;\n#endif",uv_pars_fragment:"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif",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",uv_vertex:"#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif",uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif",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",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}",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}",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}",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}",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}",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}",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}",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}",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}",equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",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}",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}",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}",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}",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}",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}",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}",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}",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}",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}",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}",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}",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}",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}",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}",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}",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}",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}",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}",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}",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}",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}"},qn={common:{diffuse:{value:new pe(15658734)},opacity:{value:1},map:{value:null},uvTransform:{value:new F},uv2Transform:{value:new F},alphaMap:{value:null}},specularmap:{specularMap:{value:null}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},refractionRatio:{value:.98},maxMipLevel:{value:0}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1}},emissivemap:{emissiveMap:{value:null}},bumpmap:{bumpMap:{value:null},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalScale:{value:new k(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}},metalnessmap:{metalnessMap:{value:null}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new pe(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},spotShadowMap:{value:[]},spotShadowMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}},ltc_1:{value:null},ltc_2:{value:null}},points:{diffuse:{value:new 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r=i.get(t);t.version>0&&r.__version!==t.version?Q(r,t,e):(n.activeTexture(33984+e),n.bindTexture(32879,r.__webglTexture))},this.setTextureCube=H,this.setupRenderTarget=function(e){const r=i.get(e),A=i.get(e.texture);e.addEventListener("dispose",F),A.__webglTexture=t.createTexture(),a.memory.textures++;const l=!0===e.isWebGLCubeRenderTarget,c=!0===e.isWebGLMultisampleRenderTarget,u=P(e)||s;if(!s||e.texture.format!==y||e.texture.type!==m&&e.texture.type!==g||(e.texture.format=x,console.warn("THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. 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Use their .texture property instead."),J=!0),t=t.texture),U(t,e)},this.safeSetTextureCube=function(t,e){t&&t.isWebGLCubeRenderTarget&&(!1===K&&(console.warn("THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. 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37808===t||37809===t||37810===t||37811===t||37812===t||37813===t||37814===t||37815===t||37816===t||37817===t||37818===t||37819===t||37820===t||37821===t||37840===t||37841===t||37842===t||37843===t||37844===t||37845===t||37846===t||37847===t||37848===t||37849===t||37850===t||37851===t||37852===t||37853===t?(n=e.get("WEBGL_compressed_texture_astc"),null!==n?t:null):36492===t?(n=e.get("EXT_texture_compression_bptc"),null!==n?t:null):t===v?i?34042:(n=e.get("WEBGL_depth_texture"),null!==n?n.UNSIGNED_INT_24_8_WEBGL:null):void 0}}}function Er(t=[]){mn.call(this),this.cameras=t}function Tr(){Qt.call(this),this.type="Group"}function Lr(){this._targetRay=null,this._grip=null,this._hand=null}function qr(t,e){const n=this;let i=null,r=1,o=null,a="local-floor",s=null;const A=[],l=new Map,c=new mn;c.layers.enable(1),c.viewport=new V;const u=new mn;u.layers.enable(2),u.viewport=new V;const h=[c,u],d=new Er;d.layers.enable(1),d.layers.enable(2);let f=null,p=null;function m(t){const e=l.get(t.inputSource);e&&e.dispatchEvent({type:t.type,data:t.inputSource})}function g(){l.forEach((function(t,e){t.disconnect(e)})),l.clear(),f=null,p=null,t.setFramebuffer(null),t.setRenderTarget(t.getRenderTarget()),w.stop(),n.isPresenting=!1,n.dispatchEvent({type:"sessionend"})}function v(t){const e=i.inputSources;for(let t=0;t0&&qt(o,t,e),a.length>0&&qt(a,t,e),!0===t.isScene&&t.onAfterRender(f,t,e),null!==b&&(tt.updateRenderTargetMipmap(b),tt.updateMultisampleRenderTarget(b)),J.buffers.depth.setTest(!0),J.buffers.depth.setMask(!0),J.buffers.color.setMask(!0),J.setPolygonOffset(!1),d.pop(),h=d.length>0?d[d.length-1]:null,u=null},this.setFramebuffer=function(t){v!==t&&null===b&&mt.bindFramebuffer(36160,t),v=t},this.getActiveCubeFace=function(){return y},this.getActiveMipmapLevel=function(){return _},this.getRenderList=function(){return u},this.setRenderList=function(t){u=t},this.getRenderTarget=function(){return b},this.setRenderTarget=function(t,e=0,n=0){b=t,y=e,_=n,t&&void 0===$.get(t).__webglFramebuffer&&tt.setupRenderTarget(t);let i=v,r=!1;if(t){const n=$.get(t).__webglFramebuffer;t.isWebGLCubeRenderTarget?(i=n[e],r=!0):i=t.isWebGLMultisampleRenderTarget?$.get(t).__webglMultisampledFramebuffer:n,E.copy(t.viewport),T.copy(t.scissor),L=t.scissorTest}else E.copy(O).multiplyScalar(P).floor(),T.copy(B).multiplyScalar(P).floor(),L=F;if(w!==i&&(mt.bindFramebuffer(36160,i),w=i),J.viewport(E),J.scissor(T),J.setScissorTest(L),r){const i=$.get(t.texture);mt.framebufferTexture2D(36160,36064,34069+e,i.__webglTexture,n)}},this.readRenderTargetPixels=function(t,e,n,i,r,o,a){if(!t||!t.isWebGLRenderTarget)return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let s=$.get(t).__webglFramebuffer;if(t.isWebGLCubeRenderTarget&&void 0!==a&&(s=s[a]),s){let a=!1;s!==w&&(mt.bindFramebuffer(36160,s),a=!0);try{const s=t.texture,A=s.format,l=s.type;if(A!==x&&ft.convert(A)!==mt.getParameter(35739))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.");const c=l===g&&(X.has("EXT_color_buffer_half_float")||Z.isWebGL2&&X.has("EXT_color_buffer_float"));if(!(1009===l||ft.convert(l)===mt.getParameter(35738)||l===m&&(Z.isWebGL2||X.has("OES_texture_float")||X.has("WEBGL_color_buffer_float"))||c))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");36053===mt.checkFramebufferStatus(36160)?e>=0&&e<=t.width-i&&n>=0&&n<=t.height-r&&mt.readPixels(e,n,i,r,ft.convert(A),ft.convert(l),o):console.error("THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.")}finally{a&&mt.bindFramebuffer(36160,w)}}},this.copyFramebufferToTexture=function(t,e,n=0){const i=Math.pow(2,-n),r=Math.floor(e.image.width*i),o=Math.floor(e.image.height*i),a=ft.convert(e.format);tt.setTexture2D(e,0),mt.copyTexImage2D(3553,n,a,t.x,t.y,r,o,0),J.unbindTexture()},this.copyTextureToTexture=function(t,e,n,i=0){const r=e.image.width,o=e.image.height,a=ft.convert(n.format),s=ft.convert(n.type);tt.setTexture2D(n,0),mt.pixelStorei(37440,n.flipY),mt.pixelStorei(37441,n.premultiplyAlpha),mt.pixelStorei(3317,n.unpackAlignment),e.isDataTexture?mt.texSubImage2D(3553,i,t.x,t.y,r,o,a,s,e.image.data):e.isCompressedTexture?mt.compressedTexSubImage2D(3553,i,t.x,t.y,e.mipmaps[0].width,e.mipmaps[0].height,a,e.mipmaps[0].data):mt.texSubImage2D(3553,i,t.x,t.y,a,s,e.image),0===i&&n.generateMipmaps&&mt.generateMipmap(3553),J.unbindTexture()},this.initTexture=function(t){tt.setTexture2D(t,0),J.unbindTexture()},this.resetState=function(){J.reset(),pt.reset()},"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}function Pr(t){Rr.call(this,t)}xr.prototype=Object.create(ve.prototype),xr.prototype.constructor=xr,xr.prototype.isMeshDepthMaterial=!0,xr.prototype.copy=function(t){return ve.prototype.copy.call(this,t),this.depthPacking=t.depthPacking,this.skinning=t.skinning,this.morphTargets=t.morphTargets,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this},_r.prototype=Object.create(ve.prototype),_r.prototype.constructor=_r,_r.prototype.isMeshDistanceMaterial=!0,_r.prototype.copy=function(t){return ve.prototype.copy.call(this,t),this.referencePosition.copy(t.referencePosition),this.nearDistance=t.nearDistance,this.farDistance=t.farDistance,this.skinning=t.skinning,this.morphTargets=t.morphTargets,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this},Er.prototype=Object.assign(Object.create(mn.prototype),{constructor:Er,isArrayCamera:!0}),Tr.prototype=Object.assign(Object.create(Qt.prototype),{constructor:Tr,isGroup:!0}),Object.assign(Lr.prototype,{constructor:Lr,getHandSpace:function(){return null===this._hand&&(this._hand=new Tr,this._hand.matrixAutoUpdate=!1,this._hand.visible=!1,this._hand.joints={},this._hand.inputState={pinching:!1}),this._hand},getTargetRaySpace:function(){return null===this._targetRay&&(this._targetRay=new Tr,this._targetRay.matrixAutoUpdate=!1,this._targetRay.visible=!1),this._targetRay},getGripSpace:function(){return null===this._grip&&(this._grip=new Tr,this._grip.matrixAutoUpdate=!1,this._grip.visible=!1),this._grip},dispatchEvent:function(t){return null!==this._targetRay&&this._targetRay.dispatchEvent(t),null!==this._grip&&this._grip.dispatchEvent(t),null!==this._hand&&this._hand.dispatchEvent(t),this},disconnect:function(t){return this.dispatchEvent({type:"disconnected",data:t}),null!==this._targetRay&&(this._targetRay.visible=!1),null!==this._grip&&(this._grip.visible=!1),null!==this._hand&&(this._hand.visible=!1),this},update:function(t,e,n){let i=null,r=null,o=null;const a=this._targetRay,s=this._grip,A=this._hand;if(t&&"visible-blurred"!==e.session.visibilityState)if(A&&t.hand){o=!0;for(const i of t.hand.values()){const t=e.getJointPose(i,n);if(void 0===A.joints[i.jointName]){const t=new Tr;t.matrixAutoUpdate=!1,t.visible=!1,A.joints[i.jointName]=t,A.add(t)}const r=A.joints[i.jointName];null!==t&&(r.matrix.fromArray(t.transform.matrix),r.matrix.decompose(r.position,r.rotation,r.scale),r.jointRadius=t.radius),r.visible=null!==t}const i=A.joints["index-finger-tip"],r=A.joints["thumb-tip"],a=i.position.distanceTo(r.position),s=.02,l=.005;A.inputState.pinching&&a>s+l?(A.inputState.pinching=!1,this.dispatchEvent({type:"pinchend",handedness:t.handedness,target:this})):!A.inputState.pinching&&a<=s-l&&(A.inputState.pinching=!0,this.dispatchEvent({type:"pinchstart",handedness:t.handedness,target:this}))}else null!==a&&(i=e.getPose(t.targetRaySpace,n),null!==i&&(a.matrix.fromArray(i.transform.matrix),a.matrix.decompose(a.position,a.rotation,a.scale))),null!==s&&t.gripSpace&&(r=e.getPose(t.gripSpace,n),null!==r&&(s.matrix.fromArray(r.transform.matrix),s.matrix.decompose(s.position,s.rotation,s.scale)));return null!==a&&(a.visible=null!==i),null!==s&&(s.visible=null!==r),null!==A&&(A.visible=null!==o),this}}),Object.assign(qr.prototype,I.prototype),Pr.prototype=Object.assign(Object.create(Rr.prototype),{constructor:Pr,isWebGL1Renderer:!0});function Dr(t,e){this.array=t,this.stride=e,this.count=void 0!==t?t.length/e:0,this.usage=R,this.updateRange={offset:0,count:-1},this.version=0,this.uuid=N.generateUUID()}Object.defineProperty(Dr.prototype,"needsUpdate",{set:function(t){!0===t&&this.version++}}),Object.assign(Dr.prototype,{isInterleavedBuffer:!0,onUploadCallback:function(){},setUsage:function(t){return this.usage=t,this},copy:function(t){return this.array=new t.array.constructor(t.array),this.count=t.count,this.stride=t.stride,this.usage=t.usage,this},copyAt:function(t,e,n){t*=this.stride,n*=e.stride;for(let i=0,r=this.stride;it.far||e.push({distance:s,point:kr.clone(),uv:Ae.getUV(kr,jr,Vr,Wr,Qr,Yr,Xr,new k),face:null,object:this})},copy:function(t){return Qt.prototype.copy.call(this,t),void 0!==t.center&&this.center.copy(t.center),this.material=t.material,this}});const Kr=new Y,$r=new Y;function to(){Qt.call(this),this._currentLevel=0,this.type="LOD",Object.defineProperties(this,{levels:{enumerable:!0,value:[]}}),this.autoUpdate=!0}to.prototype=Object.assign(Object.create(Qt.prototype),{constructor:to,isLOD:!0,copy:function(t){Qt.prototype.copy.call(this,t,!1);const e=t.levels;for(let t=0,n=e.length;t0){let n,i;for(n=1,i=e.length;n0){Kr.setFromMatrixPosition(this.matrixWorld);const n=t.ray.origin.distanceTo(Kr);this.getObjectForDistance(n).raycast(t,e)}},update:function(t){const e=this.levels;if(e.length>1){Kr.setFromMatrixPosition(t.matrixWorld),$r.setFromMatrixPosition(this.matrixWorld);const n=Kr.distanceTo($r)/t.zoom;let i,r;for(e[0].object.visible=!0,i=1,r=e.length;i=e[i].distance;i++)e[i-1].object.visible=!1,e[i].object.visible=!0;for(this._currentLevel=i-1;ia)continue;c.applyMatrix4(this.matrixWorld);const 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t(e,o,a))}},i=[],r=t.name||"default",o=t.fps||30,a=t.blendMode;let s=t.length||-1;const A=t.hierarchy||[];for(let t=0;t0||0===t.search(/^data\:image\/jpeg/);r.format=i?y:x,r.needsUpdate=!0,void 0!==e&&e(r)}),n,i),r}}),Object.assign(os.prototype,{getPoint:function(){return console.warn("THREE.Curve: .getPoint() not implemented."),null},getPointAt:function(t,e){const n=this.getUtoTmapping(t);return this.getPoint(n,e)},getPoints:function(t=5){const e=[];for(let n=0;n<=t;n++)e.push(this.getPoint(n/t));return e},getSpacedPoints:function(t=5){const e=[];for(let n=0;n<=t;n++)e.push(this.getPointAt(n/t));return e},getLength:function(){const t=this.getLengths();return t[t.length-1]},getLengths:function(t){if(void 0===t&&(t=this.arcLengthDivisions),this.cacheArcLengths&&this.cacheArcLengths.length===t+1&&!this.needsUpdate)return this.cacheArcLengths;this.needsUpdate=!1;const e=[];let n,i=this.getPoint(0),r=0;e.push(0);for(let o=1;o<=t;o++)n=this.getPoint(o/t),r+=n.distanceTo(i),e.push(r),i=n;return this.cacheArcLengths=e,e},updateArcLengths:function(){this.needsUpdate=!0,this.getLengths()},getUtoTmapping:function(t,e){const n=this.getLengths();let i=0;const r=n.length;let o;o=e||t*n[r-1];let a,s=0,A=r-1;for(;s<=A;)if(i=Math.floor(s+(A-s)/2),a=n[i]-o,a<0)s=i+1;else{if(!(a>0)){A=i;break}A=i-1}if(i=A,n[i]===o)return i/(r-1);const l=n[i];return(i+(o-l)/(n[i+1]-l))/(r-1)},getTangent:function(t,e){const n=1e-4;let i=t-n,r=t+n;i<0&&(i=0),r>1&&(r=1);const o=this.getPoint(i),a=this.getPoint(r),s=e||(o.isVector2?new k:new Y);return s.copy(a).sub(o).normalize(),s},getTangentAt:function(t,e){const n=this.getUtoTmapping(t);return this.getTangent(n,e)},computeFrenetFrames:function(t,e){const n=new Y,i=[],r=[],o=[],a=new Y,s=new bt;for(let e=0;e<=t;e++){const n=e/t;i[e]=this.getTangentAt(n,new Y),i[e].normalize()}r[0]=new Y,o[0]=new Y;let A=Number.MAX_VALUE;const l=Math.abs(i[0].x),c=Math.abs(i[0].y),u=Math.abs(i[0].z);l<=A&&(A=l,n.set(1,0,0)),c<=A&&(A=c,n.set(0,1,0)),u<=A&&n.set(0,0,1),a.crossVectors(i[0],n).normalize(),r[0].crossVectors(i[0],a),o[0].crossVectors(i[0],r[0]);for(let e=1;e<=t;e++){if(r[e]=r[e-1].clone(),o[e]=o[e-1].clone(),a.crossVectors(i[e-1],i[e]),a.length()>Number.EPSILON){a.normalize();const t=Math.acos(N.clamp(i[e-1].dot(i[e]),-1,1));r[e].applyMatrix4(s.makeRotationAxis(a,t))}o[e].crossVectors(i[e],r[e])}if(!0===e){let e=Math.acos(N.clamp(r[0].dot(r[t]),-1,1));e/=t,i[0].dot(a.crossVectors(r[0],r[t]))>0&&(e=-e);for(let n=1;n<=t;n++)r[n].applyMatrix4(s.makeRotationAxis(i[n],e*n)),o[n].crossVectors(i[n],r[n])}return{tangents:i,normals:r,binormals:o}},clone:function(){return(new this.constructor).copy(this)},copy:function(t){return this.arcLengthDivisions=t.arcLengthDivisions,this},toJSON:function(){const t={metadata:{version:4.5,type:"Curve",generator:"Curve.toJSON"}};return t.arcLengthDivisions=this.arcLengthDivisions,t.type=this.type,t},fromJSON:function(t){return this.arcLengthDivisions=t.arcLengthDivisions,this}}),as.prototype=Object.create(os.prototype),as.prototype.constructor=as,as.prototype.isEllipseCurve=!0,as.prototype.getPoint=function(t,e){const n=e||new k,i=2*Math.PI;let r=this.aEndAngle-this.aStartAngle;const o=Math.abs(r)i;)r-=i;r0?0:(Math.floor(Math.abs(A)/r)+1)*r:0===l&&A===r-1&&(A=r-2,l=1),this.closed||A>0?a=i[(A-1)%r]:(ls.subVectors(i[0],i[1]).add(i[0]),a=ls);const c=i[A%r],u=i[(A+1)%r];if(this.closed||A+2i.length-2?i.length-1:o+1],c=i[o>i.length-3?i.length-1:o+2];return n.set(fs(a,s.x,A.x,l.x,c.x),fs(a,s.y,A.y,l.y,c.y)),n},ws.prototype.copy=function(t){os.prototype.copy.call(this,t),this.points=[];for(let e=0,n=t.points.length;e=e){const t=n[i]-e,r=this.curves[i],o=r.getLength(),a=0===o?0:1-t/o;return r.getPointAt(a)}i++}return null},getLength:function(){const t=this.getCurveLengths();return t[t.length-1]},updateArcLengths:function(){this.needsUpdate=!0,this.cacheLengths=null,this.getCurveLengths()},getCurveLengths:function(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;const t=[];let e=0;for(let n=0,i=this.curves.length;n1&&!e[e.length-1].equals(e[0])&&e.push(e[0]),e},copy:function(t){os.prototype.copy.call(this,t),this.curves=[];for(let e=0,n=t.curves.length;e0){const t=A.getPoint(0);t.equals(this.currentPoint)||this.lineTo(t.x,t.y)}this.curves.push(A);const l=A.getPoint(1);return this.currentPoint.copy(l),this},copy:function(t){return Ss.prototype.copy.call(this,t),this.currentPoint.copy(t.currentPoint),this},toJSON:function(){const t=Ss.prototype.toJSON.call(this);return t.currentPoint=this.currentPoint.toArray(),t},fromJSON:function(t){return Ss.prototype.fromJSON.call(this,t),this.currentPoint.fromArray(t.currentPoint),this}}),Ts.prototype=Object.assign(Object.create(Es.prototype),{constructor:Ts,getPointsHoles:function(t){const e=[];for(let n=0,i=this.holes.length;n0:i.vertexColors=t.vertexColors),void 0!==t.uniforms)for(const e in t.uniforms){const r=t.uniforms[e];switch(i.uniforms[e]={},r.type){case"t":i.uniforms[e].value=n(r.value);break;case"c":i.uniforms[e].value=(new pe).setHex(r.value);break;case"v2":i.uniforms[e].value=(new k).fromArray(r.value);break;case"v3":i.uniforms[e].value=(new Y).fromArray(r.value);break;case"v4":i.uniforms[e].value=(new V).fromArray(r.value);break;case"m3":i.uniforms[e].value=(new F).fromArray(r.value);break;case"m4":i.uniforms[e].value=(new bt).fromArray(r.value);break;default:i.uniforms[e].value=r.value}}if(void 0!==t.defines&&(i.defines=t.defines),void 0!==t.vertexShader&&(i.vertexShader=t.vertexShader),void 0!==t.fragmentShader&&(i.fragmentShader=t.fragmentShader),void 0!==t.extensions)for(const e in t.extensions)i.extensions[e]=t.extensions[e];if(void 0!==t.shading&&(i.flatShading=1===t.shading),void 0!==t.size&&(i.size=t.size),void 0!==t.sizeAttenuation&&(i.sizeAttenuation=t.sizeAttenuation),void 0!==t.map&&(i.map=n(t.map)),void 0!==t.matcap&&(i.matcap=n(t.matcap)),void 0!==t.alphaMap&&(i.alphaMap=n(t.alphaMap)),void 0!==t.bumpMap&&(i.bumpMap=n(t.bumpMap)),void 0!==t.bumpScale&&(i.bumpScale=t.bumpScale),void 0!==t.normalMap&&(i.normalMap=n(t.normalMap)),void 0!==t.normalMapType&&(i.normalMapType=t.normalMapType),void 0!==t.normalScale){let e=t.normalScale;!1===Array.isArray(e)&&(e=[e,e]),i.normalScale=(new k).fromArray(e)}return void 0!==t.displacementMap&&(i.displacementMap=n(t.displacementMap)),void 0!==t.displacementScale&&(i.displacementScale=t.displacementScale),void 0!==t.displacementBias&&(i.displacementBias=t.displacementBias),void 0!==t.roughnessMap&&(i.roughnessMap=n(t.roughnessMap)),void 0!==t.metalnessMap&&(i.metalnessMap=n(t.metalnessMap)),void 0!==t.emissiveMap&&(i.emissiveMap=n(t.emissiveMap)),void 0!==t.emissiveIntensity&&(i.emissiveIntensity=t.emissiveIntensity),void 0!==t.specularMap&&(i.specularMap=n(t.specularMap)),void 0!==t.envMap&&(i.envMap=n(t.envMap)),void 0!==t.envMapIntensity&&(i.envMapIntensity=t.envMapIntensity),void 0!==t.reflectivity&&(i.reflectivity=t.reflectivity),void 0!==t.refractionRatio&&(i.refractionRatio=t.refractionRatio),void 0!==t.lightMap&&(i.lightMap=n(t.lightMap)),void 0!==t.lightMapIntensity&&(i.lightMapIntensity=t.lightMapIntensity),void 0!==t.aoMap&&(i.aoMap=n(t.aoMap)),void 0!==t.aoMapIntensity&&(i.aoMapIntensity=t.aoMapIntensity),void 0!==t.gradientMap&&(i.gradientMap=n(t.gradientMap)),void 0!==t.clearcoatMap&&(i.clearcoatMap=n(t.clearcoatMap)),void 0!==t.clearcoatRoughnessMap&&(i.clearcoatRoughnessMap=n(t.clearcoatRoughnessMap)),void 0!==t.clearcoatNormalMap&&(i.clearcoatNormalMap=n(t.clearcoatNormalMap)),void 0!==t.clearcoatNormalScale&&(i.clearcoatNormalScale=(new k).fromArray(t.clearcoatNormalScale)),void 0!==t.transmission&&(i.transmission=t.transmission),void 0!==t.transmissionMap&&(i.transmissionMap=n(t.transmissionMap)),i},setTextures:function(t){return this.textures=t,this}});function Gs(){Ge.call(this),this.type="InstancedBufferGeometry",this.instanceCount=1/0}function js(t,e,n,i){"number"==typeof n&&(i=n,n=!1,console.error("THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.")),be.call(this,t,e,n),this.meshPerAttribute=i||1}function Vs(t){Za.call(this,t)}function Ws(t){"undefined"==typeof createImageBitmap&&console.warn("THREE.ImageBitmapLoader: createImageBitmap() not supported."),"undefined"==typeof fetch&&console.warn("THREE.ImageBitmapLoader: fetch() not supported."),Za.call(this,t),this.options={premultiplyAlpha:"none"}}function Qs(){this.type="ShapePath",this.color=new pe,this.subPaths=[],this.currentPath=null}Gs.prototype=Object.assign(Object.create(Ge.prototype),{constructor:Gs,isInstancedBufferGeometry:!0,copy:function(t){return Ge.prototype.copy.call(this,t),this.instanceCount=t.instanceCount,this},clone:function(){return(new this.constructor).copy(this)},toJSON:function(){const t=Ge.prototype.toJSON.call(this);return t.instanceCount=this.instanceCount,t.isInstancedBufferGeometry=!0,t}}),js.prototype=Object.assign(Object.create(be.prototype),{constructor:js,isInstancedBufferAttribute:!0,copy:function(t){return be.prototype.copy.call(this,t),this.meshPerAttribute=t.meshPerAttribute,this},toJSON:function(){const t=be.prototype.toJSON.call(this);return t.meshPerAttribute=this.meshPerAttribute,t.isInstancedBufferAttribute=!0,t}}),Vs.prototype=Object.assign(Object.create(Za.prototype),{constructor:Vs,load:function(t,e,n,i){const r=this,o=new Ka(r.manager);o.setPath(r.path),o.setRequestHeader(r.requestHeader),o.setWithCredentials(r.withCredentials),o.load(t,(function(n){try{e(r.parse(JSON.parse(n)))}catch(e){i?i(e):console.error(e),r.manager.itemError(t)}}),n,i)},parse:function(t){const e={},n={};function i(t,i){if(void 0!==e[i])return e[i];const r=t.interleavedBuffers[i],o=function(t,e){if(void 0!==n[e])return n[e];const i=t.arrayBuffers[e],r=new Uint32Array(i).buffer;return n[e]=r,r}(t,r.buffer),a=new Dr(Oe(r.type,o),r.stride);return a.uuid=r.uuid,e[i]=a,a}const r=t.isInstancedBufferGeometry?new Gs:new Ge,o=t.data.index;if(void 0!==o){const t=Oe(o.type,o.array);r.setIndex(new be(t,1))}const a=t.data.attributes;for(const e in a){const n=a[e];let o;if(n.isInterleavedBufferAttribute)o=new Or(i(t.data,n.data),n.itemSize,n.offset,n.normalized);else{const t=Oe(n.type,n.array);o=new(n.isInstancedBufferAttribute?js:be)(t,n.itemSize,n.normalized)}void 0!==n.name&&(o.name=n.name),r.setAttribute(e,o)}const s=t.data.morphAttributes;if(s)for(const e in s){const n=s[e],o=[];for(let e=0,r=n.length;eNumber.EPSILON){if(A<0&&(n=e[o],s=-s,a=e[r],A=-A),t.ya.y)continue;if(t.y===n.y){if(t.x===n.x)return!0}else{const e=A*(t.x-n.x)-s*(t.y-n.y);if(0===e)return!0;if(e<0)continue;i=!i}}else{if(t.y!==n.y)continue;if(a.x<=t.x&&t.x<=n.x||n.x<=t.x&&t.x<=a.x)return!0}}return i}const r=ua.isClockWise,o=this.subPaths;if(0===o.length)return[];if(!0===e)return n(o);let a,s,A;const l=[];if(1===o.length)return s=o[0],A=new Ts,A.curves=s.curves,l.push(A),l;let c=!r(o[0].getPoints());c=t?!c:c;const u=[],h=[];let d,f,p=[],m=0;h[m]=void 0,p[m]=[];for(let e=0,n=o.length;e1){let t=!1;const e=[];for(let t=0,e=h.length;t0&&(t||(p=u))}for(let t=0,e=h.length;t0&&this._mixBufferRegionAdditive(n,i,this._addIndex*e,1,e);for(let t=e,r=e+e;t!==r;++t)if(n[t]!==n[t+e]){a.setValue(n,i);break}},saveOriginalState:function(){const t=this.binding,e=this.buffer,n=this.valueSize,i=n*this._origIndex;t.getValue(e,i);for(let t=n,r=i;t!==r;++t)e[t]=e[i+t%n];this._setIdentity(),this.cumulativeWeight=0,this.cumulativeWeightAdditive=0},restoreOriginalState:function(){const t=3*this.valueSize;this.binding.setValue(this.buffer,t)},_setAdditiveIdentityNumeric:function(){const t=this._addIndex*this.valueSize,e=t+this.valueSize;for(let n=t;n=.5)for(let i=0;i!==r;++i)t[e+i]=t[n+i]},_slerp:function(t,e,n,i){Q.slerpFlat(t,e,t,e,t,n,i)},_slerpAdditive:function(t,e,n,i,r){const o=this._workIndex*r;Q.multiplyQuaternionsFlat(t,o,t,e,t,n),Q.slerpFlat(t,e,t,e,t,o,i)},_lerp:function(t,e,n,i,r){const o=1-i;for(let a=0;a!==r;++a){const r=e+a;t[r]=t[r]*o+t[n+a]*i}},_lerpAdditive:function(t,e,n,i,r){for(let o=0;o!==r;++o){const r=e+o;t[r]=t[r]+t[n+o]*i}}});const rA=new RegExp("[\\[\\]\\.:\\/]","g"),oA="[^\\[\\]\\.:\\/]",aA="[^"+"\\[\\]\\.:\\/".replace("\\.","")+"]",sA=/((?:WC+[\/:])*)/.source.replace("WC",oA),AA=/(WCOD+)?/.source.replace("WCOD",aA),lA=/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",oA),cA=/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",oA),uA=new RegExp("^"+sA+AA+lA+cA+"$"),hA=["material","materials","bones"];function dA(t,e,n){const i=n||fA.parseTrackName(e);this._targetGroup=t,this._bindings=t.subscribe_(e,i)}function fA(t,e,n){this.path=e,this.parsedPath=n||fA.parseTrackName(e),this.node=fA.findNode(t,this.parsedPath.nodeName)||t,this.rootNode=t}Object.assign(dA.prototype,{getValue:function(t,e){this.bind();const n=this._targetGroup.nCachedObjects_,i=this._bindings[n];void 0!==i&&i.getValue(t,e)},setValue:function(t,e){const n=this._bindings;for(let i=this._targetGroup.nCachedObjects_,r=n.length;i!==r;++i)n[i].setValue(t,e)},bind:function(){const t=this._bindings;for(let e=this._targetGroup.nCachedObjects_,n=t.length;e!==n;++e)t[e].bind()},unbind:function(){const t=this._bindings;for(let e=this._targetGroup.nCachedObjects_,n=t.length;e!==n;++e)t[e].unbind()}}),Object.assign(fA,{Composite:dA,create:function(t,e,n){return t&&t.isAnimationObjectGroup?new fA.Composite(t,e,n):new fA(t,e,n)},sanitizeNodeName:function(t){return t.replace(/\s/g,"_").replace(rA,"")},parseTrackName:function(t){const e=uA.exec(t);if(!e)throw new Error("PropertyBinding: Cannot parse trackName: "+t);const n={nodeName:e[2],objectName:e[3],objectIndex:e[4],propertyName:e[5],propertyIndex:e[6]},i=n.nodeName&&n.nodeName.lastIndexOf(".");if(void 0!==i&&-1!==i){const t=n.nodeName.substring(i+1);-1!==hA.indexOf(t)&&(n.nodeName=n.nodeName.substring(0,i),n.objectName=t)}if(null===n.propertyName||0===n.propertyName.length)throw new Error("PropertyBinding: can not parse propertyName from trackName: "+t);return n},findNode:function(t,e){if(!e||""===e||"."===e||-1===e||e===t.name||e===t.uuid)return t;if(t.skeleton){const n=t.skeleton.getBoneByName(e);if(void 0!==n)return n}if(t.children){const n=function(t){for(let i=0;i=r){const o=r++,l=t[o];e[l.uuid]=A,t[A]=l,e[s]=o,t[o]=a;for(let t=0,e=i;t!==e;++t){const e=n[t],i=e[o],r=e[A];e[A]=i,e[o]=r}}}this.nCachedObjects_=r},uncache:function(){const t=this._objects,e=this._indicesByUUID,n=this._bindings,i=n.length;let r=this.nCachedObjects_,o=t.length;for(let a=0,s=arguments.length;a!==s;++a){const s=arguments[a].uuid,A=e[s];if(void 0!==A)if(delete e[s],A0&&(e[a.uuid]=A),t[A]=a,t.pop();for(let t=0,e=i;t!==e;++t){const e=n[t];e[A]=e[r],e.pop()}}}this.nCachedObjects_=r},subscribe_:function(t,e){const n=this._bindingsIndicesByPath;let i=n[t];const r=this._bindings;if(void 0!==i)return r[i];const o=this._paths,a=this._parsedPaths,s=this._objects,A=s.length,l=this.nCachedObjects_,c=new Array(A);i=r.length,n[t]=i,o.push(t),a.push(e),r.push(c);for(let n=l,i=s.length;n!==i;++n){const i=s[n];c[n]=new fA(i,t,e)}return c},unsubscribe_:function(t){const e=this._bindingsIndicesByPath,n=e[t];if(void 0!==n){const i=this._paths,r=this._parsedPaths,o=this._bindings,a=o.length-1,s=o[a];e[t[a]]=n,o[n]=s,o.pop(),r[n]=r[a],r.pop(),i[n]=i[a],i.pop()}}});class pA{constructor(t,e,n=null,i=e.blendMode){this._mixer=t,this._clip=e,this._localRoot=n,this.blendMode=i;const r=e.tracks,o=r.length,a=new Array(o),s={endingStart:E,endingEnd:E};for(let t=0;t!==o;++t){const e=r[t].createInterpolant(null);a[t]=e,e.settings=s}this._interpolantSettings=s,this._interpolants=a,this._propertyBindings=new Array(o),this._cacheIndex=null,this._byClipCacheIndex=null,this._timeScaleInterpolant=null,this._weightInterpolant=null,this.loop=2201,this._loopCount=-1,this._startTime=null,this.time=0,this.timeScale=1,this._effectiveTimeScale=1,this.weight=1,this._effectiveWeight=1,this.repetitions=1/0,this.paused=!1,this.enabled=!0,this.clampWhenFinished=!1,this.zeroSlopeAtStart=!0,this.zeroSlopeAtEnd=!0}play(){return this._mixer._activateAction(this),this}stop(){return this._mixer._deactivateAction(this),this.reset()}reset(){return this.paused=!1,this.enabled=!0,this.time=0,this._loopCount=-1,this._startTime=null,this.stopFading().stopWarping()}isRunning(){return this.enabled&&!this.paused&&0!==this.timeScale&&null===this._startTime&&this._mixer._isActiveAction(this)}isScheduled(){return this._mixer._isActiveAction(this)}startAt(t){return this._startTime=t,this}setLoop(t,e){return this.loop=t,this.repetitions=e,this}setEffectiveWeight(t){return this.weight=t,this._effectiveWeight=this.enabled?t:0,this.stopFading()}getEffectiveWeight(){return this._effectiveWeight}fadeIn(t){return this._scheduleFading(t,0,1)}fadeOut(t){return this._scheduleFading(t,1,0)}crossFadeFrom(t,e,n){if(t.fadeOut(e),this.fadeIn(e),n){const n=this._clip.duration,i=t._clip.duration,r=i/n,o=n/i;t.warp(1,r,e),this.warp(o,1,e)}return this}crossFadeTo(t,e,n){return t.crossFadeFrom(this,e,n)}stopFading(){const t=this._weightInterpolant;return null!==t&&(this._weightInterpolant=null,this._mixer._takeBackControlInterpolant(t)),this}setEffectiveTimeScale(t){return this.timeScale=t,this._effectiveTimeScale=this.paused?0:t,this.stopWarping()}getEffectiveTimeScale(){return this._effectiveTimeScale}setDuration(t){return this.timeScale=this._clip.duration/t,this.stopWarping()}syncWith(t){return this.time=t.time,this.timeScale=t.timeScale,this.stopWarping()}halt(t){return this.warp(this._effectiveTimeScale,0,t)}warp(t,e,n){const i=this._mixer,r=i.time,o=this.timeScale;let a=this._timeScaleInterpolant;null===a&&(a=i._lendControlInterpolant(),this._timeScaleInterpolant=a);const s=a.parameterPositions,A=a.sampleValues;return s[0]=r,s[1]=r+n,A[0]=t/o,A[1]=e/o,this}stopWarping(){const t=this._timeScaleInterpolant;return null!==t&&(this._timeScaleInterpolant=null,this._mixer._takeBackControlInterpolant(t)),this}getMixer(){return this._mixer}getClip(){return this._clip}getRoot(){return this._localRoot||this._mixer._root}_update(t,e,n,i){if(!this.enabled)return void this._updateWeight(t);const r=this._startTime;if(null!==r){const i=(t-r)*n;if(i<0||0===n)return;this._startTime=null,e=n*i}e*=this._updateTimeScale(t);const o=this._updateTime(e),a=this._updateWeight(t);if(a>0){const t=this._interpolants,e=this._propertyBindings;switch(this.blendMode){case 2501:for(let n=0,i=t.length;n!==i;++n)t[n].evaluate(o),e[n].accumulateAdditive(a);break;case 2500:default:for(let n=0,r=t.length;n!==r;++n)t[n].evaluate(o),e[n].accumulate(i,a)}}}_updateWeight(t){let e=0;if(this.enabled){e=this.weight;const n=this._weightInterpolant;if(null!==n){const i=n.evaluate(t)[0];e*=i,t>n.parameterPositions[1]&&(this.stopFading(),0===i&&(this.enabled=!1))}}return this._effectiveWeight=e,e}_updateTimeScale(t){let e=0;if(!this.paused){e=this.timeScale;const n=this._timeScaleInterpolant;null!==n&&(e*=n.evaluate(t)[0],t>n.parameterPositions[1]&&(this.stopWarping(),0===e?this.paused=!0:this.timeScale=e))}return this._effectiveTimeScale=e,e}_updateTime(t){const e=this._clip.duration,n=this.loop;let i=this.time+t,r=this._loopCount;const o=2202===n;if(0===t)return-1===r?i:o&&1==(1&r)?e-i:i;if(2200===n){-1===r&&(this._loopCount=0,this._setEndings(!0,!0,!1));t:{if(i>=e)i=e;else{if(!(i<0)){this.time=i;break t}i=0}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this.time=i,this._mixer.dispatchEvent({type:"finished",action:this,direction:t<0?-1:1})}}else{if(-1===r&&(t>=0?(r=0,this._setEndings(!0,0===this.repetitions,o)):this._setEndings(0===this.repetitions,!0,o)),i>=e||i<0){const n=Math.floor(i/e);i-=e*n,r+=Math.abs(n);const a=this.repetitions-r;if(a<=0)this.clampWhenFinished?this.paused=!0:this.enabled=!1,i=t>0?e:0,this.time=i,this._mixer.dispatchEvent({type:"finished",action:this,direction:t>0?1:-1});else{if(1===a){const e=t<0;this._setEndings(e,!e,o)}else this._setEndings(!1,!1,o);this._loopCount=r,this.time=i,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:n})}}else this.time=i;if(o&&1==(1&r))return e-i}return i}_setEndings(t,e,n){const i=this._interpolantSettings;n?(i.endingStart=T,i.endingEnd=T):(i.endingStart=t?this.zeroSlopeAtStart?T:E:L,i.endingEnd=e?this.zeroSlopeAtEnd?T:E:L)}_scheduleFading(t,e,n){const i=this._mixer,r=i.time;let o=this._weightInterpolant;null===o&&(o=i._lendControlInterpolant(),this._weightInterpolant=o);const a=o.parameterPositions,s=o.sampleValues;return a[0]=r,s[0]=e,a[1]=r+t,s[1]=n,this}}function mA(t){this._root=t,this._initMemoryManager(),this._accuIndex=0,this.time=0,this.timeScale=1}mA.prototype=Object.assign(Object.create(I.prototype),{constructor:mA,_bindAction:function(t,e){const n=t._localRoot||this._root,i=t._clip.tracks,r=i.length,o=t._propertyBindings,a=t._interpolants,s=n.uuid,A=this._bindingsByRootAndName;let l=A[s];void 0===l&&(l={},A[s]=l);for(let t=0;t!==r;++t){const r=i[t],A=r.name;let c=l[A];if(void 0!==c)o[t]=c;else{if(c=o[t],void 0!==c){null===c._cacheIndex&&(++c.referenceCount,this._addInactiveBinding(c,s,A));continue}const i=e&&e._propertyBindings[t].binding.parsedPath;c=new iA(fA.create(n,A,i),r.ValueTypeName,r.getValueSize()),++c.referenceCount,this._addInactiveBinding(c,s,A),o[t]=c}a[t].resultBuffer=c.buffer}},_activateAction:function(t){if(!this._isActiveAction(t)){if(null===t._cacheIndex){const e=(t._localRoot||this._root).uuid,n=t._clip.uuid,i=this._actionsByClip[n];this._bindAction(t,i&&i.knownActions[0]),this._addInactiveAction(t,n,e)}const e=t._propertyBindings;for(let t=0,n=e.length;t!==n;++t){const n=e[t];0==n.useCount++&&(this._lendBinding(n),n.saveOriginalState())}this._lendAction(t)}},_deactivateAction:function(t){if(this._isActiveAction(t)){const e=t._propertyBindings;for(let t=0,n=e.length;t!==n;++t){const n=e[t];0==--n.useCount&&(n.restoreOriginalState(),this._takeBackBinding(n))}this._takeBackAction(t)}},_initMemoryManager:function(){this._actions=[],this._nActiveActions=0,this._actionsByClip={},this._bindings=[],this._nActiveBindings=0,this._bindingsByRootAndName={},this._controlInterpolants=[],this._nActiveControlInterpolants=0;const t=this;this.stats={actions:{get total(){return t._actions.length},get inUse(){return t._nActiveActions}},bindings:{get total(){return t._bindings.length},get inUse(){return t._nActiveBindings}},controlInterpolants:{get total(){return t._controlInterpolants.length},get inUse(){return t._nActiveControlInterpolants}}}},_isActiveAction:function(t){const e=t._cacheIndex;return null!==e&&e=0;--e)t[e].stop();return this},update:function(t){t*=this.timeScale;const e=this._actions,n=this._nActiveActions,i=this.time+=t,r=Math.sign(t),o=this._accuIndex^=1;for(let a=0;a!==n;++a)e[a]._update(i,t,r,o);const a=this._bindings,s=this._nActiveBindings;for(let t=0;t!==s;++t)a[t].apply(o);return this},setTime:function(t){this.time=0;for(let t=0;t4?a=DA[r-8+4-1]:0==r&&(a=0),n.push(a);const s=1/(o-1),A=-s/2,l=1+s/2,c=[A,A,l,A,l,l,A,A,l,l,A,l],u=6,h=6,d=3,f=2,p=1,m=new Float32Array(d*h*u),g=new Float32Array(f*h*u),v=new Float32Array(p*h*u);for(let t=0;t2?0:-1,i=[e,n,0,e+2/3,n,0,e+2/3,n+1,0,e,n,0,e+2/3,n+1,0,e,n+1,0];m.set(i,d*h*t),g.set(c,f*h*t);const r=[t,t,t,t,t,t];v.set(r,p*h*t)}const y=new Ge;y.setAttribute("position",new be(m,d)),y.setAttribute("uv",new be(g,f)),y.setAttribute("faceIndex",new be(v,p)),t.push(y),i>4&&i--}return{_lodPlanes:t,_sizeLods:e,_sigmas:n}}Math.sqrt(5);const zA=0,UA=1,HA=2;function GA(t){console.warn("THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead."),ds.call(this,t),this.type="catmullrom"}os.create=function(t,e){return console.log("THREE.Curve.create() has been deprecated"),t.prototype=Object.create(os.prototype),t.prototype.constructor=t,t.prototype.getPoint=e,t},Object.assign(Es.prototype,{fromPoints:function(t){return console.warn("THREE.Path: .fromPoints() has been renamed to .setFromPoints()."),this.setFromPoints(t)}}),Object.create(ds.prototype),Object.create(ds.prototype),GA.prototype=Object.create(ds.prototype),Object.assign(GA.prototype,{initFromArray:function(){console.error("THREE.Spline: .initFromArray() has been removed.")},getControlPointsArray:function(){console.error("THREE.Spline: .getControlPointsArray() has been removed.")},reparametrizeByArcLength:function(){console.error("THREE.Spline: .reparametrizeByArcLength() has been removed.")}}),class extends Eo{constructor(t=10,e=10,n=4473924,i=8947848){n=new pe(n),i=new pe(i);const r=e/2,o=t/e,a=t/2,s=[],A=[];for(let t=0,l=0,c=-a;t<=e;t++,c+=o){s.push(-a,0,c,a,0,c),s.push(c,0,-a,c,0,a);const e=t===r?n:i;e.toArray(A,l),l+=3,e.toArray(A,l),l+=3,e.toArray(A,l),l+=3,e.toArray(A,l),l+=3}const l=new Ge;l.setAttribute("position",new Re(s,3)),l.setAttribute("color",new Re(A,3)),super(l,new go({vertexColors:!0,toneMapped:!1})),this.type="GridHelper"}}.prototype.setColors=function(){console.error("THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.")},class extends Eo{constructor(t){const e=RA(t),n=new Ge,i=[],r=[],o=new pe(0,0,1),a=new pe(0,1,0);for(let t=0;tthis.max.x||t.ythis.max.y)}containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y}getParameter(t,e){return void 0===e&&(console.warn("THREE.Box2: .getParameter() target is now required"),e=new k),e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y))}intersectsBox(t){return!(t.max.xthis.max.x||t.max.ythis.max.y)}clampPoint(t,e){return void 0===e&&(console.warn("THREE.Box2: .clampPoint() target is now required"),e=new k),e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return wA.copy(t).clamp(this.min,this.max).sub(t).length()}intersect(t){return this.min.max(t.min),this.max.min(t.max),this}union(t){return this.min.min(t.min),this.max.max(t.max),this}translate(t){return this.min.add(t),this.max.add(t),this}equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}}.prototype,{center:function(t){return console.warn("THREE.Box2: .center() has been renamed to .getCenter()."),this.getCenter(t)},empty:function(){return console.warn("THREE.Box2: .empty() has been renamed to .isEmpty()."),this.isEmpty()},isIntersectionBox:function(t){return console.warn("THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox()."),this.intersectsBox(t)},size:function(t){return console.warn("THREE.Box2: .size() has been renamed to .getSize()."),this.getSize(t)}}),Object.assign(J.prototype,{center:function(t){return console.warn("THREE.Box3: .center() has been renamed to .getCenter()."),this.getCenter(t)},empty:function(){return console.warn("THREE.Box3: .empty() has been renamed to .isEmpty()."),this.isEmpty()},isIntersectionBox:function(t){return console.warn("THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox()."),this.intersectsBox(t)},isIntersectionSphere:function(t){return console.warn("THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere()."),this.intersectsSphere(t)},size:function(t){return console.warn("THREE.Box3: .size() has been renamed to .getSize()."),this.getSize(t)}}),Object.assign(dt.prototype,{empty:function(){return console.warn("THREE.Sphere: .empty() has been renamed to .isEmpty()."),this.isEmpty()}}),Mn.prototype.setFromMatrix=function(t){return console.warn("THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix()."),this.setFromProjectionMatrix(t)},EA.prototype.center=function(t){return console.warn("THREE.Line3: .center() has been renamed to .getCenter()."),this.getCenter(t)},Object.assign(N,{random16:function(){return console.warn("THREE.Math: .random16() has been deprecated. Use Math.random() instead."),Math.random()},nearestPowerOfTwo:function(t){return console.warn("THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo()."),N.floorPowerOfTwo(t)},nextPowerOfTwo:function(t){return console.warn("THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo()."),N.ceilPowerOfTwo(t)}}),Object.assign(F.prototype,{flattenToArrayOffset:function(t,e){return console.warn("THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead."),this.toArray(t,e)},multiplyVector3:function(t){return console.warn("THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead."),t.applyMatrix3(this)},multiplyVector3Array:function(){console.error("THREE.Matrix3: .multiplyVector3Array() has been removed.")},applyToBufferAttribute:function(t){return console.warn("THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead."),t.applyMatrix3(this)},applyToVector3Array:function(){console.error("THREE.Matrix3: .applyToVector3Array() has been removed.")},getInverse:function(t){return console.warn("THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead."),this.copy(t).invert()}}),Object.assign(bt.prototype,{extractPosition:function(t){return console.warn("THREE.Matrix4: .extractPosition() has been renamed to .copyPosition()."),this.copyPosition(t)},flattenToArrayOffset:function(t,e){return console.warn("THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead."),this.toArray(t,e)},getPosition:function(){return console.warn("THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead."),(new Y).setFromMatrixColumn(this,3)},setRotationFromQuaternion:function(t){return console.warn("THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion()."),this.makeRotationFromQuaternion(t)},multiplyToArray:function(){console.warn("THREE.Matrix4: .multiplyToArray() has been removed.")},multiplyVector3:function(t){return console.warn("THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead."),t.applyMatrix4(this)},multiplyVector4:function(t){return console.warn("THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead."),t.applyMatrix4(this)},multiplyVector3Array:function(){console.error("THREE.Matrix4: .multiplyVector3Array() has been removed.")},rotateAxis:function(t){console.warn("THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead."),t.transformDirection(this)},crossVector:function(t){return console.warn("THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead."),t.applyMatrix4(this)},translate:function(){console.error("THREE.Matrix4: .translate() has been removed.")},rotateX:function(){console.error("THREE.Matrix4: .rotateX() has been removed.")},rotateY:function(){console.error("THREE.Matrix4: .rotateY() has been removed.")},rotateZ:function(){console.error("THREE.Matrix4: .rotateZ() has been removed.")},rotateByAxis:function(){console.error("THREE.Matrix4: .rotateByAxis() has been removed.")},applyToBufferAttribute:function(t){return console.warn("THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead."),t.applyMatrix4(this)},applyToVector3Array:function(){console.error("THREE.Matrix4: .applyToVector3Array() has been removed.")},makeFrustum:function(t,e,n,i,r,o){return console.warn("THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead."),this.makePerspective(t,e,i,n,r,o)},getInverse:function(t){return console.warn("THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead."),this.copy(t).invert()}}),Jt.prototype.isIntersectionLine=function(t){return console.warn("THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine()."),this.intersectsLine(t)},Object.assign(Q.prototype,{multiplyVector3:function(t){return console.warn("THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead."),t.applyQuaternion(this)},inverse:function(){return console.warn("THREE.Quaternion: .inverse() has been renamed to invert()."),this.invert()}}),Object.assign(_t.prototype,{isIntersectionBox:function(t){return console.warn("THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox()."),this.intersectsBox(t)},isIntersectionPlane:function(t){return console.warn("THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane()."),this.intersectsPlane(t)},isIntersectionSphere:function(t){return console.warn("THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere()."),this.intersectsSphere(t)}}),Object.assign(Ae.prototype,{area:function(){return console.warn("THREE.Triangle: .area() has been renamed to .getArea()."),this.getArea()},barycoordFromPoint:function(t,e){return console.warn("THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord()."),this.getBarycoord(t,e)},midpoint:function(t){return console.warn("THREE.Triangle: .midpoint() has been renamed to .getMidpoint()."),this.getMidpoint(t)},normal:function(t){return console.warn("THREE.Triangle: .normal() has been renamed to .getNormal()."),this.getNormal(t)},plane:function(t){return console.warn("THREE.Triangle: .plane() has been renamed to .getPlane()."),this.getPlane(t)}}),Object.assign(Ae,{barycoordFromPoint:function(t,e,n,i,r){return console.warn("THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord()."),Ae.getBarycoord(t,e,n,i,r)},normal:function(t,e,n,i){return console.warn("THREE.Triangle: .normal() has been renamed to .getNormal()."),Ae.getNormal(t,e,n,i)}}),Object.assign(Ts.prototype,{extractAllPoints:function(t){return console.warn("THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead."),this.extractPoints(t)},extrude:function(t){return console.warn("THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead."),new fa(this,t)},makeGeometry:function(t){return console.warn("THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead."),new ga(this,t)}}),Object.assign(k.prototype,{fromAttribute:function(t,e,n){return console.warn("THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute()."),this.fromBufferAttribute(t,e,n)},distanceToManhattan:function(t){return console.warn("THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo()."),this.manhattanDistanceTo(t)},lengthManhattan:function(){return console.warn("THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength()."),this.manhattanLength()}}),Object.assign(Y.prototype,{setEulerFromRotationMatrix:function(){console.error("THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.")},setEulerFromQuaternion:function(){console.error("THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.")},getPositionFromMatrix:function(t){return console.warn("THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition()."),this.setFromMatrixPosition(t)},getScaleFromMatrix:function(t){return console.warn("THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale()."),this.setFromMatrixScale(t)},getColumnFromMatrix:function(t,e){return console.warn("THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn()."),this.setFromMatrixColumn(e,t)},applyProjection:function(t){return console.warn("THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead."),this.applyMatrix4(t)},fromAttribute:function(t,e,n){return console.warn("THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute()."),this.fromBufferAttribute(t,e,n)},distanceToManhattan:function(t){return console.warn("THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo()."),this.manhattanDistanceTo(t)},lengthManhattan:function(){return console.warn("THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength()."),this.manhattanLength()}}),Object.assign(V.prototype,{fromAttribute:function(t,e,n){return console.warn("THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute()."),this.fromBufferAttribute(t,e,n)},lengthManhattan:function(){return console.warn("THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength()."),this.manhattanLength()}}),Object.assign(Qt.prototype,{getChildByName:function(t){return console.warn("THREE.Object3D: .getChildByName() has been renamed to .getObjectByName()."),this.getObjectByName(t)},renderDepth:function(){console.warn("THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.")},translate:function(t,e){return console.warn("THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead."),this.translateOnAxis(e,t)},getWorldRotation:function(){console.error("THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.")},applyMatrix:function(t){return console.warn("THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4()."),this.applyMatrix4(t)}}),Object.defineProperties(Qt.prototype,{eulerOrder:{get:function(){return console.warn("THREE.Object3D: .eulerOrder is now .rotation.order."),this.rotation.order},set:function(t){console.warn("THREE.Object3D: .eulerOrder is now .rotation.order."),this.rotation.order=t}},useQuaternion:{get:function(){console.warn("THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.")},set:function(){console.warn("THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.")}}}),Object.assign(An.prototype,{setDrawMode:function(){console.error("THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.")}}),Object.defineProperties(An.prototype,{drawMode:{get:function(){return console.error("THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode."),0},set:function(){console.error("THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.")}}}),Object.defineProperties(to.prototype,{objects:{get:function(){return console.warn("THREE.LOD: .objects has been renamed to .levels."),this.levels}}}),Object.defineProperty(co.prototype,"useVertexTexture",{get:function(){console.warn("THREE.Skeleton: useVertexTexture has been removed.")},set:function(){console.warn("THREE.Skeleton: useVertexTexture has been removed.")}}),ao.prototype.initBones=function(){console.error("THREE.SkinnedMesh: initBones() has been removed.")},Object.defineProperty(os.prototype,"__arcLengthDivisions",{get:function(){return console.warn("THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions."),this.arcLengthDivisions},set:function(t){console.warn("THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions."),this.arcLengthDivisions=t}}),mn.prototype.setLens=function(t,e){console.warn("THREE.PerspectiveCamera.setLens is deprecated. Use .setFocalLength and .filmGauge for a photographic setup."),void 0!==e&&(this.filmGauge=e),this.setFocalLength(t)},Object.defineProperties(Ls.prototype,{onlyShadow:{set:function(){console.warn("THREE.Light: .onlyShadow has been removed.")}},shadowCameraFov:{set:function(t){console.warn("THREE.Light: .shadowCameraFov is now .shadow.camera.fov."),this.shadow.camera.fov=t}},shadowCameraLeft:{set:function(t){console.warn("THREE.Light: .shadowCameraLeft is now .shadow.camera.left."),this.shadow.camera.left=t}},shadowCameraRight:{set:function(t){console.warn("THREE.Light: .shadowCameraRight is now .shadow.camera.right."),this.shadow.camera.right=t}},shadowCameraTop:{set:function(t){console.warn("THREE.Light: .shadowCameraTop is now .shadow.camera.top."),this.shadow.camera.top=t}},shadowCameraBottom:{set:function(t){console.warn("THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom."),this.shadow.camera.bottom=t}},shadowCameraNear:{set:function(t){console.warn("THREE.Light: .shadowCameraNear is now .shadow.camera.near."),this.shadow.camera.near=t}},shadowCameraFar:{set:function(t){console.warn("THREE.Light: .shadowCameraFar is now .shadow.camera.far."),this.shadow.camera.far=t}},shadowCameraVisible:{set:function(){console.warn("THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.")}},shadowBias:{set:function(t){console.warn("THREE.Light: .shadowBias is now .shadow.bias."),this.shadow.bias=t}},shadowDarkness:{set:function(){console.warn("THREE.Light: .shadowDarkness has been removed.")}},shadowMapWidth:{set:function(t){console.warn("THREE.Light: .shadowMapWidth is now .shadow.mapSize.width."),this.shadow.mapSize.width=t}},shadowMapHeight:{set:function(t){console.warn("THREE.Light: .shadowMapHeight is now .shadow.mapSize.height."),this.shadow.mapSize.height=t}}}),Object.defineProperties(be.prototype,{length:{get:function(){return console.warn("THREE.BufferAttribute: .length has been deprecated. Use .count instead."),this.array.length}},dynamic:{get:function(){return console.warn("THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead."),this.usage===P},set:function(){console.warn("THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead."),this.setUsage(P)}}}),Object.assign(be.prototype,{setDynamic:function(t){return console.warn("THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead."),this.setUsage(!0===t?P:R),this},copyIndicesArray:function(){console.error("THREE.BufferAttribute: .copyIndicesArray() has been removed.")},setArray:function(){console.error("THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers")}}),Object.assign(Ge.prototype,{addIndex:function(t){console.warn("THREE.BufferGeometry: .addIndex() has been renamed to .setIndex()."),this.setIndex(t)},addAttribute:function(t,e){return console.warn("THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute()."),e&&e.isBufferAttribute||e&&e.isInterleavedBufferAttribute?"index"===t?(console.warn("THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute."),this.setIndex(e),this):this.setAttribute(t,e):(console.warn("THREE.BufferGeometry: .addAttribute() now expects ( name, attribute )."),this.setAttribute(t,new be(arguments[1],arguments[2])))},addDrawCall:function(t,e,n){void 0!==n&&console.warn("THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset."),console.warn("THREE.BufferGeometry: .addDrawCall() is now .addGroup()."),this.addGroup(t,e)},clearDrawCalls:function(){console.warn("THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups()."),this.clearGroups()},computeOffsets:function(){console.warn("THREE.BufferGeometry: .computeOffsets() has been removed.")},removeAttribute:function(t){return console.warn("THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute()."),this.deleteAttribute(t)},applyMatrix:function(t){return console.warn("THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4()."),this.applyMatrix4(t)}}),Object.defineProperties(Ge.prototype,{drawcalls:{get:function(){return console.error("THREE.BufferGeometry: .drawcalls has been renamed to .groups."),this.groups}},offsets:{get:function(){return console.warn("THREE.BufferGeometry: .offsets has been renamed to .groups."),this.groups}}}),Object.defineProperties(Gs.prototype,{maxInstancedCount:{get:function(){return console.warn("THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount."),this.instanceCount},set:function(t){console.warn("THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount."),this.instanceCount=t}}}),Object.defineProperties(xA.prototype,{linePrecision:{get:function(){return console.warn("THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead."),this.params.Line.threshold},set:function(t){console.warn("THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead."),this.params.Line.threshold=t}}}),Object.defineProperties(Dr.prototype,{dynamic:{get:function(){return console.warn("THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead."),this.usage===P},set:function(t){console.warn("THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead."),this.setUsage(t)}}}),Object.assign(Dr.prototype,{setDynamic:function(t){return console.warn("THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead."),this.setUsage(!0===t?P:R),this},setArray:function(){console.error("THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers")}}),Object.assign(fa.prototype,{getArrays:function(){console.error("THREE.ExtrudeGeometry: .getArrays() has been removed.")},addShapeList:function(){console.error("THREE.ExtrudeGeometry: .addShapeList() has been removed.")},addShape:function(){console.error("THREE.ExtrudeGeometry: .addShape() has been removed.")}}),Object.assign(class extends Qt{constructor(){super(),Object.defineProperty(this,"isScene",{value:!0}),this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.overrideMaterial=null,this.autoUpdate=!0,"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}copy(t,e){return super.copy(t,e),null!==t.background&&(this.background=t.background.clone()),null!==t.environment&&(this.environment=t.environment.clone()),null!==t.fog&&(this.fog=t.fog.clone()),null!==t.overrideMaterial&&(this.overrideMaterial=t.overrideMaterial.clone()),this.autoUpdate=t.autoUpdate,this.matrixAutoUpdate=t.matrixAutoUpdate,this}toJSON(t){const e=super.toJSON(t);return null!==this.background&&(e.object.background=this.background.toJSON(t)),null!==this.environment&&(e.object.environment=this.environment.toJSON(t)),null!==this.fog&&(e.object.fog=this.fog.toJSON()),e}}.prototype,{dispose:function(){console.error("THREE.Scene: .dispose() has been removed.")}}),Object.defineProperties(gA.prototype,{dynamic:{set:function(){console.warn("THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.")}},onUpdate:{value:function(){return console.warn("THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead."),this}}}),Object.defineProperties(ve.prototype,{wrapAround:{get:function(){console.warn("THREE.Material: .wrapAround has been removed.")},set:function(){console.warn("THREE.Material: .wrapAround has been removed.")}},overdraw:{get:function(){console.warn("THREE.Material: .overdraw has been removed.")},set:function(){console.warn("THREE.Material: .overdraw has been removed.")}},wrapRGB:{get:function(){return console.warn("THREE.Material: .wrapRGB has been removed."),new pe}},shading:{get:function(){console.error("THREE."+this.type+": .shading has been removed. Use the boolean .flatShading instead.")},set:function(t){console.warn("THREE."+this.type+": .shading has been removed. Use the boolean .flatShading instead."),this.flatShading=1===t}},stencilMask:{get:function(){return console.warn("THREE."+this.type+": .stencilMask has been removed. Use .stencilFuncMask instead."),this.stencilFuncMask},set:function(t){console.warn("THREE."+this.type+": .stencilMask has been removed. Use .stencilFuncMask instead."),this.stencilFuncMask=t}}}),Object.defineProperties(Ea.prototype,{metal:{get:function(){return console.warn("THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead."),!1},set:function(){console.warn("THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead")}}}),Object.defineProperties(Sa.prototype,{transparency:{get:function(){return console.warn("THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission."),this.transmission},set:function(t){console.warn("THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission."),this.transmission=t}}}),Object.defineProperties(fn.prototype,{derivatives:{get:function(){return console.warn("THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives."),this.extensions.derivatives},set:function(t){console.warn("THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives."),this.extensions.derivatives=t}}}),Object.assign(Rr.prototype,{clearTarget:function(t,e,n,i){console.warn("THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead."),this.setRenderTarget(t),this.clear(e,n,i)},animate:function(t){console.warn("THREE.WebGLRenderer: .animate() is now .setAnimationLoop()."),this.setAnimationLoop(t)},getCurrentRenderTarget:function(){return console.warn("THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget()."),this.getRenderTarget()},getMaxAnisotropy:function(){return console.warn("THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy()."),this.capabilities.getMaxAnisotropy()},getPrecision:function(){return console.warn("THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision."),this.capabilities.precision},resetGLState:function(){return console.warn("THREE.WebGLRenderer: .resetGLState() is now .state.reset()."),this.state.reset()},supportsFloatTextures:function(){return console.warn("THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( 'OES_texture_float' )."),this.extensions.get("OES_texture_float")},supportsHalfFloatTextures:function(){return console.warn("THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( 'OES_texture_half_float' )."),this.extensions.get("OES_texture_half_float")},supportsStandardDerivatives:function(){return console.warn("THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( 'OES_standard_derivatives' )."),this.extensions.get("OES_standard_derivatives")},supportsCompressedTextureS3TC:function(){return console.warn("THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( 'WEBGL_compressed_texture_s3tc' )."),this.extensions.get("WEBGL_compressed_texture_s3tc")},supportsCompressedTexturePVRTC:function(){return console.warn("THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( 'WEBGL_compressed_texture_pvrtc' )."),this.extensions.get("WEBGL_compressed_texture_pvrtc")},supportsBlendMinMax:function(){return console.warn("THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( 'EXT_blend_minmax' )."),this.extensions.get("EXT_blend_minmax")},supportsVertexTextures:function(){return console.warn("THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures."),this.capabilities.vertexTextures},supportsInstancedArrays:function(){return console.warn("THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( 'ANGLE_instanced_arrays' )."),this.extensions.get("ANGLE_instanced_arrays")},enableScissorTest:function(t){console.warn("THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest()."),this.setScissorTest(t)},initMaterial:function(){console.warn("THREE.WebGLRenderer: .initMaterial() has been removed.")},addPrePlugin:function(){console.warn("THREE.WebGLRenderer: .addPrePlugin() has been removed.")},addPostPlugin:function(){console.warn("THREE.WebGLRenderer: .addPostPlugin() has been removed.")},updateShadowMap:function(){console.warn("THREE.WebGLRenderer: .updateShadowMap() has been removed.")},setFaceCulling:function(){console.warn("THREE.WebGLRenderer: .setFaceCulling() has been removed.")},allocTextureUnit:function(){console.warn("THREE.WebGLRenderer: .allocTextureUnit() has been removed.")},setTexture:function(){console.warn("THREE.WebGLRenderer: .setTexture() has been removed.")},setTexture2D:function(){console.warn("THREE.WebGLRenderer: .setTexture2D() has been removed.")},setTextureCube:function(){console.warn("THREE.WebGLRenderer: .setTextureCube() has been removed.")},getActiveMipMapLevel:function(){return console.warn("THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel()."),this.getActiveMipmapLevel()}}),Object.defineProperties(Rr.prototype,{shadowMapEnabled:{get:function(){return this.shadowMap.enabled},set:function(t){console.warn("THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled."),this.shadowMap.enabled=t}},shadowMapType:{get:function(){return this.shadowMap.type},set:function(t){console.warn("THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type."),this.shadowMap.type=t}},shadowMapCullFace:{get:function(){console.warn("THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.")},set:function(){console.warn("THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.")}},context:{get:function(){return console.warn("THREE.WebGLRenderer: .context has been removed. Use .getContext() instead."),this.getContext()}},vr:{get:function(){return console.warn("THREE.WebGLRenderer: .vr has been renamed to .xr"),this.xr}},gammaInput:{get:function(){return console.warn("THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead."),!1},set:function(){console.warn("THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.")}},gammaOutput:{get:function(){return console.warn("THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead."),!1},set:function(t){console.warn("THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead."),this.outputEncoding=!0===t?3001:q}},toneMappingWhitePoint:{get:function(){return console.warn("THREE.WebGLRenderer: .toneMappingWhitePoint has been removed."),1},set:function(){console.warn("THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.")}}}),Object.defineProperties(br.prototype,{cullFace:{get:function(){console.warn("THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.")},set:function(){console.warn("THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.")}},renderReverseSided:{get:function(){console.warn("THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.")},set:function(){console.warn("THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.")}},renderSingleSided:{get:function(){console.warn("THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.")},set:function(){console.warn("THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.")}}}),Object.defineProperties(W.prototype,{wrapS:{get:function(){return console.warn("THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS."),this.texture.wrapS},set:function(t){console.warn("THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS."),this.texture.wrapS=t}},wrapT:{get:function(){return console.warn("THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT."),this.texture.wrapT},set:function(t){console.warn("THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT."),this.texture.wrapT=t}},magFilter:{get:function(){return console.warn("THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter."),this.texture.magFilter},set:function(t){console.warn("THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter."),this.texture.magFilter=t}},minFilter:{get:function(){return console.warn("THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter."),this.texture.minFilter},set:function(t){console.warn("THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter."),this.texture.minFilter=t}},anisotropy:{get:function(){return console.warn("THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy."),this.texture.anisotropy},set:function(t){console.warn("THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy."),this.texture.anisotropy=t}},offset:{get:function(){return console.warn("THREE.WebGLRenderTarget: .offset is now .texture.offset."),this.texture.offset},set:function(t){console.warn("THREE.WebGLRenderTarget: .offset is now .texture.offset."),this.texture.offset=t}},repeat:{get:function(){return console.warn("THREE.WebGLRenderTarget: .repeat is now .texture.repeat."),this.texture.repeat},set:function(t){console.warn("THREE.WebGLRenderTarget: .repeat is now .texture.repeat."),this.texture.repeat=t}},format:{get:function(){return console.warn("THREE.WebGLRenderTarget: .format is now .texture.format."),this.texture.format},set:function(t){console.warn("THREE.WebGLRenderTarget: .format is now .texture.format."),this.texture.format=t}},type:{get:function(){return console.warn("THREE.WebGLRenderTarget: .type is now .texture.type."),this.texture.type},set:function(t){console.warn("THREE.WebGLRenderTarget: .type is now .texture.type."),this.texture.type=t}},generateMipmaps:{get:function(){return console.warn("THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps."),this.texture.generateMipmaps},set:function(t){console.warn("THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps."),this.texture.generateMipmaps=t}}}),Object.defineProperties(class extends Qt{constructor(t){super(),this.type="Audio",this.listener=t,this.context=t.context,this.gain=this.context.createGain(),this.gain.connect(t.getInput()),this.autoplay=!1,this.buffer=null,this.detune=0,this.loop=!1,this.loopStart=0,this.loopEnd=0,this.offset=0,this.duration=void 0,this.playbackRate=1,this.isPlaying=!1,this.hasPlaybackControl=!0,this.source=null,this.sourceType="empty",this._startedAt=0,this._progress=0,this._connected=!1,this.filters=[]}getOutput(){return this.gain}setNodeSource(t){return this.hasPlaybackControl=!1,this.sourceType="audioNode",this.source=t,this.connect(),this}setMediaElementSource(t){return this.hasPlaybackControl=!1,this.sourceType="mediaNode",this.source=this.context.createMediaElementSource(t),this.connect(),this}setMediaStreamSource(t){return this.hasPlaybackControl=!1,this.sourceType="mediaStreamNode",this.source=this.context.createMediaStreamSource(t),this.connect(),this}setBuffer(t){return this.buffer=t,this.sourceType="buffer",this.autoplay&&this.play(),this}play(t=0){if(!0===this.isPlaying)return void console.warn("THREE.Audio: Audio is already playing.");if(!1===this.hasPlaybackControl)return void console.warn("THREE.Audio: this Audio has no playback control.");this._startedAt=this.context.currentTime+t;const e=this.context.createBufferSource();return e.buffer=this.buffer,e.loop=this.loop,e.loopStart=this.loopStart,e.loopEnd=this.loopEnd,e.onended=this.onEnded.bind(this),e.start(this._startedAt,this._progress+this.offset,this.duration),this.isPlaying=!0,this.source=e,this.setDetune(this.detune),this.setPlaybackRate(this.playbackRate),this.connect()}pause(){if(!1!==this.hasPlaybackControl)return!0===this.isPlaying&&(this._progress+=Math.max(this.context.currentTime-this._startedAt,0)*this.playbackRate,!0===this.loop&&(this._progress=this._progress%(this.duration||this.buffer.duration)),this.source.stop(),this.source.onended=null,this.isPlaying=!1),this;console.warn("THREE.Audio: this Audio has no playback control.")}stop(){if(!1!==this.hasPlaybackControl)return this._progress=0,this.source.stop(),this.source.onended=null,this.isPlaying=!1,this;console.warn("THREE.Audio: this Audio has no playback control.")}connect(){if(this.filters.length>0){this.source.connect(this.filters[0]);for(let 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3:t=0|Nt(t,e),e=0|w(),r[i>>2]=1+(0|r[i>>2]),A=0;break e;default:return d=0,b(0|(h=0)),0|d}}else A=0}while(0);if((0|n)>0){s=0;do{t=0|Bt(t,e),e=0|w(),s=s+1|0}while((0|s)!=(0|n))}if((0|a)!=(0|l)){if(!(0|N(l))){if(0!=(0|A)|5!=(0|Ot(t,e)))break;r[i>>2]=1+(0|r[i>>2]);break}switch(127&o){case 8:case 118:break t}3!=(0|Ot(t,e))&&(r[i>>2]=1+(0|r[i>>2]))}}else if((0|n)>0){s=0;do{t=0|Nt(t,e),e=0|w(),s=s+1|0}while((0|s)!=(0|n))}}while(0);return r[i>>2]=((0|r[i>>2])+n|0)%6|0,d=t,b(0|(h=e)),0|d}function O(t,e,n,i,a,s){e|=0,n|=0,i|=0,a|=0,s|=0;var A,l,c,u,h,d,f,p,m,g=0,v=0,y=0,x=0,_=0,b=0,M=0,S=0,E=0,T=0,L=0,q=0,R=0,P=0;if(m=C,C=C+48|0,d=m+32|0,f=m+16|0,p=m,(0|(g=0|r[(t|=0)>>2]))<=0)return C=m,0;A=t+4|0,l=d+8|0,c=f+8|0,u=p+8|0,h=((0|e)<0)<<31>>31,L=0;t:for(;;){E=(v=0|r[A>>2])+(L<<4)|0,r[d>>2]=r[E>>2],r[d+4>>2]=r[E+4>>2],r[d+8>>2]=r[E+8>>2],r[d+12>>2]=r[E+12>>2],(0|L)==(g+-1|0)?(r[f>>2]=r[v>>2],r[f+4>>2]=r[v+4>>2],r[f+8>>2]=r[v+8>>2],r[f+12>>2]=r[v+12>>2]):(E=v+(L+1<<4)|0,r[f>>2]=r[E>>2],r[f+4>>2]=r[E+4>>2],r[f+8>>2]=r[E+8>>2],r[f+12>>2]=r[E+12>>2]),E=0|W(d,f,n);e:do{if((0|E)>0){T=+(0|E),S=0;n:for(;;){P=+(E-S|0),R=+(0|S),o[p>>3]=+o[d>>3]*P/T+ +o[f>>3]*R/T,o[u>>3]=+o[l>>3]*P/T+ +o[c>>3]*R/T,v=0|be(0|(b=0|Ut(p,n)),0|(M=0|w()),0|e,0|h),w(),x=0|r[(y=g=s+(v<<3)|0)>>2],y=0|r[y+4>>2];i:do{if(0==(0|x)&0==(0|y))q=14;else for(_=0;;){if((0|_)>(0|e)){g=1;break i}if((0|x)==(0|b)&(0|y)==(0|M)){g=7;break i}if(0==(0|(x=0|r[(y=g=s+((v=(v+1|0)%(0|e)|0)<<3)|0)>>2]))&0==(0|(y=0|r[y+4>>2]))){q=14;break}_=_+1|0}}while(0);switch(14==(0|q)&&(q=0,0==(0|b)&0==(0|M)?g=7:(r[g>>2]=b,r[g+4>>2]=M,g=0|r[i>>2],r[(_=a+(g<<3)|0)>>2]=b,r[_+4>>2]=M,r[i>>2]=g+1,g=0)),7&g){case 7:case 0:break;default:break n}if((0|E)<=(0|(S=S+1|0))){q=8;break e}}if(0|g){g=-1,q=20;break t}}else q=8}while(0);if(8==(0|q)&&(q=0),(0|(L=L+1|0))>=(0|(g=0|r[t>>2]))){g=0,q=20;break}}return 20==(0|q)?(C=m,0|g):0}function B(t){return 0|r[7728+(28*(t|=0)|0)+16>>2]}function N(t){return 4==(0|(t|=0))|117==(0|t)|0}function k(t){return 0|r[11152+(216*(0|r[(t|=0)>>2])|0)+(72*(0|r[t+4>>2])|0)+(24*(0|r[t+8>>2])|0)+(r[t+12>>2]<<3)>>2]}function F(t){return 0|r[11152+(216*(0|r[(t|=0)>>2])|0)+(72*(0|r[t+4>>2])|0)+(24*(0|r[t+8>>2])|0)+(r[t+12>>2]<<3)+4>>2]}function z(t,e){return e|=0,(0|r[7728+(28*(t|=0)|0)+20>>2])==(0|e)?0|(e=1):0|(e=(0|r[7728+(28*t|0)+24>>2])==(0|e))}function U(t,e){return 0|r[880+(28*(t|=0)|0)+((e|=0)<<2)>>2]}function H(t,e){return e|=0,(0|r[880+(28*(t|=0)|0)>>2])==(0|e)?0|(e=0):(0|r[880+(28*t|0)+4>>2])==(0|e)?0|(e=1):(0|r[880+(28*t|0)+8>>2])==(0|e)?0|(e=2):(0|r[880+(28*t|0)+12>>2])==(0|e)?0|(e=3):(0|r[880+(28*t|0)+16>>2])==(0|e)?0|(e=4):(0|r[880+(28*t|0)+20>>2])==(0|e)?0|(e=5):0|((0|r[880+(28*t|0)+24>>2])==(0|e)?6:7)}function G(t){return+o[16+(t|=0)>>3]<+o[t+24>>3]|0}function j(t,e){t|=0;var n,i,r=0;return(r=+o[(e|=0)>>3])>=+o[t+8>>3]&&r<=+o[t>>3]?(n=+o[t+16>>3],r=+o[t+24>>3],e=(i=+o[e+8>>3])>=r,t=i<=n&1,n>2]=0,u=u+4|0}while((0|u)<(0|h));return Wt(e,a),jt(h=0|r[(u=a)>>2],u=0|r[u+4>>2],n),Vt(h,u,i),l=+Lt(n,i+8|0),o[n>>3]=+o[t>>3],o[(u=n+8|0)>>3]=+o[t+16>>3],o[i>>3]=+o[t+8>>3],o[(h=i+8|0)>>3]=+o[t+24>>3],c=+Lt(n,i),h=~~+v(+c*c/+Se(+ +A(+(+o[u>>3]-+o[h>>3])/(+o[n>>3]-+o[i>>3])),3)/(l*(2.59807621135*l)*.8)),C=s,0|(0==(0|h)?1:h)}function W(t,e,n){t|=0,e|=0,n|=0;var i,o,a,s,A,l=0,c=0;s=C,C=C+288|0,i=s+264|0,o=s+96|0,c=(l=a=s)+96|0;do{r[l>>2]=0,l=l+4|0}while((0|l)<(0|c));return Wt(n,a),jt(l=0|r[(c=a)>>2],c=0|r[c+4>>2],i),Vt(l,c,o),A=+Lt(i,o+8|0),c=~~+v(+ +Lt(t,e)/(2*A)),C=s,0|(0==(0|c)?1:c)}function Q(t,e,n,i){e|=0,n|=0,i|=0,r[(t|=0)>>2]=e,r[t+4>>2]=n,r[t+8>>2]=i}function Y(t,e){t|=0;var n,i,a,s,l=0,c=0,u=0,h=0,d=0,f=0,p=0;r[(s=8+(e|=0)|0)>>2]=0,i=+o[t>>3],h=+A(+i),a=+o[t+8>>3],h+=.5*(d=+A(+a)/.8660254037844386),h-=+(0|(l=~~h)),d-=+(0|(t=~~d));do{if(h<.5){if(h<.3333333333333333){if(r[e>>2]=l,d<.5*(h+1)){r[e+4>>2]=t;break}t=t+1|0,r[e+4>>2]=t;break}if(t=(1&!(d<(p=1-h)))+t|0,r[e+4>>2]=t,p<=d&d<2*h){l=l+1|0,r[e>>2]=l;break}r[e>>2]=l;break}if(!(h<.6666666666666666)){if(l=l+1|0,r[e>>2]=l,d<.5*h){r[e+4>>2]=t;break}t=t+1|0,r[e+4>>2]=t;break}if(d<1-h){if(r[e+4>>2]=t,2*h-1>2]=l;break}}else t=t+1|0,r[e+4>>2]=t;l=l+1|0,r[e>>2]=l}while(0);do{if(i<0){if(1&t){l=~~(+(0|l)-(2*(+((f=0|xe(0|l,((0|l)<0)<<31>>31|0,0|(f=(t+1|0)/2|0),((0|f)<0)<<31>>31|0))>>>0)+4294967296*+(0|w()))+1)),r[e>>2]=l;break}l=~~(+(0|l)-2*(+((f=0|xe(0|l,((0|l)<0)<<31>>31|0,0|(f=(0|t)/2|0),((0|f)<0)<<31>>31|0))>>>0)+4294967296*+(0|w()))),r[e>>2]=l;break}}while(0);f=e+4|0,a<0&&(l=l-((1|t<<1)/2|0)|0,r[e>>2]=l,t=0-t|0,r[f>>2]=t),c=t-l|0,(0|l)<0?(u=0-l|0,r[f>>2]=c,r[s>>2]=u,r[e>>2]=0,t=c,l=0):u=0,(0|t)<0&&(l=l-t|0,r[e>>2]=l,u=u-t|0,r[s>>2]=u,r[f>>2]=0,t=0),n=l-u|0,c=t-u|0,(0|u)<0&&(r[e>>2]=n,r[f>>2]=c,r[s>>2]=0,t=c,l=n,u=0),(0|(c=(0|u)<(0|(c=(0|t)<(0|l)?t:l))?u:c))<=0||(r[e>>2]=l-c,r[f>>2]=t-c,r[s>>2]=u-c)}function X(t){var e,n=0,i=0,o=0,a=0,s=0;n=0|r[(t|=0)>>2],i=0|r[(e=t+4|0)>>2],(0|n)<0&&(i=i-n|0,r[e>>2]=i,r[(s=t+8|0)>>2]=(0|r[s>>2])-n,r[t>>2]=0,n=0),(0|i)<0?(n=n-i|0,r[t>>2]=n,a=(0|r[(s=t+8|0)>>2])-i|0,r[s>>2]=a,r[e>>2]=0,i=0):(s=a=t+8|0,a=0|r[a>>2]),(0|a)<0&&(n=n-a|0,r[t>>2]=n,i=i-a|0,r[e>>2]=i,r[s>>2]=0,a=0),(0|(o=(0|a)<(0|(o=(0|i)<(0|n)?i:n))?a:o))<=0||(r[t>>2]=n-o,r[e>>2]=i-o,r[s>>2]=a-o)}function Z(t,e){var n,i;e|=0,i=0|r[8+(t|=0)>>2],n=+((0|r[t+4>>2])-i|0),o[e>>3]=+((0|r[t>>2])-i|0)-.5*n,o[e+8>>3]=.8660254037844386*n}function J(t,e,n){t|=0,e|=0,r[(n|=0)>>2]=(0|r[e>>2])+(0|r[t>>2]),r[n+4>>2]=(0|r[e+4>>2])+(0|r[t+4>>2]),r[n+8>>2]=(0|r[e+8>>2])+(0|r[t+8>>2])}function K(t,e,n){t|=0,e|=0,r[(n|=0)>>2]=(0|r[t>>2])-(0|r[e>>2]),r[n+4>>2]=(0|r[t+4>>2])-(0|r[e+4>>2]),r[n+8>>2]=(0|r[t+8>>2])-(0|r[e+8>>2])}function $(t,e){e|=0;var n,i=0;i=0|y(0|r[(t|=0)>>2],e),r[t>>2]=i,n=0|y(0|r[(i=t+4|0)>>2],e),r[i>>2]=n,e=0|y(0|r[(t=t+8|0)>>2],e),r[t>>2]=e}function tt(t){var e,n,i=0,o=0,a=0,s=0,A=0;A=(0|(n=0|r[(t|=0)>>2]))<0,t=(t=(o=(0|(s=((e=(0|(a=(0|r[t+4>>2])-(A?n:0)|0))<0)?0-a|0:0)+((0|r[t+8>>2])-(A?n:0))|0))<0)?0:s)-((a=(0|(o=(0|t)<(0|(o=(0|(i=(e?0:a)-(o?s:0)|0))<(0|(s=(A?0:n)-(e?a:0)-(o?s:0)|0))?i:s))?t:o))>0)?o:0)|0,i=i-(a?o:0)|0;t:do{switch(s-(a?o:0)|0){case 0:switch(0|i){case 0:return 0|(0==(0|t)?0:1==(0|t)?1:7);case 1:return 0|(0==(0|t)?2:1==(0|t)?3:7);default:break t}case 1:switch(0|i){case 0:return 0|(0==(0|t)?4:1==(0|t)?5:7);case 1:if(t)break t;return 6;default:break t}}}while(0);return 7}function et(t){var e,n,i=0,o=0,a=0,s=0,A=0;o=0|r[(e=8+(t|=0)|0)>>2],a=0|me(+((3*(i=(0|r[t>>2])-o|0)|0)-(o=(0|r[(n=t+4|0)>>2])-o|0)|0)/7),r[t>>2]=a,i=0|me(+((o<<1)+i|0)/7),r[n>>2]=i,r[e>>2]=0,o=i-a|0,(0|a)<0?(A=0-a|0,r[n>>2]=o,r[e>>2]=A,r[t>>2]=0,i=o,a=0,o=A):o=0,(0|i)<0&&(a=a-i|0,r[t>>2]=a,o=o-i|0,r[e>>2]=o,r[n>>2]=0,i=0),A=a-o|0,s=i-o|0,(0|o)<0?(r[t>>2]=A,r[n>>2]=s,r[e>>2]=0,i=s,s=A,o=0):s=a,(0|(a=(0|o)<(0|(a=(0|i)<(0|s)?i:s))?o:a))<=0||(r[t>>2]=s-a,r[n>>2]=i-a,r[e>>2]=o-a)}function nt(t){var e,n,i=0,o=0,a=0,s=0,A=0;o=0|r[(e=8+(t|=0)|0)>>2],a=0|me(+(((i=(0|r[t>>2])-o|0)<<1)+(o=(0|r[(n=t+4|0)>>2])-o|0)|0)/7),r[t>>2]=a,i=0|me(+((3*o|0)-i|0)/7),r[n>>2]=i,r[e>>2]=0,o=i-a|0,(0|a)<0?(A=0-a|0,r[n>>2]=o,r[e>>2]=A,r[t>>2]=0,i=o,a=0,o=A):o=0,(0|i)<0&&(a=a-i|0,r[t>>2]=a,o=o-i|0,r[e>>2]=o,r[n>>2]=0,i=0),A=a-o|0,s=i-o|0,(0|o)<0?(r[t>>2]=A,r[n>>2]=s,r[e>>2]=0,i=s,s=A,o=0):s=a,(0|(a=(0|o)<(0|(a=(0|i)<(0|s)?i:s))?o:a))<=0||(r[t>>2]=s-a,r[n>>2]=i-a,r[e>>2]=o-a)}function it(t){var e,n,i,o=0,a=0,s=0,A=0;o=0|r[(t|=0)>>2],a=0|r[(n=t+4|0)>>2],s=0|r[(i=t+8|0)>>2],A=a+(3*o|0)|0,r[t>>2]=A,a=s+(3*a|0)|0,r[n>>2]=a,o=(3*s|0)+o|0,r[i>>2]=o,s=a-A|0,(0|A)<0?(o=o-A|0,r[n>>2]=s,r[i>>2]=o,r[t>>2]=0,a=s,s=0):s=A,(0|a)<0&&(s=s-a|0,r[t>>2]=s,o=o-a|0,r[i>>2]=o,r[n>>2]=0,a=0),e=s-o|0,A=a-o|0,(0|o)<0?(r[t>>2]=e,r[n>>2]=A,r[i>>2]=0,s=e,o=0):A=a,(0|(a=(0|o)<(0|(a=(0|A)<(0|s)?A:s))?o:a))<=0||(r[t>>2]=s-a,r[n>>2]=A-a,r[i>>2]=o-a)}function rt(t){var e,n,i,o=0,a=0,s=0,A=0;A=0|r[(t|=0)>>2],s=(3*(o=0|r[(n=t+4|0)>>2])|0)+A|0,A=(a=0|r[(i=t+8|0)>>2])+(3*A|0)|0,r[t>>2]=A,r[n>>2]=s,o=(3*a|0)+o|0,r[i>>2]=o,a=s-A|0,(0|A)<0?(o=o-A|0,r[n>>2]=a,r[i>>2]=o,r[t>>2]=0,A=0):a=s,(0|a)<0&&(A=A-a|0,r[t>>2]=A,o=o-a|0,r[i>>2]=o,r[n>>2]=0,a=0),e=A-o|0,s=a-o|0,(0|o)<0?(r[t>>2]=e,r[n>>2]=s,r[i>>2]=0,A=e,o=0):s=a,(0|(a=(0|o)<(0|(a=(0|s)<(0|A)?s:A))?o:a))<=0||(r[t>>2]=A-a,r[n>>2]=s-a,r[i>>2]=o-a)}function ot(t,e){t|=0;var n,i,o,a=0,s=0,A=0;((e|=0)-1|0)>>>0>=6||(A=(0|r[15472+(12*e|0)>>2])+(0|r[t>>2])|0,r[t>>2]=A,o=t+4|0,s=(0|r[15472+(12*e|0)+4>>2])+(0|r[o>>2])|0,r[o>>2]=s,i=t+8|0,e=(0|r[15472+(12*e|0)+8>>2])+(0|r[i>>2])|0,r[i>>2]=e,a=s-A|0,(0|A)<0?(e=e-A|0,r[o>>2]=a,r[i>>2]=e,r[t>>2]=0,s=0):(a=s,s=A),(0|a)<0&&(s=s-a|0,r[t>>2]=s,e=e-a|0,r[i>>2]=e,r[o>>2]=0,a=0),n=s-e|0,A=a-e|0,(0|e)<0?(r[t>>2]=n,r[o>>2]=A,r[i>>2]=0,s=n,e=0):A=a,(0|(a=(0|e)<(0|(a=(0|A)<(0|s)?A:s))?e:a))<=0||(r[t>>2]=s-a,r[o>>2]=A-a,r[i>>2]=e-a))}function at(t){var e,n,i,o=0,a=0,s=0,A=0;A=0|r[(t|=0)>>2],s=(o=0|r[(n=t+4|0)>>2])+A|0,A=(a=0|r[(i=t+8|0)>>2])+A|0,r[t>>2]=A,r[n>>2]=s,o=a+o|0,r[i>>2]=o,a=s-A|0,(0|A)<0?(o=o-A|0,r[n>>2]=a,r[i>>2]=o,r[t>>2]=0,s=0):(a=s,s=A),(0|a)<0&&(s=s-a|0,r[t>>2]=s,o=o-a|0,r[i>>2]=o,r[n>>2]=0,a=0),e=s-o|0,A=a-o|0,(0|o)<0?(r[t>>2]=e,r[n>>2]=A,r[i>>2]=0,s=e,o=0):A=a,(0|(a=(0|o)<(0|(a=(0|A)<(0|s)?A:s))?o:a))<=0||(r[t>>2]=s-a,r[n>>2]=A-a,r[i>>2]=o-a)}function st(t){var e,n,i,o=0,a=0,s=0,A=0;o=0|r[(t|=0)>>2],s=0|r[(n=t+4|0)>>2],a=0|r[(i=t+8|0)>>2],A=s+o|0,r[t>>2]=A,s=a+s|0,r[n>>2]=s,o=a+o|0,r[i>>2]=o,a=s-A|0,(0|A)<0?(o=o-A|0,r[n>>2]=a,r[i>>2]=o,r[t>>2]=0,s=0):(a=s,s=A),(0|a)<0&&(s=s-a|0,r[t>>2]=s,o=o-a|0,r[i>>2]=o,r[n>>2]=0,a=0),e=s-o|0,A=a-o|0,(0|o)<0?(r[t>>2]=e,r[n>>2]=A,r[i>>2]=0,s=e,o=0):A=a,(0|(a=(0|o)<(0|(a=(0|A)<(0|s)?A:s))?o:a))<=0||(r[t>>2]=s-a,r[n>>2]=A-a,r[i>>2]=o-a)}function At(t){switch(0|(t|=0)){case 1:t=5;break;case 5:t=4;break;case 4:t=6;break;case 6:t=2;break;case 2:t=3;break;case 3:t=1}return 0|t}function lt(t){switch(0|(t|=0)){case 1:t=3;break;case 3:t=2;break;case 2:t=6;break;case 6:t=4;break;case 4:t=5;break;case 5:t=1}return 0|t}function ct(t){var e,n,i,o=0,a=0,s=0,A=0;o=0|r[(t|=0)>>2],a=0|r[(n=t+4|0)>>2],s=0|r[(i=t+8|0)>>2],A=a+(o<<1)|0,r[t>>2]=A,a=s+(a<<1)|0,r[n>>2]=a,o=(s<<1)+o|0,r[i>>2]=o,s=a-A|0,(0|A)<0?(o=o-A|0,r[n>>2]=s,r[i>>2]=o,r[t>>2]=0,a=s,s=0):s=A,(0|a)<0&&(s=s-a|0,r[t>>2]=s,o=o-a|0,r[i>>2]=o,r[n>>2]=0,a=0),e=s-o|0,A=a-o|0,(0|o)<0?(r[t>>2]=e,r[n>>2]=A,r[i>>2]=0,s=e,o=0):A=a,(0|(a=(0|o)<(0|(a=(0|A)<(0|s)?A:s))?o:a))<=0||(r[t>>2]=s-a,r[n>>2]=A-a,r[i>>2]=o-a)}function ut(t){var e,n,i,o=0,a=0,s=0,A=0;A=0|r[(t|=0)>>2],s=((o=0|r[(n=t+4|0)>>2])<<1)+A|0,A=(a=0|r[(i=t+8|0)>>2])+(A<<1)|0,r[t>>2]=A,r[n>>2]=s,o=(a<<1)+o|0,r[i>>2]=o,a=s-A|0,(0|A)<0?(o=o-A|0,r[n>>2]=a,r[i>>2]=o,r[t>>2]=0,A=0):a=s,(0|a)<0&&(A=A-a|0,r[t>>2]=A,o=o-a|0,r[i>>2]=o,r[n>>2]=0,a=0),e=A-o|0,s=a-o|0,(0|o)<0?(r[t>>2]=e,r[n>>2]=s,r[i>>2]=0,A=e,o=0):s=a,(0|(a=(0|o)<(0|(a=(0|s)<(0|A)?s:A))?o:a))<=0||(r[t>>2]=A-a,r[n>>2]=s-a,r[i>>2]=o-a)}function ht(t,e){e|=0;var n,i,o,a=0,s=0,A=0;return o=(0|(i=(0|r[(t|=0)>>2])-(0|r[e>>2])|0))<0,n=(0|(s=(0|r[t+4>>2])-(0|r[e+4>>2])-(o?i:0)|0))<0,e=(e=(t=(0|(A=(o?0-i|0:0)+(0|r[t+8>>2])-(0|r[e+8>>2])+(n?0-s|0:0)|0))<0)?0:A)-((s=(0|(t=(0|e)<(0|(t=(0|(a=(n?0:s)-(t?A:0)|0))<(0|(A=(o?0:i)-(n?s:0)-(t?A:0)|0))?a:A))?e:t))>0)?t:0)|0,a=a-(s?t:0)|0,0|((0|(t=(0|(t=A-(s?t:0)|0))>-1?t:0-t|0))>(0|(e=(0|(a=(0|a)>-1?a:0-a|0))>(0|(e=(0|e)>-1?e:0-e|0))?a:e))?t:e)}function dt(t,e){var n;e|=0,n=0|r[8+(t|=0)>>2],r[e>>2]=(0|r[t>>2])-n,r[e+4>>2]=(0|r[t+4>>2])-n}function ft(t,e){e|=0;var n,i,o,a=0,s=0,A=0;s=0|r[(t|=0)>>2],r[e>>2]=s,t=0|r[t+4>>2],r[(i=e+4|0)>>2]=t,r[(o=e+8|0)>>2]=0,a=t-s|0,(0|s)<0?(t=0-s|0,r[i>>2]=a,r[o>>2]=t,r[e>>2]=0,s=0):(a=t,t=0),(0|a)<0&&(s=s-a|0,r[e>>2]=s,t=t-a|0,r[o>>2]=t,r[i>>2]=0,a=0),n=s-t|0,A=a-t|0,(0|t)<0?(r[e>>2]=n,r[i>>2]=A,r[o>>2]=0,a=A,A=n,t=0):A=s,(0|(s=(0|t)<(0|(s=(0|a)<(0|A)?a:A))?t:s))<=0||(r[e>>2]=A-s,r[i>>2]=a-s,r[o>>2]=t-s)}function pt(t){var e,n,i,o;n=(o=0|r[(e=8+(t|=0)|0)>>2])-(0|r[t>>2])|0,r[t>>2]=n,t=(0|r[(i=t+4|0)>>2])-o|0,r[i>>2]=t,r[e>>2]=0-(t+n)}function mt(t){var e,n,i=0,o=0,a=0,s=0,A=0;i=0-(o=0|r[(t|=0)>>2])|0,r[t>>2]=i,r[(e=t+8|0)>>2]=0,s=(a=0|r[(n=t+4|0)>>2])+o|0,(0|o)>0?(r[n>>2]=s,r[e>>2]=o,r[t>>2]=0,i=0,a=s):o=0,(0|a)<0?(A=i-a|0,r[t>>2]=A,o=o-a|0,r[e>>2]=o,r[n>>2]=0,s=A-o|0,i=0-o|0,(0|o)<0?(r[t>>2]=s,r[n>>2]=i,r[e>>2]=0,a=i,o=0):(a=0,s=A)):s=i,(0|(i=(0|o)<(0|(i=(0|a)<(0|s)?a:s))?o:i))<=0||(r[t>>2]=s-i,r[n>>2]=a-i,r[e>>2]=o-i)}function gt(t,e,n,i){e|=0,n|=0,i|=0;var a,s=0,A=0,l=0,c=0;if(a=C,C=C+32|0,function(t,e){e|=0;var n,i,r=0;r=+o[(t|=0)>>3],n=+u(+r),r=+h(+r),o[e+16>>3]=r,r=+o[t+8>>3],i=n*+u(+r),o[e>>3]=i,r=n*+h(+r),o[e+8>>3]=r}(t|=0,A=a),r[n>>2]=0,s=+Ae(15888,A),(l=+Ae(15912,A))>2]=1,s=l),(l=+Ae(15936,A))>2]=2,s=l),(l=+Ae(15960,A))>2]=3,s=l),(l=+Ae(15984,A))>2]=4,s=l),(l=+Ae(16008,A))>2]=5,s=l),(l=+Ae(16032,A))>2]=6,s=l),(l=+Ae(16056,A))>2]=7,s=l),(l=+Ae(16080,A))>2]=8,s=l),(l=+Ae(16104,A))>2]=9,s=l),(l=+Ae(16128,A))>2]=10,s=l),(l=+Ae(16152,A))>2]=11,s=l),(l=+Ae(16176,A))>2]=12,s=l),(l=+Ae(16200,A))>2]=13,s=l),(l=+Ae(16224,A))>2]=14,s=l),(l=+Ae(16248,A))>2]=15,s=l),(l=+Ae(16272,A))>2]=16,s=l),(l=+Ae(16296,A))>2]=17,s=l),(l=+Ae(16320,A))>2]=18,s=l),(l=+Ae(16344,A))>2]=19,s=l),(l=+f(+(1-.5*s)))<1e-16)return r[i>>2]=0,r[i+4>>2]=0,r[i+8>>2]=0,r[i+12>>2]=0,void(C=a);if(n=0|r[n>>2],s=+Et((s=+o[16368+(24*n|0)>>3])-+Et(+function(t,e){t|=0;var n,i,r,a,s;return a=+o[(e|=0)>>3],i=+u(+a),r=+o[e+8>>3]-+o[t+8>>3],s=i*+h(+r),n=+o[t>>3],+ +g(+s,+(+h(+a)*+u(+n)-+u(+r)*(i*+h(+n))))}(15568+(n<<4)|0,t))),c=0|zt(e)?+Et(s+-.3334731722518321):s,s=+d(+l)/.381966011250105,(0|e)>0){A=0;do{s*=2.6457513110645907,A=A+1|0}while((0|A)!=(0|e))}l=+u(+c)*s,o[i>>3]=l,c=+h(+c)*s,o[i+8>>3]=c,C=a}function vt(t,e,n,i,a){e|=0,n|=0,i|=0,a|=0;var s=0,c=0;if((s=+function(t){var e,n;return n=+o[(t|=0)>>3],e=+o[t+8>>3],+ +l(+(n*n+e*e))}(t|=0))<1e-16)return e=15568+(e<<4)|0,r[a>>2]=r[e>>2],r[a+4>>2]=r[e+4>>2],r[a+8>>2]=r[e+8>>2],void(r[a+12>>2]=r[e+12>>2]);if(c=+g(+ +o[t+8>>3],+ +o[t>>3]),(0|n)>0){t=0;do{s/=2.6457513110645907,t=t+1|0}while((0|t)!=(0|n))}i?(s/=3,n=0==(0|zt(n)),s=+m(.381966011250105*(n?s:s/2.6457513110645907))):(s=+m(.381966011250105*s),0|zt(n)&&(c=+Et(c+.3334731722518321))),function(t,e,n,i){t|=0,e=+e,i|=0;var a=0,s=0,l=0,c=0;if((n=+n)<1e-16)return r[i>>2]=r[t>>2],r[i+4>>2]=r[t+4>>2],r[i+8>>2]=r[t+8>>2],void(r[i+12>>2]=r[t+12>>2]);s=e<0?e+6.283185307179586:e,s=e>=6.283185307179586?s+-6.283185307179586:s;do{if(!(s<1e-16)){if(a=+A(+(s+-3.141592653589793))<1e-16,e=+o[t>>3],a){e-=n,o[i>>3]=e,a=i;break}if(l=+u(+n),n=+h(+n),e=l*+h(+e)+ +u(+s)*(n*+u(+e)),e=+p(+((e=e>1?1:e)<-1?-1:e)),o[i>>3]=e,+A(+(e+-1.5707963267948966))<1e-16)return o[i>>3]=1.5707963267948966,void(o[i+8>>3]=0);if(+A(+(e+1.5707963267948966))<1e-16)return o[i>>3]=-1.5707963267948966,void(o[i+8>>3]=0);if(c=+u(+e),s=n*+h(+s)/c,n=+o[t>>3],e=(l-+h(+e)*+h(+n))/+u(+n)/c,l=s>1?1:s,e=e>1?1:e,(e=+o[t+8>>3]+ +g(+(l<-1?-1:l),+(e<-1?-1:e)))>3.141592653589793)do{e+=-6.283185307179586}while(e>3.141592653589793);if(e<-3.141592653589793)do{e+=6.283185307179586}while(e<-3.141592653589793);return void(o[i+8>>3]=e)}e=+o[t>>3]+n,o[i>>3]=e,a=i}while(0);if(+A(+(e+-1.5707963267948966))<1e-16)return o[a>>3]=1.5707963267948966,void(o[i+8>>3]=0);if(+A(+(e+1.5707963267948966))<1e-16)return o[a>>3]=-1.5707963267948966,void(o[i+8>>3]=0);if((e=+o[t+8>>3])>3.141592653589793)do{e+=-6.283185307179586}while(e>3.141592653589793);if(e<-3.141592653589793)do{e+=6.283185307179586}while(e<-3.141592653589793);o[i+8>>3]=e}(15568+(e<<4)|0,+Et(+o[16368+(24*e|0)>>3]-c),s,a)}function yt(t,e,n){var i,o;e|=0,n|=0,i=C,C=C+16|0,Z(4+(t|=0)|0,o=i),vt(o,0|r[t>>2],e,0,n),C=i}function xt(t,e,n,i,a){t|=0,e|=0,n|=0,i|=0,a|=0;var s,A,l,c,u,h,d,f,p,m,g,v,y,x,_,b,w,S,E,T,L,q,R=0,P=0,D=0,I=0,O=0,B=0;if(q=C,C=C+272|0,I=q+240|0,E=q,T=q+224|0,L=q+208|0,g=q+176|0,v=q+160|0,y=q+192|0,x=q+144|0,_=q+128|0,b=q+112|0,w=q+96|0,S=q+80|0,r[(R=q+256|0)>>2]=e,r[I>>2]=r[t>>2],r[I+4>>2]=r[t+4>>2],r[I+8>>2]=r[t+8>>2],r[I+12>>2]=r[t+12>>2],_t(I,R,E),r[a>>2]=0,(0|(I=i+n+(5==(0|i)&1)|0))<=(0|n))C=q;else{A=T+4|0,l=g+4|0,c=n+5|0,u=16848+((s=0|r[R>>2])<<2)|0,h=16928+(s<<2)|0,d=_+8|0,f=b+8|0,p=w+8|0,m=L+4|0,D=n;t:for(;;){P=E+(((0|D)%5|0)<<4)|0,r[L>>2]=r[P>>2],r[L+4>>2]=r[P+4>>2],r[L+8>>2]=r[P+8>>2],r[L+12>>2]=r[P+12>>2];do{}while(2==(0|bt(L,s,0,1)));if((0|D)>(0|n)&0!=(0|zt(e))){if(r[g>>2]=r[L>>2],r[g+4>>2]=r[L+4>>2],r[g+8>>2]=r[L+8>>2],r[g+12>>2]=r[L+12>>2],Z(A,v),i=0|r[g>>2],R=0|r[17008+(80*i|0)+(r[T>>2]<<2)>>2],r[g>>2]=r[18608+(80*i|0)+(20*R|0)>>2],(0|(P=0|r[18608+(80*i|0)+(20*R|0)+16>>2]))>0){t=0;do{at(l),t=t+1|0}while((0|t)<(0|P))}switch(P=18608+(80*i|0)+(20*R|0)+4|0,r[y>>2]=r[P>>2],r[y+4>>2]=r[P+4>>2],r[y+8>>2]=r[P+8>>2],$(y,3*(0|r[u>>2])|0),J(l,y,l),X(l),Z(l,x),O=+(0|r[h>>2]),o[_>>3]=3*O,o[d>>3]=0,B=-1.5*O,o[b>>3]=B,o[f>>3]=2.598076211353316*O,o[w>>3]=B,o[p>>3]=-2.598076211353316*O,0|r[17008+(80*(0|r[g>>2])|0)+(r[L>>2]<<2)>>2]){case 1:t=b,i=_;break;case 3:t=w,i=b;break;case 2:t=_,i=w;break;default:t=12;break t}ae(v,x,i,t,S),vt(S,0|r[g>>2],s,1,a+8+(r[a>>2]<<4)|0),r[a>>2]=1+(0|r[a>>2])}if((0|D)<(0|c)&&(Z(m,g),vt(g,0|r[L>>2],s,1,a+8+(r[a>>2]<<4)|0),r[a>>2]=1+(0|r[a>>2])),r[T>>2]=r[L>>2],r[T+4>>2]=r[L+4>>2],r[T+8>>2]=r[L+8>>2],r[T+12>>2]=r[L+12>>2],(0|(D=D+1|0))>=(0|I)){t=3;break}}3!=(0|t)?12==(0|t)&&M(22474,22521,581,22531):C=q}}function _t(t,e,n){t|=0,e|=0,n|=0;var i,o=0,a=0,s=0,A=0,l=0;i=C,C=C+128|0,a=i,A=20208,l=60+(s=o=i+64|0)|0;do{r[s>>2]=r[A>>2],s=s+4|0,A=A+4|0}while((0|s)<(0|l));A=20272,l=(s=a)+60|0;do{r[s>>2]=r[A>>2],s=s+4|0,A=A+4|0}while((0|s)<(0|l));o=(l=0==(0|zt(0|r[e>>2])))?o:a,ct(a=t+4|0),ut(a),0|zt(0|r[e>>2])&&(rt(a),r[e>>2]=1+(0|r[e>>2])),r[n>>2]=r[t>>2],J(a,o,e=n+4|0),X(e),r[n+16>>2]=r[t>>2],J(a,o+12|0,e=n+20|0),X(e),r[n+32>>2]=r[t>>2],J(a,o+24|0,e=n+36|0),X(e),r[n+48>>2]=r[t>>2],J(a,o+36|0,e=n+52|0),X(e),r[n+64>>2]=r[t>>2],J(a,o+48|0,n=n+68|0),X(n),C=i}function bt(t,e,n,i){n|=0,i|=0;var o,a,s,A,l,c,u=0,h=0,d=0,f=0,p=0;if(c=C,C=C+32|0,l=c+12|0,a=c,p=4+(t|=0)|0,f=0|r[16928+((e|=0)<<2)>>2],f=(A=0!=(0|i))?3*f|0:f,u=0|r[p>>2],o=0|r[(s=t+8|0)>>2],A){if((0|(u=o+u+(i=0|r[(h=t+12|0)>>2])|0))==(0|f))return C=c,1;d=h}else u=o+u+(i=0|r[(d=t+12|0)>>2])|0;if((0|u)<=(0|f))return C=c,0;do{if((0|i)>0){if(i=0|r[t>>2],(0|o)>0){h=18608+(80*i|0)+60|0,i=t;break}i=18608+(80*i|0)+40|0,n?(Q(l,f,0,0),K(p,l,a),st(a),J(a,l,p),h=i,i=t):(h=i,i=t)}else h=18608+(80*(0|r[t>>2])|0)+20|0,i=t}while(0);if(r[i>>2]=r[h>>2],(0|r[(u=h+16|0)>>2])>0){i=0;do{at(p),i=i+1|0}while((0|i)<(0|r[u>>2]))}return t=h+4|0,r[l>>2]=r[t>>2],r[l+4>>2]=r[t+4>>2],r[l+8>>2]=r[t+8>>2],e=0|r[16848+(e<<2)>>2],$(l,A?3*e|0:e),J(p,l,p),X(p),i=A&&((0|r[s>>2])+(0|r[p>>2])+(0|r[d>>2])|0)==(0|f)?1:2,C=c,0|i}function wt(t,e){t|=0,e|=0;var n=0;do{n=0|bt(t,e,0,1)}while(2==(0|n));return 0|n}function Mt(t,e,n,i,a){t|=0,e|=0,n|=0,i|=0,a|=0;var s,A,l,c,u,h,d,f,p,m,g,v,y,x,_,b,w,S,E=0,T=0,L=0,q=0,R=0;if(S=C,C=C+240|0,x=S+208|0,_=S,b=S+192|0,w=S+176|0,p=S+160|0,m=S+144|0,g=S+128|0,v=S+112|0,y=S+96|0,r[(E=S+224|0)>>2]=e,r[x>>2]=r[t>>2],r[x+4>>2]=r[t+4>>2],r[x+8>>2]=r[t+8>>2],r[x+12>>2]=r[t+12>>2],St(x,E,_),r[a>>2]=0,(0|(f=i+n+(6==(0|i)&1)|0))<=(0|n))C=S;else{A=n+6|0,l=16928+((s=0|r[E>>2])<<2)|0,c=m+8|0,u=g+8|0,h=v+8|0,d=b+4|0,T=0,L=n,i=-1;t:for(;;){if(t=_+((E=(0|L)%6|0)<<4)|0,r[b>>2]=r[t>>2],r[b+4>>2]=r[t+4>>2],r[b+8>>2]=r[t+8>>2],r[b+12>>2]=r[t+12>>2],t=T,T=0|bt(b,s,0,1),(0|L)>(0|n)&0!=(0|zt(e))&&1!=(0|t)&&(0|r[b>>2])!=(0|i)){switch(Z(_+(((E+5|0)%6|0)<<4)+4|0,w),Z(_+(E<<4)+4|0,p),q=+(0|r[l>>2]),o[m>>3]=3*q,o[c>>3]=0,R=-1.5*q,o[g>>3]=R,o[u>>3]=2.598076211353316*q,o[v>>3]=R,o[h>>3]=-2.598076211353316*q,E=0|r[x>>2],0|r[17008+(80*E|0)+(((0|i)==(0|E)?0|r[b>>2]:i)<<2)>>2]){case 1:t=g,i=m;break;case 3:t=v,i=g;break;case 2:t=m,i=v;break;default:t=8;break t}ae(w,p,i,t,y),0|se(w,y)||0|se(p,y)||(vt(y,0|r[x>>2],s,1,a+8+(r[a>>2]<<4)|0),r[a>>2]=1+(0|r[a>>2]))}if((0|L)<(0|A)&&(Z(d,w),vt(w,0|r[b>>2],s,1,a+8+(r[a>>2]<<4)|0),r[a>>2]=1+(0|r[a>>2])),(0|(L=L+1|0))>=(0|f)){t=3;break}i=0|r[b>>2]}3!=(0|t)?8==(0|t)&&M(22557,22521,746,22602):C=S}}function St(t,e,n){t|=0,e|=0,n|=0;var i,o=0,a=0,s=0,A=0,l=0;i=C,C=C+160|0,a=i,A=20336,l=72+(s=o=i+80|0)|0;do{r[s>>2]=r[A>>2],s=s+4|0,A=A+4|0}while((0|s)<(0|l));A=20416,l=(s=a)+72|0;do{r[s>>2]=r[A>>2],s=s+4|0,A=A+4|0}while((0|s)<(0|l));o=(l=0==(0|zt(0|r[e>>2])))?o:a,ct(a=t+4|0),ut(a),0|zt(0|r[e>>2])&&(rt(a),r[e>>2]=1+(0|r[e>>2])),r[n>>2]=r[t>>2],J(a,o,e=n+4|0),X(e),r[n+16>>2]=r[t>>2],J(a,o+12|0,e=n+20|0),X(e),r[n+32>>2]=r[t>>2],J(a,o+24|0,e=n+36|0),X(e),r[n+48>>2]=r[t>>2],J(a,o+36|0,e=n+52|0),X(e),r[n+64>>2]=r[t>>2],J(a,o+48|0,e=n+68|0),X(e),r[n+80>>2]=r[t>>2],J(a,o+60|0,n=n+84|0),X(n),C=i}function Et(t){var e;return e=(t=+t)<0?t+6.283185307179586:t,+(t>=6.283185307179586?e+-6.283185307179586:e)}function Tt(t,e){return e|=0,+A(+(+o[(t|=0)>>3]-+o[e>>3]))<17453292519943298e-27?0|(e=+A(+(+o[t+8>>3]-+o[e+8>>3]))<17453292519943298e-27):0|(e=0)}function Lt(t,e){t|=0;var n,i,r,a=0;return i=+o[(e|=0)>>3],n=+o[t>>3],a=(r=+h(.5*(i-n)))*r+(a=+h(.5*(+o[e+8>>3]-+o[t+8>>3])))*(+u(+i)*+u(+n)*a),2*+g(+ +l(+a),+ +l(+(1-a)))*6371.007180918475}function qt(t,e,n){t|=0,n|=0;var i,r,a,s,A=0,c=0,f=0,p=0,v=0,y=0;return y=+o[(e|=0)>>3],a=+o[t>>3],v=+h(.5*(y-a)),f=+o[e+8>>3],r=+o[t+8>>3],p=+h(.5*(f-r)),i=+u(+a),s=+u(+y),p=2*+g(+ +l(+(p=v*v+p*(s*i*p))),+ +l(+(1-p))),v=+o[n>>3],y=+h(.5*(v-y)),A=+o[n+8>>3],f=+h(.5*(A-f)),c=+u(+v),f=2*+g(+ +l(+(f=y*y+f*(s*c*f))),+ +l(+(1-f))),v=+h(.5*(a-v)),A=+h(.5*(r-A)),A=2*+g(+ +l(+(A=v*v+A*(i*c*A))),+ +l(+(1-A))),4*+m(+ +l(+ +d(.5*(c=.5*(p+f+A)))*+d(.5*(c-p))*+d(.5*(c-f))*+d(.5*(c-A))))}function Ct(t,e){return e=0|we(0|(t|=0),0|(e|=0),45),w(),127&e|0}function Rt(t,e){var n=0,i=0,r=0,o=0,a=0,s=0;if(!(!0&134217728==(-16777216&(e|=0)|0)))return 0;if(a=0|we(0|(t|=0),0|e,45),w(),(a&=127)>>>0>121)return 0;n=0|we(0|t,0|e,52),w(),n&=15;do{if(0|n){for(r=1,i=0;;){if(o=0|we(0|t,0|e,3*(15-r|0)|0),w(),0!=(0|(o&=7))&(1^i)){if(1==(0|o)&0!=(0|B(a))){s=0,i=13;break}i=1}if(7==(0|o)){s=0,i=13;break}if(!(r>>>0>>0)){i=9;break}r=r+1|0}if(9==(0|i)){if(15!=(0|n))break;return 1}if(13==(0|i))return 0|s}}while(0);for(;;){if(s=0|we(0|t,0|e,3*(14-n|0)|0),w(),!(7==(7&s|0)&!0)){s=0,i=13;break}if(!(n>>>0<14)){s=1,i=13;break}n=n+1|0}return 13==(0|i)?0|s:0}function Pt(t,e,n){n|=0;var i=0,r=0;if(i=0|we(0|(t|=0),0|(e|=0),52),w(),(0|(i&=15))>=(0|n)){if((0|i)!=(0|n))if(n>>>0<=15){if(t|=r=0|Me(0|n,0,52),e=0|w()|-15728641&e,(0|i)>(0|n))do{r=0|Me(7,0,3*(14-n|0)|0),n=n+1|0,t|=r,e=0|w()|e}while((0|n)<(0|i))}else e=0,t=0}else e=0,t=0;return b(0|e),0|t}function Dt(t,e,n,i){n|=0,i|=0;var o,a=0,s=0,A=0,l=0,c=0,u=0;if(A=0|we(0|(t|=0),0|(e|=0),52),w(),(0|n)<16&(0|(A&=15))<=(0|n)){if((0|A)==(0|n))return r[(n=i)>>2]=t,void(r[n+4>>2]=e);if(o=(0|(c=0|ee(7,n-A|0)))/7|0,l=0|we(0|t,0|e,45),w(),0|B(127&l)){t:do{if(A)for(s=1;;){if(a=0|we(0|t,0|e,3*(15-s|0)|0),w(),0|(a&=7))break t;if(!(s>>>0>>0)){a=0;break}s=s+1|0}else a=0}while(0);s=0==(0|a)}else s=0;if(u=0|Me(A+1|0,0,52),a=0|w()|-15728641&e,Dt(e=(u|t)&~(e=0|Me(7,0,0|(l=3*(14-A|0)|0))),A=a&~(0|w()),n,i),a=i+(o<<3)|0,!s)return Dt((u=0|Me(1,0,0|l))|e,0|w()|A,n,a),u=a+(o<<3)|0,Dt((c=0|Me(2,0,0|l))|e,0|w()|A,n,u),u=u+(o<<3)|0,Dt((c=0|Me(3,0,0|l))|e,0|w()|A,n,u),u=u+(o<<3)|0,Dt((c=0|Me(4,0,0|l))|e,0|w()|A,n,u),u=u+(o<<3)|0,Dt((c=0|Me(5,0,0|l))|e,0|w()|A,n,u),void Dt((c=0|Me(6,0,0|l))|e,0|w()|A,n,u+(o<<3)|0);s=a+(o<<3)|0,(0|c)>6&&(Le(0|a,0,8+(u=(s>>>0>(c=a+8|0)>>>0?s:c)+-1+(0-a)|0)&-8|0),a=c+(u>>>3<<3)|0),Dt((u=0|Me(2,0,0|l))|e,0|w()|A,n,a),u=a+(o<<3)|0,Dt((c=0|Me(3,0,0|l))|e,0|w()|A,n,u),u=u+(o<<3)|0,Dt((c=0|Me(4,0,0|l))|e,0|w()|A,n,u),u=u+(o<<3)|0,Dt((c=0|Me(5,0,0|l))|e,0|w()|A,n,u),Dt((c=0|Me(6,0,0|l))|e,0|w()|A,n,u+(o<<3)|0)}}function It(t,e){var n=0,i=0,r=0;if(r=0|we(0|(t|=0),0|(e|=0),45),w(),!(0|B(127&r)))return 0;r=0|we(0|t,0|e,52),w(),r&=15;t:do{if(r)for(i=1;;){if(n=0|we(0|t,0|e,3*(15-i|0)|0),w(),0|(n&=7))break t;if(!(i>>>0>>0)){n=0;break}i=i+1|0}else n=0}while(0);return 0|0==(0|n)&1}function Ot(t,e){var n=0,i=0,r=0;if(r=0|we(0|(t|=0),0|(e|=0),52),w(),!(r&=15))return 0;for(i=1;;){if(n=0|we(0|t,0|e,3*(15-i|0)|0),w(),0|(n&=7)){i=5;break}if(!(i>>>0>>0)){n=0,i=5;break}i=i+1|0}return 5==(0|i)?0|n:0}function Bt(t,e){var n=0,i=0,r=0,o=0,a=0,s=0,A=0;if(A=0|we(0|(t|=0),0|(e|=0),52),w(),!(A&=15))return A=t,b(0|(s=e)),0|A;for(s=1,n=0;;){i=0|Me(7,0,0|(o=3*(15-s|0)|0)),r=0|w(),a=0|we(0|t,0|e,0|o),w(),t=(o=0|Me(0|At(7&a),0,0|o))|t&~i,e=(a=0|w())|e&~r;t:do{if(!n)if(0==(o&i|0)&0==(a&r|0))n=0;else if(i=0|we(0|t,0|e,52),w(),i&=15){n=1;e:for(;;){switch(a=0|we(0|t,0|e,3*(15-n|0)|0),w(),7&a){case 1:break e;case 0:break;default:n=1;break t}if(!(n>>>0>>0)){n=1;break t}n=n+1|0}for(n=1;;){if(r=0|we(0|t,0|e,0|(a=3*(15-n|0)|0)),w(),o=0|Me(7,0,0|a),e&=~(0|w()),t=t&~o|(a=0|Me(0|At(7&r),0,0|a)),e=0|e|w(),!(n>>>0>>0)){n=1;break}n=n+1|0}}else n=1}while(0);if(!(s>>>0>>0))break;s=s+1|0}return b(0|e),0|t}function Nt(t,e){var n=0,i=0,r=0,o=0,a=0;if(i=0|we(0|(t|=0),0|(e|=0),52),w(),!(i&=15))return i=t,b(0|(n=e)),0|i;for(n=1;a=0|we(0|t,0|e,0|(o=3*(15-n|0)|0)),w(),r=0|Me(7,0,0|o),e&=~(0|w()),t=(o=0|Me(0|At(7&a),0,0|o))|t&~r,e=0|w()|e,n>>>0>>0;)n=n+1|0;return b(0|e),0|t}function kt(t,e){var n=0,i=0,r=0,o=0,a=0,s=0,A=0;if(A=0|we(0|(t|=0),0|(e|=0),52),w(),!(A&=15))return A=t,b(0|(s=e)),0|A;for(s=1,n=0;;){i=0|Me(7,0,0|(o=3*(15-s|0)|0)),r=0|w(),a=0|we(0|t,0|e,0|o),w(),t=(o=0|Me(0|lt(7&a),0,0|o))|t&~i,e=(a=0|w())|e&~r;t:do{if(!n)if(0==(o&i|0)&0==(a&r|0))n=0;else if(i=0|we(0|t,0|e,52),w(),i&=15){n=1;e:for(;;){switch(a=0|we(0|t,0|e,3*(15-n|0)|0),w(),7&a){case 1:break e;case 0:break;default:n=1;break t}if(!(n>>>0>>0)){n=1;break t}n=n+1|0}for(n=1;;){if(o=0|Me(7,0,0|(r=3*(15-n|0)|0)),a=e&~(0|w()),e=0|we(0|t,0|e,0|r),w(),t=t&~o|(e=0|Me(0|lt(7&e),0,0|r)),e=0|a|w(),!(n>>>0>>0)){n=1;break}n=n+1|0}}else n=1}while(0);if(!(s>>>0>>0))break;s=s+1|0}return b(0|e),0|t}function Ft(t,e){var n=0,i=0,r=0,o=0,a=0;if(i=0|we(0|(t|=0),0|(e|=0),52),w(),!(i&=15))return i=t,b(0|(n=e)),0|i;for(n=1;o=0|Me(7,0,0|(a=3*(15-n|0)|0)),r=e&~(0|w()),e=0|we(0|t,0|e,0|a),w(),t=(e=0|Me(0|lt(7&e),0,0|a))|t&~o,e=0|w()|r,n>>>0>>0;)n=n+1|0;return b(0|e),0|t}function zt(t){return 0|(0|(t|=0))%2}function Ut(t,e){var n,i;return t|=0,i=C,C=C+16|0,n=i,(e|=0)>>>0<=15&&2146435072!=(2146435072&r[t+4>>2]|0)&&2146435072!=(2146435072&r[t+8+4>>2]|0)?(function(t,e,n){var i,r;i=C,C=C+16|0,gt(t|=0,e|=0,n|=0,r=i),Y(r,n+4|0),C=i}(t,e,n),e=0|function(t,e){t|=0;var n,i=0,o=0,a=0,s=0,A=0,l=0,c=0,u=0;if(n=C,C=C+64|0,l=n+40|0,o=n+24|0,a=n+12|0,s=n,Me(0|(e|=0),0,52),i=134225919|w(),!e)return(0|r[t+4>>2])>2||(0|r[t+8>>2])>2||(0|r[t+12>>2])>2?(l=0,b(0|(A=0)),C=n,0|l):(Me(0|k(t),0,45),A=0|w()|i,l=-1,b(0|A),C=n,0|l);if(r[l>>2]=r[t>>2],r[l+4>>2]=r[t+4>>2],r[l+8>>2]=r[t+8>>2],r[l+12>>2]=r[t+12>>2],A=l+4|0,(0|e)>0)for(t=-1;r[o>>2]=r[A>>2],r[o+4>>2]=r[A+4>>2],r[o+8>>2]=r[A+8>>2],1&e?(et(A),r[a>>2]=r[A>>2],r[a+4>>2]=r[A+4>>2],r[a+8>>2]=r[A+8>>2],it(a)):(nt(A),r[a>>2]=r[A>>2],r[a+4>>2]=r[A+4>>2],r[a+8>>2]=r[A+8>>2],rt(a)),K(o,a,s),X(s),c=0|Me(7,0,0|(u=3*(15-e|0)|0)),i&=~(0|w()),t=(u=0|Me(0|tt(s),0,0|u))|t&~c,i=0|w()|i,(0|e)>1;)e=e+-1|0;else t=-1;t:do{if((0|r[A>>2])<=2&&(0|r[l+8>>2])<=2&&(0|r[l+12>>2])<=2){if(e=0|Me(0|(o=0|k(l)),0,45),e|=t,t=0|w()|-1040385&i,s=0|F(l),!(0|B(o))){if((0|s)<=0)break;for(a=0;;){if(o=0|we(0|e,0|t,52),w(),o&=15)for(i=1;l=0|we(0|e,0|t,0|(u=3*(15-i|0)|0)),w(),c=0|Me(7,0,0|u),t&=~(0|w()),e=e&~c|(u=0|Me(0|At(7&l),0,0|u)),t=0|t|w(),i>>>0>>0;)i=i+1|0;if((0|(a=a+1|0))==(0|s))break t}}a=0|we(0|e,0|t,52),w(),a&=15;e:do{if(a){i=1;n:for(;;){switch(u=0|we(0|e,0|t,3*(15-i|0)|0),w(),7&u){case 1:break n;case 0:break;default:break e}if(!(i>>>0>>0))break e;i=i+1|0}if(0|z(o,0|r[l>>2]))for(i=1;c=0|Me(7,0,0|(l=3*(15-i|0)|0)),u=t&~(0|w()),t=0|we(0|e,0|t,0|l),w(),e=e&~c|(t=0|Me(0|lt(7&t),0,0|l)),t=0|u|w(),i>>>0>>0;)i=i+1|0;else for(i=1;l=0|we(0|e,0|t,0|(u=3*(15-i|0)|0)),w(),c=0|Me(7,0,0|u),t&=~(0|w()),e=e&~c|(u=0|Me(0|At(7&l),0,0|u)),t=0|t|w(),i>>>0>>0;)i=i+1|0}}while(0);if((0|s)>0){i=0;do{e=0|Bt(e,t),t=0|w(),i=i+1|0}while((0|i)!=(0|s))}}else e=0,t=0}while(0);return u=e,b(0|(c=t)),C=n,0|u}(n,e),t=0|w()):(t=0,e=0),b(0|t),C=i,0|e}function Ht(t,e,n){var i,o=0,a=0,s=0;if(i=4+(n|=0)|0,a=0|we(0|(t|=0),0|(e|=0),52),w(),a&=15,s=0|we(0|t,0|e,45),w(),o=0==(0|a),0|B(127&s)){if(o)return 1;o=1}else{if(o)return 0;o=0==(0|r[i>>2])&&0==(0|r[n+8>>2])?0!=(0|r[n+12>>2])&1:1}for(n=1;1&n?it(i):rt(i),s=0|we(0|t,0|e,3*(15-n|0)|0),w(),ot(i,7&s),n>>>0>>0;)n=n+1|0;return 0|o}function Gt(t,e,n){n|=0;var i,o,a=0,s=0,A=0,l=0,c=0,u=0;o=C,C=C+16|0,i=o,u=0|we(0|(t|=0),0|(e|=0),45),w(),u&=127;t:do{if(0!=(0|B(u))&&(A=0|we(0|t,0|e,52),w(),0!=(0|(A&=15)))){a=1;e:for(;;){switch(c=0|we(0|t,0|e,3*(15-a|0)|0),w(),7&c){case 5:break e;case 0:break;default:a=e;break t}if(!(a>>>0>>0)){a=e;break t}a=a+1|0}for(s=1,a=e;l=0|Me(7,0,0|(e=3*(15-s|0)|0)),c=a&~(0|w()),a=0|we(0|t,0|a,0|e),w(),t=t&~l|(a=0|Me(0|lt(7&a),0,0|e)),a=0|c|w(),s>>>0>>0;)s=s+1|0}else a=e}while(0);if(c=7728+(28*u|0)|0,r[n>>2]=r[c>>2],r[n+4>>2]=r[c+4>>2],r[n+8>>2]=r[c+8>>2],r[n+12>>2]=r[c+12>>2],0|Ht(t,a,n)){if(l=n+4|0,r[i>>2]=r[l>>2],r[i+4>>2]=r[l+4>>2],r[i+8>>2]=r[l+8>>2],A=0|we(0|t,0|a,52),w(),c=15&A,1&A?(rt(l),A=c+1|0):A=c,0|B(u)){t:do{if(c)for(e=1;;){if(s=0|we(0|t,0|a,3*(15-e|0)|0),w(),0|(s&=7)){a=s;break t}if(!(e>>>0>>0)){a=0;break}e=e+1|0}else a=0}while(0);a=4==(0|a)&1}else a=0;if(0|bt(n,A,a,0)){if(0|B(u))do{}while(0!=(0|bt(n,A,0,0)));(0|A)!=(0|c)&&nt(l)}else(0|A)!=(0|c)&&(r[l>>2]=r[i>>2],r[l+4>>2]=r[i+4>>2],r[l+8>>2]=r[i+8>>2]);C=o}else C=o}function jt(t,e,n){var i,r;n|=0,i=C,C=C+16|0,Gt(t|=0,e|=0,r=i),e=0|we(0|t,0|e,52),w(),yt(r,15&e,n),C=i}function Vt(t,e,n){n|=0;var i,r,o=0,a=0;r=C,C=C+16|0,Gt(t|=0,e|=0,i=r),o=0|we(0|t,0|e,45),w(),o=0==(0|B(127&o)),a=0|we(0|t,0|e,52),w(),a&=15;t:do{if(!o){if(0|a)for(o=1;;){if(!(0==((0|Me(7,0,3*(15-o|0)|0))&t|0)&0==((0|w())&e|0)))break t;if(!(o>>>0>>0))break;o=o+1|0}return xt(i,a,0,5,n),void(C=r)}}while(0);Mt(i,a,0,6,n),C=r}function Wt(t,e){e|=0;var n,i=0,o=0,a=0,s=0,A=0,l=0;if(Me(0|(t|=0),0,52),n=134225919|w(),(0|t)<1){o=0,i=0;do{0|B(o)&&(Me(0|o,0,45),A=0|n|w(),r[(t=e+(i<<3)|0)>>2]=-1,r[t+4>>2]=A,i=i+1|0),o=o+1|0}while(122!=(0|o))}else{A=0,i=0;do{if(0|B(A)){for(Me(0|A,0,45),o=1,a=-1,s=0|n|w();a&=~(l=0|Me(7,0,3*(15-o|0)|0)),s&=~(0|w()),(0|o)!=(0|t);)o=o+1|0;r[(l=e+(i<<3)|0)>>2]=a,r[l+4>>2]=s,i=i+1|0}A=A+1|0}while(122!=(0|A))}}function Qt(t,e,n,i){var o,a=0,s=0,A=0,l=0,c=0;if(o=C,C=C+64|0,A=o,(0|(t|=0))==(0|(n|=0))&(0|(e|=0))==(0|(i|=0))|!1|134217728!=(2013265920&e|0)|!1|134217728!=(2013265920&i|0))return C=o,0;if(a=0|we(0|t,0|e,52),w(),a&=15,s=0|we(0|n,0|i,52),w(),(0|a)!=(15&s|0))return C=o,0;if(s=a+-1|0,a>>>0>1&&(c=0|Pt(t,e,s),l=0|w(),(0|c)==(0|(s=0|Pt(n,i,s)))&(0|l)==(0|w()))){if(a=0|we(0|t,0|e,0|(s=3*(15^a)|0)),w(),a&=7,s=0|we(0|n,0|i,0|s),w(),0==(0|a)|0==(0|(s&=7)))return C=o,1;if((0|r[21136+(a<<2)>>2])==(0|s))return C=o,1;if((0|r[21168+(a<<2)>>2])==(0|s))return C=o,1}s=(a=A)+56|0;do{r[a>>2]=0,a=a+4|0}while((0|a)<(0|s));return R(t,e,1,A),a=(0|r[(c=A)>>2])==(0|n)&&(0|r[c+4>>2])==(0|i)||(0|r[(c=A+8|0)>>2])==(0|n)&&(0|r[c+4>>2])==(0|i)||(0|r[(c=A+16|0)>>2])==(0|n)&&(0|r[c+4>>2])==(0|i)||(0|r[(c=A+24|0)>>2])==(0|n)&&(0|r[c+4>>2])==(0|i)||(0|r[(c=A+32|0)>>2])==(0|n)&&(0|r[c+4>>2])==(0|i)||(0|r[(c=A+40|0)>>2])==(0|n)&&(0|r[c+4>>2])==(0|i)?1:1&((0|r[(a=A+48|0)>>2])==(0|n)?(0|r[a+4>>2])==(0|i):0),C=o,0|a}function Yt(t,e,n){n|=0;var i,o,a,s,A=0;if(a=C,C=C+16|0,o=a,A=0|we(0|(t|=0),0|(e|=0),56),w(),-1==(0|(e=0|function(t,e,n){n|=0;var i,o=0;return o=0|It(t|=0,e|=0),(n+-1|0)>>>0>5||1==(0|n)&(i=0!=(0|o))?-1:(o=0|function(t,e){var n,i,o,a=0,s=0,A=0,l=0,c=0;if(o=C,C=C+32|0,i=o,Gt(t|=0,e|=0,n=o+16|0),A=0|Ct(t,e),c=0|Ot(t,e),function(t,e){t=7728+(28*(t|=0)|0)|0,r[(e|=0)>>2]=r[t>>2],r[e+4>>2]=r[t+4>>2],r[e+8>>2]=r[t+8>>2],r[e+12>>2]=r[t+12>>2]}(A,i),e=0|function(t,e){t|=0;var n=0,i=0;if((e|=0)>>>0>20)return-1;do{if((0|r[11152+(216*e|0)>>2])!=(0|t))if((0|r[11152+(216*e|0)+8>>2])!=(0|t))if((0|r[11152+(216*e|0)+16>>2])!=(0|t))if((0|r[11152+(216*e|0)+24>>2])!=(0|t))if((0|r[11152+(216*e|0)+32>>2])!=(0|t))if((0|r[11152+(216*e|0)+40>>2])!=(0|t))if((0|r[11152+(216*e|0)+48>>2])!=(0|t))if((0|r[11152+(216*e|0)+56>>2])!=(0|t))if((0|r[11152+(216*e|0)+64>>2])!=(0|t))if((0|r[11152+(216*e|0)+72>>2])!=(0|t))if((0|r[11152+(216*e|0)+80>>2])!=(0|t))if((0|r[11152+(216*e|0)+88>>2])!=(0|t))if((0|r[11152+(216*e|0)+96>>2])!=(0|t))if((0|r[11152+(216*e|0)+104>>2])!=(0|t))if((0|r[11152+(216*e|0)+112>>2])!=(0|t))if((0|r[11152+(216*e|0)+120>>2])!=(0|t))if((0|r[11152+(216*e|0)+128>>2])!=(0|t)){if((0|r[11152+(216*e|0)+136>>2])!=(0|t)){if((0|r[11152+(216*e|0)+144>>2])==(0|t)){t=0,n=2,i=0;break}if((0|r[11152+(216*e|0)+152>>2])==(0|t)){t=0,n=2,i=1;break}if((0|r[11152+(216*e|0)+160>>2])==(0|t)){t=0,n=2,i=2;break}if((0|r[11152+(216*e|0)+168>>2])==(0|t)){t=1,n=2,i=0;break}if((0|r[11152+(216*e|0)+176>>2])==(0|t)){t=1,n=2,i=1;break}if((0|r[11152+(216*e|0)+184>>2])==(0|t)){t=1,n=2,i=2;break}if((0|r[11152+(216*e|0)+192>>2])==(0|t)){t=2,n=2,i=0;break}if((0|r[11152+(216*e|0)+200>>2])==(0|t)){t=2,n=2,i=1;break}if((0|r[11152+(216*e|0)+208>>2])==(0|t)){t=2,n=2,i=2;break}return-1}t=2,n=1,i=2}else t=2,n=1,i=1;else t=2,n=1,i=0;else t=1,n=1,i=2;else t=1,n=1,i=1;else t=1,n=1,i=0;else t=0,n=1,i=2;else t=0,n=1,i=1;else t=0,n=1,i=0;else t=2,n=0,i=2;else t=2,n=0,i=1;else t=2,n=0,i=0;else t=1,n=0,i=2;else t=1,n=0,i=1;else t=1,n=0,i=0;else t=0,n=0,i=2;else t=0,n=0,i=1;else t=0,n=0,i=0}while(0);return 0|r[11152+(216*e|0)+(72*n|0)+(24*t|0)+(i<<3)+4>>2]}(A,0|r[n>>2]),!(0|B(A)))return C=o,0|e;switch(0|A){case 4:t=0,a=14;break;case 14:t=1,a=14;break;case 24:t=2,a=14;break;case 38:t=3,a=14;break;case 49:t=4,a=14;break;case 58:t=5,a=14;break;case 63:t=6,a=14;break;case 72:t=7,a=14;break;case 83:t=8,a=14;break;case 97:t=9,a=14;break;case 107:t=10,a=14;break;case 117:t=11,a=14;break;default:l=0,s=0}return 14==(0|a)&&(l=0|r[22096+(24*t|0)+8>>2],s=0|r[22096+(24*t|0)+16>>2]),(0|(t=0|r[n>>2]))!=(0|r[i>>2])&&(A=0|N(A))|(0|(t=0|r[n>>2]))==(0|s)&&(e=(e+1|0)%6|0),3==(0|c)&(0|t)==(0|s)?(C=o,0|(e+5|0)%6):5==(0|c)&(0|t)==(0|l)?(C=o,0|(e+1|0)%6):(C=o,0|e)}(t,e),i?0|(n=(5-o+(0|r[22384+(n<<2)>>2])|0)%5|0):0|(n=(6-o+(0|r[22416+(n<<2)>>2])|0)%6|0))}(i=(s=!0&268435456==(2013265920&e|0))?t:0,t=s?-2130706433&e|134217728:0,7&A))))return r[n>>2]=0,void(C=a);Gt(i,t,o),A=0|we(0|i,0|t,52),w(),A&=15,0|It(i,t)?xt(o,A,e,2,n):Mt(o,A,e,2,n),C=a}function Xt(t){t|=0;var e,n,i=0;return(e=0|ye(1,12))||M(22691,22646,49,22704),0|(i=0|r[(n=t+4|0)>>2])?(r[(i=i+8|0)>>2]=e,r[n>>2]=e,0|e):(0|r[t>>2]&&M(22721,22646,61,22744),r[(i=t)>>2]=e,r[n>>2]=e,0|e)}function Zt(t,e){var n,i;return t|=0,e|=0,(i=0|ge(24))||M(22758,22646,78,22772),r[i>>2]=r[e>>2],r[i+4>>2]=r[e+4>>2],r[i+8>>2]=r[e+8>>2],r[i+12>>2]=r[e+12>>2],r[i+16>>2]=0,0|(n=0|r[(e=t+4|0)>>2])?(r[n+16>>2]=i,r[e>>2]=i,0|i):(0|r[t>>2]&&M(22787,22646,82,22772),r[t>>2]=i,r[e>>2]=i,0|i)}function Jt(t){var e,n,i=0,a=0,s=0,l=0,c=0,u=0,h=0,d=0,f=0,p=0,m=0,g=0,v=0,y=0,x=0,_=0,b=0,w=0,S=0,E=0,T=0,L=0,q=0,C=0,R=0,P=0,D=0,I=0,O=0,B=0;if(0|r[(l=8+(t|=0)|0)>>2])return 1;if(!(s=0|r[t>>2]))return 0;i=s,a=0;do{a=a+1|0,i=0|r[i+8>>2]}while(0!=(0|i));if(a>>>0<2)return 0;(n=0|ge(a<<2))||M(22807,22646,317,22826),(e=0|ge(a<<5))||M(22848,22646,321,22826),r[t>>2]=0,r[(L=t+4|0)>>2]=0,r[l>>2]=0,a=0,I=0,T=0,m=0;t:for(;;){if(p=0|r[s>>2]){c=0,u=p;do{if(d=+o[u+8>>3],i=u,u=0|r[u+16>>2],h=+o[(l=(f=0==(0|u))?p:u)+8>>3],+A(+(d-h))>3.141592653589793){B=14;break}c+=(h-d)*(+o[i>>3]+ +o[l>>3])}while(!f);if(14==(0|B)){B=0,c=0,i=p;do{E=+o[i+8>>3],P=0|r[(D=i+16|0)>>2],S=+o[(P=0==(0|P)?p:P)+8>>3],c+=(+o[i>>3]+ +o[P>>3])*((S<0?S+6.283185307179586:S)-(E<0?E+6.283185307179586:E)),i=0|r[(0==(0|i)?s:D)>>2]}while(0!=(0|i))}c>0?(r[n+(I<<2)>>2]=s,I=I+1|0,l=T,i=m):B=19}else B=19;if(19==(0|B)){B=0;do{if(!a){if(m){l=L,u=m+8|0,i=s,a=t;break}if(0|r[t>>2]){B=27;break t}l=L,u=t,i=s,a=t;break}if(0|r[(i=a+8|0)>>2]){B=21;break t}if(!(a=0|ye(1,12))){B=23;break t}r[i>>2]=a,l=a+4|0,u=a,i=m}while(0);if(r[u>>2]=s,r[l>>2]=s,u=e+(T<<5)|0,f=0|r[s>>2]){for(o[(p=e+(T<<5)+8|0)>>3]=17976931348623157e292,o[(m=e+(T<<5)+24|0)>>3]=17976931348623157e292,o[u>>3]=-17976931348623157e292,o[(g=e+(T<<5)+16|0)>>3]=-17976931348623157e292,b=17976931348623157e292,w=-17976931348623157e292,l=0,v=f,d=17976931348623157e292,x=17976931348623157e292,_=-17976931348623157e292,h=-17976931348623157e292;c=+o[v>>3],E=+o[v+8>>3],v=0|r[v+16>>2],S=+o[((y=0==(0|v))?f:v)+8>>3],c>3]=c,d=c),E>3]=E,x=E),c>_?o[u>>3]=c:c=_,E>h&&(o[g>>3]=E,h=E),b=E>0&Ew?E:w,l|=+A(+(E-S))>3.141592653589793,!y;)_=c;l&&(o[g>>3]=w,o[m>>3]=b)}else r[u>>2]=0,r[u+4>>2]=0,r[u+8>>2]=0,r[u+12>>2]=0,r[u+16>>2]=0,r[u+20>>2]=0,r[u+24>>2]=0,r[u+28>>2]=0;l=T+1|0}if(s=0|r[(D=s+8|0)>>2],r[D>>2]=0,!s){B=45;break}T=l,m=i}if(21==(0|B))M(22624,22646,35,22658);else if(23==(0|B))M(22678,22646,37,22658);else if(27==(0|B))M(22721,22646,61,22744);else if(45==(0|B)){t:do{if((0|I)>0){for(D=0==(0|l),R=l<<2,P=0==(0|t),C=0,i=0;;){if(q=0|r[n+(C<<2)>>2],D)B=73;else{if(!(T=0|ge(R))){B=50;break}if(!(L=0|ge(R))){B=52;break}e:do{if(P)a=0;else{for(l=0,a=0,u=t;s=e+(l<<5)|0,0|Kt(0|r[u>>2],s,0|r[q>>2])?(r[T+(a<<2)>>2]=u,r[L+(a<<2)>>2]=s,y=a+1|0):y=a,u=0|r[u+8>>2];)l=l+1|0,a=y;if((0|y)>0)if(s=0|r[T>>2],1==(0|y))a=s;else for(g=0,v=-1,a=s,m=s;;){for(f=0|r[m>>2],s=0,u=0;p=(0|(l=0|r[r[T+(u<<2)>>2]>>2]))==(0|f)?s:s+(1&(0|Kt(l,0|r[L+(u<<2)>>2],0|r[f>>2])))|0,(0|(u=u+1|0))!=(0|y);)s=p;if(a=(l=(0|p)>(0|v))?m:a,(0|(s=g+1|0))==(0|y))break e;g=s,v=l?p:v,m=0|r[T+(s<<2)>>2]}else a=0}}while(0);if(ve(T),ve(L),a){if(s=0|r[(l=a+4|0)>>2])a=s+8|0;else if(0|r[a>>2]){B=70;break}r[a>>2]=q,r[l>>2]=q}else B=73}if(73==(0|B)){if(B=0,0|(i=0|r[q>>2]))do{L=i,i=0|r[i+16>>2],ve(L)}while(0!=(0|i));ve(q),i=2}if((0|(C=C+1|0))>=(0|I)){O=i;break t}}50==(0|B)?M(22863,22646,249,22882):52==(0|B)?M(22901,22646,252,22882):70==(0|B)&&M(22721,22646,61,22744)}else O=0}while(0);return ve(n),ve(e),0|O}return 0}function Kt(t,e,n){t|=0;var i,a=0,s=0,A=0,l=0,c=0,u=0,h=0;if(!(0|j(e|=0,n|=0)))return 0;if(e=0|G(e),i=+o[n>>3],a=e&(a=+o[n+8>>3])<0?a+6.283185307179586:a,!(t=0|r[t>>2]))return 0;if(e){e=0,n=t;t:for(;;){for(;l=+o[n>>3],u=+o[n+8>>3],h=0|r[(n=n+16|0)>>2],A=+o[(h=0==(0|h)?t:h)>>3],s=+o[h+8>>3],l>A?(c=l,l=u):(c=A,A=l,l=s,s=u),ic;)if(!(n=0|r[n>>2])){n=22;break t}if(a=(l=l<0?l+6.283185307179586:l)==a|(u=s<0?s+6.283185307179586:s)==a?a+-2220446049250313e-31:a,((u+=(i-A)/(c-A)*(l-u))<0?u+6.283185307179586:u)>a&&(e^=1),!(n=0|r[n>>2])){n=22;break}}if(22==(0|n))return 0|e}else{e=0,n=t;t:for(;;){for(;l=+o[n>>3],u=+o[n+8>>3],h=0|r[(n=n+16|0)>>2],A=+o[(h=0==(0|h)?t:h)>>3],s=+o[h+8>>3],l>A?(c=l,l=u):(c=A,A=l,l=s,s=u),ic;)if(!(n=0|r[n>>2])){n=22;break t}if(s+(i-A)/(c-A)*(l-s)>(a=l==a|s==a?a+-2220446049250313e-31:a)&&(e^=1),!(n=0|r[n>>2])){n=22;break}}if(22==(0|n))return 0|e}return 0}function $t(t,e,n,o,a){n|=0,o|=0,a|=0;var s,A,l,c,u=0,h=0,d=0,f=0,p=0,m=0,g=0,v=0,y=0,x=0;if(c=C,C=C+32|0,x=c+16|0,l=c,u=0|we(0|(t|=0),0|(e|=0),52),w(),u&=15,g=0|we(0|n,0|o,52),w(),(0|u)!=(15&g|0))return C=c,1;if(p=0|we(0|t,0|e,45),w(),p&=127,m=0|we(0|n,0|o,45),w(),g=(0|p)!=(0|(m&=127))){if(7==(0|(d=0|H(p,m))))return C=c,2;7==(0|(f=0|H(m,p)))?M(22925,22949,151,22959):(v=d,h=f)}else v=0,h=0;s=0|B(p),A=0|B(m),r[x>>2]=0,r[x+4>>2]=0,r[x+8>>2]=0,r[x+12>>2]=0;do{if(v){if(d=(0|(m=0|r[4304+(28*p|0)+(v<<2)>>2]))>0,A)if(d){p=0,f=n,d=o;do{f=0|kt(f,d),d=0|w(),1==(0|(h=0|lt(h)))&&(h=0|lt(1)),p=p+1|0}while((0|p)!=(0|m));m=h,p=f,f=d}else m=h,p=n,f=o;else if(d){p=0,f=n,d=o;do{f=0|Ft(f,d),d=0|w(),h=0|lt(h),p=p+1|0}while((0|p)!=(0|m));m=h,p=f,f=d}else m=h,p=n,f=o;if(Ht(p,f,x),g||M(22972,22949,181,22959),(d=0!=(0|s))&(h=0!=(0|A))&&M(22999,22949,182,22959),d){if(h=0|Ot(t,e),0|i[22032+(7*h|0)+v>>0]){u=3;break}p=f=0|r[21200+(28*h|0)+(v<<2)>>2],y=26}else if(h){if(h=0|Ot(p,f),0|i[22032+(7*h|0)+m>>0]){u=4;break}p=0,f=0|r[21200+(28*m|0)+(h<<2)>>2],y=26}else h=0;if(26==(0|y))if((0|f)<=-1&&M(23030,22949,212,22959),(0|p)<=-1&&M(23053,22949,213,22959),(0|f)>0){d=x+4|0,h=0;do{st(d),h=h+1|0}while((0|h)!=(0|f));h=p}else h=p;if(r[l>>2]=0,r[l+4>>2]=0,r[l+8>>2]=0,ot(l,v),0|u)for(;0|zt(u)?it(l):rt(l),(0|u)>1;)u=u+-1|0;if((0|h)>0){u=0;do{st(l),u=u+1|0}while((0|u)!=(0|h))}J(y=x+4|0,l,y),X(y),y=50}else if(Ht(n,o,x),0!=(0|s)&0!=(0|A))if((0|m)!=(0|p)&&M(23077,22949,243,22959),h=0|Ot(t,e),u=0|Ot(n,o),0|i[22032+(7*h|0)+u>>0])u=5;else if((0|(h=0|r[21200+(28*h|0)+(u<<2)>>2]))>0){d=x+4|0,u=0;do{st(d),u=u+1|0}while((0|u)!=(0|h));y=50}else y=50;else y=50}while(0);return 50==(0|y)&&(u=x+4|0,r[a>>2]=r[u>>2],r[a+4>>2]=r[u+4>>2],r[a+8>>2]=r[u+8>>2],u=0),C=c,0|u}function te(t,e,n,i){n|=0,i|=0;var o,a,s=0,A=0,l=0,c=0,u=0,h=0,d=0,f=0,p=0,m=0,g=0,v=0,y=0;if(a=C,C=C+48|0,l=a+36|0,c=a+24|0,u=a+12|0,h=a,A=0|we(0|(t|=0),0|(e|=0),52),w(),A&=15,f=0|we(0|t,0|e,45),w(),o=0|B(f&=127),Me(0|A,0,52),g=134225919|w(),r[(m=i)>>2]=-1,r[m+4>>2]=g,!A)return(0|r[n>>2])>1||(0|r[n+4>>2])>1||(0|r[n+8>>2])>1||127==(0|(s=0|U(f,0|tt(n))))?(C=a,0|(g=1)):(p=0|Me(0|s,0,45),m=0|w(),m=-1040385&r[(f=i)+4>>2]|m,r[(g=i)>>2]=r[f>>2]|p,r[g+4>>2]=m,C=a,0|(g=0));for(r[l>>2]=r[n>>2],r[l+4>>2]=r[n+4>>2],r[l+8>>2]=r[n+8>>2];r[c>>2]=r[l>>2],r[c+4>>2]=r[l+4>>2],r[c+8>>2]=r[l+8>>2],0|zt(A)?(et(l),r[u>>2]=r[l>>2],r[u+4>>2]=r[l+4>>2],r[u+8>>2]=r[l+8>>2],it(u)):(nt(l),r[u>>2]=r[l>>2],r[u+4>>2]=r[l+4>>2],r[u+8>>2]=r[l+8>>2],rt(u)),K(c,u,h),X(h),v=0|r[(m=i)>>2],m=0|r[m+4>>2],n=0|Me(7,0,0|(y=3*(15-A|0)|0)),m&=~(0|w()),y=0|Me(0|tt(h),0,0|y),m=0|w()|m,r[(g=i)>>2]=y|v&~n,r[g+4>>2]=m,(0|A)>1;)A=A+-1|0;t:do{if((0|r[l>>2])<=1&&(0|r[l+4>>2])<=1&&(0|r[l+8>>2])<=1){h=127==(0|(c=0|U(f,A=0|tt(l))))?0:0|B(c);e:do{if(A){if(o){if(l=21408+(28*(0|Ot(t,e))|0)+(A<<2)|0,(0|(l=0|r[l>>2]))>0){n=0;do{A=0|At(A),n=n+1|0}while((0|n)!=(0|l))}if(1==(0|A)){s=3;break t}127==(0|(n=0|U(f,A)))&&M(23104,22949,376,23134),0|B(n)?M(23147,22949,377,23134):(p=l,d=A,s=n)}else p=0,d=A,s=c;if((0|(u=0|r[4304+(28*f|0)+(d<<2)>>2]))<=-1&&M(23178,22949,384,23134),!h){if((0|p)<=-1&&M(23030,22949,417,23134),0|p){A=0,n=0|r[(l=i)>>2],l=0|r[l+4>>2];do{n=0|Nt(n,l),l=0|w(),r[(y=i)>>2]=n,r[y+4>>2]=l,A=A+1|0}while((0|A)<(0|p))}if((0|u)<=0){A=54;break}for(A=0,n=0|r[(l=i)>>2],l=0|r[l+4>>2];;)if(n=0|Nt(n,l),l=0|w(),r[(y=i)>>2]=n,r[y+4>>2]=l,(0|(A=A+1|0))==(0|u)){A=54;break e}}if(7==(0|(c=0|H(s,f)))&&M(22925,22949,393,23134),n=0|r[(A=i)>>2],A=0|r[A+4>>2],(0|u)>0){l=0;do{n=0|Nt(n,A),A=0|w(),r[(y=i)>>2]=n,r[y+4>>2]=A,l=l+1|0}while((0|l)!=(0|u))}if(n=0|Ot(n,A),y=0|N(s),(0|(n=0|r[(y?21824:21616)+(28*c|0)+(n<<2)>>2]))<=-1&&M(23030,22949,412,23134),n){A=0,l=0|r[(c=i)>>2],c=0|r[c+4>>2];do{l=0|Bt(l,c),c=0|w(),r[(y=i)>>2]=l,r[y+4>>2]=c,A=A+1|0}while((0|A)<(0|n));A=54}else A=54}else if(0!=(0|o)&0!=(0|h))if(A=21408+(28*(y=0|Ot(t,e))|0)+((0|Ot(0|r[(A=i)>>2],0|r[A+4>>2]))<<2)|0,(0|(A=0|r[A>>2]))<=-1&&M(23201,22949,433,23134),A){s=0,n=0|r[(l=i)>>2],l=0|r[l+4>>2];do{n=0|Nt(n,l),l=0|w(),r[(y=i)>>2]=n,r[y+4>>2]=l,s=s+1|0}while((0|s)<(0|A));s=c,A=54}else s=c,A=55;else s=c,A=54}while(0);if(54==(0|A)&&h&&(A=55),55==(0|A)&&1==(0|Ot(0|r[(y=i)>>2],0|r[y+4>>2]))){s=4;break}g=0|r[(y=i)>>2],y=-1040385&r[y+4>>2],v=0|Me(0|s,0,45),y=0|y|w(),r[(s=i)>>2]=g|v,r[s+4>>2]=y,s=0}else s=2}while(0);return C=a,0|s}function ee(t,e){var n=0;if(!(e|=0))return 1;n=t|=0,t=1;do{t=0|y(0==(1&e|0)?1:n,t),e>>=1,n=0|y(n,n)}while(0!=(0|e));return 0|t}function ne(t,e,n){t|=0;var i,a,s=0,A=0,l=0,c=0,u=0,h=0,d=0,f=0;if(!(0|j(e|=0,n|=0)))return 0;if(e=0|G(e),a=+o[n>>3],s=e&(s=+o[n+8>>3])<0?s+6.283185307179586:s,(0|(f=0|r[t>>2]))<=0)return 0;if(i=0|r[t+4>>2],e){e=0,n=-1,t=0;t:for(;;){for(d=t;c=+o[i+(d<<4)>>3],h=+o[i+(d<<4)+8>>3],l=+o[i+((t=(n+2|0)%(0|f)|0)<<4)>>3],A=+o[i+(t<<4)+8>>3],c>l?(u=c,c=h):(u=l,l=c,c=A,A=h),au;){if(!((0|(n=d+1|0))<(0|f))){n=22;break t}t=d,d=n,n=t}if(s=(c=c<0?c+6.283185307179586:c)==s|(h=A<0?A+6.283185307179586:A)==s?s+-2220446049250313e-31:s,((h+=(a-l)/(u-l)*(c-h))<0?h+6.283185307179586:h)>s&&(e^=1),(0|(t=d+1|0))>=(0|f)){n=22;break}n=d}if(22==(0|n))return 0|e}else{e=0,n=-1,t=0;t:for(;;){for(d=t;c=+o[i+(d<<4)>>3],h=+o[i+(d<<4)+8>>3],l=+o[i+((t=(n+2|0)%(0|f)|0)<<4)>>3],A=+o[i+(t<<4)+8>>3],c>l?(u=c,c=h):(u=l,l=c,c=A,A=h),au;){if(!((0|(n=d+1|0))<(0|f))){n=22;break t}t=d,d=n,n=t}if(A+(a-l)/(u-l)*(c-A)>(s=c==s|A==s?s+-2220446049250313e-31:s)&&(e^=1),(0|(t=d+1|0))>=(0|f)){n=22;break}n=d}if(22==(0|n))return 0|e}return 0}function ie(t,e){e|=0;var n,i,a,s,l,c=0,u=0,h=0,d=0,f=0,p=0,m=0,g=0,v=0,y=0,x=0,_=0;if(!(i=0|r[(t|=0)>>2]))return r[e>>2]=0,r[e+4>>2]=0,r[e+8>>2]=0,r[e+12>>2]=0,r[e+16>>2]=0,r[e+20>>2]=0,r[e+24>>2]=0,void(r[e+28>>2]=0);if(o[(a=e+8|0)>>3]=17976931348623157e292,o[(s=e+24|0)>>3]=17976931348623157e292,o[e>>3]=-17976931348623157e292,o[(l=e+16|0)>>3]=-17976931348623157e292,!((0|i)<=0)){for(n=0|r[t+4>>2],g=17976931348623157e292,v=-17976931348623157e292,y=0,t=-1,d=17976931348623157e292,f=17976931348623157e292,m=-17976931348623157e292,u=-17976931348623157e292,x=0;c=+o[n+(x<<4)>>3],p=+o[n+(x<<4)+8>>3],h=+o[n+(((0|(t=t+2|0))==(0|i)?0:t)<<4)+8>>3],c>3]=c,d=c),p>3]=p,f=p),c>m?o[e>>3]=c:c=m,p>u&&(o[l>>3]=p,u=p),g=p>0&pv?p:v,y|=+A(+(p-h))>3.141592653589793,(0|(t=x+1|0))!=(0|i);)_=x,m=c,x=t,t=_;y&&(o[l>>3]=v,o[s>>3]=g)}}function re(t,e){e|=0;var n,i=0,a=0,s=0,l=0,c=0,u=0,h=0,d=0,f=0,p=0,m=0,g=0,v=0,y=0,x=0,_=0,b=0,w=0,M=0,S=0,E=0;if(v=0|r[(t|=0)>>2]){if(o[(y=e+8|0)>>3]=17976931348623157e292,o[(x=e+24|0)>>3]=17976931348623157e292,o[e>>3]=-17976931348623157e292,o[(_=e+16|0)>>3]=-17976931348623157e292,(0|v)>0){for(s=0|r[t+4>>2],m=17976931348623157e292,g=-17976931348623157e292,a=0,i=-1,h=17976931348623157e292,d=17976931348623157e292,p=-17976931348623157e292,c=-17976931348623157e292,b=0;l=+o[s+(b<<4)>>3],f=+o[s+(b<<4)+8>>3],u=+o[s+(((0|(S=i+2|0))==(0|v)?0:S)<<4)+8>>3],l>3]=l,h=l),f>3]=f,d=f),l>p?o[e>>3]=l:l=p,f>c&&(o[_>>3]=f,c=f),m=f>0&fg?f:g,a|=+A(+(f-u))>3.141592653589793,(0|(i=b+1|0))!=(0|v);)S=b,p=l,b=i,i=S;a&&(o[_>>3]=g,o[x>>3]=m)}}else r[e>>2]=0,r[e+4>>2]=0,r[e+8>>2]=0,r[e+12>>2]=0,r[e+16>>2]=0,r[e+20>>2]=0,r[e+24>>2]=0,r[e+28>>2]=0;if(!((0|(i=0|r[(S=t+8|0)>>2]))<=0)){n=t+12|0,M=0;do{if(s=0|r[n>>2],a=M,x=e+((M=M+1|0)<<5)|0,_=0|r[s+(a<<3)>>2]){if(o[(b=e+(M<<5)+8|0)>>3]=17976931348623157e292,o[(t=e+(M<<5)+24|0)>>3]=17976931348623157e292,o[x>>3]=-17976931348623157e292,o[(w=e+(M<<5)+16|0)>>3]=-17976931348623157e292,(0|_)>0){for(v=0|r[s+(a<<3)+4>>2],m=17976931348623157e292,g=-17976931348623157e292,s=0,a=-1,y=0,h=17976931348623157e292,d=17976931348623157e292,f=-17976931348623157e292,c=-17976931348623157e292;l=+o[v+(y<<4)>>3],p=+o[v+(y<<4)+8>>3],u=+o[v+(((0|(a=a+2|0))==(0|_)?0:a)<<4)+8>>3],l>3]=l,h=l),p>3]=p,d=p),l>f?o[x>>3]=l:l=f,p>c&&(o[w>>3]=p,c=p),m=p>0&pg?p:g,s|=+A(+(p-u))>3.141592653589793,(0|(a=y+1|0))!=(0|_);)E=y,y=a,f=l,a=E;s&&(o[w>>3]=g,o[t>>3]=m)}}else r[x>>2]=0,r[x+4>>2]=0,r[x+8>>2]=0,r[x+12>>2]=0,r[x+16>>2]=0,r[x+20>>2]=0,r[x+24>>2]=0,r[x+28>>2]=0,i=0|r[S>>2]}while((0|M)<(0|i))}}function oe(t,e,n){var i=0,o=0,a=0;if(!(0|ne(t|=0,e|=0,n|=0)))return 0;if((0|r[(o=t+8|0)>>2])<=0)return 1;for(i=t+12|0,t=0;;){if(a=t,t=t+1|0,0|ne((0|r[i>>2])+(a<<3)|0,e+(t<<5)|0,n)){t=0,i=6;break}if((0|t)>=(0|r[o>>2])){t=1,i=6;break}}return 6==(0|i)?0|t:0}function ae(t,e,n,i,r){e|=0,n|=0,i|=0,r|=0;var a,s,A,l,c,u,h,d=0;l=+o[(t|=0)>>3],A=+o[e>>3]-l,s=+o[t+8>>3],a=+o[e+8>>3]-s,u=+o[n>>3],d=((d=+o[i>>3]-u)*(s-(h=+o[n+8>>3]))-(l-u)*(c=+o[i+8>>3]-h))/(A*c-a*d),o[r>>3]=l+A*d,o[r+8>>3]=s+a*d}function se(t,e){return e|=0,+o[(t|=0)>>3]!=+o[e>>3]?0|(e=0):0|(e=+o[t+8>>3]==+o[e+8>>3])}function Ae(t,e){var n,i,r;return e|=0,+((r=+o[(t|=0)>>3]-+o[e>>3])*r+(i=+o[t+8>>3]-+o[e+8>>3])*i+(n=+o[t+16>>3]-+o[e+16>>3])*n)}function le(t,e,n){t|=0,n|=0;var i=0;(0|(e|=0))>0?(i=0|ye(e,4),r[t>>2]=i,i||M(23230,23253,40,23267)):r[t>>2]=0,r[t+4>>2]=e,r[t+8>>2]=0,r[t+12>>2]=n}function ce(t){var e,n,i,a=0,s=0,l=0,u=0;e=4+(t|=0)|0,n=t+12|0,i=t+8|0;t:for(;;){for(s=0|r[e>>2],a=0;;){if((0|a)>=(0|s))break t;if(l=0|r[t>>2],u=0|r[l+(a<<2)>>2])break;a=a+1|0}a=l+(~~(+A(+ +c(10,+ +(15-(0|r[n>>2])|0))*(+o[u>>3]+ +o[u+8>>3]))%+(0|s))>>>0<<2)|0,s=0|r[a>>2];e:do{if(0|s){if(l=u+32|0,(0|s)==(0|u))r[a>>2]=r[l>>2];else{if(!(a=0|r[(s=s+32|0)>>2]))break;for(;(0|a)!=(0|u);)if(!(a=0|r[(s=a+32|0)>>2]))break e;r[s>>2]=r[l>>2]}ve(u),r[i>>2]=(0|r[i>>2])-1}}while(0)}ve(0|r[t>>2])}function ue(t){var e,n=0,i=0;for(e=0|r[4+(t|=0)>>2],i=0;;){if((0|i)>=(0|e)){n=0,i=4;break}if(n=0|r[(0|r[t>>2])+(i<<2)>>2]){i=4;break}i=i+1|0}return 4==(0|i)?0|n:0}function he(t,e){e|=0;var n=0,i=0,a=0,s=0;if(n=~~(+A(+ +c(10,+ +(15-(0|r[12+(t|=0)>>2])|0))*(+o[e>>3]+ +o[e+8>>3]))%+(0|r[t+4>>2]))>>>0,n=(0|r[t>>2])+(n<<2)|0,!(i=0|r[n>>2]))return 1;s=e+32|0;do{if((0|i)!=(0|e)){if(!(n=0|r[i+32>>2]))return 1;for(a=n;;){if((0|a)==(0|e)){a=8;break}if(!(n=0|r[a+32>>2])){n=1,a=10;break}i=a,a=n}if(8==(0|a)){r[i+32>>2]=r[s>>2];break}if(10==(0|a))return 0|n}else r[n>>2]=r[s>>2]}while(0);return ve(e),r[(s=t+8|0)>>2]=(0|r[s>>2])-1,0}function de(t,e,n){t|=0,e|=0,n|=0;var i,a=0,s=0,l=0;(i=0|ge(40))||M(23283,23253,98,23296),r[i>>2]=r[e>>2],r[i+4>>2]=r[e+4>>2],r[i+8>>2]=r[e+8>>2],r[i+12>>2]=r[e+12>>2],r[(s=i+16|0)>>2]=r[n>>2],r[s+4>>2]=r[n+4>>2],r[s+8>>2]=r[n+8>>2],r[s+12>>2]=r[n+12>>2],r[i+32>>2]=0,s=~~(+A(+ +c(10,+ +(15-(0|r[t+12>>2])|0))*(+o[e>>3]+ +o[e+8>>3]))%+(0|r[t+4>>2]))>>>0,s=(0|r[t>>2])+(s<<2)|0,a=0|r[s>>2];do{if(a){for(;!(0|Tt(a,e)&&0|Tt(a+16|0,n));)if(s=0|r[a+32>>2],!(0|r[(a=0==(0|s)?a:s)+32>>2])){l=10;break}if(10==(0|l)){r[a+32>>2]=i;break}return ve(i),0|a}r[s>>2]=i}while(0);return r[(l=t+8|0)>>2]=1+(0|r[l>>2]),0|i}function fe(t,e,n){e|=0,n|=0;var i=0,a=0;if(a=~~(+A(+ +c(10,+ +(15-(0|r[12+(t|=0)>>2])|0))*(+o[e>>3]+ +o[e+8>>3]))%+(0|r[t+4>>2]))>>>0,!(a=0|r[(0|r[t>>2])+(a<<2)>>2]))return 0;if(!n){for(t=a;;){if(0|Tt(t,e)){i=10;break}if(!(t=0|r[t+32>>2])){t=0,i=10;break}}if(10==(0|i))return 0|t}for(t=a;;){if(0|Tt(t,e)&&0|Tt(t+16|0,n)){i=10;break}if(!(t=0|r[t+32>>2])){t=0,i=10;break}}return 10==(0|i)?0|t:0}function pe(t,e){e|=0;var n=0;if(n=~~(+A(+ +c(10,+ +(15-(0|r[12+(t|=0)>>2])|0))*(+o[e>>3]+ +o[e+8>>3]))%+(0|r[t+4>>2]))>>>0,!(t=0|r[(0|r[t>>2])+(n<<2)>>2]))return 0;for(;;){if(0|Tt(t,e)){e=5;break}if(!(t=0|r[t+32>>2])){t=0,e=5;break}}return 5==(0|e)?0|t:0}function me(t){return 0|~~+function(t){return+ +qe(+(t=+t))}(t=+t)}function ge(t){t|=0;var e,n=0,i=0,o=0,a=0,s=0,A=0,l=0,c=0,u=0,h=0,d=0,f=0,p=0,m=0,g=0,v=0,y=0,x=0,_=0,b=0;e=C,C=C+16|0,f=e;do{if(t>>>0<245){if(t=(u=t>>>0<11?16:t+11&-8)>>>3,3&(i=(d=0|r[5829])>>>t)|0)return o=0|r[(i=8+(t=23356+((n=(1&i^1)+t|0)<<1<<2)|0)|0)>>2],(0|(s=0|r[(a=o+8|0)>>2]))==(0|t)?r[5829]=d&~(1<>2]=t,r[i>>2]=s),b=n<<3,r[o+4>>2]=3|b,r[(b=o+b+4|0)>>2]=1|r[b>>2],C=e,0|a;if(u>>>0>(h=0|r[5831])>>>0){if(0|i)return n=((n=i<>>=l=n>>>12&16)>>>5&8)|l|(s=(n>>>=i)>>>2&4)|(t=(n>>>=s)>>>1&2)|(o=(n>>>=t)>>>1&1))+(n>>>o)|0)<<1<<2)|0)|0)>>2],(0|(i=0|r[(l=s+8|0)>>2]))==(0|n)?(t=d&~(1<>2]=n,r[t>>2]=i,t=d),A=(b=o<<3)-u|0,r[s+4>>2]=3|u,r[4+(a=s+u|0)>>2]=1|A,r[s+b>>2]=A,0|h&&(o=0|r[5834],i=23356+((n=h>>>3)<<1<<2)|0,t&(n=1<>2]:(r[5829]=t|n,n=i,t=i+8|0),r[t>>2]=o,r[n+12>>2]=o,r[o+8>>2]=n,r[o+12>>2]=i),r[5831]=A,r[5834]=a,C=e,0|l;if(s=0|r[5830]){for(i=(s&0-s)-1|0,i=c=0|r[23620+(((o=(i>>>=a=i>>>12&16)>>>5&8)|a|(A=(i>>>=o)>>>2&4)|(l=(i>>>=A)>>>1&2)|(c=(i>>>=l)>>>1&1))+(i>>>c)<<2)>>2],l=c,c=(-8&r[c+4>>2])-u|0;(t=0|r[i+16>>2])||(t=0|r[i+20>>2]);)i=t,l=(a=(A=(-8&r[t+4>>2])-u|0)>>>0>>0)?t:l,c=a?A:c;if((A=l+u|0)>>>0>l>>>0){a=0|r[l+24>>2],n=0|r[l+12>>2];do{if((0|n)==(0|l)){if(!(n=0|r[(t=l+20|0)>>2])&&!(n=0|r[(t=l+16|0)>>2])){i=0;break}for(;;)if(i=0|r[(o=n+20|0)>>2])n=i,t=o;else{if(!(i=0|r[(o=n+16|0)>>2]))break;n=i,t=o}r[t>>2]=0,i=n}else i=0|r[l+8>>2],r[i+12>>2]=n,r[n+8>>2]=i,i=n}while(0);do{if(0|a){if(n=0|r[l+28>>2],(0|l)==(0|r[(t=23620+(n<<2)|0)>>2])){if(r[t>>2]=i,!i){r[5830]=s&~(1<>2])==(0|l)?b:a+20|0)>>2]=i,!i)break;r[i+24>>2]=a,0|(n=0|r[l+16>>2])&&(r[i+16>>2]=n,r[n+24>>2]=i),0|(n=0|r[l+20>>2])&&(r[i+20>>2]=n,r[n+24>>2]=i)}}while(0);return c>>>0<16?(b=c+u|0,r[l+4>>2]=3|b,r[(b=l+b+4|0)>>2]=1|r[b>>2]):(r[l+4>>2]=3|u,r[A+4>>2]=1|c,r[A+c>>2]=c,0|h&&(o=0|r[5834],i=23356+((n=h>>>3)<<1<<2)|0,(n=1<>2]:(r[5829]=n|d,n=i,t=i+8|0),r[t>>2]=o,r[n+12>>2]=o,r[o+8>>2]=n,r[o+12>>2]=i),r[5831]=c,r[5834]=A),C=e,0|l+8}d=u}else d=u}else d=u}else if(t>>>0<=4294967231)if(u=-8&(t=t+11|0),o=0|r[5830]){a=0-u|0,c=(t>>>=8)?u>>>0>16777215?31:u>>>(7+(c=14-((l=(520192+(g=t<<(d=(t+1048320|0)>>>16&8))|0)>>>16&4)|d|(c=(245760+(g<<=l)|0)>>>16&2))+(g<>>15)|0)|0)&1|c<<1:0,i=0|r[23620+(c<<2)>>2];t:do{if(i)for(t=0,l=u<<(31==(0|c)?0:25-(c>>>1)|0),s=0;;){if((A=(-8&r[i+4>>2])-u|0)>>>0>>0){if(!A){t=i,a=0,g=65;break t}t=i,a=A}if(s=0==(0|(g=0|r[i+20>>2]))|(0|g)==(0|(i=0|r[i+16+(l>>>31<<2)>>2]))?s:g,!i){i=s,g=61;break}l<<=1}else i=0,t=0,g=61}while(0);if(61==(0|g)){if(0==(0|i)&0==(0|t)){if(!(t=((t=2<>>=A=d>>>12&16)>>>5&8)|A|(l=(d>>>=s)>>>2&4)|(c=(d>>>=l)>>>1&2)|(i=(d>>>=c)>>>1&1))+(d>>>i)<<2)>>2]}i?g=65:(l=t,A=a)}if(65==(0|g))for(s=i;;){if(a=(i=(d=(-8&r[s+4>>2])-u|0)>>>0>>0)?d:a,t=i?s:t,(i=0|r[s+16>>2])||(i=0|r[s+20>>2]),!i){l=t,A=a;break}s=i}if(0!=(0|l)&&A>>>0<((0|r[5831])-u|0)>>>0&&(h=l+u|0)>>>0>l>>>0){s=0|r[l+24>>2],n=0|r[l+12>>2];do{if((0|n)==(0|l)){if(!(n=0|r[(t=l+20|0)>>2])&&!(n=0|r[(t=l+16|0)>>2])){n=0;break}for(;;)if(i=0|r[(a=n+20|0)>>2])n=i,t=a;else{if(!(i=0|r[(a=n+16|0)>>2]))break;n=i,t=a}r[t>>2]=0}else b=0|r[l+8>>2],r[b+12>>2]=n,r[n+8>>2]=b}while(0);do{if(s){if(t=0|r[l+28>>2],(0|l)==(0|r[(i=23620+(t<<2)|0)>>2])){if(r[i>>2]=n,!n){o&=~(1<>2])==(0|l)?b:s+20|0)>>2]=n,!n)break;r[n+24>>2]=s,0|(t=0|r[l+16>>2])&&(r[n+16>>2]=t,r[t+24>>2]=n),(t=0|r[l+20>>2])&&(r[n+20>>2]=t,r[t+24>>2]=n)}}while(0);t:do{if(A>>>0<16)b=A+u|0,r[l+4>>2]=3|b,r[(b=l+b+4|0)>>2]=1|r[b>>2];else{if(r[l+4>>2]=3|u,r[h+4>>2]=1|A,r[h+A>>2]=A,n=A>>>3,A>>>0<256){i=23356+(n<<1<<2)|0,(t=0|r[5829])&(n=1<>2]:(r[5829]=t|n,n=i,t=i+8|0),r[t>>2]=h,r[n+12>>2]=h,r[h+8>>2]=n,r[h+12>>2]=i;break}if(n=23620+((i=(n=A>>>8)?A>>>0>16777215?31:A>>>(7+(i=14-((x=(520192+(b=n<<(_=(n+1048320|0)>>>16&8))|0)>>>16&4)|_|(i=(245760+(b<<=x)|0)>>>16&2))+(b<>>15)|0)|0)&1|i<<1:0)<<2)|0,r[h+28>>2]=i,r[4+(t=h+16|0)>>2]=0,r[t>>2]=0,!(o&(t=1<>2]=h,r[h+24>>2]=n,r[h+12>>2]=h,r[h+8>>2]=h;break}n=0|r[n>>2];e:do{if((-8&r[n+4>>2]|0)!=(0|A)){for(o=A<<(31==(0|i)?0:25-(i>>>1)|0);t=0|r[(i=n+16+(o>>>31<<2)|0)>>2];){if((-8&r[t+4>>2]|0)==(0|A)){n=t;break e}o<<=1,n=t}r[i>>2]=h,r[h+24>>2]=n,r[h+12>>2]=h,r[h+8>>2]=h;break t}}while(0);b=0|r[(_=n+8|0)>>2],r[b+12>>2]=h,r[_>>2]=h,r[h+8>>2]=b,r[h+12>>2]=n,r[h+24>>2]=0}}while(0);return C=e,0|l+8}d=u}else d=u;else d=-1}while(0);if((i=0|r[5831])>>>0>=d>>>0)return n=i-d|0,t=0|r[5834],n>>>0>15?(b=t+d|0,r[5834]=b,r[5831]=n,r[b+4>>2]=1|n,r[t+i>>2]=n,r[t+4>>2]=3|d):(r[5831]=0,r[5834]=0,r[t+4>>2]=3|i,r[(b=t+i+4|0)>>2]=1|r[b>>2]),C=e,0|t+8;if((A=0|r[5832])>>>0>d>>>0)return x=A-d|0,r[5832]=x,_=(b=0|r[5835])+d|0,r[5835]=_,r[_+4>>2]=1|x,r[b+4>>2]=3|d,C=e,0|b+8;if(0|r[5947]?t=0|r[5949]:(r[5949]=4096,r[5948]=4096,r[5950]=-1,r[5951]=-1,r[5952]=0,r[5940]=0,r[5947]=-16&f^1431655768,t=4096),l=d+48|0,(u=(s=t+(c=d+47|0)|0)&(a=0-t|0))>>>0<=d>>>0)return C=e,0;if(0|(t=0|r[5939])&&(f=(h=0|r[5937])+u|0)>>>0<=h>>>0|f>>>0>t>>>0)return C=e,0;t:do{if(4&r[5940])n=0,g=143;else{i=0|r[5835];e:do{if(i){for(o=23764;!((f=0|r[o>>2])>>>0<=i>>>0&&(f+(0|r[o+4>>2])|0)>>>0>i>>>0);){if(!(t=0|r[o+8>>2])){g=128;break e}o=t}if((n=s-A&a)>>>0<2147483647)if((0|(t=0|Ce(0|n)))==((0|r[o>>2])+(0|r[o+4>>2])|0)){if(-1!=(0|t)){A=n,s=t,g=145;break t}}else o=t,g=136;else n=0}else g=128}while(0);do{if(128==(0|g))if(-1!=(0|(i=0|Ce(0)))&&(n=i,m=(n=(0==((m=(p=0|r[5948])-1|0)&n|0)?0:(m+n&0-p)-n|0)+u|0)+(p=0|r[5937])|0,n>>>0>d>>>0&n>>>0<2147483647)){if(0|(f=0|r[5939])&&m>>>0<=p>>>0|m>>>0>f>>>0){n=0;break}if((0|(t=0|Ce(0|n)))==(0|i)){A=n,s=i,g=145;break t}o=t,g=136}else n=0}while(0);do{if(136==(0|g)){if(i=0-n|0,!(l>>>0>n>>>0&n>>>0<2147483647&-1!=(0|o))){if(-1==(0|o)){n=0;break}A=n,s=o,g=145;break t}if((t=c-n+(t=0|r[5949])&0-t)>>>0>=2147483647){A=n,s=o,g=145;break t}if(-1==(0|Ce(0|t))){Ce(0|i),n=0;break}A=t+n|0,s=o,g=145;break t}}while(0);r[5940]=4|r[5940],g=143}}while(0);if(143==(0|g)&&u>>>0<2147483647&&!(-1==(0|(x=0|Ce(0|u)))|1^(y=(v=(m=0|Ce(0))-x|0)>>>0>(d+40|0)>>>0)|x>>>0>>0&-1!=(0|x)&-1!=(0|m)^1)&&(A=y?v:n,s=x,g=145),145==(0|g)){n=(0|r[5937])+A|0,r[5937]=n,n>>>0>(0|r[5938])>>>0&&(r[5938]=n),c=0|r[5835];t:do{if(c){for(n=23764;;){if((0|s)==((t=0|r[n>>2])+(i=0|r[n+4>>2])|0)){g=154;break}if(!(o=0|r[n+8>>2]))break;n=o}if(154==(0|g)&&(_=n+4|0,0==(8&r[n+12>>2]|0))&&s>>>0>c>>>0&t>>>0<=c>>>0){r[_>>2]=i+A,_=c+(x=0==(7&(x=c+8|0)|0)?0:0-x&7)|0,x=(b=(0|r[5832])+A|0)-x|0,r[5835]=_,r[5832]=x,r[_+4>>2]=1|x,r[c+b+4>>2]=40,r[5836]=r[5951];break}for(s>>>0<(0|r[5833])>>>0&&(r[5833]=s),i=s+A|0,n=23764;;){if((0|r[n>>2])==(0|i)){g=162;break}if(!(t=0|r[n+8>>2]))break;n=t}if(162==(0|g)&&0==(8&r[n+12>>2]|0)){r[n>>2]=s,r[(h=n+4|0)>>2]=(0|r[h>>2])+A,u=(h=s+(0==(7&(h=s+8|0)|0)?0:0-h&7)|0)+d|0,l=(n=i+(0==(7&(n=i+8|0)|0)?0:0-n&7)|0)-h-d|0,r[h+4>>2]=3|d;e:do{if((0|c)==(0|n))b=(0|r[5832])+l|0,r[5832]=b,r[5835]=u,r[u+4>>2]=1|b;else{if((0|r[5834])==(0|n)){b=(0|r[5831])+l|0,r[5831]=b,r[5834]=u,r[u+4>>2]=1|b,r[u+b>>2]=b;break}if(1==(3&(t=0|r[n+4>>2])|0)){A=-8&t,o=t>>>3;n:do{if(t>>>0<256){if(t=0|r[n+8>>2],(0|(i=0|r[n+12>>2]))==(0|t)){r[5829]=r[5829]&~(1<>2]=i,r[i+8>>2]=t;break}s=0|r[n+24>>2],t=0|r[n+12>>2];do{if((0|t)==(0|n)){if(t=0|r[(o=4+(i=n+16|0)|0)>>2])i=o;else if(!(t=0|r[i>>2])){t=0;break}for(;;)if(o=0|r[(a=t+20|0)>>2])t=o,i=a;else{if(!(o=0|r[(a=t+16|0)>>2]))break;t=o,i=a}r[i>>2]=0}else b=0|r[n+8>>2],r[b+12>>2]=t,r[t+8>>2]=b}while(0);if(!s)break;o=23620+((i=0|r[n+28>>2])<<2)|0;do{if((0|r[o>>2])==(0|n)){if(r[o>>2]=t,0|t)break;r[5830]=r[5830]&~(1<>2])==(0|n)?b:s+20|0)>>2]=t,!t)break n}while(0);if(r[t+24>>2]=s,0|(o=0|r[(i=n+16|0)>>2])&&(r[t+16>>2]=o,r[o+24>>2]=t),!(i=0|r[i+4>>2]))break;r[t+20>>2]=i,r[i+24>>2]=t}while(0);n=n+A|0,a=A+l|0}else a=l;if(r[(n=n+4|0)>>2]=-2&r[n>>2],r[u+4>>2]=1|a,r[u+a>>2]=a,n=a>>>3,a>>>0<256){i=23356+(n<<1<<2)|0,(t=0|r[5829])&(n=1<>2]:(r[5829]=t|n,n=i,t=i+8|0),r[t>>2]=u,r[n+12>>2]=u,r[u+8>>2]=n,r[u+12>>2]=i;break}n=a>>>8;do{if(n){if(a>>>0>16777215){o=31;break}o=a>>>(7+(o=14-((x=(520192+(b=n<<(_=(n+1048320|0)>>>16&8))|0)>>>16&4)|_|(o=(245760+(b<<=x)|0)>>>16&2))+(b<>>15)|0)|0)&1|o<<1}else o=0}while(0);if(n=23620+(o<<2)|0,r[u+28>>2]=o,r[4+(t=u+16|0)>>2]=0,r[t>>2]=0,!((t=0|r[5830])&(i=1<>2]=u,r[u+24>>2]=n,r[u+12>>2]=u,r[u+8>>2]=u;break}n=0|r[n>>2];n:do{if((-8&r[n+4>>2]|0)!=(0|a)){for(o=a<<(31==(0|o)?0:25-(o>>>1)|0);t=0|r[(i=n+16+(o>>>31<<2)|0)>>2];){if((-8&r[t+4>>2]|0)==(0|a)){n=t;break n}o<<=1,n=t}r[i>>2]=u,r[u+24>>2]=n,r[u+12>>2]=u,r[u+8>>2]=u;break e}}while(0);b=0|r[(_=n+8|0)>>2],r[b+12>>2]=u,r[_>>2]=u,r[u+8>>2]=b,r[u+12>>2]=n,r[u+24>>2]=0}}while(0);return C=e,0|h+8}for(n=23764;!((t=0|r[n>>2])>>>0<=c>>>0&&(b=t+(0|r[n+4>>2])|0)>>>0>c>>>0);)n=0|r[n+8>>2];n=(t=(t=(a=b+-47|0)+(0==(7&(t=a+8|0)|0)?0:0-t&7)|0)>>>0<(a=c+16|0)>>>0?c:t)+8|0,_=s+(x=0==(7&(x=s+8|0)|0)?0:0-x&7)|0,x=(i=A+-40|0)-x|0,r[5835]=_,r[5832]=x,r[_+4>>2]=1|x,r[s+i+4>>2]=40,r[5836]=r[5951],r[(i=t+4|0)>>2]=27,r[n>>2]=r[5941],r[n+4>>2]=r[5942],r[n+8>>2]=r[5943],r[n+12>>2]=r[5944],r[5941]=s,r[5942]=A,r[5944]=0,r[5943]=n,n=t+24|0;do{_=n,r[(n=n+4|0)>>2]=7}while((_+8|0)>>>0>>0);if((0|t)!=(0|c)){if(s=t-c|0,r[i>>2]=-2&r[i>>2],r[c+4>>2]=1|s,r[t>>2]=s,n=s>>>3,s>>>0<256){i=23356+(n<<1<<2)|0,(t=0|r[5829])&(n=1<>2]:(r[5829]=t|n,n=i,t=i+8|0),r[t>>2]=c,r[n+12>>2]=c,r[c+8>>2]=n,r[c+12>>2]=i;break}if(i=23620+((o=(n=s>>>8)?s>>>0>16777215?31:s>>>(7+(o=14-((x=(520192+(b=n<<(_=(n+1048320|0)>>>16&8))|0)>>>16&4)|_|(o=(245760+(b<<=x)|0)>>>16&2))+(b<>>15)|0)|0)&1|o<<1:0)<<2)|0,r[c+28>>2]=o,r[c+20>>2]=0,r[a>>2]=0,!((n=0|r[5830])&(t=1<>2]=c,r[c+24>>2]=i,r[c+12>>2]=c,r[c+8>>2]=c;break}n=0|r[i>>2];e:do{if((-8&r[n+4>>2]|0)!=(0|s)){for(o=s<<(31==(0|o)?0:25-(o>>>1)|0);t=0|r[(i=n+16+(o>>>31<<2)|0)>>2];){if((-8&r[t+4>>2]|0)==(0|s)){n=t;break e}o<<=1,n=t}r[i>>2]=c,r[c+24>>2]=n,r[c+12>>2]=c,r[c+8>>2]=c;break t}}while(0);b=0|r[(_=n+8|0)>>2],r[b+12>>2]=c,r[_>>2]=c,r[c+8>>2]=b,r[c+12>>2]=n,r[c+24>>2]=0}}else 0==(0|(b=0|r[5833]))|s>>>0>>0&&(r[5833]=s),r[5941]=s,r[5942]=A,r[5944]=0,r[5838]=r[5947],r[5837]=-1,r[5842]=23356,r[5841]=23356,r[5844]=23364,r[5843]=23364,r[5846]=23372,r[5845]=23372,r[5848]=23380,r[5847]=23380,r[5850]=23388,r[5849]=23388,r[5852]=23396,r[5851]=23396,r[5854]=23404,r[5853]=23404,r[5856]=23412,r[5855]=23412,r[5858]=23420,r[5857]=23420,r[5860]=23428,r[5859]=23428,r[5862]=23436,r[5861]=23436,r[5864]=23444,r[5863]=23444,r[5866]=23452,r[5865]=23452,r[5868]=23460,r[5867]=23460,r[5870]=23468,r[5869]=23468,r[5872]=23476,r[5871]=23476,r[5874]=23484,r[5873]=23484,r[5876]=23492,r[5875]=23492,r[5878]=23500,r[5877]=23500,r[5880]=23508,r[5879]=23508,r[5882]=23516,r[5881]=23516,r[5884]=23524,r[5883]=23524,r[5886]=23532,r[5885]=23532,r[5888]=23540,r[5887]=23540,r[5890]=23548,r[5889]=23548,r[5892]=23556,r[5891]=23556,r[5894]=23564,r[5893]=23564,r[5896]=23572,r[5895]=23572,r[5898]=23580,r[5897]=23580,r[5900]=23588,r[5899]=23588,r[5902]=23596,r[5901]=23596,r[5904]=23604,r[5903]=23604,_=s+(x=0==(7&(x=s+8|0)|0)?0:0-x&7)|0,x=(b=A+-40|0)-x|0,r[5835]=_,r[5832]=x,r[_+4>>2]=1|x,r[s+b+4>>2]=40,r[5836]=r[5951]}while(0);if((n=0|r[5832])>>>0>d>>>0)return x=n-d|0,r[5832]=x,_=(b=0|r[5835])+d|0,r[5835]=_,r[_+4>>2]=1|x,r[b+4>>2]=3|d,C=e,0|b+8}return r[(b=23312)>>2]=12,C=e,0}function ve(t){var e=0,n=0,i=0,o=0,a=0,s=0,A=0,l=0;if(t|=0){n=t+-8|0,o=0|r[5833],l=n+(e=-8&(t=0|r[t+-4>>2]))|0;do{if(1&t)A=n,s=n;else{if(i=0|r[n>>2],!(3&t))return;if(a=i+e|0,(s=n+(0-i)|0)>>>0>>0)return;if((0|r[5834])==(0|s)){if(3!=(3&(e=0|r[(t=l+4|0)>>2])|0)){A=s,e=a;break}return r[5831]=a,r[t>>2]=-2&e,r[s+4>>2]=1|a,void(r[s+a>>2]=a)}if(n=i>>>3,i>>>0<256){if(t=0|r[s+8>>2],(0|(e=0|r[s+12>>2]))==(0|t)){r[5829]=r[5829]&~(1<>2]=e,r[e+8>>2]=t,A=s,e=a;break}o=0|r[s+24>>2],t=0|r[s+12>>2];do{if((0|t)==(0|s)){if(t=0|r[(n=4+(e=s+16|0)|0)>>2])e=n;else if(!(t=0|r[e>>2])){t=0;break}for(;;)if(n=0|r[(i=t+20|0)>>2])t=n,e=i;else{if(!(n=0|r[(i=t+16|0)>>2]))break;t=n,e=i}r[e>>2]=0}else A=0|r[s+8>>2],r[A+12>>2]=t,r[t+8>>2]=A}while(0);if(o){if(e=0|r[s+28>>2],(0|r[(n=23620+(e<<2)|0)>>2])==(0|s)){if(r[n>>2]=t,!t){r[5830]=r[5830]&~(1<>2])==(0|s)?A:o+20|0)>>2]=t,!t){A=s,e=a;break}r[t+24>>2]=o,0|(n=0|r[(e=s+16|0)>>2])&&(r[t+16>>2]=n,r[n+24>>2]=t),(e=0|r[e+4>>2])?(r[t+20>>2]=e,r[e+24>>2]=t,A=s,e=a):(A=s,e=a)}else A=s,e=a}}while(0);if(!(s>>>0>=l>>>0)&&1&(i=0|r[(t=l+4|0)>>2])){if(2&i)r[t>>2]=-2&i,r[A+4>>2]=1|e,r[s+e>>2]=e,o=e;else{if((0|r[5835])==(0|l)){if(l=(0|r[5832])+e|0,r[5832]=l,r[5835]=A,r[A+4>>2]=1|l,(0|A)!=(0|r[5834]))return;return r[5834]=0,void(r[5831]=0)}if((0|r[5834])==(0|l))return l=(0|r[5831])+e|0,r[5831]=l,r[5834]=s,r[A+4>>2]=1|l,void(r[s+l>>2]=l);o=(-8&i)+e|0,n=i>>>3;do{if(i>>>0<256){if(e=0|r[l+8>>2],(0|(t=0|r[l+12>>2]))==(0|e)){r[5829]=r[5829]&~(1<>2]=t,r[t+8>>2]=e;break}a=0|r[l+24>>2],t=0|r[l+12>>2];do{if((0|t)==(0|l)){if(t=0|r[(n=4+(e=l+16|0)|0)>>2])e=n;else if(!(t=0|r[e>>2])){n=0;break}for(;;)if(n=0|r[(i=t+20|0)>>2])t=n,e=i;else{if(!(n=0|r[(i=t+16|0)>>2]))break;t=n,e=i}r[e>>2]=0,n=t}else n=0|r[l+8>>2],r[n+12>>2]=t,r[t+8>>2]=n,n=t}while(0);if(0|a){if(t=0|r[l+28>>2],(0|r[(e=23620+(t<<2)|0)>>2])==(0|l)){if(r[e>>2]=n,!n){r[5830]=r[5830]&~(1<>2])==(0|l)?i:a+20|0)>>2]=n,!n)break;r[n+24>>2]=a,0|(e=0|r[(t=l+16|0)>>2])&&(r[n+16>>2]=e,r[e+24>>2]=n),0|(t=0|r[t+4>>2])&&(r[n+20>>2]=t,r[t+24>>2]=n)}}while(0);if(r[A+4>>2]=1|o,r[s+o>>2]=o,(0|A)==(0|r[5834]))return void(r[5831]=o)}if(t=o>>>3,o>>>0<256)return n=23356+(t<<1<<2)|0,(e=0|r[5829])&(t=1<>2]:(r[5829]=e|t,t=n,e=n+8|0),r[e>>2]=A,r[t+12>>2]=A,r[A+8>>2]=t,void(r[A+12>>2]=n);t=23620+((i=(t=o>>>8)?o>>>0>16777215?31:o>>>(7+(i=14-((a=(520192+(l=t<<(s=(t+1048320|0)>>>16&8))|0)>>>16&4)|s|(i=(245760+(l<<=a)|0)>>>16&2))+(l<>>15)|0)|0)&1|i<<1:0)<<2)|0,r[A+28>>2]=i,r[A+20>>2]=0,r[A+16>>2]=0,e=0|r[5830],n=1<>2];e:do{if((-8&r[t+4>>2]|0)!=(0|o)){for(i=o<<(31==(0|i)?0:25-(i>>>1)|0);e=0|r[(n=t+16+(i>>>31<<2)|0)>>2];){if((-8&r[e+4>>2]|0)==(0|o)){t=e;break e}i<<=1,t=e}r[n>>2]=A,r[A+24>>2]=t,r[A+12>>2]=A,r[A+8>>2]=A;break t}}while(0);l=0|r[(s=t+8|0)>>2],r[l+12>>2]=A,r[s>>2]=A,r[A+8>>2]=l,r[A+12>>2]=t,r[A+24>>2]=0}else r[5830]=e|n,r[t>>2]=A,r[A+24>>2]=t,r[A+12>>2]=A,r[A+8>>2]=A}while(0);if(l=(0|r[5837])-1|0,r[5837]=l,!(0|l)){for(t=23772;t=0|r[t>>2];)t=t+8|0;r[5837]=-1}}}}function ye(t,e){e|=0;var n=0;return(t|=0)?(n=0|y(e,t),(e|t)>>>0>65535&&(n=(0|(n>>>0)/(t>>>0))==(0|e)?n:-1)):n=0,(t=0|ge(n))&&3&r[t+-4>>2]?(Le(0|t,0,0|n),0|t):0|t}function xe(t,e,n,i){return 0|(b(0|(i=(e|=0)-(i|=0)-((n|=0)>>>0>(t|=0)>>>0|0)>>>0)),t-n>>>0|0)}function _e(t){return 0|((t|=0)?31-(0|_(t^t-1))|0:32)}function be(t,e,n,i){var o,a;return a=C,C=C+16|0,function(t,e,n,i,o){o|=0;var a=0,s=0,A=0,l=0,c=0,u=0,h=0,d=0,f=0,p=0;if(u=t|=0,s=n|=0,A=d=i|=0,!(c=l=e|=0))return a=0!=(0|o),A?a?(r[o>>2]=0|t,r[o+4>>2]=0&e,o=0,0|(b(0|(d=0)),o)):(o=0,0|(b(0|(d=0)),o)):(a&&(r[o>>2]=(u>>>0)%(s>>>0),r[o+4>>2]=0),o=(u>>>0)/(s>>>0)>>>0,0|(b(0|(d=0)),o));a=0==(0|A);do{if(s){if(!a){if((a=(0|_(0|A))-(0|_(0|c))|0)>>>0<=31){s=h=a+1|0,t=u>>>(h>>>0)&(e=a-31>>31)|c<<(A=31-a|0),e&=c>>>(h>>>0),a=0,A=u<>2]=0|t,r[o+4>>2]=l|0&e,o=0,0|(b(0|(d=0)),o)):(o=0,0|(b(0|(d=0)),o))}if((a=s-1|0)&s|0){s=A=33+(0|_(0|s))-(0|_(0|c))|0,t=(h=32-A|0)-1>>31&c>>>((f=A-32|0)>>>0)|(c<>>(A>>>0))&(e=f>>31),e&=c>>>(A>>>0),a=u<<(p=64-A|0)&(l=h>>31),A=(c<>>(f>>>0))&l|u<>31;break}return 0|o&&(r[o>>2]=a&u,r[o+4>>2]=0),1==(0|s)?(p=0|t,0|(b(0|(f=l|0&e)),p)):(f=c>>>((p=0|_e(0|s))>>>0)|0,p=c<<32-p|u>>>(p>>>0)|0,0|(b(0|f),p))}if(a)return 0|o&&(r[o>>2]=(c>>>0)%(s>>>0),r[o+4>>2]=0),p=(c>>>0)/(s>>>0)>>>0,0|(b(0|(f=0)),p);if(!u)return 0|o&&(r[o>>2]=0,r[o+4>>2]=(c>>>0)%(A>>>0)),p=(c>>>0)/(A>>>0)>>>0,0|(b(0|(f=0)),p);if(!((a=A-1|0)&A))return 0|o&&(r[o>>2]=0|t,r[o+4>>2]=a&c|0&e),f=0,p=c>>>((0|_e(0|A))>>>0),0|(b(0|f),p);if((a=(0|_(0|A))-(0|_(0|c))|0)>>>0<=30){s=e=a+1|0,t=c<<(A=31-a|0)|u>>>(e>>>0),e=c>>>(e>>>0),a=0,A=u<>2]=0|t,r[o+4>>2]=l|0&e,p=0,0|(b(0|(f=0)),p)):(p=0,0|(b(0|(f=0)),p))}while(0);if(s){c=0|function(t,e,n,i){return 0|(b((e|=0)+(i|=0)+((n=(t|=0)+(n|=0)>>>0)>>>0>>0|0)>>>0|0),0|n)}(0|(h=0|n),0|(u=d|0&i),-1,-1),n=0|w(),l=A,A=0;do{i=l,l=a>>>31|l<<1,a=A|a<<1,xe(0|c,0|n,0|(i=t<<1|i>>>31|0),0|(d=t>>>31|e<<1|0)),A=1&(f=(p=0|w())>>31|((0|p)<0?-1:0)<<1),t=0|xe(0|i,0|d,f&h|0,(((0|p)<0?-1:0)>>31|((0|p)<0?-1:0)<<1)&u|0),e=0|w(),s=s-1|0}while(0!=(0|s));c=l,l=0}else c=A,l=0,A=0;s=0,0|o&&(r[o>>2]=t,r[o+4>>2]=e),p=-2&(a<<1|0)|A,b(0|(f=(0|a)>>>31|(c|s)<<1|0&(s<<1|a>>>31)|l))}(t|=0,e|=0,n|=0,i|=0,o=0|a),C=a,0|(b(0|r[o+4>>2]),0|r[o>>2])}function we(t,e,n){return t|=0,e|=0,(0|(n|=0))<32?(b(e>>>n|0),t>>>n|(e&(1<>>n-32|0)}function Me(t,e,n){return t|=0,(0|(n|=0))<32?(b((e|=0)<>>32-n|0),t<=0?+s(t+.5):+v(t-.5)}function Te(t,e,n){t|=0,e|=0;var o,a,s=0;if((0|(n|=0))>=8192)return T(0|t,0|e,0|n),0|t;if(a=0|t,o=t+n|0,(3&t)==(3&e)){for(;3&t;){if(!n)return 0|a;i[t>>0]=0|i[e>>0],t=t+1|0,e=e+1|0,n=n-1|0}for(s=(n=-4&o|0)-64|0;(0|t)<=(0|s);)r[t>>2]=r[e>>2],r[t+4>>2]=r[e+4>>2],r[t+8>>2]=r[e+8>>2],r[t+12>>2]=r[e+12>>2],r[t+16>>2]=r[e+16>>2],r[t+20>>2]=r[e+20>>2],r[t+24>>2]=r[e+24>>2],r[t+28>>2]=r[e+28>>2],r[t+32>>2]=r[e+32>>2],r[t+36>>2]=r[e+36>>2],r[t+40>>2]=r[e+40>>2],r[t+44>>2]=r[e+44>>2],r[t+48>>2]=r[e+48>>2],r[t+52>>2]=r[e+52>>2],r[t+56>>2]=r[e+56>>2],r[t+60>>2]=r[e+60>>2],t=t+64|0,e=e+64|0;for(;(0|t)<(0|n);)r[t>>2]=r[e>>2],t=t+4|0,e=e+4|0}else for(n=o-4|0;(0|t)<(0|n);)i[t>>0]=0|i[e>>0],i[t+1>>0]=0|i[e+1>>0],i[t+2>>0]=0|i[e+2>>0],i[t+3>>0]=0|i[e+3>>0],t=t+4|0,e=e+4|0;for(;(0|t)<(0|o);)i[t>>0]=0|i[e>>0],t=t+1|0,e=e+1|0;return 0|a}function Le(t,e,n){e|=0;var o,a=0,s=0,A=0;if(o=(t|=0)+(n|=0)|0,e&=255,(0|n)>=67){for(;3&t;)i[t>>0]=e,t=t+1|0;for(A=e|e<<8|e<<16|e<<24,s=(a=-4&o|0)-64|0;(0|t)<=(0|s);)r[t>>2]=A,r[t+4>>2]=A,r[t+8>>2]=A,r[t+12>>2]=A,r[t+16>>2]=A,r[t+20>>2]=A,r[t+24>>2]=A,r[t+28>>2]=A,r[t+32>>2]=A,r[t+36>>2]=A,r[t+40>>2]=A,r[t+44>>2]=A,r[t+48>>2]=A,r[t+52>>2]=A,r[t+56>>2]=A,r[t+60>>2]=A,t=t+64|0;for(;(0|t)<(0|a);)r[t>>2]=A,t=t+4|0}for(;(0|t)<(0|o);)i[t>>0]=e,t=t+1|0;return o-n|0}function qe(t){return(t=+t)>=0?+s(t+.5):+v(t-.5)}function Ce(t){var e,n,i;return t|=0,i=0|E(),(0|t)>0&(0|(e=(n=0|r[a>>2])+t|0))<(0|n)|(0|e)<0?(q(0|e),S(12),-1):(0|e)>(0|i)&&!(0|L(0|e))?(S(12),-1):(r[a>>2]=e,0|n)}return{___uremdi3:be,_bitshift64Lshr:we,_bitshift64Shl:Me,_calloc:ye,_cellAreaKm2:function(t,e){var n,i,o,a=0;if(o=C,C=C+192|0,i=o,jt(t|=0,e|=0,n=o+168|0),Vt(t,e,i),(0|(e=0|r[i>>2]))>0){if(a=+qt(i+8|0,i+8+((1!=(0|e)&1)<<4)|0,n)+0,1!=(0|e)){t=1;do{a+=+qt(i+8+(t<<4)|0,i+8+(((0|(t=t+1|0))%(0|e)|0)<<4)|0,n)}while((0|t)<(0|e))}}else a=0;return C=o,6371.007180918475*a*6371.007180918475},_cellAreaM2:function(t,e){var n,i,o,a=0;if(o=C,C=C+192|0,i=o,jt(t|=0,e|=0,n=o+168|0),Vt(t,e,i),(0|(e=0|r[i>>2]))>0){if(a=+qt(i+8|0,i+8+((1!=(0|e)&1)<<4)|0,n)+0,1!=(0|e)){t=1;do{a+=+qt(i+8+(t<<4)|0,i+8+(((0|(t=t+1|0))%(0|e)|0)<<4)|0,n)}while((0|t)<(0|e))}}else a=0;return C=o,6371.007180918475*a*6371.007180918475*1e3*1e3},_cellAreaRads2:function(t,e){var n,i,o,a=0;if(o=C,C=C+192|0,i=o,jt(t|=0,e|=0,n=o+168|0),Vt(t,e,i),(0|(e=0|r[i>>2]))<=0)return C=o,+(a=0);if(a=+qt(i+8|0,i+8+((1!=(0|e)&1)<<4)|0,n)+0,1==(0|e))return C=o,+a;t=1;do{a+=+qt(i+8+(t<<4)|0,i+8+(((0|(t=t+1|0))%(0|e)|0)<<4)|0,n)}while((0|t)<(0|e));return C=o,+a},_compact:function(t,e,n){e|=0;var i,o=0,a=0,s=0,A=0,l=0,c=0,u=0,h=0,d=0,f=0,p=0,m=0,g=0,v=0,y=0,x=0,_=0,b=0,M=0,S=0,E=0;if(!(n|=0))return 0;if(o=0|r[(a=t|=0)>>2],!0&0==(15728640&(a=0|r[a+4>>2])|0)){if((0|n)<=0)return 0;if(r[(S=e)>>2]=o,r[S+4>>2]=a,1==(0|n))return 0;o=1;do{M=0|r[4+(b=t+(o<<3)|0)>>2],r[(S=e+(o<<3)|0)>>2]=r[b>>2],r[S+4>>2]=M,o=o+1|0}while((0|o)!=(0|n));return 0}if(!(M=0|ge(b=n<<3)))return-3;if(Te(0|M,0|t,0|b),!(i=0|ye(n,8)))return ve(M),-3;o=n;t:for(;;){x=0|we(0|(h=0|r[(A=M)>>2]),0|(A=0|r[A+4>>2]),52),w(),_=(x&=15)-1|0,y=(0|o)>0;e:do{if(y){if(v=((0|o)<0)<<31>>31,m=0|Me(0|_,0,52),g=0|w(),_>>>0>15)for(a=0,t=h,n=A;;){if(!(0==(0|t)&0==(0|n))){if(s=0|we(0|t,0|n,52),w(),l=(0|(s&=15))<(0|_),s=(0|s)==(0|_),n=0|be(0|(u=l?0:s?t:0),0|(t=l?0:s?n:0),0|o,0|v),w(),0==(0|(c=0|r[(l=s=i+(n<<3)|0)>>2]))&0==(0|(l=0|r[l+4>>2])))n=u;else for(m=0,p=n,f=l,n=u;;){if((0|m)>(0|o)){S=41;break 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+l(+(1-c)))}while((0|t)<(0|e));return C=i,+a},_experimentalH3ToLocalIj:function(t,e,n,i,r){var o,a;return r|=0,a=C,C=C+16|0,(t=0|$t(t|=0,e|=0,n|=0,i|=0,o=a))||(dt(o,r),t=0),C=a,0|t},_experimentalLocalIjToH3:function(t,e,n,i){var r,o;return t|=0,e|=0,i|=0,r=C,C=C+16|0,ft(n|=0,o=r),i=0|te(t,e,o,i),C=r,0|i},_free:ve,_geoToH3:Ut,_getDestinationH3IndexFromUnidirectionalEdge:function(t,e){t|=0;var n,i,o=0;return n=C,C=C+16|0,o=n,!0&268435456==(2013265920&(e|=0)|0)?(i=0|we(0|t,0|e,56),w(),r[o>>2]=0,o=0|I(t,-2130706433&e|134217728,7&i,o),e=0|w(),b(0|e),C=n,0|o):(o=0,b(0|(e=0)),C=n,0|o)},_getH3IndexesFromUnidirectionalEdge:function(t,e,n){t|=0;var i,o,a,s,A=0;a=C,C=C+16|0,i=a,s=!0&268435456==(2013265920&(e|=0)|0),o=-2130706433&e|134217728,r[(A=n|=0)>>2]=s?t:0,r[A+4>>2]=s?o:0,s?(e=0|we(0|t,0|e,56),w(),r[i>>2]=0,t=0|I(t,o,7&e,i),e=0|w()):(t=0,e=0),r[(A=n+8|0)>>2]=t,r[A+4>>2]=e,C=a},_getH3UnidirectionalEdge:function(t,e,n,i){var o,a,s=0,A=0,l=0,c=0,u=0;if(a=C,C=C+16|0,o=a,!(0|Qt(t|=0,e|=0,n|=0,i|=0)))return c=0,b(0|(l=0)),C=a,0|c;for(l=-2130706433&e,s=(s=0==(0|It(t,e)))?1:2;r[o>>2]=0,A=s+1|0,!((0|(u=0|I(t,e,s,o)))==(0|n)&(0|w())==(0|i));){if(!(A>>>0<7)){s=0,t=0,c=6;break}s=A}return 6==(0|c)?(b(0|s),C=a,0|t):(u=0|Me(0|s,0,56),c=0|l|w()|268435456,u|=t,b(0|c),C=a,0|u)},_getH3UnidirectionalEdgeBoundary:Yt,_getH3UnidirectionalEdgesFromHexagon:function(t,e,n){n|=0;var i,o=0;i=0==(0|It(t|=0,e|=0)),e&=-2130706433,r[(o=n)>>2]=i?t:0,r[o+4>>2]=i?285212672|e:0,r[(o=n+8|0)>>2]=t,r[o+4>>2]=301989888|e,r[(o=n+16|0)>>2]=t,r[o+4>>2]=318767104|e,r[(o=n+24|0)>>2]=t,r[o+4>>2]=335544320|e,r[(o=n+32|0)>>2]=t,r[o+4>>2]=352321536|e,r[(n=n+40|0)>>2]=t,r[n+4>>2]=369098752|e},_getOriginH3IndexFromUnidirectionalEdge:function(t,e){var n;return t|=0,b(0|((n=!0&268435456==(2013265920&(e|=0)|0))?-2130706433&e|134217728:0)),0|(n?t:0)},_getPentagonIndexes:Wt,_getRes0Indexes:function(t){t|=0;var e=0,n=0,i=0;e=0;do{Me(0|e,0,45),i=134225919|w(),r[(n=t+(e<<3)|0)>>2]=-1,r[n+4>>2]=i,e=e+1|0}while(122!=(0|e))},_h3Distance:function(t,e,n,i){var r,o,a;return n|=0,i|=0,a=C,C=C+32|0,o=a,t=0==(0|$t(t|=0,e|=0,t,e,r=a+12|0))&&0==(0|$t(t,e,n,i,o))?0|ht(r,o):-1,C=a,0|t},_h3GetBaseCell:Ct,_h3GetFaces:function t(e,n,i){i|=0;var o,a=0,s=0,A=0,l=0,c=0,u=0,h=0,d=0;o=C,C=C+128|0,h=o+112|0,A=o+96|0,d=o,s=0|we(0|(e|=0),0|(n|=0),52),w(),c=15&s,r[h>>2]=c,l=0|we(0|e,0|n,45),w(),l&=127;t:do{if(0|B(l)){if(0|c)for(a=1;;){if(!(0==((u=0|Me(7,0,3*(15-a|0)|0))&e|0)&0==((0|w())&n|0))){s=0;break t}if(!(a>>>0>>0))break;a=a+1|0}if(!(1&s))return u=0|Me(c+1|0,0,52),d=0|w()|-15728641&n,t((u|e)&~(h=0|Me(7,0,3*(14-c|0)|0)),d&~(0|w()),i),void(C=o);s=1}else s=0}while(0);Gt(e,n,A),s?(_t(A,h,d),u=5):(St(A,h,d),u=6);t:do{if(0|B(l))if(c)for(a=1;;){if(!(0==((l=0|Me(7,0,3*(15-a|0)|0))&e|0)&0==((0|w())&n|0))){a=8;break t}if(!(a>>>0>>0)){a=20;break}a=a+1|0}else a=20;else a=8}while(0);if(Le(0|i,-1,0|a),s){s=0;do{for(wt(A=d+(s<<4)|0,0|r[h>>2]),A=0|r[A>>2],a=0;!(-1==(0|(c=0|r[(l=i+(a<<2)|0)>>2]))|(0|c)==(0|A));)a=a+1|0;r[l>>2]=A,s=s+1|0}while((0|s)!=(0|u))}else{s=0;do{for(bt(A=d+(s<<4)|0,0|r[h>>2],0,1),A=0|r[A>>2],a=0;!(-1==(0|(c=0|r[(l=i+(a<<2)|0)>>2]))|(0|c)==(0|A));)a=a+1|0;r[l>>2]=A,s=s+1|0}while((0|s)!=(0|u))}C=o},_h3IndexesAreNeighbors:Qt,_h3IsPentagon:It,_h3IsResClassIII:function(t,e){return e=0|we(0|(t|=0),0|(e|=0),52),w(),1&e|0},_h3IsValid:Rt,_h3Line:function(t,e,n,i,o){n|=0,i|=0,o|=0;var a,s=0,l=0,c=0,u=0,h=0,d=0,f=0,p=0,m=0,g=0,v=0,y=0,x=0,_=0,b=0,w=0,M=0;if(a=C,C=C+48|0,l=a+12|0,w=a,0==(0|$t(t|=0,e|=0,t,e,s=a+24|0))&&0==(0|$t(t,e,n,i,l))){if((0|(b=0|ht(s,l)))<0)return C=a,0|b;for(r[s>>2]=0,r[s+4>>2]=0,r[s+8>>2]=0,r[l>>2]=0,r[l+4>>2]=0,r[l+8>>2]=0,$t(t,e,t,e,s),$t(t,e,n,i,l),pt(s),pt(l),b?(m=+(0|b),_=s,n=d=0|r[s>>2],i=f=0|r[(y=s+4|0)>>2],s=p=0|r[(x=s+8|0)>>2],g=+((0|r[l>>2])-d|0)/m,v=+((0|r[l+4>>2])-f|0)/m,m=+((0|r[l+8>>2])-p|0)/m):(y=i=s+4|0,x=p=s+8|0,_=s,n=0|r[s>>2],i=0|r[i>>2],s=0|r[p>>2],g=0,v=0,m=0),r[w>>2]=n,r[(p=w+4|0)>>2]=i,r[(f=w+8|0)>>2]=s,d=0;;){M=g*(u=+(0|d))+ +(0|n),c=v*u+ +(0|r[y>>2]),u=m*u+ +(0|r[x>>2]),i=~~+Ee(+M),l=~~+Ee(+c),n=~~+Ee(+u),M=+A(+(+(0|i)-M)),c=+A(+(+(0|l)-c)),u=+A(+(+(0|n)-u));do{if(!(M>c&M>u)){if(h=0-i|0,c>u){s=h-n|0;break}s=l,n=h-l|0;break}i=0-(l+n)|0,s=l}while(0);if(r[w>>2]=i,r[p>>2]=s,r[f>>2]=n,mt(w),te(t,e,w,o+(d<<3)|0),(0|d)==(0|b))break;d=d+1|0,n=0|r[_>>2]}return C=a,0}return C=a,-1},_h3LineSize:function(t,e,n,i){var r,o,a;return n|=0,i|=0,a=C,C=C+32|0,o=a,t=0==(0|$t(t|=0,e|=0,t,e,r=a+12|0))&&0==(0|$t(t,e,n,i,o))?0|ht(r,o):-1,C=a,(t>>>31^1)+t|0},_h3SetToLinkedGeo:function(t,e,n){n|=0;var i,o,a,s=0;if(a=C,C=C+32|0,i=a,function(t,e,n){t|=0,n|=0;var i,o,a=0,s=0,A=0,l=0,c=0;if(o=C,C=C+176|0,i=o,(0|(e|=0))<1)return le(n,0,0),void(C=o);l=0|we(0|r[(l=t)>>2],0|r[l+4>>2],52),w(),le(n,(0|e)>6?e:6,15&l),l=0;do{if(Vt(0|r[(a=t+(l<<3)|0)>>2],0|r[a+4>>2],i),(0|(a=0|r[i>>2]))>0){c=0;do{A=i+8+(c<<4)|0,(s=0|fe(n,a=i+8+(((0|(c=c+1|0))%(0|a)|0)<<4)|0,A))?he(n,s):de(n,A,a),a=0|r[i>>2]}while((0|c)<(0|a))}l=l+1|0}while((0|l)!=(0|e));C=o}(t|=0,e|=0,o=a+16|0),r[n>>2]=0,r[n+4>>2]=0,r[n+8>>2]=0,!(t=0|ue(o)))return Jt(n),ce(o),void(C=a);do{e=0|Xt(n);do{Zt(e,t),s=t+16|0,r[i>>2]=r[s>>2],r[i+4>>2]=r[s+4>>2],r[i+8>>2]=r[s+8>>2],r[i+12>>2]=r[s+12>>2],he(o,t),t=0|pe(o,i)}while(0!=(0|t));t=0|ue(o)}while(0!=(0|t));Jt(n),ce(o),C=a},_h3ToCenterChild:function(t,e,n){n|=0;var i=0,r=0;if(i=0|we(0|(t|=0),0|(e|=0),52),w(),(0|n)<16&(0|(i&=15))<=(0|n)){if((0|i)!=(0|n)&&(t|=r=0|Me(0|n,0,52),e=0|w()|-15728641&e,(0|i)<(0|n)))do{r=0|Me(7,0,3*(14-i|0)|0),i=i+1|0,t&=~r,e&=~(0|w())}while((0|i)<(0|n))}else e=0,t=0;return b(0|e),0|t},_h3ToChildren:Dt,_h3ToGeo:jt,_h3ToGeoBoundary:Vt,_h3ToParent:Pt,_h3UnidirectionalEdgeIsValid:function(t,e){var n=0;if(!(!0&268435456==(2013265920&(e|=0)|0)))return 0;switch(n=0|we(0|(t|=0),0|e,56),w(),7&n){case 0:case 7:return 0}return!0&16777216==(117440512&e|0)&0!=(0|It(t,n=-2130706433&e|134217728))?0|(n=0):0|(n=0|Rt(t,n))},_hexAreaKm2:function(t){return+ +o[20496+((t|=0)<<3)>>3]},_hexAreaM2:function(t){return+ +o[20624+((t|=0)<<3)>>3]},_hexRing:function(t,e,n,i){t|=0,e|=0,i|=0;var o,a=0,s=0,A=0,l=0,c=0,u=0,h=0;if(o=C,C=C+16|0,h=o,!(n|=0))return r[(h=i)>>2]=t,r[h+4>>2]=e,C=o,0;r[h>>2]=0;t:do{if(0|It(t,e))t=1;else{if(s=(0|n)>0){a=0,u=t;do{if(0==(0|(u=0|I(u,e,4,h)))&0==(0|(e=0|w()))){t=2;break t}if(a=a+1|0,0|It(u,e)){t=1;break t}}while((0|a)<(0|n));if(r[(c=i)>>2]=u,r[c+4>>2]=e,c=n+-1|0,s){s=0,A=1,a=u,t=e;do{if(0==(0|(a=0|I(a,t,2,h)))&0==(0|(t=0|w()))){t=2;break t}if(r[(l=i+(A<<3)|0)>>2]=a,r[l+4>>2]=t,A=A+1|0,0|It(a,t)){t=1;break t}s=s+1|0}while((0|s)<(0|n));l=0,s=A;do{if(0==(0|(a=0|I(a,t,3,h)))&0==(0|(t=0|w()))){t=2;break t}if(r[(A=i+(s<<3)|0)>>2]=a,r[A+4>>2]=t,s=s+1|0,0|It(a,t)){t=1;break t}l=l+1|0}while((0|l)<(0|n));A=0;do{if(0==(0|(a=0|I(a,t,1,h)))&0==(0|(t=0|w()))){t=2;break t}if(r[(l=i+(s<<3)|0)>>2]=a,r[l+4>>2]=t,s=s+1|0,0|It(a,t)){t=1;break t}A=A+1|0}while((0|A)<(0|n));A=0;do{if(0==(0|(a=0|I(a,t,5,h)))&0==(0|(t=0|w()))){t=2;break t}if(r[(l=i+(s<<3)|0)>>2]=a,r[l+4>>2]=t,s=s+1|0,0|It(a,t)){t=1;break t}A=A+1|0}while((0|A)<(0|n));A=0;do{if(0==(0|(a=0|I(a,t,4,h)))&0==(0|(t=0|w()))){t=2;break t}if(r[(l=i+(s<<3)|0)>>2]=a,r[l+4>>2]=t,s=s+1|0,0|It(a,t)){t=1;break t}A=A+1|0}while((0|A)<(0|n));for(A=0;;){if(0==(0|(a=0|I(a,t,6,h)))&0==(0|(t=0|w()))){t=2;break t}if((0|A)!=(0|c)){if(r[(l=i+(s<<3)|0)>>2]=a,r[l+4>>2]=t,0|It(a,t)){t=1;break t}s=s+1|0}if((0|(A=A+1|0))>=(0|n)){A=u,s=e;break}}}else A=u,a=u,s=e,t=e}else r[(A=i)>>2]=t,r[A+4>>2]=e,A=t,a=t,s=e,t=e;t=1&((0|A)!=(0|a)|(0|s)!=(0|t))}}while(0);return C=o,0|t},_i64Subtract:xe,_kRing:R,_kRingDistances:function(t,e,n,i,r){var o;if(0|P(t|=0,e|=0,n|=0,i|=0,r|=0)){if(Le(0|i,0,(o=1+(0|y(3*n|0,n+1|0))|0)<<3|0),0|r)return Le(0|r,0,o<<2|0),void D(t,e,n,i,r,o,0);(r=0|ye(o,4))&&(D(t,e,n,i,r,o,0),ve(r))}},_llvm_minnum_f64:Se,_llvm_round_f64:Ee,_malloc:ge,_maxFaceCount:function(t,e){var n=0,i=0;if(i=0|we(0|(t|=0),0|(e|=0),45),w(),!(0|B(127&i)))return 2;if(i=0|we(0|t,0|e,52),w(),!(i&=15))return 5;for(n=1;;){if(!(0==((0|Me(7,0,3*(15-n|0)|0))&t|0)&0==((0|w())&e|0))){n=2,t=6;break}if(!(n>>>0>>0)){n=5,t=6;break}n=n+1|0}return 6==(0|t)?0|n:0},_maxH3ToChildrenSize:function(t,e,n){return n|=0,t=0|we(0|(t|=0),0|(e|=0),52),w(),(0|n)<16&(0|(t&=15))<=(0|n)?0|(n=0|ee(7,n-t|0)):0|(n=0)},_maxKringSize:function(t){return 1+(0|y(3*(t|=0)|0,t+1|0))|0},_maxPolyfillSize:function(t,e){e|=0;var n,i=0,o=0,a=0,s=0,A=0;if(n=C,C=C+48|0,a=n+8|0,o=n,s=0|r[4+(A=t|=0)>>2],r[(i=o)>>2]=r[A>>2],r[i+4>>2]=s,ie(o,a),a=0|V(a,e),e=0|r[o>>2],(0|(o=0|r[t+8>>2]))<=0)return C=n,0|(A=(s=(0|a)<(0|(A=e)))?A:a)+12;i=0|r[t+12>>2],t=0;do{e=(0|r[i+(t<<3)>>2])+e|0,t=t+1|0}while((0|t)<(0|o));return C=n,0|(A=(A=(0|a)<(0|e))?e:a)+12},_maxUncompactSize:function(t,e,n){t|=0;var i=0,o=0,a=0,s=0;if((0|(e|=0))<=0)return 0;if((0|(n|=0))>=16){for(i=0;;){if(!(0==(0|r[(s=t+(i<<3)|0)>>2])&0==(0|r[s+4>>2]))){i=-1,o=13;break}if((0|(i=i+1|0))>=(0|e)){i=0,o=13;break}}if(13==(0|o))return 0|i}i=0,s=0;t:for(;;){a=0|r[(o=t+(s<<3)|0)>>2],o=0|r[o+4>>2];do{if(!(0==(0|a)&0==(0|o))){if(o=0|we(0|a,0|o,52),w(),(0|(o&=15))>(0|n)){i=-1,o=13;break t}if((0|o)==(0|n)){i=i+1|0;break}i=(0|ee(7,n-o|0))+i|0;break}}while(0);if((0|(s=s+1|0))>=(0|e)){o=13;break}}return 13==(0|o)?0|i:0},_memcpy:Te,_memset:Le,_numHexagons:function(t){var e;return t=0|r[(e=21008+((t|=0)<<3)|0)>>2],b(0|r[e+4>>2]),0|t},_pentagonIndexCount:function(){return 12},_pointDistKm:Lt,_pointDistM:function(t,e){t|=0;var n,i,r,a=0;return i=+o[(e|=0)>>3],n=+o[t>>3],a=(r=+h(.5*(i-n)))*r+(a=+h(.5*(+o[e+8>>3]-+o[t+8>>3])))*(+u(+i)*+u(+n)*a),2*+g(+ +l(+a),+ +l(+(1-a)))*6371.007180918475*1e3},_pointDistRads:function(t,e){t|=0;var n,i,r,a=0;return i=+o[(e|=0)>>3],n=+o[t>>3],a=(r=+h(.5*(i-n)))*r+(a=+h(.5*(+o[e+8>>3]-+o[t+8>>3])))*(+u(+i)*+u(+n)*a),2*+g(+ +l(+a),+ +l(+(1-a)))},_polyfill:function(t,e,n){var i,o=0,a=0,s=0,A=0,l=0;if(i=C,C=C+48|0,o=i+8|0,a=i,0|function(t,e,n){e|=0,n|=0;var i,o,a,s,A,l=0,c=0,u=0,h=0,d=0,f=0,p=0,m=0,g=0,v=0,y=0,x=0,_=0,b=0,S=0,E=0,T=0,L=0,q=0,R=0,I=0,B=0,N=0,k=0,F=0;if(A=C,C=C+112|0,o=A+80|0,f=A+72|0,a=A,s=A+56|0,(F=0|ge(32+(r[(p=8+(t|=0)|0)>>2]<<5)|0))||M(22848,22448,800,22456),re(t,F),l=0|r[(u=t)+4>>2],r[(d=f)>>2]=r[u>>2],r[d+4>>2]=l,ie(f,o),d=0|V(o,e),l=0|r[f>>2],(0|(u=0|r[p>>2]))>0){h=0|r[t+12>>2],c=0;do{l=(0|r[h+(c<<3)>>2])+l|0,c=c+1|0}while((0|c)!=(0|u))}if(c=0|ye(i=(d=(0|d)<(0|l)?l:d)+12|0,8),m=0|ye(i,8),r[o>>2]=0,k=0|r[(N=t)+4>>2],r[(l=f)>>2]=r[N>>2],r[l+4>>2]=k,0|(l=0|O(f,i,e,o,c,m)))return ve(c),ve(m),ve(F),C=A,0|l;t:do{if((0|r[p>>2])>0){for(u=t+12|0,l=0;h=0|O((0|r[u>>2])+(l<<3)|0,i,e,o,c,m),l=l+1|0,!(0|h);)if((0|l)>=(0|r[p>>2]))break t;return ve(c),ve(m),ve(F),C=A,0|h}}while(0);(0|d)>-12&&Le(0|m,0,((0|i)>1?i:1)<<3|0);t:do{if((0|r[o>>2])>0){k=((0|i)<0)<<31>>31,L=c,q=m,R=c,I=c,B=m,N=c,l=c,b=c,S=m,E=m,T=m,c=m;e:for(;;){for(_=0|r[o>>2],y=0,x=0,u=0;;){d=(h=a)+56|0;do{r[h>>2]=0,h=h+4|0}while((0|h)<(0|d));if(0|P(f=0|r[(e=L+(y<<3)|0)>>2],e=0|r[e+4>>2],1,a,0)){d=(h=a)+56|0;do{r[h>>2]=0,h=h+4|0}while((0|h)<(0|d));0|(h=0|ye(7,4))&&(D(f,e,1,a,h,7,0),ve(h))}v=0;do{m=0|r[(g=a+(v<<3)|0)>>2],g=0|r[g+4>>2];n:do{if(!(0==(0|m)&0==(0|g))){if(f=0|be(0|m,0|g,0|i,0|k),w(),!(0==(0|(e=0|r[(d=h=n+(f<<3)|0)>>2]))&0==(0|(d=0|r[d+4>>2]))))for(p=0;;){if((0|p)>(0|i))break e;if((0|e)==(0|m)&(0|d)==(0|g))break n;if(0==(0|(e=0|r[(d=h=n+((f=(f+1|0)%(0|i)|0)<<3)|0)>>2]))&0==(0|(d=0|r[d+4>>2])))break;p=p+1|0}0==(0|m)&0==(0|g)||(jt(m,g,s),0|oe(t,F,s)&&(r[(p=h)>>2]=m,r[p+4>>2]=g,r[(p=q+(u<<3)|0)>>2]=m,r[p+4>>2]=g,u=u+1|0))}}while(0);v=v+1|0}while(v>>>0<7);if((0|(x=x+1|0))>=(0|_))break;y=y+1|0}if((0|_)>0&&Le(0|R,0,_<<3|0),r[o>>2]=u,!((0|u)>0))break t;m=c,g=T,v=N,y=E,x=S,_=q,c=b,T=l,E=I,S=R,b=m,l=g,N=B,B=v,I=y,R=x,q=L,L=_}return ve(I),ve(B),ve(F),C=A,-1}l=m}while(0);return ve(F),ve(c),ve(l),C=A,0}(t|=0,e|=0,n|=0)){if(s=0|r[(l=t)+4>>2],r[(A=a)>>2]=r[l>>2],r[A+4>>2]=s,ie(a,o),A=0|V(o,e),e=0|r[a>>2],(0|(s=0|r[t+8>>2]))>0){a=0|r[t+12>>2],o=0;do{e=(0|r[a+(o<<3)>>2])+e|0,o=o+1|0}while((0|o)!=(0|s))}(0|(e=(0|A)<(0|e)?e:A))<=-12||Le(0|n,0,8+(((0|(l=e+11|0))>0?l:0)<<3)|0),C=i}else C=i},_res0IndexCount:function(){return 122},_round:qe,_sbrk:Ce,_sizeOfCoordIJ:function(){return 8},_sizeOfGeoBoundary:function(){return 168},_sizeOfGeoCoord:function(){return 16},_sizeOfGeoPolygon:function(){return 16},_sizeOfGeofence:function(){return 8},_sizeOfH3Index:function(){return 8},_sizeOfLinkedGeoPolygon:function(){return 12},_uncompact:function(t,e,n,i,o){t|=0,n|=0,i|=0;var a=0,s=0,A=0,l=0,c=0,u=0;if((0|(e|=0))<=0)return 0;if((0|(o|=0))>=16){for(a=0;;){if(!(0==(0|r[(u=t+(a<<3)|0)>>2])&0==(0|r[u+4>>2]))){a=14;break}if((0|(a=a+1|0))>=(0|e)){s=0,a=16;break}}if(14==(0|a))return 0|((0|i)>0?-2:-1);if(16==(0|a))return 0|s}a=0,u=0;t:for(;;){s=0|r[(A=c=t+(u<<3)|0)>>2],A=0|r[A+4>>2];do{if(!(0==(0|s)&0==(0|A))){if((0|a)>=(0|i)){s=-1,a=16;break t}if(l=0|we(0|s,0|A,52),w(),(0|(l&=15))>(0|o)){s=-2,a=16;break t}if((0|l)==(0|o)){r[(c=n+(a<<3)|0)>>2]=s,r[c+4>>2]=A,a=a+1|0;break}if((0|(s=(0|ee(7,o-l|0))+a|0))>(0|i)){s=-1,a=16;break t}Dt(0|r[c>>2],0|r[c+4>>2],o,n+(a<<3)|0),a=s}}while(0);if((0|(u=u+1|0))>=(0|e)){s=0,a=16;break}}return 16==(0|a)?0|s:0},establishStackSpace:function(t,e){C=t|=0},stackAlloc:function(t){var e;return 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fp?fp:{}),pp="number",mp={};[["sizeOfH3Index",pp],["sizeOfGeoCoord",pp],["sizeOfGeoBoundary",pp],["sizeOfGeoPolygon",pp],["sizeOfGeofence",pp],["sizeOfLinkedGeoPolygon",pp],["sizeOfCoordIJ",pp],["h3IsValid",pp,[pp,pp]],["geoToH3",pp,[pp,pp,pp]],["h3ToGeo",null,[pp,pp,pp]],["h3ToGeoBoundary",null,[pp,pp,pp]],["maxKringSize",pp,[pp]],["kRing",null,[pp,pp,pp,pp]],["kRingDistances",null,[pp,pp,pp,pp,pp]],["hexRing",null,[pp,pp,pp,pp]],["maxPolyfillSize",pp,[pp,pp]],["polyfill",null,[pp,pp,pp]],["h3SetToLinkedGeo",null,[pp,pp,pp]],["destroyLinkedPolygon",null,[pp]],["compact",pp,[pp,pp,pp]],["uncompact",pp,[pp,pp,pp,pp,pp]],["maxUncompactSize",pp,[pp,pp,pp]],["h3IsPentagon",pp,[pp,pp]],["h3IsResClassIII",pp,[pp,pp]],["h3GetBaseCell",pp,[pp,pp]],["maxFaceCount",pp,[pp,pp]],["h3GetFaces",null,[pp,pp,pp]],["h3ToParent",pp,[pp,pp,pp]],["h3ToChildren",null,[pp,pp,pp,pp]],["h3ToCenterChild",pp,[pp,pp,pp]],["maxH3ToChildrenSize",pp,[pp,pp,pp]],["h3IndexesAreNeighbors",pp,[pp,pp,pp,pp]],["getH3UnidirectionalEdge",pp,[pp,pp,pp,pp]],["getOriginH3IndexFromUnidirectionalEdge",pp,[pp,pp]],["getDestinationH3IndexFromUnidirectionalEdge",pp,[pp,pp]],["h3UnidirectionalEdgeIsValid",pp,[pp,pp]],["getH3IndexesFromUnidirectionalEdge",null,[pp,pp,pp]],["getH3UnidirectionalEdgesFromHexagon",null,[pp,pp,pp]],["getH3UnidirectionalEdgeBoundary",null,[pp,pp,pp]],["h3Distance",pp,[pp,pp,pp,pp]],["h3Line",pp,[pp,pp,pp,pp,pp]],["h3LineSize",pp,[pp,pp,pp,pp]],["experimentalH3ToLocalIj",pp,[pp,pp,pp,pp,pp]],["experimentalLocalIjToH3",pp,[pp,pp,pp,pp]],["hexAreaM2",pp,[pp]],["hexAreaKm2",pp,[pp]],["edgeLengthM",pp,[pp]],["edgeLengthKm",pp,[pp]],["pointDistM",pp,[pp,pp]],["pointDistKm",pp,[pp,pp]],["pointDistRads",pp,[pp,pp]],["cellAreaM2",pp,[pp,pp]],["cellAreaKm2",pp,[pp,pp]],["cellAreaRads2",pp,[pp,pp]],["exactEdgeLengthM",pp,[pp,pp]],["exactEdgeLengthKm",pp,[pp,pp]],["exactEdgeLengthRads",pp,[pp,pp]],["numHexagons",pp,[pp]],["getRes0Indexes",null,[pp]],["res0IndexCount",pp],["getPentagonIndexes",null,[pp,pp]],["pentagonIndexCount",pp]].forEach((function(t){mp[t[0]]=fp.cwrap.apply(fp,t)}));var gp=16,vp=mp.sizeOfH3Index(),yp=mp.sizeOfGeoCoord(),xp=mp.sizeOfGeoBoundary(),_p=mp.sizeOfGeoPolygon(),bp=mp.sizeOfGeofence();mp.sizeOfLinkedGeoPolygon(),mp.sizeOfCoordIJ();var wp=/[^0-9a-fA-F]/;function Mp(t){if(Array.isArray(t)&&2===t.length&&Number.isInteger(t[0])&&Number.isInteger(t[1]))return t;if("string"!=typeof t||wp.test(t))return[0,0];var e=parseInt(t.substring(0,t.length-8),gp);return[parseInt(t.substring(t.length-8),gp),e]}function Sp(t){if(t>=0)return t.toString(gp);var e=Tp(8,(t&=2147483647).toString(gp));return(parseInt(e[0],gp)+8).toString(gp)+e.substring(1)}function Ep(t,e){return Sp(e)+Tp(8,Sp(t))}function Tp(t,e){for(var n=t-e.length,i="",r=0;r15||Math.floor(t)!==t)throw new Error("Invalid resolution: "+t)}(e),n=Boolean(n),0===t.length||0===t[0].length)return[];"number"==typeof t[0][0]&&(t=[t]);var i=function(t,e){var n,i=t.length-1,r=fp._calloc(_p),o=0+bp,a=o+4;if(Lp(t[0],r+0,e),i>0){n=fp._calloc(i,bp);for(var s=0;s\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\n\t\tuniform float linewidth;\n\t\tuniform vec2 resolution;\n\n\t\tattribute vec3 instanceStart;\n\t\tattribute vec3 instanceEnd;\n\n\t\tattribute vec3 instanceColorStart;\n\t\tattribute vec3 instanceColorEnd;\n\n\t\tvarying vec2 vUv;\n\n\t\t#ifdef USE_DASH\n\n\t\t\tuniform float dashScale;\n\t\t\tattribute float instanceDistanceStart;\n\t\t\tattribute float instanceDistanceEnd;\n\t\t\tvarying float vLineDistance;\n\n\t\t#endif\n\n\t\tvoid trimSegment( const in vec4 start, inout vec4 end ) {\n\n\t\t\t// trim end segment so it terminates between the camera plane and the near plane\n\n\t\t\t// conservative estimate of the near plane\n\t\t\tfloat a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column\n\t\t\tfloat b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column\n\t\t\tfloat nearEstimate = - 0.5 * b / a;\n\n\t\t\tfloat alpha = ( nearEstimate - start.z ) / ( end.z - start.z );\n\n\t\t\tend.xyz = mix( start.xyz, end.xyz, alpha );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\t#ifdef USE_COLOR\n\n\t\t\t\tvColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;\n\n\t\t\t#endif\n\n\t\t\t#ifdef USE_DASH\n\n\t\t\t\tvLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;\n\n\t\t\t#endif\n\n\t\t\tfloat aspect = resolution.x / resolution.y;\n\n\t\t\tvUv = uv;\n\n\t\t\t// camera space\n\t\t\tvec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );\n\t\t\tvec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );\n\n\t\t\t// special case for perspective projection, and segments that terminate either in, or behind, the camera plane\n\t\t\t// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space\n\t\t\t// but we need to perform ndc-space calculations in the shader, so we must address this issue directly\n\t\t\t// perhaps there is a more elegant solution -- WestLangley\n\n\t\t\tbool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column\n\n\t\t\tif ( perspective ) {\n\n\t\t\t\tif ( start.z < 0.0 && end.z >= 0.0 ) {\n\n\t\t\t\t\ttrimSegment( start, end );\n\n\t\t\t\t} else if ( end.z < 0.0 && start.z >= 0.0 ) {\n\n\t\t\t\t\ttrimSegment( end, start );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// clip space\n\t\t\tvec4 clipStart = projectionMatrix * start;\n\t\t\tvec4 clipEnd = projectionMatrix * end;\n\n\t\t\t// ndc space\n\t\t\tvec2 ndcStart = clipStart.xy / clipStart.w;\n\t\t\tvec2 ndcEnd = clipEnd.xy / clipEnd.w;\n\n\t\t\t// direction\n\t\t\tvec2 dir = ndcEnd - ndcStart;\n\n\t\t\t// account for clip-space aspect ratio\n\t\t\tdir.x *= aspect;\n\t\t\tdir = normalize( dir );\n\n\t\t\t// perpendicular to dir\n\t\t\tvec2 offset = vec2( dir.y, - dir.x );\n\n\t\t\t// undo aspect ratio adjustment\n\t\t\tdir.x /= aspect;\n\t\t\toffset.x /= aspect;\n\n\t\t\t// sign flip\n\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t// endcaps\n\t\t\tif ( position.y < 0.0 ) {\n\n\t\t\t\toffset += - dir;\n\n\t\t\t} else if ( position.y > 1.0 ) {\n\n\t\t\t\toffset += dir;\n\n\t\t\t}\n\n\t\t\t// adjust for linewidth\n\t\t\toffset *= linewidth;\n\n\t\t\t// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...\n\t\t\toffset /= resolution.y;\n\n\t\t\t// select end\n\t\t\tvec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;\n\n\t\t\t// back to clip space\n\t\t\toffset *= clip.w;\n\n\t\t\tclip.xy += offset;\n\n\t\t\tgl_Position = clip;\n\n\t\t\tvec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation\n\n\t\t\t#include \n\t\t\t#include \n\t\t\t#include \n\n\t\t}\n\t\t",fragmentShader:"\n\t\tuniform vec3 diffuse;\n\t\tuniform float opacity;\n\n\t\t#ifdef USE_DASH\n\n\t\t\tuniform float dashSize;\n\t\t\tuniform float dashOffset;\n\t\t\tuniform float gapSize;\n\n\t\t#endif\n\n\t\tvarying float vLineDistance;\n\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\t#include \n\n\t\t\t#ifdef USE_DASH\n\n\t\t\t\tif ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps\n\n\t\t\t\tif ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX\n\n\t\t\t#endif\n\n\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\tfloat a = vUv.x;\n\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\tfloat len2 = a * a + b * b;\n\n\t\t\t\tif ( len2 > 1.0 ) discard;\n\n\t\t\t}\n\n\t\t\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\t\t\t#include \n\t\t\t#include \n\n\t\t\tgl_FragColor = vec4( diffuseColor.rgb, diffuseColor.a );\n\n\t\t\t#include \n\t\t\t#include \n\t\t\t#include \n\t\t\t#include \n\n\t\t}\n\t\t"};var Vp=function(t){jp.ShaderMaterial.call(this,{type:"LineMaterial",uniforms:jp.UniformsUtils.clone(jp.ShaderLib.line.uniforms),vertexShader:jp.ShaderLib.line.vertexShader,fragmentShader:jp.ShaderLib.line.fragmentShader,clipping:!0}),this.dashed=!1,Object.defineProperties(this,{color:{enumerable:!0,get:function(){return this.uniforms.diffuse.value},set:function(t){this.uniforms.diffuse.value=t}},linewidth:{enumerable:!0,get:function(){return this.uniforms.linewidth.value},set:function(t){this.uniforms.linewidth.value=t}},dashScale:{enumerable:!0,get:function(){return this.uniforms.dashScale.value},set:function(t){this.uniforms.dashScale.value=t}},dashSize:{enumerable:!0,get:function(){return this.uniforms.dashSize.value},set:function(t){this.uniforms.dashSize.value=t}},dashOffset:{enumerable:!0,get:function(){return this.uniforms.dashOffset.value},set:function(t){this.uniforms.dashOffset.value=t}},gapSize:{enumerable:!0,get:function(){return this.uniforms.gapSize.value},set:function(t){this.uniforms.gapSize.value=t}},opacity:{enumerable:!0,get:function(){return this.uniforms.opacity.value},set:function(t){this.uniforms.opacity.value=t}},resolution:{enumerable:!0,get:function(){return this.uniforms.resolution.value},set:function(t){this.uniforms.resolution.value.copy(t)}}}),this.setValues(t)};(Vp.prototype=Object.create(jp.ShaderMaterial.prototype)).constructor=Vp,Vp.prototype.isLineMaterial=!0,Vp.prototype.copy=function(t){return jp.ShaderMaterial.prototype.copy.call(this,t),this.color.copy(t.color),this.linewidth=t.linewidth,this.resolution=t.resolution,this};const Wp=window.THREE?window.THREE:{BufferGeometry:Ge,InstancedInterleavedBuffer:vA,InterleavedBufferAttribute:Or,Line3:EA,MathUtils:N,Matrix4:bt,Mesh:An,Vector3:Y,Vector4:V};var Qp,Yp,Xp=(new Wp.BufferGeometry).setAttribute?"setAttribute":"addAttribute",Zp=function(t,e){void 0===t&&(t=new Gp),void 0===e&&(e=new Vp({color:16777215*Math.random()})),Wp.Mesh.call(this,t,e),this.type="LineSegments2"};Zp.prototype=Object.assign(Object.create(Wp.Mesh.prototype),{constructor:Zp,isLineSegments2:!0,computeLineDistances:(Qp=new Wp.Vector3,Yp=new Wp.Vector3,function(){for(var t=this.geometry,e=t.attributes.instanceStart,n=t.attributes.instanceEnd,i=new Float32Array(2*e.data.count),r=0,o=0,a=e.data.count;r1&&e.z>1;if(!b&&!w){t.x*=p.x/2,t.y*=p.y/2,e.x*=p.x/2,e.y*=p.y/2,o.start.copy(t),o.start.z=0,o.end.copy(e),o.end.z=0;var M=o.closestPointToPointParameter(i,!0);o.at(M,a);var S=Wp.MathUtils.lerp(t.z,e.z,M),E=S>=-1&&S<=1,T=i.distanceTo(a)<.5*m;if(E&&T){o.start.fromBufferAttribute(g,x),o.end.fromBufferAttribute(v,x),o.start.applyMatrix4(y),o.end.applyMatrix4(y);var L=new Wp.Vector3,q=new Wp.Vector3;c.distanceSqToSegment(o.start,o.end,q,L),A.push({point:q,pointOnLine:L,distance:c.origin.distanceTo(q),object:this,face:null,faceIndex:x,uv:null,uv2:null})}}}}}()});var Jp=function(){Gp.call(this),this.type="LineGeometry"};Jp.prototype=Object.assign(Object.create(Gp.prototype),{constructor:Jp,isLineGeometry:!0,setPositions:function(t){for(var e=t.length-3,n=new Float32Array(2*e),i=0;it.length)&&(e=t.length);for(var n=0,i=new Array(e);n1?r-1:0),a=1;a2&&void 0!==arguments[2]?arguments[2]:0,i=(90-t)*Math.PI/180,r=(90-e)*Math.PI/180,o=ym*(1+n);return{x:o*Math.sin(i)*Math.cos(r),y:o*Math.cos(i),z:o*Math.sin(i)*Math.sin(r)}}function _m(t){var e=t.x,n=t.y,i=t.z,r=Math.sqrt(e*e+n*n+i*i),o=Math.acos(n/r),a=Math.atan2(i,e);return{lat:90-180*o/Math.PI,lng:90-180*a/Math.PI-(a<-Math.PI/2?360:0),altitude:r/ym-1}}var bm=window.THREE?nm(nm({},window.THREE),{},{SphereGeometry:va}):{Color:pe,LineBasicMaterial:go,LineSegments:Eo,Mesh:An,MeshPhongMaterial:Ea,SphereGeometry:va,TextureLoader:rs},wm=YA({props:{globeImageUrl:{},bumpImageUrl:{},showAtmosphere:{default:!0,onChange:function(t,e){e.atmosphereObj.visible=!!t},triggerUpdate:!1},showGraticules:{default:!1,onChange:function(t,e){e.graticulesObj.visible=!!t},triggerUpdate:!1},onReady:{default:function(){},triggerUpdate:!1}},methods:{globeMaterial:function(t){return t.globeObj.material}},stateInit:function(){var t=new bm.SphereGeometry(ym,75,75),e=new bm.Mesh(t,new bm.MeshPhongMaterial({color:0,transparent:!0}));e.rotation.y=-Math.PI/2,e.__globeObjType="globe";var n=function(t,e){void 0===e&&(e=Ac);var n=e.backside,i=e.coefficient,o=e.color,a=e.power,s=function(t,e){var n=t.clone(),i=new Array(n.vertices.length);return n.faces.forEach((function(t){t instanceof me?(i[t.a]=t.vertexNormals[0],i[t.b]=t.vertexNormals[1],i[t.c]=t.vertexNormals[2]):console.error("Face needs to be an instance of THREE.Face3.")})),n.vertices.forEach((function(t,n){var r=i[n],o=r.y,a=r.z;t.x+=r.x*e,t.y+=o*e,t.z+=a*e})),n}(t,e.size),A=function(t,e,n){return new fn({depthWrite:!1,fragmentShader:"\nuniform vec3 color;\nuniform float coefficient;\nuniform float power;\nvarying vec3 vVertexNormal;\nvarying vec3 vVertexWorldPosition;\nvoid main() {\n vec3 worldCameraToVertex = vVertexWorldPosition - cameraPosition;\n vec3 viewCameraToVertex\t= (viewMatrix * vec4(worldCameraToVertex, 0.0)).xyz;\n viewCameraToVertex = normalize(viewCameraToVertex);\n float intensity\t= pow(\n coefficient + dot(vVertexNormal, viewCameraToVertex),\n power\n );\n gl_FragColor = vec4(color, intensity);\n}",transparent:!0,uniforms:{coefficient:{value:t},color:{value:new pe(e)},power:{value:n}},vertexShader:"\nvarying vec3 vVertexWorldPosition;\nvarying vec3 vVertexNormal;\nvoid main() {\n vVertexNormal\t= normalize(normalMatrix * normal);\n vVertexWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;\n gl_Position\t= projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n}\n"})}(i,o,a);return n&&(A.side=r),new An(s,A)}(e.geometry,{backside:!0,color:"lightskyblue",size:15,power:3.5,coefficient:.1});return n.__globeObjType="atmosphere",{globeObj:e,atmosphereObj:n,graticulesObj:new bm.LineSegments(new rc(function(){var t,e,n,i,r,o,a,s,A,l,c,u,h=10,d=h,f=90,p=360,m=2.5;function g(){return{type:"MultiLineString",coordinates:v()}}function v(){return lc(El(i/f)*f,n,f).map(c).concat(lc(El(s/p)*p,a,p).map(u)).concat(lc(El(e/h)*h,t,h).filter((function(t){return bl(t%f)>fl})).map(A)).concat(lc(El(o/d)*d,r,d).filter((function(t){return bl(t%p)>fl})).map(l))}return g.lines=function(){return v().map((function(t){return{type:"LineString",coordinates:t}}))},g.outline=function(){return{type:"Polygon",coordinates:[c(i).concat(u(a).slice(1),c(n).reverse().slice(1),u(s).reverse().slice(1))]}},g.extent=function(t){return arguments.length?g.extentMajor(t).extentMinor(t):g.extentMinor()},g.extentMajor=function(t){return arguments.length?(i=+t[0][0],n=+t[1][0],s=+t[0][1],a=+t[1][1],i>n&&(t=i,i=n,n=t),s>a&&(t=s,s=a,a=t),g.precision(m)):[[i,s],[n,a]]},g.extentMinor=function(n){return arguments.length?(e=+n[0][0],t=+n[1][0],o=+n[0][1],r=+n[1][1],e>t&&(n=e,e=t,t=n),o>r&&(n=o,o=r,r=n),g.precision(m)):[[e,o],[t,r]]},g.step=function(t){return arguments.length?g.stepMajor(t).stepMinor(t):g.stepMinor()},g.stepMajor=function(t){return arguments.length?(f=+t[0],p=+t[1],g):[f,p]},g.stepMinor=function(t){return arguments.length?(h=+t[0],d=+t[1],g):[h,d]},g.precision=function(h){return arguments.length?(m=+h,A=cc(o,r,90),l=uc(e,t,m),c=cc(s,a,90),u=uc(i,n,m),g):m},g.extentMajor([[-180,-89.999999],[180,89.999999]]).extentMinor([[-180,-80.000001],[180,80.000001]])}()(),ym,2),new bm.LineBasicMaterial({color:"lightgrey",transparent:!0,opacity:.1}))}},init:function(t,e){gm(t),e.scene=t,e.scene.add(e.globeObj),e.scene.add(e.atmosphereObj),e.scene.add(e.graticulesObj),e.ready=!1},update:function(t,e){var n=t.globeObj.material;e.hasOwnProperty("globeImageUrl")&&(t.globeImageUrl?(new bm.TextureLoader).load(t.globeImageUrl,(function(e){n.map=e,n.color=null,n.needsUpdate=!0,!t.ready&&(t.ready=!0)&&setTimeout(t.onReady)})):!n.color&&(n.color=new bm.Color(0))),e.hasOwnProperty("bumpImageUrl")&&(t.bumpImageUrl?t.bumpImageUrl&&(new bm.TextureLoader).load(t.bumpImageUrl,(function(t){n.bumpMap=t,n.needsUpdate=!0})):(n.bumpMap=null,n.needsUpdate=!0)),t.ready||t.globeImageUrl||(t.ready=!0,t.onReady())}}),Mm=function(t){return isNaN(t)?parseInt(fc()(t).toHex(),16):t},Sm=function(t){return isNaN(t)?fc()(t).getAlpha():1},Em=function(t){var e=!(arguments.length>1&&void 0!==arguments[1])||arguments[1],n=fc()(t).toRgb(),i=["r","g","b"].map((function(t){return n[t]/255}));return e?[].concat(hm(i),[n.a]):i};function Tm(t,e){var n=arguments.length>2&&void 0!==arguments[2]?arguments[2]:{};return Mc(t,e.children,(function(t){return e.add(t)}),(function(t){e.remove(t),gm(t)}),nm({objBindAttr:"__threeObj"},n))}var Lm=window.THREE?window.THREE:{BufferGeometry:Ge,Color:pe,CylinderGeometry:zo,CylinderBufferGeometry:zo,FaceColors:UA,Geometry:i.Geometry,Matrix4:bt,Mesh:An,MeshBasicMaterial:ye,MeshLambertMaterial:qa,Object3D:Qt,Vector3:Y},qm=(new Lm.BufferGeometry).applyMatrix4?"applyMatrix4":"applyMatrix",Cm=YA({props:{pointsData:{default:[]},pointLat:{default:"lat"},pointLng:{default:"lng"},pointColor:{default:function(){return"#ffffaa"}},pointAltitude:{default:.1},pointRadius:{default:.25},pointResolution:{default:12,triggerUpdate:!1},pointsMerge:{default:!1},pointsTransitionDuration:{default:1e3,triggerUpdate:!1}},init:function(t,e){gm(t),e.scene=t},update:function(t){var e=(0,hc.default)(t.pointLat),n=(0,hc.default)(t.pointLng),i=(0,hc.default)(t.pointAltitude),r=(0,hc.default)(t.pointRadius),o=(0,hc.default)(t.pointColor),a=new Lm[t.pointsMerge?"CylinderGeometry":"CylinderBufferGeometry"](1,1,1,t.pointResolution);a[qm]((new Lm.Matrix4).makeRotationX(Math.PI/2)),a[qm]((new Lm.Matrix4).makeTranslation(0,0,-.5));var s=2*Math.PI*ym/360,A={},l=t.pointsMerge?new Lm.Object3D:t.scene;if(Tm(t.pointsData,l,{createObj:function(){var t=new Lm.Mesh(a);return t.__globeObjType="point",t},updateObj:function(a,l){var c=function(e){var n=a.__currentTargetD=e,i=n.r,r=n.alt,o=n.lat,A=n.lng;Object.assign(a.position,xm(o,A));var l=t.pointsMerge?new Lm.Vector3(0,0,0):t.scene.localToWorld(new Lm.Vector3(0,0,0));a.lookAt(l),a.scale.x=a.scale.y=Math.min(30,i)*s,a.scale.z=Math.max(r*ym,.1)},u={alt:+i(l),r:+r(l),lat:+e(l),lng:+n(l)},h=a.__currentTargetD||Object.assign({},u,{alt:-.001});if(Object.keys(u).some((function(t){return h[t]!==u[t]}))&&(t.pointsMerge||!t.pointsTransitionDuration||t.pointsTransitionDuration<0?c(u):new cl.Tween(h).to(u,t.pointsTransitionDuration).easing(cl.Easing.Quadratic.InOut).onUpdate(c).start()),!t.pointsMerge){var d=o(l),f=Sm(d);A.hasOwnProperty(d)||(A[d]=new Lm.MeshLambertMaterial({color:Mm(d),transparent:f<1,opacity:f})),a.material=A[d]}}}),t.pointsMerge){var c=new Lm.Geometry;t.pointsData.forEach((function(t){var e=t.__threeObj;t.__threeObj=void 0;var n=new Lm.Color(o(t));e.geometry.faces.forEach((function(t){return t.color=n})),e.updateMatrix(),c.merge(e.geometry,e.matrix)}));var u=new Lm.Mesh(c,new Lm.MeshBasicMaterial({color:16777215,vertexColors:Lm.FaceColors,morphTargets:!1}));u.__globeObjType="points",u.__data=t.pointsData,gm(t.scene),t.scene.add(u)}}}),Rm=window.THREE?window.THREE:{AdditiveBlending:a,BufferGeometry:Ge,CubicBezierCurve3:vs,Curve:os,Float32BufferAttribute:Re,Group:Tr,Line:wo,Mesh:An,QuadraticBezierCurve3:bs,ShaderMaterial:fn,TubeBufferGeometry:xa,Vector3:Y},Pm=(new Rm.BufferGeometry).setAttribute?"setAttribute":"addAttribute",Dm={uniforms:{dashOffset:{value:0},dashSize:{value:1},gapSize:{value:0},dashTranslate:{value:0}},vertexShader:"\n uniform float dashTranslate; \n\n attribute vec4 vertexColor;\n varying vec4 vColor;\n \n attribute float vertexRelDistance;\n varying float vRelDistance;\n\n void main() {\n // pass through colors and distances\n vColor = vertexColor;\n vRelDistance = vertexRelDistance + dashTranslate;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n ",fragmentShader:"\n uniform float dashOffset; \n uniform float dashSize;\n uniform float gapSize; \n \n varying vec4 vColor;\n varying float vRelDistance;\n \n void main() {\n // ignore pixels in the gap\n if (vRelDistance < dashOffset) discard;\n if (mod(vRelDistance - dashOffset, dashSize + gapSize) > dashSize) discard;\n \n // set px color: [r, g, b, a], interpolated between vertices \n gl_FragColor = vColor; \n }\n "},Im=YA({props:{arcsData:{default:[]},arcStartLat:{default:"startLat"},arcStartLng:{default:"startLng"},arcEndLat:{default:"endLat"},arcEndLng:{default:"endLng"},arcColor:{default:function(){return"#ffffaa"}},arcAltitude:{},arcAltitudeAutoScale:{default:.5},arcStroke:{},arcCurveResolution:{default:64,triggerUpdate:!1},arcCircularResolution:{default:6,triggerUpdate:!1},arcDashLength:{default:1},arcDashGap:{default:0},arcDashInitialGap:{default:0},arcDashAnimateTime:{default:0},arcsTransitionDuration:{default:1e3,triggerUpdate:!1}},init:function(t,e){gm(t),e.scene=t,(new(Ec())).onTick.add((function(t,n){e.arcsData.filter((function(t){return t.__threeObj&&t.__threeObj.children.length&&t.__threeObj.children[0].material&&t.__threeObj.children[0].__dashAnimateStep})).forEach((function(t){var e=t.__threeObj.children[0],i=e.__dashAnimateStep*n,r=e.material.uniforms.dashTranslate.value%1e9;e.material.uniforms.dashTranslate.value=r+i}))}))},update:function(t){var e=(0,hc.default)(t.arcStartLat),n=(0,hc.default)(t.arcStartLng),i=(0,hc.default)(t.arcEndLat),r=(0,hc.default)(t.arcEndLng),o=(0,hc.default)(t.arcAltitude),a=(0,hc.default)(t.arcAltitudeAutoScale),s=(0,hc.default)(t.arcStroke),A=(0,hc.default)(t.arcColor),l=(0,hc.default)(t.arcDashLength),c=(0,hc.default)(t.arcDashGap),u=(0,hc.default)(t.arcDashInitialGap),h=(0,hc.default)(t.arcDashAnimateTime),d=new Rm.ShaderMaterial(nm(nm({},Dm),{},{transparent:!0,blending:Rm.AdditiveBlending}));Tm(t.arcsData,t.scene,{createObj:function(){var t=new Rm.Group;return t.__globeObjType="arc",t},updateObj:function(f,p){var m=s(p),g=null!=m;if(!f.children.length||g!==("Mesh"===f.children[0].type)){gm(f);var v=g?new Rm.Mesh:new Rm.Line(new Rm.BufferGeometry);v.material=d.clone(),f.add(v)}var y=f.children[0];Object.assign(y.material.uniforms,{dashSize:{value:l(p)},gapSize:{value:c(p)},dashOffset:{value:u(p)}});var x=h(p);y.__dashAnimateStep=x>0?1e3/x:0;var _=function(t,e){var n,i=arguments.length>2&&void 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newline at end of file diff --git a/index.js b/index.js index b82d067..7df3822 100644 --- a/index.js +++ b/index.js @@ -78,7 +78,9 @@ AFRAME.registerComponent('globe', { polygonsData: { parse: parseJson, default: [] }, polygonGeoJsonGeometry: { parse: parseAccessor, default: 'geometry' }, polygonCapColor: { parse: parseAccessor, default: function () { return '#ffffaa'; } }, + polygonCapMaterial: { parse: parseAccessor, default: null }, polygonSideColor: { parse: parseAccessor, default: function () { return '#ffffaa'; } }, + polygonSideMaterial: { parse: parseAccessor, default: null }, polygonStrokeColor: { parse: parseAccessor, default: null }, polygonAltitude: { parse: parseAccessor, default: 0.01 }, polygonCapCurvatureResolution: { parse: parseAccessor, default: 5 }, @@ -265,7 +267,9 @@ AFRAME.registerComponent('globe', { 'polygonsData', 'polygonGeoJsonGeometry', 'polygonCapColor', + 'polygonCapMaterial', 'polygonSideColor', + 'polygonSideMaterial', 'polygonStrokeColor', 'polygonAltitude', 'polygonCapCurvatureResolution', diff --git a/package.json b/package.json index 4f2c035..06f2306 100644 --- a/package.json +++ b/package.json @@ -46,13 +46,13 @@ ], "dependencies": { "accessor-fn": "^1.3.0", - "three-globe": "^2.11.1" + "three-globe": "^2.13.0" }, "devDependencies": { - "@babel/cli": "^7.12.8", - "@babel/core": "^7.12.9", + "@babel/cli": "^7.12.10", + "@babel/core": "^7.12.10", "@babel/plugin-proposal-class-properties": "^7.12.1", - "@babel/plugin-proposal-decorators": "^7.12.1", + "@babel/plugin-proposal-decorators": "^7.12.12", "@babel/plugin-proposal-do-expressions": "^7.12.1", "@babel/plugin-proposal-export-default-from": "^7.12.1", "@babel/plugin-proposal-export-namespace-from": "^7.12.1", @@ -67,7 +67,7 @@ "@babel/plugin-proposal-throw-expressions": "^7.12.1", "@babel/plugin-syntax-dynamic-import": "^7.8.3", "@babel/plugin-syntax-import-meta": "^7.10.4", - "@babel/preset-env": "^7.12.7", + "@babel/preset-env": "^7.12.11", "aframe": "*", "babel-loader": "^8.2.2", "babel-preset-minify": "^0.5.1", @@ -94,9 +94,9 @@ "snazzy": "^8.0.0", "superagent": "^5.3.1", "three": "*", - "webpack": "^5.9.0", + "webpack": "^5.19.0", "webpack-cli": "^3.3.12", - "webpack-dev-server": "^3.11.0", + "webpack-dev-server": "^3.11.2", "webpack-sources": "2.2.0" }, "semistandard": { diff --git a/yarn.lock b/yarn.lock index 825175e..72cd6cc 100644 --- a/yarn.lock +++ b/yarn.lock @@ -2,10 +2,10 @@ # yarn lockfile v1 -"@babel/cli@^7.12.8": - version "7.12.8" - resolved "https://registry.yarnpkg.com/@babel/cli/-/cli-7.12.8.tgz#3b24ed2fd5da353ee6f19e8935ff8c93b5fe8430" - integrity sha512-/6nQj11oaGhLmZiuRUfxsujiPDc9BBReemiXgIbxc+M5W+MIiFKYwvNDJvBfnGKNsJTKbUfEheKc9cwoPHAVQA== +"@babel/cli@^7.12.10": + version "7.12.10" + resolved "https://registry.yarnpkg.com/@babel/cli/-/cli-7.12.10.tgz#67a1015b1cd505bde1696196febf910c4c339a48" + integrity sha512-+y4ZnePpvWs1fc/LhZRTHkTesbXkyBYuOB+5CyodZqrEuETXi3zOVfpAQIdgC3lXbHLTDG9dQosxR9BhvLKDLQ== dependencies: commander "^4.0.1" convert-source-map "^1.1.0" @@ -19,10 +19,10 @@ "@nicolo-ribaudo/chokidar-2" "2.1.8-no-fsevents" chokidar "^3.4.0" -"@babel/code-frame@^7.0.0", "@babel/code-frame@^7.10.4": - version "7.10.4" - resolved "https://registry.yarnpkg.com/@babel/code-frame/-/code-frame-7.10.4.tgz#168da1a36e90da68ae8d49c0f1b48c7c6249213a" - integrity sha512-vG6SvB6oYEhvgisZNFRmRCUkLz11c7rp+tbNTynGqc6mS1d5ATd/sGyV6W0KZZnXRKMTzZDRgQT3Ou9jhpAfUg== +"@babel/code-frame@^7.0.0", "@babel/code-frame@^7.10.4", "@babel/code-frame@^7.12.11": + version "7.12.11" + resolved "https://registry.yarnpkg.com/@babel/code-frame/-/code-frame-7.12.11.tgz#f4ad435aa263db935b8f10f2c552d23fb716a63f" + integrity sha512-Zt1yodBx1UcyiePMSkWnU4hPqhwq7hGi2nFL1LeA3EUl+q2LQx16MISgJ0+z7dnmgvP9QtIleuETGOiOH1RcIw== dependencies: "@babel/highlight" "^7.10.4" @@ -31,43 +31,42 @@ resolved "https://registry.yarnpkg.com/@babel/compat-data/-/compat-data-7.12.7.tgz#9329b4782a7d6bbd7eef57e11addf91ee3ef1e41" integrity 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"@babel/helper-create-class-features-plugin" "^7.12.1" "@babel/helper-plugin-utils" "^7.10.4" @@ -597,10 +596,10 @@ dependencies: "@babel/helper-plugin-utils" "^7.10.4" -"@babel/plugin-transform-block-scoping@^7.12.1": - version "7.12.1" - resolved "https://registry.yarnpkg.com/@babel/plugin-transform-block-scoping/-/plugin-transform-block-scoping-7.12.1.tgz#f0ee727874b42a208a48a586b84c3d222c2bbef1" - integrity sha512-zJyAC9sZdE60r1nVQHblcfCj29Dh2Y0DOvlMkcqSo0ckqjiCwNiUezUKw+RjOCwGfpLRwnAeQ2XlLpsnGkvv9w== +"@babel/plugin-transform-block-scoping@^7.12.11": + version "7.12.12" + resolved "https://registry.yarnpkg.com/@babel/plugin-transform-block-scoping/-/plugin-transform-block-scoping-7.12.12.tgz#d93a567a152c22aea3b1929bb118d1d0a175cdca" + integrity sha512-VOEPQ/ExOVqbukuP7BYJtI5ZxxsmegTwzZ04j1aF0dkSypGo9XpDHuOrABsJu+ie+penpSJheDJ11x1BEZNiyQ== dependencies: "@babel/helper-plugin-utils" "^7.10.4" @@ -801,10 +800,10 @@ dependencies: "@babel/helper-plugin-utils" "^7.10.4" -"@babel/plugin-transform-typeof-symbol@^7.12.1": - version "7.12.1" - resolved "https://registry.yarnpkg.com/@babel/plugin-transform-typeof-symbol/-/plugin-transform-typeof-symbol-7.12.1.tgz#9ca6be343d42512fbc2e68236a82ae64bc7af78a" - integrity sha512-EPGgpGy+O5Kg5pJFNDKuxt9RdmTgj5sgrus2XVeMp/ZIbOESadgILUbm50SNpghOh3/6yrbsH+NB5+WJTmsA7Q== +"@babel/plugin-transform-typeof-symbol@^7.12.10": + version "7.12.10" + resolved "https://registry.yarnpkg.com/@babel/plugin-transform-typeof-symbol/-/plugin-transform-typeof-symbol-7.12.10.tgz#de01c4c8f96580bd00f183072b0d0ecdcf0dec4b" + integrity sha512-JQ6H8Rnsogh//ijxspCjc21YPd3VLVoYtAwv3zQmqAt8YGYUtdo5usNhdl4b9/Vir2kPFZl6n1h0PfUz4hJhaA== dependencies: "@babel/helper-plugin-utils" "^7.10.4" @@ -823,16 +822,16 @@ "@babel/helper-create-regexp-features-plugin" "^7.12.1" "@babel/helper-plugin-utils" "^7.10.4" -"@babel/preset-env@^7.12.7": - version "7.12.7" - resolved 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elliptic@^6.5.3: version "6.5.3" @@ -3353,21 +3330,21 @@ engine.io@~3.2.0: ws "~3.3.1" enhanced-resolve@^4.1.1: - version "4.3.0" - resolved "https://registry.yarnpkg.com/enhanced-resolve/-/enhanced-resolve-4.3.0.tgz#3b806f3bfafc1ec7de69551ef93cca46c1704126" - integrity sha512-3e87LvavsdxyoCfGusJnrZ5G8SLPOFeHSNpZI/ATL9a5leXo2k0w6MKnbqhdBad9qTobSfB20Ld7UmgoNbAZkQ== + version "4.5.0" + resolved "https://registry.yarnpkg.com/enhanced-resolve/-/enhanced-resolve-4.5.0.tgz#2f3cfd84dbe3b487f18f2db2ef1e064a571ca5ec" + integrity sha512-Nv9m36S/vxpsI+Hc4/ZGRs0n9mXqSWGGq49zxb/cJfPAQMbUtttJAlNPS4AQzaBdw/pKskw5bMbekT/Y7W/Wlg== dependencies: graceful-fs "^4.1.2" memory-fs "^0.5.0" tapable "^1.0.0" -enhanced-resolve@^5.3.1: - version "5.3.2" - resolved "https://registry.yarnpkg.com/enhanced-resolve/-/enhanced-resolve-5.3.2.tgz#142295dda51aaaff049cf256459dc9a82a0b67f3" - integrity sha512-G28GCrglCAH6+EqMN2D+Q2wCUS1O1vVQJBn8ME2I/Api41YBe4vLWWRBOUbwDH7vwzSZdljxwTRVqnf+sm6XqQ== +enhanced-resolve@^5.7.0: + version "5.7.0" + resolved "https://registry.yarnpkg.com/enhanced-resolve/-/enhanced-resolve-5.7.0.tgz#525c5d856680fbd5052de453ac83e32049958b5c" + integrity sha512-6njwt/NsZFUKhM6j9U8hzVyD4E4r0x7NQzhTCbcWOJ0IQjNSAoalWmb0AE51Wn+fwan5qVESWi7t2ToBxs9vrw== dependencies: graceful-fs "^4.2.4" - tapable "^2.0.0" + tapable "^2.2.0" ent@~2.2.0: version "2.2.0" @@ -3375,9 +3352,9 @@ ent@~2.2.0: integrity sha1-6WQhkyWiHQX0RGai9obtbOX13R0= errno@^0.1.3: - version "0.1.7" - resolved "https://registry.yarnpkg.com/errno/-/errno-0.1.7.tgz#4684d71779ad39af177e3f007996f7c67c852618" - integrity sha512-MfrRBDWzIWifgq6tJj60gkAwtLNb6sQPlcFrSOflcP1aFmmruKQ2wRnze/8V6kgyz7H3FF8Npzv78mZ7XLLflg== + version "0.1.8" + resolved "https://registry.yarnpkg.com/errno/-/errno-0.1.8.tgz#8bb3e9c7d463be4976ff888f76b4809ebc2e811f" + integrity sha512-dJ6oBr5SQ1VSd9qkk7ByRgb/1SH4JZjCHSW/mr63/QcXO9zLVxvJ6Oy13nio03rxpSnVDDjFor75SjVeZWPW/A== dependencies: prr "~1.0.1" @@ -3388,40 +3365,30 @@ error-ex@^1.2.0, error-ex@^1.3.1: 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+3917,14 @@ find-up@^4.0.0: locate-path "^5.0.0" path-exists "^4.0.0" +find-up@^5.0.0: + version "5.0.0" + resolved "https://registry.yarnpkg.com/find-up/-/find-up-5.0.0.tgz#4c92819ecb7083561e4f4a240a86be5198f536fc" + integrity sha512-78/PXT1wlLLDgTzDs7sjq9hzz0vXD+zn+7wypEe4fXQxCmdmqfGsEPQxmiCSQI3ajFV91bVSsvNtrJRiW6nGng== + dependencies: + locate-path "^6.0.0" + path-exists "^4.0.0" + findup-sync@^3.0.0: version "3.0.0" resolved "https://registry.yarnpkg.com/findup-sync/-/findup-sync-3.0.0.tgz#17b108f9ee512dfb7a5c7f3c8b27ea9e1a9c08d1" @@ -3996,9 +3964,9 @@ flatten-vertex-data@^1.0.0: dtype "^2.0.0" follow-redirects@^1.0.0: - version "1.13.0" - resolved "https://registry.yarnpkg.com/follow-redirects/-/follow-redirects-1.13.0.tgz#b42e8d93a2a7eea5ed88633676d6597bc8e384db" - integrity sha512-aq6gF1BEKje4a9i9+5jimNFIpq4Q1WiwBToeRK5NvZBd/TRsmW8BsJfOEGkr76TbOyPVD3OVDN910EcUNtRYEA== + version "1.13.2" + resolved 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version "1.3.5" - resolved "https://registry.yarnpkg.com/ini/-/ini-1.3.5.tgz#eee25f56db1c9ec6085e0c22778083f596abf927" - integrity sha512-RZY5huIKCMRWDUqZlEi72f/lmXKMvuszcMBduliQ3nnWbx9X/ZBQO7DijMEYS9EhHBb2qacRUMtC7svLwe0lcw== + version "1.3.8" + resolved "https://registry.yarnpkg.com/ini/-/ini-1.3.8.tgz#a29da425b48806f34767a4efce397269af28432c" + integrity sha512-JV/yugV2uzW5iMRSiZAyDtQd+nxtUnjeLt0acNdw98kKLrvuRVyB80tsREOE7yvGVgalhZ6RNXCmEHkUKBKxew== inline-source-map@~0.5.0: version "0.5.0" @@ -4714,6 +4682,11 @@ internal-ip@^4.3.0: default-gateway "^4.2.0" ipaddr.js "^1.9.0" +internmap@^1.0.0: + version "1.0.0" + resolved "https://registry.yarnpkg.com/internmap/-/internmap-1.0.0.tgz#3c6bf0944b0eae457698000412108752bbfddb56" + integrity sha512-SdoDWwNOTE2n4JWUsLn4KXZGuZPjPF9yyOGc8bnfWnBQh7BD/l80rzSznKc/r4Y0aQ7z3RTk9X+tV4tHBpu+dA== + interpret@^1.0.0, interpret@^1.4.0: version "1.4.0" resolved "https://registry.yarnpkg.com/interpret/-/interpret-1.4.0.tgz#665ab8bc4da27a774a40584e812e3e0fa45b1a1e" @@ -4754,9 +4727,11 @@ is-accessor-descriptor@^1.0.0: kind-of "^6.0.0" is-arguments@^1.0.4: - version "1.0.4" - resolved "https://registry.yarnpkg.com/is-arguments/-/is-arguments-1.0.4.tgz#3faf966c7cba0ff437fb31f6250082fcf0448cf3" - integrity sha512-xPh0Rmt8NE65sNzvyUmWgI1tz3mKq74lGA0mL8LYZcoIzKOzDh6HmrYm3d18k60nHerC8A9Km8kYu87zfSFnLA== + version "1.1.0" + resolved "https://registry.yarnpkg.com/is-arguments/-/is-arguments-1.1.0.tgz#62353031dfbee07ceb34656a6bde59efecae8dd9" + integrity sha512-1Ij4lOMPl/xB5kBDn7I+b2ttPMKa8szhEIrXDuXQD/oe3HJLTLhqhgGspwgyGd6MOywBUqVvYicF72lkgDnIHg== + dependencies: + call-bind "^1.0.0" is-arrayish@^0.2.1: version "0.2.1" @@ -4788,9 +4763,9 @@ is-buffer@~2.0.3: integrity sha512-i2R6zNFDwgEHJyQUtJEk0XFi1i0dPFn/oqjK3/vPCcDeJvW5NQ83V8QbicfF1SupOaB0h8ntgBC2YiE7dfyctQ== is-callable@^1.1.4, is-callable@^1.2.2: - version "1.2.2" - resolved 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sha1-TkMekrEalzFjaqH5yNHMvP2reN8= -jest-worker@^26.6.1: +jest-worker@^26.6.2: version "26.6.2" resolved "https://registry.yarnpkg.com/jest-worker/-/jest-worker-26.6.2.tgz#7f72cbc4d643c365e27b9fd775f9d0eaa9c7a8ed" integrity sha512-KWYVV1c4i+jbMpaBC+U++4Va0cp8OisU185o73T1vo99hqi7w8tSJfUXYswwqqrjzwxa6KpRK54WhPvwf5w6PQ== @@ -5087,9 +5063,9 @@ js-yaml@3.13.1: esprima "^4.0.0" js-yaml@^3.13.1: - version "3.14.0" - resolved "https://registry.yarnpkg.com/js-yaml/-/js-yaml-3.14.0.tgz#a7a34170f26a21bb162424d8adacb4113a69e482" - integrity sha512-/4IbIeHcD9VMHFqDR/gQ7EdZdLimOvW2DdcxFjdyyZ9NsbS+ccrXqVWDtab/lRl5AlUqmpBx8EhPaWR+OtY17A== + version "3.14.1" + resolved "https://registry.yarnpkg.com/js-yaml/-/js-yaml-3.14.1.tgz#dae812fdb3825fa306609a8717383c50c36a0537" + integrity sha512-okMH7OXXJ7YrN9Ok3/SXrnu4iX9yOk+25nqX4imS2npuvTYDmo/QEZoqwZkYaIDk3jVvBOTOIEgEhaLOynBS9g== dependencies: argparse "^1.0.7" esprima "^4.0.0" @@ -5126,7 +5102,7 @@ json-stable-stringify@~0.0.0: dependencies: jsonify "~0.0.0" -json3@^3.3.2: +json3@^3.3.3: version "3.3.3" resolved "https://registry.yarnpkg.com/json3/-/json3-3.3.3.tgz#7fc10e375fc5ae42c4705a5cc0aa6f62be305b81" integrity sha512-c7/8mbUsKigAbLkD5B010BK4D9LZm7A1pNItkEwiUZRpIN66exu/e7YQWysGun+TRKaJp8MhemM+VkfWv42aCA== @@ -5139,9 +5115,9 @@ json5@^1.0.1: minimist "^1.2.0" json5@^2.1.2: - version "2.1.3" - resolved "https://registry.yarnpkg.com/json5/-/json5-2.1.3.tgz#c9b0f7fa9233bfe5807fe66fcf3a5617ed597d43" - integrity sha512-KXPvOm8K9IJKFM0bmdn8QXh7udDh1g/giieX0NLCaMnb4hEiVFqnop2ImTXCc5e0/oHz3LTqmHGtExn5hfMkOA== + version "2.2.0" + resolved "https://registry.yarnpkg.com/json5/-/json5-2.2.0.tgz#2dfefe720c6ba525d9ebd909950f0515316c89a3" + integrity sha512-f+8cldu7X/y7RAJurMEJmdoKXGB/X550w2Nr3tTbezL6RwEE/iMcm+tZnXeoZtKuOq6ft8+CqzEkrIgx1fPoQA== dependencies: minimist "^1.2.5" @@ -5380,10 +5356,10 @@ load-json-file@^5.2.0: strip-bom "^3.0.0" type-fest "^0.3.0" -loader-runner@^4.1.0: - version "4.1.0" - resolved 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"https://registry.yarnpkg.com/lodash.memoize/-/lodash.memoize-3.0.4.tgz#2dcbd2c287cbc0a55cc42328bd0c736150d53e3f" @@ -5653,22 +5636,17 @@ miller-rabin@^4.0.0: bn.js "^4.0.0" brorand "^1.0.1" -mime-db@1.44.0: - version "1.44.0" - resolved "https://registry.yarnpkg.com/mime-db/-/mime-db-1.44.0.tgz#fa11c5eb0aca1334b4233cb4d52f10c5a6272f92" - integrity sha512-/NOTfLrsPBVeH7YtFPgsVWveuL+4SjjYxaQ1xtM1KMFj7HdxlBlxeyNLzhyJVx7r4rZGJAZ/6lkKCitSc/Nmpg== - -"mime-db@>= 1.43.0 < 2": +mime-db@1.45.0, "mime-db@>= 1.43.0 < 2": version "1.45.0" resolved "https://registry.yarnpkg.com/mime-db/-/mime-db-1.45.0.tgz#cceeda21ccd7c3a745eba2decd55d4b73e7879ea" integrity sha512-CkqLUxUk15hofLoLyljJSrukZi8mAtgd+yE5uO4tqRZsdsAJKv0O+rFMhVDRJgozy+yG6md5KwuXhD4ocIoP+w== mime-types@^2.1.12, mime-types@^2.1.27, mime-types@~2.1.17, mime-types@~2.1.24: - version "2.1.27" - resolved "https://registry.yarnpkg.com/mime-types/-/mime-types-2.1.27.tgz#47949f98e279ea53119f5722e0f34e529bec009f" - integrity sha512-JIhqnCasI9yD+SsmkquHBxTSEuZdQX5BuQnS2Vc7puQQQ+8yiP5AY5uWhpdv4YL4VM5c6iliiYWPgJ/nJQLp7w== + version "2.1.28" + resolved "https://registry.yarnpkg.com/mime-types/-/mime-types-2.1.28.tgz#1160c4757eab2c5363888e005273ecf79d2a0ecd" + integrity sha512-0TO2yJ5YHYr7M2zzT7gDU1tbwHxEUWBCLt0lscSNpcdAfFyJOVEpRYNS7EXVcTLNj/25QO8gulHC5JtTzSE2UQ== dependencies: - mime-db "1.44.0" + mime-db "1.45.0" mime@1.6.0, mime@^1.2.11, mime@^1.3.4: version "1.6.0" @@ -5676,9 +5654,9 @@ mime@1.6.0, mime@^1.2.11, mime@^1.3.4: integrity sha512-x0Vn8spI+wuJ1O6S7gnbaQg8Pxh4NNHb7KSINmEWKiPE4RKOplvijn+NkmYmmRgP68mc70j2EbeTFRsrswaQeg== mime@^2.3.1, mime@^2.4.4, mime@^2.4.6: - version "2.4.6" - resolved "https://registry.yarnpkg.com/mime/-/mime-2.4.6.tgz#e5b407c90db442f2beb5b162373d07b69affa4d1" - integrity sha512-RZKhC3EmpBchfTGBVb8fb+RL2cWyw/32lshnsETttkBAyAUXSGHxbEJWWRXc751DrIxG1q04b8QwMbAwkRPpUA== + version "2.5.0" + resolved "https://registry.yarnpkg.com/mime/-/mime-2.5.0.tgz#2b4af934401779806ee98026bb42e8c1ae1876b1" + integrity sha512-ft3WayFSFUVBuJj7BMLKAQcSlItKtfjsKDDsii3rqFDAZ7t11zRe8ASw/GlmivGwVUYtwkQrxiGGpL6gFvB0ag== mimeparse@^0.1.4: version "0.1.4" @@ -5830,11 +5808,16 @@ ms@2.1.1: resolved "https://registry.yarnpkg.com/ms/-/ms-2.1.1.tgz#30a5864eb3ebb0a66f2ebe6d727af06a09d86e0a" integrity sha512-tgp+dl5cGk28utYktBsrFqA7HKgrhgPsg6Z/EfhWI4gl1Hwq8B/GmY/0oXZ6nF8hDVesS/FpnYaD/kOWhYQvyg== -ms@2.1.2, ms@^2.1.1: +ms@2.1.2: version "2.1.2" resolved "https://registry.yarnpkg.com/ms/-/ms-2.1.2.tgz#d09d1f357b443f493382a8eb3ccd183872ae6009" integrity sha512-sGkPx+VjMtmA6MX27oA4FBFELFCZZ4S4XqeGOXCv68tT+jb3vk/RyaKWP0PTKyWtmLSM0b+adUTEvbs1PEaH2w== +ms@^2.1.1: + version "2.1.3" + resolved "https://registry.yarnpkg.com/ms/-/ms-2.1.3.tgz#574c8138ce1d2b5861f0b44579dbadd60c6615b2" + integrity sha512-6FlzubTLZG3J2a/NVCAleEhjzq5oxgHyaCU9yYXvcLsvoVaHJq/s5xXI6/XXP6tz7R9xAOtHnSO/tXtF3WRTlA== + multicast-dns-service-types@^1.1.0: version "1.1.0" resolved "https://registry.yarnpkg.com/multicast-dns-service-types/-/multicast-dns-service-types-1.1.0.tgz#899f11d9686e5e05cb91b35d5f0e63b773cfc901" @@ -5934,10 +5917,10 @@ node-forge@^0.10.0: resolved "https://registry.yarnpkg.com/node-forge/-/node-forge-0.10.0.tgz#32dea2afb3e9926f02ee5ce8794902691a676bf3" integrity sha512-PPmu8eEeG9saEUvI97fm4OYxXVB6bFvyNTyiUOBichBpFG8A1Ljw3bY62+5oOjDEMHRnd0Y7HQ+x7uzxOzC6JA== -node-releases@^1.1.67: - version "1.1.67" - resolved "https://registry.yarnpkg.com/node-releases/-/node-releases-1.1.67.tgz#28ebfcccd0baa6aad8e8d4d8fe4cbc49ae239c12" - integrity sha512-V5QF9noGFl3EymEwUYzO+3NTDpGfQB4ve6Qfnzf3UNydMhjQRVPR1DZTuvWiLzaFJYw2fmDwAfnRNEVb64hSIg== +node-releases@^1.1.70: + version "1.1.70" + resolved "https://registry.yarnpkg.com/node-releases/-/node-releases-1.1.70.tgz#66e0ed0273aa65666d7fe78febe7634875426a08" + integrity sha512-Slf2s69+2/uAD79pVVQo8uSiC34+g8GWY8UH2Qtqv34ZfhYrxpYpfzs9Js9d6O0mbDmALuxaTlplnBTnSELcrw== normalize-package-data@^2.3.2, normalize-package-data@^2.3.4: version "2.5.0" @@ -5997,7 +5980,7 @@ object-copy@^0.1.0: define-property "^0.2.5" kind-of "^3.0.3" -object-inspect@^1.8.0: +object-inspect@^1.9.0: version "1.9.0" resolved "https://registry.yarnpkg.com/object-inspect/-/object-inspect-1.9.0.tgz#c90521d74e1127b67266ded3394ad6116986533a" integrity sha512-i3Bp9iTqwhaLZBxGkRfo5ZbE07BQRT7MGu8+nNgwW9ItGp1TzCTw2DLEoWwjClxBjOFI/hWljTAmYGCEwmtnOw== @@ -6032,7 +6015,7 @@ object.assign@4.1.0: has-symbols "^1.0.0" object-keys "^1.0.11" -object.assign@^4.1.0, object.assign@^4.1.1: +object.assign@^4.1.0, object.assign@^4.1.2: version "4.1.2" resolved "https://registry.yarnpkg.com/object.assign/-/object.assign-4.1.2.tgz#0ed54a342eceb37b38ff76eb831a0e788cb63940" integrity sha512-ixT2L5THXsApyiUPYKmW+2EHpXXe5Ii3M+f4e+aJFAHao5amFRW6J0OO6c/LU8Be47utCx2GL89hxGB6XSmKuQ== @@ -6216,7 +6199,7 @@ p-limit@^2.0.0, p-limit@^2.2.0: dependencies: p-try "^2.0.0" -p-limit@^3.0.2: +p-limit@^3.0.2, p-limit@^3.1.0: version "3.1.0" resolved "https://registry.yarnpkg.com/p-limit/-/p-limit-3.1.0.tgz#e1daccbe78d0d1388ca18c64fea38e3e57e3706b" integrity sha512-TYOanM3wGwNGsZN2cVTYPArw454xnXj5qmWF1bEoAc4+cU/ol7GVh7odevjp1FNHduHc3KZMcFduxU5Xc6uJRQ== @@ -6244,6 +6227,13 @@ p-locate@^4.1.0: dependencies: p-limit "^2.2.0" +p-locate@^5.0.0: + version "5.0.0" + resolved "https://registry.yarnpkg.com/p-locate/-/p-locate-5.0.0.tgz#83c8315c6785005e3bd021839411c9e110e6d834" + integrity sha512-LaNjtRWUBY++zB5nE/NwcaoMylSPk+S+ZHNB1TzdbMJMny6dynpAGt7X/tl/QYq3TIeE6nxHppbo2LGymrG5Pw== + dependencies: + p-limit "^3.0.2" + p-map@^2.0.0: version "2.1.0" resolved "https://registry.yarnpkg.com/p-map/-/p-map-2.1.0.tgz#310928feef9c9ecc65b68b17693018a665cea175" @@ -6464,9 +6454,9 @@ path-type@^2.0.0: pify "^2.0.0" pathval@^1.1.0: - version "1.1.0" - resolved 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"^1.4.3" + faye-websocket "^0.11.3" + inherits "^2.0.4" + json3 "^3.3.3" + url-parse "^1.4.7" -sockjs@0.3.20: - version "0.3.20" - resolved "https://registry.yarnpkg.com/sockjs/-/sockjs-0.3.20.tgz#b26a283ec562ef8b2687b44033a4eeceac75d855" - integrity sha512-SpmVOVpdq0DJc0qArhF3E5xsxvaiqGNb73XfgBpK1y3UD5gs8DSo8aCTsuT5pX8rssdc2NDIzANwP9eCAiSdTA== +sockjs@^0.3.21: + version "0.3.21" + resolved "https://registry.yarnpkg.com/sockjs/-/sockjs-0.3.21.tgz#b34ffb98e796930b60a0cfa11904d6a339a7d417" + integrity sha512-DhbPFGpxjc6Z3I+uX07Id5ZO2XwYsWOrYjaSeieES78cq+JaJvVe5q/m1uvjIQhXinhIeCFRH6JgXe+mvVMyXw== dependencies: - faye-websocket "^0.10.0" + faye-websocket "^0.11.3" uuid "^3.4.0" - websocket-driver "0.6.5" + websocket-driver "^0.7.4" source-list-map@^2.0.1: version "2.0.1" @@ -7570,9 +7567,9 @@ source-map-support@~0.5.19: source-map "^0.6.0" source-map-url@^0.4.0: - version "0.4.0" - resolved 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-string.prototype.trimstart@^1.0.1: +string.prototype.trimstart@^1.0.3: version "1.0.3" resolved "https://registry.yarnpkg.com/string.prototype.trimstart/-/string.prototype.trimstart-1.0.3.tgz#9b4cb590e123bb36564401d59824298de50fd5aa" integrity sha512-oBIBUy5lea5tt0ovtOFiEQaBkoBBkyJhZXzJYrSmDo5IUUqbOPvVezuRs/agBIdZ2p2Eo1FD6bD9USyBLfl3xg== @@ -7866,10 +7863,10 @@ super-animejs@^3.1.0: resolved "https://registry.yarnpkg.com/super-animejs/-/super-animejs-3.1.0.tgz#59435946faafe880710e348cf24ad3126e45aed1" integrity sha512-6MFAFJDRuvwkovxQZPruuyHinTa4rgj4hNLOndjcYYhZLckoXtVRY9rJPuq8p6c/tgZJrFYEAYAfJ2/hhNtUCA== -super-three@^0.111.6: - version "0.111.6" - resolved "https://registry.yarnpkg.com/super-three/-/super-three-0.111.6.tgz#716df2323b9dbd3528f0ca5d48410d38a03bd444" - integrity sha512-/OJTOBpmm7MRx8R0G5Zr9sX8EqsELy7SwATb5n0FP145QsrP134pY2W489sfkJYqZmGkpHmG1ulQ0M94icThBw== +super-three@^0.123.1: + version "0.123.1" + resolved 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sha512-FBk4IesMV1rBxX2tfiK8RAmogtWn53puLOQlvO8XuwlgxcYbP4mVPS9Ph4aeamSyyVjOl24aYWAuc8U5kCVwMw== -terser-webpack-plugin@^5.0.3: - version "5.0.3" - resolved "https://registry.yarnpkg.com/terser-webpack-plugin/-/terser-webpack-plugin-5.0.3.tgz#ec60542db2421f45735c719d2e17dabfbb2e3e42" - integrity sha512-zFdGk8Lh9ZJGPxxPE6jwysOlATWB8GMW8HcfGULWA/nPal+3VdATflQvSBSLQJRCmYZnfFJl6vkRTiwJGNgPiQ== +terser-webpack-plugin@^5.1.1: + version "5.1.1" + resolved "https://registry.yarnpkg.com/terser-webpack-plugin/-/terser-webpack-plugin-5.1.1.tgz#7effadee06f7ecfa093dbbd3e9ab23f5f3ed8673" + integrity sha512-5XNNXZiR8YO6X6KhSGXfY0QrGrCRlSwAEjIIrlRQR4W8nP69TaJUlh3bkuac6zzgspiGPfKEHcY295MMVExl5Q== dependencies: - jest-worker "^26.6.1" - p-limit "^3.0.2" + jest-worker "^26.6.2" + p-limit "^3.1.0" schema-utils "^3.0.0" serialize-javascript "^5.0.1" source-map "^0.6.1" - terser "^5.3.8" + terser "^5.5.1" -terser@^5.3.8: +terser@^5.5.1: version "5.5.1" resolved 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+url-parse@^1.4.3, url-parse@^1.4.7: version "1.4.7" resolved "https://registry.yarnpkg.com/url-parse/-/url-parse-1.4.7.tgz#a8a83535e8c00a316e403a5db4ac1b9b853ae278" integrity sha512-d3uaVyzDB9tQoSXFvuSUNFibTd9zxd2bkVrDRvF5TmvWWQwqE4lgYJ5m+x1DbecWkw+LK4RNl2CU1hHuOKPVlg== @@ -8406,9 +8403,9 @@ watchify@3.2.1: xtend "^4.0.0" watchpack@^2.0.0: - version "2.0.1" - resolved "https://registry.yarnpkg.com/watchpack/-/watchpack-2.0.1.tgz#2f2192c542c82a3bcde76acd3411470c120426a8" - integrity sha512-vO8AKGX22ZRo6PiOFM9dC0re8IcKh8Kd/aH2zeqUc6w4/jBGlTy2P7fTC6ekT0NjVeGjgU2dGC5rNstKkeLEQg== + version "2.1.0" + resolved "https://registry.yarnpkg.com/watchpack/-/watchpack-2.1.0.tgz#e63194736bf3aa22026f7b191cd57907b0f9f696" + integrity sha512-UjgD1mqjkG99+3lgG36at4wPnUXNvis2v1utwTgQ43C22c4LD71LsYMExdWXh4HZ+RmW+B0t1Vrg2GpXAkTOQw== dependencies: glob-to-regexp "^0.4.1" graceful-fs "^4.1.2" @@ -8443,9 +8440,9 @@ webpack-cli@^3.3.12: yargs "^13.3.2" webpack-dev-middleware@^3.7.2: - version "3.7.2" - resolved "https://registry.yarnpkg.com/webpack-dev-middleware/-/webpack-dev-middleware-3.7.2.tgz#0019c3db716e3fa5cecbf64f2ab88a74bab331f3" - integrity sha512-1xC42LxbYoqLNAhV6YzTYacicgMZQTqRd27Sim9wn5hJrX3I5nxYy1SxSd4+gjUFsz1dQFj+yEe6zEVmSkeJjw== + version "3.7.3" + resolved "https://registry.yarnpkg.com/webpack-dev-middleware/-/webpack-dev-middleware-3.7.3.tgz#0639372b143262e2b84ab95d3b91a7597061c2c5" + integrity sha512-djelc/zGiz9nZj/U7PTBi2ViorGJXEWo/3ltkPbDyxCXhhEXkW0ce99falaok4TPj+AsxLiXJR0EBOb0zh9fKQ== dependencies: memory-fs "^0.4.1" mime "^2.4.4" @@ -8453,10 +8450,10 @@ webpack-dev-middleware@^3.7.2: range-parser "^1.2.1" webpack-log "^2.0.0" -webpack-dev-server@^3.11.0: - version "3.11.0" - resolved "https://registry.yarnpkg.com/webpack-dev-server/-/webpack-dev-server-3.11.0.tgz#8f154a3bce1bcfd1cc618ef4e703278855e7ff8c" - integrity sha512-PUxZ+oSTxogFQgkTtFndEtJIPNmml7ExwufBZ9L2/Xyyd5PnOL5UreWe5ZT7IU25DSdykL9p1MLQzmLh2ljSeg== +webpack-dev-server@^3.11.2: + version "3.11.2" + resolved "https://registry.yarnpkg.com/webpack-dev-server/-/webpack-dev-server-3.11.2.tgz#695ebced76a4929f0d5de7fd73fafe185fe33708" + integrity sha512-A80BkuHRQfCiNtGBS1EMf2ChTUs0x+B3wGDFmOeT4rmJOHhHTCH2naNxIHhmkr0/UillP4U3yeIyv1pNp+QDLQ== dependencies: ansi-html "0.0.7" bonjour "^3.5.0" @@ -8478,11 +8475,11 @@ webpack-dev-server@^3.11.0: p-retry "^3.0.1" portfinder "^1.0.26" schema-utils "^1.0.0" - selfsigned "^1.10.7" + selfsigned "^1.10.8" semver "^6.3.0" serve-index "^1.9.1" - sockjs "0.3.20" - sockjs-client "1.4.0" + sockjs "^0.3.21" + sockjs-client "^1.5.0" spdy "^4.0.2" strip-ansi "^3.0.1" supports-color "^6.1.0" @@ -8508,44 +8505,37 @@ webpack-sources@2.2.0, webpack-sources@^2.1.1: source-list-map "^2.0.1" source-map "^0.6.1" -webpack@^5.9.0: - version "5.9.0" - resolved "https://registry.yarnpkg.com/webpack/-/webpack-5.9.0.tgz#af2e9cf9d6c7867cdcf214ea3bb5eb77aece6895" - integrity sha512-YnnqIV/uAS5ZrNpctSv378qV7HmbJ74DL+XfvMxzbX1bV9e7eeT6eEWU4wuUw33CNr/HspBh7R/xQlVjTEyAeA== +webpack@^5.19.0: + version "5.19.0" + resolved "https://registry.yarnpkg.com/webpack/-/webpack-5.19.0.tgz#1a5fee84dd63557e68336b0774ac4a1c81aa2c73" + integrity sha512-egX19vAQ8fZ4cVYtA9Y941eqJtcZAK68mQq87MMv+GTXKZOc3TpKBBxdGX+HXUYlquPxiluNsJ1VHvwwklW7CQ== dependencies: "@types/eslint-scope" "^3.7.0" - "@types/estree" "^0.0.45" - "@webassemblyjs/ast" "1.9.0" - "@webassemblyjs/helper-module-context" "1.9.0" - "@webassemblyjs/wasm-edit" "1.9.0" - "@webassemblyjs/wasm-parser" "1.9.0" + "@types/estree" "^0.0.46" + "@webassemblyjs/ast" "1.11.0" + "@webassemblyjs/wasm-edit" "1.11.0" + "@webassemblyjs/wasm-parser" "1.11.0" acorn "^8.0.4" browserslist "^4.14.5" chrome-trace-event "^1.0.2" - enhanced-resolve "^5.3.1" + enhanced-resolve "^5.7.0" + es-module-lexer "^0.3.26" eslint-scope "^5.1.1" events "^3.2.0" glob-to-regexp "^0.4.1" graceful-fs "^4.2.4" json-parse-better-errors "^1.0.2" - loader-runner "^4.1.0" + loader-runner "^4.2.0" mime-types "^2.1.27" neo-async "^2.6.2" - pkg-dir "^4.2.0" + pkg-dir "^5.0.0" schema-utils "^3.0.0" tapable "^2.1.1" - terser-webpack-plugin "^5.0.3" + terser-webpack-plugin "^5.1.1" watchpack "^2.0.0" webpack-sources "^2.1.1" -websocket-driver@0.6.5: - version "0.6.5" - resolved "https://registry.yarnpkg.com/websocket-driver/-/websocket-driver-0.6.5.tgz#5cb2556ceb85f4373c6d8238aa691c8454e13a36" - integrity sha1-XLJVbOuF9Dc8bYI4qmkchFThOjY= - dependencies: - websocket-extensions ">=0.1.1" - -websocket-driver@>=0.5.1: +websocket-driver@>=0.5.1, websocket-driver@^0.7.4: version "0.7.4" resolved "https://registry.yarnpkg.com/websocket-driver/-/websocket-driver-0.7.4.tgz#89ad5295bbf64b480abcba31e4953aca706f5760" integrity sha512-b17KeDIQVjvb0ssuSDF2cYXSg2iztliJ4B9WdsuB6J952qCPKmnVq4DyW5motImXHDC1cBT/1UezrJVsKw5zjg== @@ -8560,11 +8550,11 @@ websocket-extensions@>=0.1.1: integrity sha512-OqedPIGOfsDlo31UNwYbCFMSaO9m9G/0faIHj5/dZFDMFqPTcx6UwqyOy3COEaEOg/9VsGIpdqn62W5KhoKSpg== webvr-polyfill-dpdb@^1.0.17: - version "1.0.17" - resolved 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